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A T&T: Classic Adventure for Group Play

BC1

Return to Buffalo Castle

Keeping T&T's Greatest Edition Alive!

;51/2T;

Buffalo Castle. A solitary structure seeped in mystery.Anydelverworthyofthetitlehasattempted, atleastonce,torunitstwistedhallsandconfrontits dreadfuldenizens.Foryearslonedelvershaveplunged deepintoitsperilouspassageways,andafortunatefew haveevenmadetheirwaybackout! Buffalo Castle was the first solo adventure written for Tunnels & Trolls, and as far as we know, it was the first solo adventure written for any roleplaying game, and even came out before the "choose your own adventure" books. It was written by Rick Loomis in 1976 with art by LizDanforth. Now,FiveandaHalfTrollsisproudtopresent Return to Buffalo Castle, an adaptation of the venerable solo adventure for group play. Return to Buffalo Castle will require the Tunnels & Trolls v5.5 rulebook to play which may be purchased directly from Flying Buffalo Inc (at http://www.flyingbuffalo.com/tandt.htm). Astowhyproduce thisadventureforthe5 th edition of the game as opposed to the 7 th, well, as statedontheFiveandaHalfTrollssite;...simplyput,it works!Anditworkswell!Althoughlatereditionsbrought along some interesting additional rules, these additions wouldhaveservedbetterasaddedappendicesasopposedtoa newedition.So,withversion5.5wehaveasolidsetof(in print)ruleswhich,iftakeninconjunctionwith5E,have stoodthetestoftime.Theonlythinglacking(IMHO)are supplements,betheyadventuresorsupplementalbooks,to complimentandgrowT&T5.5.This(hopefully!)iswhere FiveandaHalfTrollspublishingcomesin.

Preface

won'tfindthathere!PlayingthroughReturntoBuffalo Castlewillrequiretheplayers(andtheGM)getintoa lessmoderngamingmindframe.Alltheparticipants areencouragedtojustgowithit.Pretendit'sthelate 70ies, where the emphasis is on delving dungeons, amassingloot,killingmonsters,andgettingoutalive, andwherethemostimportantpartofdungeondelving isineveryonehavingfun!Sure,somethingsmightbe simplistic,inconsistent,andmightnotmakeanysense. Some thingsmight appear withoutrhyme orreason. Andthat'sokay.Remember,thisisanadaptationofa 1970iessolofantasyadventure(maybethefirst).Takeit forwhatitis,letyourselvesgo,andhavefunwithit.

Credit Where Credit is Due


As stated above, Buffalo Castle is not mine. Buffalo Castle was created by the infamous Rick Loomis way back in '76. Buffalo Castle is copyright 1976, 1982, 2005 Flying Buffalo Inc. Tunnels & Trolls wascreatedbyKenSt.Andrewithadditionalmaterial appearinginversion5.5createdbybothKenSt.Andre andMichaelStackpole."Tunnels&Trolls"and"T&T" aretrademarksofFlyingBuffaloInc.FiveandaHalf Trollsdoesnotclaimanyownershiponanypartofthe game (Tunnels & Trolls) or the solo (Buffalo Castle). ReturntoBuffaloCastleisafancreatedtribute,offered forfree,tosharewiththeTunnels&Trollscommunity. Return to Buffalo Castle is never to be sold in any format.

Changes

The most obvious change from the original solo is in the way Return to Buffalo Castle stats the monstersandcrittersarrayedagainsttheDelvers.The original solo stated foes in Monster Rating (MR) format. