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Deathtra

Deathtra

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An Advanced Fighting Fantasy

Advanced Fighting Fantasy

Advanced Fighting Fantasy conversion by

Advanced Fighting Fantasy

Duncan Young, © 2012

Based upon the original work by Ian Livingstone

This work is a labour of love and homage to the original Fighting Fantasy gamebooks and their

creators Ian Livingstone and Steve Jackson, and Advanced Fighting Fantasy by Marc Gascoigne and

Pete Tamlyn, as updated in the most current edition by Graham Bottley. It is provided as a free

free

free

free

resource for fellow fans to use in the latest version of the AFF rules.

Copyright of the original content with the respective authors/publishers. Copyright of this format

with Duncan Young. Please contact me at [email protected] with any questions or visit my

website at wyrind.bl

wyrind.bl

wyrind.bl

wyrind.blogspot.com

ogspot.com

ogspot.com

ogspot.com

Copies of Advanced Fighting Fantasy and Out of the Pit are required to run this module. Visit

www.arion-games.com for more information on the current edition of Advanced Fighting Fantasy,

and the books can be found in various internet bookstores.

(2)

FOREWORD

Like many kids growing up in Britain in the 1980’s, my introduction to fantasy roleplaying came through the Dungeons & Dragons cartoon (which shared a slot in the schedule with He-Man, meaning I had to give my parents very strict instructions on how to set up the VHS recorder to record D&D one week, and He-Man the next), and the Fighting Fantasy and Lone Wolf gamebooks. In later years, as I picked up the board games Hero Quest and Space Hulk, graduated to Warhammer, and ventured further afield into various editions of D&D, there was still much about these gamebooks that shaped my outlook on gaming. How creatures were portrayed, the compelling artwork, the dark humour and the frequent, meaningless deaths of the protagonist (me), they indelibly imprinted on my impressionable young mind what a fantasy game setting could be.

Some of the most well-thumbed books on my roleplaying bookshelf are Dungeoneer and Blacksand, so I was excited to hear of the release by Graham Bottley and Arion Games of a new edition of Advanced Fighting Fantasy – the ruleset that emphasised fun and simplicity and, to my mind, is a great introduction to the hobby. What also serves this edition well is the wealth of inspiration and plots in the existing Fighting Fantasy gamebooks. So – for my own group and for the use of others – I set about writing up the infamous Deathtrap Dungeon, pet arena of Baron Sukumvit as a 2e AFF adventure.

CONVERSION NOTES

This work is not intended to be a full conversion or write up of the original Deathtrap Dungeon gamebook – not merely due to copyright issues, but because there is no reason not to have a copy of the original book and chances are if you are reading this you already do. So, for the preface to the adventure, and the explanation of why Baron Sukumvit is offering 10,000 gold pieces to any that can beat his Trial of

Champions, please reference the source material. This conversion simply explains how each event in the original book can be run using the updated rules and Out of the Pit creatures. The relevant page references to the gamebook are included with each entry, which is structured to provide only prompts for the location, set up and adjudication of each event.

One quick word, however, on the intent behind the original Deathtrap Dungeon. It was intended that there only be one winner in the gamebook, which does not fit in with the party-based adventures of roleplaying games. This is easily dealt with – either Baron Sukumvit’s rules are changed to allow an allied group to defeat the dungeon (my preference - you may wish to tinker with the number of hostile creatures in the dungeon depending on party size), or there are opportunities to have the players duel after the final encounter to see who is the ultimate victor. Go with whatever suits your group best. As written, this conversion assumes a group of 3-4 players with a moderately high risk of death. You may wish to tinker with the number of enemies to better fit the skill of your players, and their characters.

Maps are included giving the layout of the dungeon. There are many other excellent maps available online but thanks in particular to Graham Parker’s magnificent effort that you may wish to also reference (fightingfantasy.com/images/artwork/DTDMap.pdf). Scale is notoriously vague in the Fighting Fantasy books, so use the maps only as a guide, and any dimensions as given in the text.

COMPETITIVE PLAY

I’m hoping to run semi-regular forays into Deathtrap Dungeon for interested parties over Google+ Hangouts, each competing for the prize. If you are interested, look for me on Google+ as Duncan Young ([email protected]).

HOUSE RULES

As with all GMs, I have a few tweaks that I like to make to the game; for me, it’s to give it a slightly grittier feel – this dungeon’s a deathtrap after all! Some specific ones you’ll see in the text, where I suggest running creatures like the Bloodbeast differently to how they are handled in the gamebook to better make it fit the group roleplaying setting. Others are more general:

• Ranged attacksRanged attacksRanged attacksRanged attacks: use the Defender’s Dodge skill, or if they have a shield, their Armour skill (rolling a double-1 results in damage to the shield as well as the PC) instead of opposed Attack Strengths. A

Master of Deflection

talent allows a defender to parry a ranged attack with a successful opposed Attack Strength check using their highest Weapon skill (subsequent deflections in this

(3)

manner are at a cumulative -1 penalty per attack; succeeding with an

Unarmed

check at -2 allows the incoming projectile to be caught.).

• Creatures with multiple attacksCreatures with multiple attacksCreatures with multiple attacksCreatures with multiple attacks suffer a reduced penalty when outnumbered, based on the number of attacks they have e.g. a dragon with 2 attacks will need to face 3 melee opponents before they get a bonus to attack.

• FallingFallingFallingFalling is surprisingly nonlethal, at -1/-1 STAMINA for each 5 metres. I’d suggest amending to -1 for the

first

5 metres, -2 for the next 5, -4 for the next and each after that. So falling 20 metres would cost 12 STAMINA (1+1+2+4+4). A successful Test for LUCK or Acrobatics Special Skill check can reduce the damage by the last 5 metres worth i.e. 8 STAMINA for the fall described above.

• Critical HitsCritical HitsCritical HitsCritical Hits – in the rules as written, a roll of a double-12 for attack strength results in a critical hit which causes double damage and the loss of 1 SKILL point due to severe trauma. I suggest rolling on this additional chart (3d6) to determine the nature of the SKILL point loss and any additional effects. If also the winner of the combat round, you can choose to add 3 to the roll. First Aid may help remove the penalty (but not the SKILL loss) if treatment comes soon after combat, at the Director’s discretion. Note not all entries may be applicable for certain creatures (e.g. hearts for skeletons) or additional entries may be substituted (wings for arms) – make a judgement call on the fly. Thanks to ‘torus’ on the Arion Games AFF2 forums for ideas.

