Secrets of the Lost Tomb - Monster Stomp - Part 1

Daniel (@dungeondive) returns to Secrets of the Lost Tomb after a Warhammer Quest break with a homebrew Monster Stomp mode — scrap the scenarios entirely, win by killing ten base creatures, then ten elites, then descending to level three to fell a random boss. Scenario triggers get repurposed as a danger-room deck built from the Passages and Perils expansion (rolls of 1 / 1–2 / 1–3 on the three trigger types). The comet-track use he hasn’t figured out yet — placeholder for now.

A two-hero setup: Vampirella (immortal, slayer, immune to physical status effects, fearless via her Scotsman companion, lucky via Landon Rabbit’s Foot Jace) and Adam Van Helsing (Monster Hunter, enchanted blade +3 combat, Avatar of Perseus and Earl Hawk companions). Each hero gets six action points.

Van Helsing’s adventure ends almost immediately. Turn-one Corsairs’ Cache misadventure: a failed mythos check on a tentacle-pool encounter sets his courage to −10 and he flees the tomb. The rules require an audacity spend by a roommate to save him — which Vampirella doesn’t have. Replace the hero, advance the comet, start again. Vampirella alone passes a Hercules-themed mythos check for +1 audacity, and the table ends the session with one hero and one empty seat.


Daniel calls Lost Tomb a game that swings wildly in all kinds of directions — turn-one tomb-flights are baked into the design. Would you keep playing through a teammate’s instant exit, or scrap and restart?