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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.
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 thismanner 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
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 aresuggestions
, not the only option or solution available; players will have other creative ideas too. Skill checks, tests for LUCK or other rules related instructions areitalicised
. 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 WoodenWooden 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 successfulMagic 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 5555Med.
Armour
0 0 1 1 2 2 34.
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
orUnderground Lore
can identify object as a puffball that can release spores. Cutting through the puffball releases chokingspores. Each character nearby looses 2d6 STAMINA (
Test for
LUCK: ifLucky
, 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 requiresClimb
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, ascreatures 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 5/5Med.
Armour
0 0 1 1 2 2 3 Satchel > Jug Satchel > Jug Satchel > JugSatchel > 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.
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.
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 8888Light
Armour
0 0 0 1 1 1 2Strongarm talent (+1 to damage rolls)
Bracelet > Bracelet > Bracelet >
Bracelet > leather band with 4 rat skulls attached.
Attuned
characters may sense a magical aurawith 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: ifLucky,
take 1d3 STAMINA damage, ifUnlucky
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 successfulMagic Lore
checkDrinking 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 hours10.
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 otherside requires two
Climbing
checks down and up. Jumping the pit requires oneJump
check eachway 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 5/55/55/55/5Light.
Armour
0 0 0 1 1 1 2ORCS 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 verynutritious 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 successfulMagic Lore
check.
Trap Knowledge
indicates a dart will fire from alcove if goblet taken.Dodge
orTest for
LUCK to avoid taking 1d6 STAMINA damage. Further SKILL/
Acrobatics
check to avoid spilling all the liquid.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////88888Medium
Armour
0 0 1 1 2 2 3 Jade statue Jade statue Jade statue Jade statueClimbing 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 trapPrying 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 ofLockpick
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 orTest 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 7/7/77/7/777Medium
Bite
2 3 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 888////88888No
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 11111111Light
Armour
0 0 0 1 1 1 22 attacks
Borehole Borehole BoreholeBorehole 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.
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
18.
MIRROR CURSE (329)
Mirror Mirror Mirror
Mirror at end of corridor > > > > see own light reflected
Awareness
check allows spotting the reflectionis 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. Fallingcharacters 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 GPGP 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
orStrength
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
andWall
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 10101010Robes
- - - - MAGIC MAGIC MAGICMAGIC 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
spellAnyone 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.
” AlcoveAlcove 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 6666Medium
Armour
0 0 1 1 2 2 3Edged 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.
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 5/5Light
Armour
0 0 0 1 1 1 2 Cupboard Cupboard Cupboard CupboardWooden 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 orDodge
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 4 526.
MIRROR, MIRROR (74)
Mirrors Mirrors MirrorsMirrors 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 10101010No
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 orDodge
toavoid 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 10101010No
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 GPContinuing past wooden box, requires an
Awareness
check from characters with theDark
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.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 successfulMagic Lore
check. Amulet of StrengthAmulet of StrengthAmulet of StrengthAmulet of Strength grants +1 to damagerolls and gives a +1 bonus to
Strength
skill (which gives characters with no existingStrength
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 barbarianMuscular 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 14141414Light
Armour
0 0 0 1 1 1 2Strongarm 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 upBottom 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 orDodge
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 BookBlack 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 magicalaura with a successful
Magic Lore
check. Potion of Trap DetectionPotion of Trap DetectionPotion of Trap Detection lasts 8 hours and Potion of Trap Detectionuser 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.
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 /11Light
Armour
0 0 0 1 1 1 2Strongarm 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 successfulMagic Lore
check.Evaluate
orReligion Lore
checks may recognise this ring as being sacred to ThroffThroff 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
orStrength
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
orTest 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
orTest 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 5Crossbow
2 2 3 3 4 4 5 STAMINA STAMINA STAMINA STAMINA 6666Chainmail
Hauberk
0 1 2 2 2 2 3Combat 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 rollThe
Animate
spell might allow players to move the dice to a desired resultFailing 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, anotherTest 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.
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^
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5&
5&
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5*
5*
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5(
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6)
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6)
6)
©
©
©
©
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 SCORPIONDie 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 10101010Chitin
0 0 1 1 2 2 32 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 5Horns
2 2 3 3 3 4 5 STAMINA STAMINA STAMINA STAMINA 9999Hide
0 0 1 1 2 2 3Strongarm 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 willidentify 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 5555No
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 torun 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
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 4444No
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 slowany 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 14Hide
0 0 0 1 1 1 2If 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 successfulMagic Lore
check. When charm is thrown, it turns into aGIANT 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 successfulMagic Lore
check. Grants +1 to Attack Strength and Damagerolls.
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 10Hide
0 0 1 1 2 2 33 Attacks.
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 successfulSwim
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 4Dagger
1 1 2 2 2 2 3 STAMINA STAMINA STAMINA STAMINA 4444Light
Armour
0 0 0 1 1 1 2Due 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 9Hide
0 0 1 1 2 2 3Strongarm 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