Die roll Die roll Die roll

Die roll AreaArea AreaArea CCritical Hit CCritical Hit ritical Hit ritical Hit EffectEffectEffectEffect 3

3 3

3 ––– 6–666 BBBBruisingruisingruising ruising No additional effect 7

7 7

7 ––– 10–101010 LegsLegsLegsLegs Movement rate halved, falls prone. Immobilised and prone if rolled twice 11

11 11

11 –––– 141414 14 ArmsArmsArmsArms Drops held object in affected hand (1 – 3 left, 4 – 6 right), two-handed weapon or magic use at additional -1 penalty

15 15 15

15 ChestChestChestChest Cracked ribs, breathing difficult, will fatigue quickly (-1 SKILL per round until able to rest)

16 16 16

16 GroinGroinGroinGroin Winded, unable to act for d6 rounds 17

17 17

17 HeadHeadHeadHead (roll additional d6)

1 1 1 1 –––– 2222 CCCConcussiononcussiononcussiononcussion -2 to MAGIC and Knowledge skills

3333 ThroatThroatThroatThroat Temporary difficulty speaking, -4 to MAGIC 4444 NoseNoseNoseNose Temporarily lost sense of smell, -1 to MAGIC 5555 EarEarEarEar Temporarily deafened, -2 to MAGIC

6666 EyeEyeEyeEye Temporarily blinded (permanent if rolled twice) 18

18 18

18++++ HeartHeartHeartHeart Instant Death

• Wandering MonstersWandering MonstersWandering MonstersWandering Monsters – for parties that are likely to try and rest in the dungeon, Baron Sukumvit is sure to have arranged a patrol to catch them unawares! Here’s a selection of suitable creatures

from the Out of the Pit supplement. For each hour of exploration or rest, there is a 1 in 6 chance of a wandering encounter with the following (roll 2d6): Die Die Die Die roll rollroll

roll Wandering MonsterWandering MonsterWandering MonsterWandering Monster

Die DieDie Die roll rollroll

roll Wandering MonsterWandering Monster Wandering MonsterWandering Monster 2

22

2 1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES 88 88 1d6 SKELETONS1d6 SKELETONS1d6 SKELETONS1d6 SKELETONS 3

33

3 1d2 IRON EATERS1d2 IRON EATERS1d2 IRON EATERS1d2 IRON EATERS 99 99 1d6 ORCS1d6 ORCS1d6 ORCS1d6 ORCS

(50% chance to be led by 1 GREAT ORCGREAT ORCGREAT ORCGREAT ORC) 4

44

4 1d6+1 GIANT RATS1d6+1 GIANT RATS1d6+1 GIANT RATS1d6+1 GIANT RATS 1010 1010 1d3 GHOULS1d3 GHOULS1d3 GHOULS1d3 GHOULS 5

55

5 1d6 ZOMBIES1d6 ZOMBIES1d6 ZOMBIES1d6 ZOMBIES (25% carry Dire Trembling disease (Test for LUCK avoids infection))

11 1111

11 1d31d31d31d3 GIANT SPIDERSGIANT SPIDERSGIANT SPIDERSGIANT SPIDERS 6

66

6 2d6 TROGLODYTES2d6 TROGLODYTES2d6 TROGLODYTES2d6 TROGLODYTES 1212 1212 1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS (50% chance of being Friendly; come up with your own NPCs, or use THROM (area 31) for inspiration

7 77

(4)

Deathtrap Dungeon

Reading the entries: Reading the entries: Reading the entries:

Reading the entries: Text in boldboldboldbold is what is immediately visible to the adventurers as they enter a location or open a container, and should be in the Director’s initial description. Text following that, or after a ‘>’‘>’‘>’‘>’ is further information available for adventurers that inspect more closely. Text following a lists options relating to the above object, including actions or contents. Underlined text indicates actions that

might

be taken, relating to the linked object. These are

suggestions

, not the only option or solution available; players will have other creative ideas too. Skill checks, tests for LUCK or other rules related instructions are

italicised

. CREATURES are displayed in capitals, and their entries include SKILL and STAMINA (multiple combatants separated by ‘/’), weapon/armour tables, and any treasure carried.

THE ENTRANCE

See the BACKGROUND section of the gamebook for more information on the Trial of Champions. Have fun playing up Baron Sukumvit as a camp sneering villain whose gold the players should be eager to grab. The corridors to the dungeon itself are damp worked stone, with water dripping from the ceiling and spiders, beetles and rats scurrying along the floor.

1.

BOXES (1, 270)

Stone table Stone table Stone table Stone table >>>> Wooden Wooden Wooden

Wooden BoxesBoxesBoxesBoxes (1 per adventurer) containing 2 GP2 GP2 GP2 GP

Note Note Note

Note: “Well done. At least you have the good sense to stop and take advantage of the token aid given to you. Now I can advise you that you will need to find and use several items if you hope to pass triumphantly through my Deathtrap Dungeon. Signed, Sukumvit”.

2.

THE ARROW (66)

White arrow White arrow White arrow

White arrow painted on the wall, points left. Wet footprints

Wet footprints Wet footprints

Wet footprints >>>> 3 sets head left, one set right.

3.

THE BELL (220)

Large iron bell Large iron bell Large iron bell

Large iron bell hangs from ceiling; gong malletgong malletgong malletgong mallet rests against the wall.

Attuned

characters may sense a magical aura with a successful

Magic Lore

check.

Ringing the bell causes loud vibrations, induces convulsions in all near bell (-2 SKILL, -2 STAMINA).

Bell will continue to ring until muffled.

Trap Knowledge

will indicate this if necessary.

If ringing not stopped, a HOBGOBLINHOBGOBLINHOBGOBLINHOBGOBLIN will appear and attack.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 666 7+6 7+7+7+ SKILL SKILL SKILL SKILL 7777

Sword

2 3 3 3 3 3 4 STAMINA STAMINA STAMINA STAMINA 5555

Med.

Armour

0 0 1 1 2 2 3

4.

THE PUFFBALL (56)

Large brown boulder Large brown boulder Large brown boulder

Large brown boulder----like like like objectlike objectobject blocks corridor >>>> soft, object spongy texture >>>> room to squeeze past above.

Forest

or

Underground Lore

can identify object as a puffball that can release spores. Cutting through the puffball releases choking

spores. Each character nearby looses 2d6 STAMINA (

Test for

LUCK: if

Lucky

, take half damage. Taking suitable precautions, such as breathing through damp cloth, may give bonus to test, or avoid the need completely). Climbing over puffball requires

Climb

check.

Failure, particularly if carrying heavy or long items (e.g. spears) risks piercing the puffball as above.

5.

HOBGOBLINS (264)

Sound of commotion up ahead > Sound of commotion up ahead > Sound of commotion up ahead >

Sound of commotion up ahead > fighting,

Languages

can identify insults in goblinoid tongue >>>> twotwotwo two HOBGOBLINS

HOBGOBLINS HOBGOBLINS

HOBGOBLINS fighting over a satchel satchel satchel satchel on the floor. Stealth is possible with

Sneaking

roll, as

creatures are too engrossed in battle to notice. Can sneak past or choose to get first strike in combat.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 666 7+6 7+7+ 7+ SKILL SKILL SKILL SKILL 7/67/6 7/67/6

Sword

2 3 3 3 3 3 4 STAMINA STAMINA STAMINA STAMINA 5/55/55/5 5/5

Med.

Armour

0 0 1 1 2 2 3 Satchel > Jug Satchel > Jug Satchel > Jug

Satchel > Jug of acrid smelling liquid

ACID (test by dipping something in liquid).

Drinking causes -1 SKILL and -4 STAMINA in first round, then death if not immediately neutralised, washed or diluted.

Causes 2d6 STAMINA damage if used as a thrown weapon or trap.

(5)

DEATHTRAP

DEATHTRAP

DEATHTRAP

DEATHTRAP

DUNGEON

DUNGEON

DUNGEON

DUNGEON

A.

A.

A.

A. ENTRANCE

ENTRANCE

ENTRANCE

ENTRANCE

START

START

START

START

q

q

q

q

w

w

w

w

e

e

e

e

r

r

r

r

o

o

o

o

t

t

t

t

y

y

y

y

u

u

u

u

i

i

i

i

a

a

a

a

s

s

s

s

d

d

d

d

f

f

f

f

g

g

g

g

h

h

h

h

j

j

j

j

(6)

6.

POLE TRAP (110)

Wooden poles Wooden poles Wooden poles

Wooden poles cross corridor > 12> 12> 12 in total, each set in > 12 wall ½ metre off the ground, 1 metre apart.

Trap Knowledge

indicates that if any pole is touched, they will all explode (2d6 STAMINA loss to any caught in the area, roll damage separately for each PC).

Trap Knowledge

(-4) can create a path through without triggering trap.

Acrobatics

check to navigate without touching a pole.

Players may come up with other options (crawl under, trigger trap with ranged weapon etc) – allow them to be creative, and use SKILL rolls where necessary.

7.

CAVEMAN (387)

Burly NEANDERTHAL Burly NEANDERTHAL Burly NEANDERTHAL

Burly NEANDERTHAL stalks this N-S corridor >>>> wearing furs and carrying club > > > > scratches in dumb frustration at a bracelet on his wrist >>>> will attack on sight.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 7777

Club

1 2 2 2 3 3 4 STAMINA STAMINA STAMINA STAMINA 8888

Light

Armour

0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls)

Bracelet > Bracelet > Bracelet >

Bracelet > leather band with 4 rat skulls attached.

Attuned

characters may sense a magical aura

with a successful

Magic Lore

check.

Donning the bracelet activates curse curse curse curse which causes the wearer to regress to a primitive state, slow-witted and quick-tempered like the Neanderthal; -4 to SKILL and MAGIC

.

Removal of the curse requires a BlessingBlessingBlessing from a Blessing priest with

Devotion

of 11 or higher.

8.

BACKPACK (298)

Backpack Backpack Backpack

Backpack sits on floor, resting against the wall >>>> appears crumpled, mostly empty

1 GP1 GP1 GP1 GP

BLACK WIDOW SPIDER hides within

Bites unprotected hands that search backpack.

Test for

LUCK: if

Lucky,

take 1d3 STAMINA damage, if

Unlucky

take -2 SKILL and --2d6 STAMINA from spider venom.

9.

HEAT TRAP (13, 182)

Heat of corridor Heat of corridor Heat of corridor

Heat of corridor rises sharply. If approaching from south, a length of hollow bamboo pipebamboo pipebamboo pipe containing a bamboo pipe clear liquid rests in an alcovealcovealcove >>>> PCs will profusely alcove sweat and mouths feel dry.

Attuned

characters may sense a magical aura on liquid with a successful

Magic Lore

check

Drinking liquid from pipe grants resistance to the effects of the heat (lasts 1d6 x 10 minutes) Not Drinking the liquid and continuing down

corridor requires SKILL/

Strength

check or pass out from heat exhaustion. PCs will die unless removed to cool area and given water, in which case they revive in 1d6 hours

10.

PIT AND ROPE (156)

Door > iron plate Door > iron plate Door > iron plate Door > iron plate

Moving iron plate shows contents of the room (roperoperoperope on far wall) and reveals a pit

pit pit

pit hidden behind the door.

Entering the room without spotting pit requires a

Test for

LUCK/

Acrobatics

check to avoid falling in. Those who fall lose 8 STAMINA (15 metres). Climbing up and down the pit to get to the other

side requires two

Climbing

checks down and up. Jumping the pit requires one

Jump

check each

way with a run up. Rope

Rope Rope

Rope coil is 25 metres long.

11.

ORCS (326)

Patrolling this E-W corridor are two ORCStwo ORCStwo ORCStwo ORCS, who will attack on sight.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 666 7+6 7+7+7+ SKILL SKILL SKILL SKILL 6/66/66/66/6

Morning-star

1 2 2 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 5/55/55/55/5

Light.

Armour

0 0 0 1 1 1 2

ORCS carry 6 GP6 GP6 GP6 GP, 2222 SPSPSPSP, and hollow wooden tube.hollow wooden tube.hollow wooden tube. hollow wooden tube.

12.

EX- BARBARIAN (299)

Wet footprints Wet footprints Wet footprints

Wet footprints lead to iron door. Large room, littered littered littered littered floor

floor floor

floor covered in bones, scraps of clothing and broken objects. AlcoveAlcoveAlcoveAlcove on far wall holds silver gobletsilver gobletsilver gobletsilver goblet. Stood in the centre of the room impaled on spike is a dead dead dead dead barbarian warrior

barbarian warrior barbarian warrior

barbarian warrior in furs.

Caught by trap hidden on floor. BattleaxeBattleaxeBattleaxeBattleaxe

Dried herbDried herbDried herbDried herbedededed meat meat meat meat (+3 STAMINA if eaten)

Hunting

skill recognises it as very

nutritious jerky from northern tribes. Silver goblet

Silver goblet Silver goblet

Silver goblet > > > >

Evaluate

: 25 GP25 GP25 GP25 GP Contains red sparkling liquid.

Attuned

characters may sense a varying, changing magical aura from liquid with a successful

Magic Lore

check.

Trap Knowledge

indicates a dart will fire from alcove if goblet taken.

Dodge

or

Test for

LUCK to avoid taking 1d6 STAMINA damage. Further SKILL/

Acrobatics

check to avoid spilling all the liquid.

(7)

Drinking has variable effect (roll 1d6, can be drunk from up to four times before drained)

1111 +2 STAMINA 2 22 2 -2 STAMINA 3 33 3 Full Heal 4 44 4 -1 SKILL 5 55 5 +3 LUCK 6 66 6 -2 LUCK

13.

JADE IDOL (37, 351)

Large natural cavern > Green statue Large natural cavern > Green statue Large natural cavern > Green statue

Large natural cavern > Green statue of cross-legged smiling bald fat man (6m tall) in centre > green > green > green > green jewelled eyes

jewelled eyes jewelled eyes

jewelled eyes. Standing either side of statue are two stuffed giant birdsgiant birdsgiant birdsgiant birds.

Will attack if they/the eyes are touched. Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 7/87/8 7/87/8

Medium

Bite

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 888////88888

Medium

Armour

0 0 1 1 2 2 3 Jade statue Jade statue Jade statue Jade statue

Climbing is difficult due to smooth surface.

Climb

checks at -4, or -2 with a rope. Combat skill at -2 whilst climbing.

Left eye >>>> EMERALDEMERALDEMERALD (EMERALD

Evaluate

check: 100100100 GP100 GPGP). GP Can be pried loose.

Right eye is a fake gem (

Evaluate

check: worthless).

Trap Knowledge

at -2 finds a trap

Prying it loose will release a cloud of knockout gas around statue (

Test for

LUCK or fall unconscious for 1d6 × 10 minutes; if climbing, will also fall to the ground for -3 STAMINA).

14.

EMPTY(?) ROOM (102)

The door opens into a small unlit, bare room. The door will shut and lock 10 seconds after anyone enters the room. A voice will then call out:

Welcome to Deathtrap Dungeon, the ingenious killer

labyrinth of my master. I trust you will now hail my

master with the respect he deserves?

Respectful replies or questions are met with: “

So we have a snivelling/ignorant weed in our

midst? My master has a special gift for you,

loathsome creep

Water then floods into chamber. The door requires a

Strength

check of use of

Lockpick

skill (at -2) to open. The room takes 3 rounds to fill and trapped characters will start drowning.

Disrespectful replies that curse Sukumvit elicit: “

Good! My master likes those who show spirit!

Take this gift to help you. It will grant you one

wish, but one wish only. Don’t be greedy!

Ring of WishingRing of WishingRing of WishingRing of Wishing drops to the floor (1 wish; Director adjudicates results).

15.

BEAM OF LIGHT (344)

Beam of shimmering blue light Beam of shimmering blue light Beam of shimmering blue light

Beam of shimmering blue light falls on centre of corridor, leaving unlit space around it >>>> floating images of laughing faces dance in the light.

Walking around the light causes no effect

Entering the light >>>> faces turn to despair and anguish. Face of a young girl floats close and says:

When corridor doth water meet

Do not make a quick retreat

Take a breath and jump right in

If your Trial you hope to win”

16.

FLY`S NEST (168)

Stone door > Stone door > Stone door >

Stone door > iron latch with round handle. Opens to large cavern

large cavern large cavern

large cavern >>>> warm, damp, fetid air, algae on walls. Low humhumhumhum fills the air, and floor covered in straw apart from pit of writhing giant (2ft) maggots. Ornate Ornate Ornate Ornate dagger

dagger dagger

dagger (+1 to damage rolls) rests amidst the maggots. If nest or dagger touched, two GIANT FLIESGIANT FLIESGIANT FLIESGIANT FLIES descend from ceiling to attack. If a GIANT FLYGIANT FLYGIANT FLYGIANT FLY wins a combat round, character must succeed a

Strength

check or

Test for

LUCK to avoid being snatched into the air and dropped for 1d6 STAMINA on top of bite damage. Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 666 7+6 7+7+ 7+ SKILL SKILL SKILL SKILL 7/7/77/7/777

Medium

Bite

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 888////88888

No

Armour

- - - -

17.

ROCK GRUB (352)

Sound of grinding rock > Sound of grinding rock > Sound of grinding rock >

Sound of grinding rock > walls vibrating

Underground Lore

can identify source as likely a burrowing ROCK GRUBROCK GRUBROCK GRUB; a centipede-like ROCK GRUB creature with strong bite. Very successful checks will recall that they sense by feeling for body heat.

ROCK GRUB ROCK GRUB ROCK GRUB

ROCK GRUB bursts through southern wall in 1 round. Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 7777

Medium

Bite

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 11111111

Light

Armour

0 0 0 1 1 1 2

2 attacks

Borehole Borehole Borehole

Borehole in wall left behind its path

Underground/Animal Lore

hints that amate and eggs likely nearby.

Entering borehole leads to nest containing another ROCK GRUBROCK GRUBROCK GRUBROCK GRUB and 1d6 eggs. Fighting in the cramped passage carries a -4 SKILL penalty to all relevant actions.

(8)

DEATHTRAP

DEATHTRAP

DEATHTRAP

DEATHTRAP

DUNGEON

DUNGEON

DUNGEON

DUNGEON

B. CENTRE

B. CENTRE

B. CENTRE

B. CENTRE

k

k

k

k

l

l

l

l

;

;

;

;

2)

2)

2)

2)

2!

2!

2!

2!

2@

2@

2@

2@

2#

2#

2#

2#

2$

2$

2$

2$

2%

2%

2%

2%

2^

2^

2^

2^

2&

2&

2&

2&

2*

2*

2*

2*

2(

2(

2(

2(

3)

3)

3)

3)

3!

3!

3!

3!

3@

3@

3@

3@

3#

3#

3#

3#

3$

3$

3$

3$

3%

3%

3%

3%

3^

3^

3^

3^

3&

3&

3&

3&

3*

3*

3*

3*

3(

3(

3(

3(

From A

From A

From A

From A

(9)

18.

MIRROR CURSE (329)

Mirror Mirror Mirror

Mirror at end of corridor > > > > see own light reflected

Awareness

check allows spotting the reflection

is distorted at a safe distance.

Reflection shows character with a swollen head. Looking in mirror closely causes the victim’s

head to swell uncontrollably to match reflection.

Test for

LUCK to look away in time, otherwise gaze is fixed on mirror and victim cannot move. Anyone gazing into the mirror loses 1d6 SKILL and MAGIC, +1 per subsequent round.

Breaking the gaze, by smashing mirror with

Strength

check (at a -4 penalty to avoid looking at it), blindfolding or moving the victim or similar method prevents further SKILL and MAGIC loss, but inflicted damage remains.

19.

PITFALL (68)

Chasm > Chasm > Chasm >

Chasm > 4 metres wide, 15 metres deep >>>> roperoperope hangs rope from ceiling in the middle.

Awareness

check spots rope has been half cut. Swinging on rope causes it to snap. Falling

characters take 7 STAMINA damage.

Jumping across requires a successful

Jump

check.

Climbing down and up the pit to get to the other side requires two

Climbing

checks down and up.

Bottom of chasm Bottom of chasm Bottom of chasm

Bottom of chasm pitch black > RUBY> RUBY> RUBY> RUBY (

Evaluate

: 100 100 100 100 GP

GP GP

GP) lies amongst rubble.

20.

STATUARY (12)

Room full of statues statues statues > statues > > depict warriors from wide > variety of cultures >>>> incredibly lifelike.

OLD MAN OLD MAN OLD MAN

OLD MAN > > > > white-haired, crazycrazycrazycrazy >>>> will speak with party:

Oh goody! Another stone for my garden? Come to

join your friends, have you?

I used to be a Trialmaster

here, don’t you know! But the Baron didn’t like my

methods, see! I want someone to win, to beat this

dungeon BUT only if they are worthy! I wonder if you

are worthy..

.”

Proving themselves worthy by demonstrating their prowess or knowledge (let the players be creative) means the old man will reward them using his

Ironhand

or

Strength

spells (see below).

Proving themselves unworthy by making fun of the old man, threatening or doing anything that might make a crazed old man take offence will cause him to attack. He will focus primarily on

Petrify

and

Wall

spells to add new statues to his garden.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 666 7+6 7+7+ 7+ SKILL SKILL SKILL SKILL 4444

Unarmed

1 1 1 1 1 2 3 STAMINA STAMINA STAMINA STAMINA 10101010

Robes

- - - - MAGIC MAGIC MAGIC

MAGIC 9999 MAGIC POINTSMAGIC POINTSMAGIC POINTSMAGIC POINTS 181818 18

Wizard Spells:

Ironhand (1), Strength (1), Ward (1),

Weakness (1), Restrain (4), Wall (4), Petrify (6)

OLD MAN carries 20 SP20 SP20 SP20 SP and a POTION of MAGICPOTION of MAGICPOTION of MAGIC. POTION of MAGIC

21.

BOULDER TRAP (217)

Long northerly corridor > Long northerly corridor > Long northerly corridor >

Long northerly corridor > walls worn and grooved > > > > slopes gently upwards.

Tripwire Tripwire Tripwire

Tripwire three quarters of the way along corridor.

Awareness

spots it before triggering.

Triggering tripwire causes boulder to be released from the north, rolling rapidly south towards party.

SKILL/

Strength

check to outrun boulder as far as door to area 22.

Fleetfooted

talent grants a bonus of +2 to the check, but wearing armour or burdened carries penalty (see

Dodge

modifiers).

Other ways of stopping boulder may be used e.g.

Wall

spell

Anyone otherwise crushed by boulder takes 10d6 STAMINA damage.

22.

SKELETON CLUE (381)

Wooden door > Wooden door > Wooden door >

Wooden door > ‘X’ marked on it in chalk. Stone throne > Skeleton of armed warrior > Stone throne > Skeleton of armed warrior > Stone throne > Skeleton of armed warrior >

Stone throne > Skeleton of armed warrior > weapons and armour covered in rust, parchmentparchmentparchment clasped in parchment right hand. If skeleton or parchment touched, it will attack. ParchmentParchmentParchment reads: Parchment

Should you meet the Manticore

Of its tail beware!

Shield yourself against the spikes

Flying through the air.

” Alcove

Alcove Alcove

Alcove in far wall > > > > full of cobwebs > > > hides steps > steps steps steps leading down.

SKELTON WARRIOR SKELTON WARRIOR SKELTON WARRIOR

SKELTON WARRIOR items too rusted to be of use. Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 8888

Battleaxe

3 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 6666

Medium

Armour

0 0 1 1 2 2 3

Edged weapons only do 1 point of damage against it.

23.

FUNGI CELLAR (128)

Damp cellar, low ceiling Damp cellar, low ceiling Damp cellar, low ceiling

Damp cellar, low ceiling > > > floor littered with rotting > debris >>>> growing by north wall are several large, unusual mushroomsmushroomsmushroomsmushrooms.

Underground/Plant

Lore

identifies mushrooms as causing uncontrolled growth on ingestion.

Eating a mushroom will cause the victim to double in size for 2d6 hours.

(10)

They will be too big to leave the cramped cellar, and SKILL/MAGIC checks are at -4 penalty. Wandering monsters will likely come across them in this time.

24.

GOBLINS! (124)

Steps Steps Steps

Steps lead up to tratratratrapdoorpdoorpdoorpdoor to enter room > > > > room holds table, cupboard, whetstone

table, cupboard, whetstone table, cupboard, whetstone

table, cupboard, whetstone and four GOBLINSGOBLINSGOBLINSGOBLINS.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 666 7+6 7+7+ 7+ SKILL SKILL SKILL SKILL 5/55/55/55/5 5/5 5/5 5/5 5/5

Short-sword

1 2 2 3 3 3 5 STAMINA STAMINA STAMINA STAMINA 4/44/44/44/4 5/5 5/5 5/5 5/5

Light

Armour

0 0 0 1 1 1 2 Cupboard Cupboard Cupboard Cupboard

Wooden Mallet Wooden Mallet Wooden Mallet Wooden Mallet and 10 iron spikes10 iron spikes10 iron spikes10 iron spikes 38 GP38 GP38 GP38 GP

Handaxe of Goblin SlayingHandaxe of Goblin SlayingHandaxe of Goblin SlayingHandaxe of Goblin Slaying

25.

SKULL & BALLS (153)

Two balls Two balls Two balls

Two balls on floor by door > > > > wooden. Marble plinth > Skull >

Marble plinth > Skull > Marble plinth > Skull >

Marble plinth > Skull > eyes are two TOPAZTOPAZTOPAZTOPAZ gems (

Evaluate:

50 GP50 GP50 GP50 GP each).

Crossbows Crossbows Crossbows

Crossbows line left wall >>>> aimed across room >>>> loaded.

Awareness

check finds no trap on floor; does find trap on plinth or crossbows if explicitly examined. Pressure plate on plinth such that if skull removed and then replaced, crossbows will fire.

Trap Knowledge

at -2 to disarm.

Test for

LUCK or

Dodge

check to avoid being hit by 1d6 crossbow bolts (

Armour

roll allowed).

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+

Bolts

2 2 3 3 4 4 5

26.

MIRROR, MIRROR (74)

Mirrors Mirrors Mirrors

Mirrors line corridor for 20 metres >>>> human skeletonskeletonskeletonskeleton lies half drawn into mirror.

Walking past or being reflected in a mirror causes MIRROR DEMONMIRROR DEMONMIRROR DEMONMIRROR DEMON to emerge and attack. Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 10101010

Medium

Claw

2 2 3 3 3 3 4 STAMINA STAMINA STAMINA STAMINA 10101010

No

Armour

- - - -

2 attacks.

Anyone struck by the demon must also succeed a Test

for LUCK or Strength check to avoid being pulled into

the creatures mirror dimension and lost there.

Smashing mirrors requires a Strength check (at -2) with a melee weapon (or SKILL at -4) and will banish the MIRROR DEMON. The mirrors will all explode;

Test for

LUCK or

Dodge

to

avoid taking -2 SKILL due to multiple cuts and lacerations.

27.

STAIRCASES (122)

Two flights of stairs > Two flights of stairs > Two flights of stairs >

Two flights of stairs > separated by banister of rat rat rat rat skulls >

skulls > skulls >

skulls > lead to two archwaysarchwaysarchwaysarchways set in far wall.

Awareness

check if stairs are examined spots the forth step on the right-hand staircase is weakened.

Will give way if stepped on and victim’s leg falls into pit of hungry rats. 1d6 rats will bite the leg doing 1 STAMINA damage each (no armour roll).

28.

THE PRISONER (210)

Wooden door > severed hand Wooden door > severed hand Wooden door > severed hand

Wooden door > severed hand nailed upon it. Male Prisoner > chained

Male Prisoner > chained Male Prisoner > chained

Male Prisoner > chained to wall >>>> missing right hand. Will beg for mercy, and offer advice if freed. Used to be a contestant, but fell down pit and

was rescued by a dwarven Trialmaster and enslaved. Currently punished and imprisoned for trying to escape. Knows rough layout as far as area 39, but not details. Also knows that several gems must be collected to unlock the door at the exit (Note: a clue that area 35 is not the real exit).

Will flee south hoping to escape if allowed. Too malnourished and beaten to travel with the party in his current state, but if healed and treated

very

well, could be persuaded to act as a henchman.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 5555

By

weapon

- - - - STAMINA STAMINA STAMINA STAMINA 10101010

No

Armour

- - - -

SKILL reduced due to missing hand.

Current STAMINA is 3

Special Skills: Armour (2), Sneaking (2), Swords (2),

Awareness (1), Dodge (1), Healing (1),Throwing (1)

29.

IRON PIPE (78)

Iron pipe Iron pipe Iron pipe

Iron pipe protrudes from wall >>>> 1 metre diameter >>>> dark, dank and slimy.

Entering the pipe after 10 metres will come across wooden box.wooden box.wooden box.wooden box. Pipe continues on.

Iron KeyIron KeyIron KeyIron Key

SAPPHIRESAPPHIRESAPPHIRESAPPHIRE (

Evaluate

: 100 GP100 GP100 GP) 100 GP

Continuing past wooden box, requires an

Awareness

check from characters with the

Dark

Seeing

talent to spot a sudden drop in the pipe. Victims will slide and fall 50 metres into an isolated cave, taking 36 STAMINA damage.

(11)

30.

DEAD ORCS (338)

Two ORC bodies > Two ORC bodies > Two ORC bodies >

Two ORC bodies > (Baron Sukumvit’s livery)

Healing

check shows they were both killed by cuts from a heavy blade.

Searching the bodies finds a necklacenecklacenecklacenecklace of teeth around the neck of one orc.

Attuned

characters may sense a magical aura with a successful

Magic Lore

check. Amulet of StrengthAmulet of StrengthAmulet of StrengthAmulet of Strength grants +1 to damage

rolls and gives a +1 bonus to

Strength

skill (which gives characters with no existing

Strength

skill one rank in it).

31.

THROM! (282)

(Designer note:

When I first saw the image of Throm

the barbarian in the gamebook, I thought what turned

out to be his eye-patch was in fact a pair of shades. I

kinda like that image of a Conan-esque warrior in a

loincloth and shades – you may wish to use it here!

) Muscular barbarian

Muscular barbarian Muscular barbarian

Muscular barbarian stands at junction, and calls out “

You’re the competition, huh?

Will converse with party. Depending on how he’s treated, and the number of potential rivals to split the winnings with, he may join forces or will attack to eliminate the competition.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 10101010

Greataxe

2 3 3 4 4 5 6 STAMINA STAMINA STAMINA STAMINA 14141414

Light

Armour

0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls)

32.

DEAD END (388)

Dead end > paper Dead end > paper Dead end > paper

Dead end > paper pinned to wall >>>> aged “

Beware the Trialmasters”

33.

CHASM (22)

Chasm Chasm Chasm

Chasm > 4 metres wide, 20 metres deep.

Jumping across requires a successful

Jump

check.

Climbing down and up the pit to get to the other side requires two

Climbing

checks down and up

Bottom of chasm has passageway running north.

34.

CEILING TRAP (311)

Flagstone Flagstone Flagstone

Flagstone just after chasm is trappedtrappedtrappedtrapped.

Awareness

check spots loose flagstone.

Trap Knowledge

identifies that if stepped on, ceiling will collapse. Check at -2 to disarm, or can be stepped over.

Jumping over the chasm risks running over the flagstone.

Triggering trap causes boulder from ceiling to fall on those in area doing 2d6+2 STAMINA damage.

Test for

LUCK or

Dodge

check to avoid.

35.

ILLUSORY EXIT (325)

Daylight Daylight Daylight

Daylight visible up ahead >>>> images of blue sky and green fields and trees >>>>

no accompanying sounds or

breeze

(mention this subtly to hint that all may not be as it seems, and see clue from area 28).

Exit is an illusionillusionillusion that only becomes apparent illusion to those inside the chamber on passing the centre of the chamber. Room is in fact littered with dead bodiesdead bodiesdead bodiesdead bodies and detritus (558 GP 558 GP 558 GP 558 GP and various rusted/rotted arms and armour).

Second Sight

check identifies the illusion before the characters enter the room.

Entering the room causes permanent

Wall

spell to block the exit. This can be counterspelled, but resets if people remain in the chamber.

36.

BOOKSHELF (194)

Two books Two books Two books

Two books on shelf >>>> dusty, leather covers with no title or text.

Red Book Red Book Red Book Red Book

Opening the book causes pages to crumble. Appears to be a bestiary. One page fragment remains:

Beware the BLOODBEAST! It is a bloated, spiny, evil

creature that lurks in pools of fetid toxic slime which

will dissolve normal flesh in seconds. It catches the

unwary with its wickedly barbed tongue, which can

dart out a surprising length and drag the

unsuspecting into its pool to dissolve for later

digestion. The BLOODBEAST has a wicked primordial

face covered in raw blisters. It is here that its one

weakness lies – the red blisters mask its one true

russet eye; a lucky strike at the real eye will dispatch

the beast in seconds.

” Black Book

Black Book Black Book Black Book

Opening the book reveals a hole cut in the pages containing a bottle with a clear liquid.

Attuned

characters may sense a magical

aura with a successful

Magic Lore

check. Potion of Trap DetectionPotion of Trap DetectionPotion of Trap Detection lasts 8 hours and Potion of Trap Detection

user will immediately know of any traps in sight (but not the detail of the trap). Depending on how the party is faring at this point, you may wish to grant characters 2 LUCK points each for finding these useful items. Or you may not.

37.

CAVE TROLLS (369)

Two CAVE TROLLS Two CAVE TROLLS Two CAVE TROLLS

Two CAVE TROLLS patrol this E-W corridor. They will attack on sight.

(12)

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 10/1010/1010/1010/10

Large

club

1 2 2 2 3 3 4 STAMINA STAMINA STAMINA STAMINA 1111444/114/11/11 /11

Light

Armour

0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls)

2 attacks

CAVE TROLLS carry 4 GP4 GP4 GP 4 GP

Bone ring > Bone ring > Bone ring > engraved with dwarven runes Bone ring >

Attuned

characters may sense a magical aura with a successful

Magic Lore

check.

Evaluate

or

Religion Lore

checks may recognise this ring as being sacred to Throff

Throff Throff

Throff, goddess of earth and the dwarven race, which will increase the fortitude of those that are worthy.

Wearing the ring forces a

SKILL

or

Strength

check, with a -2 penalty unless they are a dwarf or Priest of Throff, as their body convulses violently. Those that succeed gain a permanent +3 to STAMINA whilst the ring is worn; those who fail lose -3 STAMINA and fall unconscious for 1d6 × 10 minutes.

38.

STALACTITES (221)

Large cavern > Large cavern > Large cavern >

Large cavern > high ceiling covered in stalactites >>>> milky liquid drips into pools >>>> floor covered in rubble. An archwayarchwayarchway to the east in the shape of a demonic archway mouth leads to another corridor.

Awareness

check notices a strange echo in the chamber, and that the fine stalactites vibrate on the ceiling.

Searching the chamber finds a small leather pouch containing a live mouse.

Causing a loud noise such as by finding the mouse, shouting, running etc will cause the delicate stalactites to crash down from the ceiling.

Characters caught in the chamber may flee for either east or west exits, but take 2d6 STAMINA damage; a successful

Dodge

or

Test for

LUCK halves the damage taken.

39.

TRIALMASTER (60)

Chamber has no visible exits > DWARF> DWARF> DWARF sits on ornate > DWARF throne

throne throne

throne in the centre. Greets adventurers:

You have done well to get this far. But only the most

worthy can be allowed to win I will test your luck,

agility and fighting prowess. If one of you can succeed

at each task, I will show you where the hidden exit

lies. Do not be so foolish to try and dispose of me –

you will only rot in here.

Awareness

check notices dwarf’s hand is poised to press a concealed button on the chair.

Attacking the dwarf causes him to press the button and fire 1d6 poison darts at the lead characters.

Dodge

or

Test for

LUCK to avoid being hit and paralysed for 2d6 rounds. Anyone not paralysed can then attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 666 7+6 7+7+ 7+ SKILL SKILL SKILL SKILL 8888

Battleaxe

3 3 3 3 4 4 5

Crossbow

2 2 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 6666

Chainmail

Hauberk

0 1 2 2 2 2 3

Combat Reactions talent (not surprised/outnumbered)

Skills: Armour 3, Battleaxe 3, Crossbow 2

Crossbow bolts coated in spider venom poison

Carries a blue and red pill (see below)

(

Director’s note

: Depending on if you want one sole

winner of the dungeon or will allow parties to win,

feel free to alter the challenges as to whether each

party member or just a nominated champion may

take part. All characters should still face the Test of

Prowess together.)

The Test of Luck The Test of Luck The Test of Luck The Test of Luck

The DWARF will roll 2d6, scoring 8, and ask the characters to predict if their roll on 2d6 will be higher or lower than, or exactly, 8. Enterprising players may have means to sway the odds in their favour... if the trialmaster doesn’t spot the subterfuge!

Sleight of Hand

checks could let characters load the dice or fudge the roll

The

Animate

spell might allow players to move the dice to a desired result

Failing these or alternatives, the characters can simply

Test for

LUCK, or merely roll the dice and hope.

Failure to correctly guess the result results in the DWARF demanding the character choose between a blue and a red pill.

Red pill causes the loss of 2 points of LUCK

Blue pill causes the loss of 2 points of SKILL

(

or alternatively roll randomly for the effect)

Regardless of the outcome, the DWARF will still allow the characters to take the next challenge.

The Test of The Test of The Test of The Test of AgilityAgilityAgilityAgility

DWARF enters secret side room to the east and brings out a basket containing a COBRA. One character must catch the COBRA and return it to the basket using their bare hands.

SKILL or

Brawling

check at -2 to catch the COBRA. If unsuccessful, another

Test for

LUCK is required to see if the character was bitten and poisoned, for a total of 5 points of STAMINA damage.

The character(s) attempting this are allowed as many attempts as it takes, but are not allowed to heal before the next challenge.

(13)

From B

From B

From B

From B

DEATHTRAP

EATHTRAP

EATHTRAP

EATHTRAP

DUNGEON

DUNGEON

DUNGEON

DUNGEON

C. EXITS

C. EXITS

C. EXITS

C. EXITS

4)

4)

4)

4)

4!

4!

4!

4!

4@

4@

4@

4@

4#

4#

4#

4#

4$

4$

4$

4$

4%

4%

4%

4%

4^

4^

4^

4^

4&

4&

4&

4&

4*

4*

4*

4*

4(

4(

4(

4(

5)

5)

5)

5)

5!

5!

5!

5!

5@

5@

5@

5@

5#

5#

5#

5#

5$

5$

5$

5$

5%

5%

5%

5%

5^

5^

5^

5^

5&

5&

5&

5&

5*

5*

5*

5*

5(

5(

5(

5(

6)

6)

6)

6)

©

©

©

©

(14)

The Test of Prowess The Test of Prowess The Test of Prowess The Test of Prowess

The DWARF opens a secret door in the southern wall, leading to a large arenaarenaarena. He asks the characters to arena choose between facing ‘

A sting in the tail

’ or ‘

An

amazing end

’’ for their final battle. Their respective opponents are then either a GIANT SCORPIONGIANT SCORPIONGIANT SCORPIONGIANT SCORPION

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 10101010

Large

claw

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 10101010

Chitin

0 0 1 1 2 2 3

2 attacks, double damage

Winning an attack round with a roll of a double 6

(total Attack Strength of 22) means the character has

been fatally poisoned (no Test for LUCK possible).

or a MINOTAURMINOTAURMINOTAURMINOTAUR.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 9999

Battleaxe

3 3 3 3 4 4 5

Horns

2 2 3 3 3 4 5 STAMINA STAMINA STAMINA STAMINA 9999

Hide

0 0 1 1 2 2 3

Strongarm talent (+1 to damage rolls)

2 attacks, +2 to Attack Strength and double damage

with horns on charge attack

On defeating their opponent, the DWARF offers each character food and wine (+2 STAMINA), and will lead them at crossbow-point to a secret door to the north leading towards the exit. If the characters attempt to kill the DWARF at this point, we will try to unleash the undefeated arena opponent to help him.

40.

T JUNCTION (213)

A muted buzzingbuzzingbuzzingbuzzing sound can be heard from the west.

41.

FAKE CROWN (108)

Glass panel Glass panel Glass panel

Glass panel in wall > alcove> alcove> alcove teeming with giant insects> alcove giant insectsgiant insects giant insects (bees, wasps, beetles, ticks etc) >>>> jewelled crowncrowncrown sits crown on purple cushion.

Smashing the glass and reaching for the crown will result in being bitten for 1d6+2 STAMINA damage.

Option may be available to prevent insects attacking e.g. using smoke to drive them off, piercing glass and using acid on insects etc

Evaluate

check with the crown in hand will

identify it is a worthless fake.

42.

OLD MAN (341)

OLD MAN OLD MAN OLD MAN

OLD MAN >>>> chainedchainedchainedchained and shackled >>>> carrying traytraytraytray of bread and water.

Awareness

check will hear his approach from the west.

OLD MAN will ignore characters and walk past unless stopped. Acts tired and weary, just wanting to get on with his job. Acts as a servant of the trialmasters, and is looking for way to escape or bribe his way out.

Helping the OLD MAN with either food, gold or other kindness will result in him offering advice Will explain that the bird-shaped

throne along the corridor to the north has a secret compartment containing a doppelganger potion.

The bread and water from the tray is poisoned. Eating or drinking forces a

Test for

LUCK; if Lucky, the character looses 1d3 STAMINA, if Unlucky they lose 2d6 STAMINA and 2 SKILL points.

If the OLD MAN is abused by the characters he may try to trick them into eating the poisoned food and drink.

43.

MEDUSA (200)

Wooden door > ajar > female cries Wooden door > ajar > female cries Wooden door > ajar > female cries

Wooden door > ajar > female cries for help from within.

StrawStrawStrawStraw----covered floor >>>> large cagecagecage in centre >>>> cage expensive drapesdrapesdrapes cover cage, tied to rope drapes running through iron ring in ceiling.

Woman will cry out when she hears anyone enter the room. Will claim floor is trapped and will give way with their extra weight if they don't hurry and get her out of there (a lie). Lifting the drapes will reveal she is in fact a

MEDUSA MEDUSA MEDUSA

MEDUSA; all in sight must make a

Test for

LUCK; if Lucky, they are unharmed, if Unlucky, they are turned to stone.

MEDUSA can be tricked into looking into a mirror with a successful

Test for

LUCK. If released, she will attack.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 66 66

Claws

2 2 3 3 3 3 4 STAMINA STAMINA STAMINA STAMINA 5555

No

Armour

- - - -

Each round, opponent must Test for LUCK to avoid

the MEDUSA’s gaze and be turned to stone.

Blindfolds, or averting their eyes, negates the gaze, but

incurs a penalty to attacks.

MEDUSA carries a brooch on her rags which holds a large GARNETGARNETGARNET (GARNET

Evaluate

: 100 GP100 GP100 GP100 GP).

44.

LEPRACHAUNS (49)

Two LEPRECHAUNS Two LEPRECHAUNS Two LEPRECHAUNS

Two LEPRECHAUNS lie in wait around the corner.

Awareness

check hears giggling and sniggering. Approaching LEPRECHAUNS causes them to

run away to the north.

Pursuing them will cause 6 of their fellows to emerge from the secret chamber and surround characters. They will use any opportunity to try and play pranks on and steal from the characters. See their spell selection below to be creative and childish with your prank-making.

Playing along with pranks may win them over to offer some assistance. They will

(15)

likely need appeasing by being allowed to keep some of the items they have stolen. Attacking them causes them all to blow a

magic dust over the PCs (

Test for

LUCK or paralysed for 1 hour). They will avoid melee, and use their magic to steal from the PCs then flee.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 10101010

Unarmed

1 1 1 1 1 1 2 STAMINA STAMINA STAMINA STAMINA 4444

No

Armour

- - - -

Spells:

Animate (1), Fear (1), Illusion (1), Tongue

Twister (1), Fly (4), Grand Illusion (4), Invisibility (4)

©

CHUTES

Metal chute Metal chute Metal chute

Metal chute in wall >>>> lightly greasedgreasedgreasedgreased >>>> slopes gently into darkness.

All characters using these chutes are deposited in area 61616161.

45.

TIGHTROPE (393)

Archway Archway Archway

Archway filled with curtaincurtaincurtaincurtain > brown> brown> brown> brown, swaying in cool breeze.

Leads to large chamber with deep chasm, 7 metres across, splitting room in two. Winged Winged Winged Winged helmet

helmethelmet

helmet rests on pole on far side, tightropetightropetightrope spans tightrope chasm.

Acrobatics

check to cross tightrope, -2 due to breeze from chasm. Those who fall lose 20 STAMINA (30 metres).

Fly/Levitate

spells could also be used. Winged HelmetWinged HelmetWinged HelmetWinged Helmet is magical and will slow

any fall greater than 2 metres to a gentle descent.

46.

BIRD CHAIR (24)

Alcove > throne Alcove > throne Alcove > throne

Alcove > throne >>>> shaped like demonic bird of prey. Examining throne with successful

Awareness, Test for

LUCK, or following the advice from OLD MAN in area 42, finds hidden compartment.

Doppelganger potionDoppelganger potionDoppelganger potion – label Doppelganger potion states “Doppelganger potion, one dose”. Will change user’s appearance to match that of nearby creature, for 10 minutes.

47.

WATERY END (378)

Pool Pool Pool

Pool of water at end of corridor.

Awareness

check spots passageway under water, leading to corridor to the north/south.

Diving into the pool to cross passage without precautions risks spoiling perishable items (e.g. rations) in backpacks (

Test for

LUCK to avoid).

48.

CONSTRICTOR (170)

Female cries Female cries Female cries

Female cries can be heard from the corridor, and are then abruptly cut off. ArchwayArchwayArchway leads to natural cavern Archway >>>> BOA CONSTRICTOR is crushing an ELF warrior to death. It drops the lifeless body and attacks

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 88 88

Bite

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 141414 14

Hide

0 0 0 1 1 1 2

If BOA CONSTRICTOR wins a combat round, the

victim must Test for LUCK or pass a Strength or

Brawling check to avoid being wrapped by its body.

On subsequent rounds, a grabbed victim takes double

damage (as Bite) unless it succeeds an opposed

Strength or Brawling check. Attacks from free

opponents against the BOA CONSTRICTOR get a +4

bonus whilst it is grappling, but half of damage from

bludgeoning weapons also is taken by the grappled

victim.

Elven warrior has several useful possessions.

NoteNoteNoteNote reading “

Must find certain gems in order

to escape the dungeon – a diamond is one of

them, but what are the other two

..?”

MirrorMirrorMirrorMirror

Bone Monkey charmBone Monkey charmBone Monkey charmBone Monkey charm on a leather cord.

Attuned

characters may sense a magical aura with a successful

Magic Lore

check. When charm is thrown, it turns into a

GIANT APE under users control. Useable once per day or until the GIANT APE is killed in combat, at which point the charm becomes useless. A summoned ape can be commanded to return to the charm at any time.

Unleavened breadUnleavened breadUnleavened breadUnleavened bread grants +3 STAMINA if eaten. CurvedCurvedCurvedCurved DaggerDaggerDaggerDagger

Attuned

characters may sense a magical aura with a successful

Magic Lore

check. Grants +1 to Attack Strength and Damage

rolls.

49.

IRON GRILLE (120)

Iron grille Iron grille Iron grille

Iron grille sits in centre of corridor floor > > > > covers pit 1 metre deep.

Reaching into grille finds a grappling hook and a leather pouch containing a brass bell. It will also disturb the TENTACLED THING lurking in the pit, which will have a free strike against any unprotected arms reaching in to the pit.

Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 88 88

Suckers

2 2 3 3 3 3 4 STAMINA STAMINA STAMINA STAMINA 101010 10

Hide

0 0 1 1 2 2 3

3 Attacks.

(16)

TENTACLED THING can only be struck with long

weapons whilst at bottom of the pit; strikes against

the tentacles reaching out of the pit only do half

damage.

On a successful attack, the victim must succeed a Test

for LUCK or take a -2 SKILL penalty due to a paralytic

poison in the suckers (lasts 1d6 x 10 minutes).

50.

CHEST TRAP (93)

Small dustydustydustydusty room >>>> chestchestchest on shelf on far wall >>>> chest footprints

footprints footprints

footprints in dust lead to and from the chest.

Opening chest triggers hidden trap (-4 to detect/disarm with

Awareness/Trap

Knowledge

, unless PC has drunk Potion of Trap Detection from area 36)

Trap floods room with Brimstone Vapour – all in area must

Test for

LUCK or take 5 STAMINA damage. Chest holds pendant chain, with visible signs

of a large gem having been prised out from the centre.

51.

TROGLODYTES (230)

Large natural rocky cavern >>>> high pitch chantingchantingchantingchanting >>>> tribe

tribe tribe

tribe (~20) of TROGLODYTESTROGLODYTESTROGLODYTESTROGLODYTES running in circle around large golden effigygolden effigygolden effigygolden effigy.

Sneaking by the TROGLODYTES may be possible with

Stealth

or spells.

Subterfuge could be used with illusions, the Doppelganger potion or other options.

If the TROGLODYTES spot the characters, they will be offered the Rite of the Arrow in order to pass through the chamber. This entails removing their shoes (halves movement on rocky floor), and walking to the distance of a bow shot (30ft), at which point the TROGLODYTES will begin their pursuit. They will not pursue beyond the door to the north (area 52) or the water to the south (area 47). The bridge to the north crosses a fast flowing, cold river. Characters might try and

Hide

under the bridge; this requires a successful

Swim

check at -2 due to the fast flowing water.

Die rollDie rollDie rollDie roll 1111 2222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 5555

Bow

1 2 2 3 3 3 4

Dagger

1 1 2 2 2 2 3 STAMINA STAMINA STAMINA STAMINA 4444

Light

Armour

0 0 0 1 1 1 2

Due to their small size, these TROGLODYTES take a

-1 penalty to all damage rolls. However, they are expert

archers and have +1 Attack Strength with the bow.

52.

LOCKED DOOR (86)

This iron dooriron dooriron door is firmly locked. iron door

Picking the lock requires a

Lockpick

check at -3, due to the quality of the door.

Forcing the door requires a

Strength

check at -3, due to its size.

Unlocking the door requires Iron Key from area 29.

Passing through the door form the south, a voice will call out to the north; “This way! You’re on the right track!”

53.

IVY & OLD MAN (187)

Old man Old man Old man

Old man stands by a large basketbasketbasket attached to a rope basket rope rope rope ascending to a hole in the ceiling. He calls out eagerly.

You’re doing great! Not far now! But listen, I got a

shortcut I can let you use. Up here. It’ll get you to end

real quick. Just make it worth my while and I’ll pull

you up in the basket.”

The old man wants payment in gold for use of the shortcut.

The basket holds 4 characters. On payment and climbing in, the old man calls out “

Haul

them up, Ivy!

” before running away and cackling.

IVY is a large troll hauling up the basket. She will demand further payment before letting the characters out of the basket. IVY’s room is crude but has a portrait of another troll in a guards uniform on the far wall.

Appeasing IVY is possible with a suitable payment, or a

Con

check if they flatter her based on the painting (her brother Sourbelly of Port Blacksand, of whom she is very proud).

Attacking IVY causes her to drop the basket (all within take 1d6 STAMINA damage from the fall). She will then grab a broken stool and climb down to attack. Die rollDie roll 1111 2Die rollDie roll 222 3333 44 544 555 6666 7+7+7+ 7+ SKILL SKILL SKILL SKILL 99 99

Stool

3 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 999 9

Hide

0 0 1 1 2 2 3

Strongarm talent (+1 to damage rolls)

IVY carries 7 GP7 GP7 GP and an old bone7 GP old boneold bone tucked in her belt. old bone

54.

GUARD DOGS (305)

Barking Barking Barking

Barking and howlinghowlinghowling can be heard from the top of the howling steps >>>> three GUARD DOGSGUARD DOGSGUARD DOGS lie in wait. GUARD DOGS

They will attack any who enter, but can be distracted with the bone from IVY (area 53). Die Die Die Die

roll rollroll roll 1111 2222 3333 44 544 555 6666 7+7+7+7+ SKILL SKILL SKILL SKILL 7/7/77/7/7 7/7/77/7/7

Bite

2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 7/8/87/8/87/8/8 7/8/8 No Armour - - - -

The collarcollarcollarcollar of one dog holds a metal capsule, which contains a Leprechaun’s ToothLeprechaun’s ToothLeprechaun’s Tooth (+2 to current LUCK). Leprechaun’s Tooth

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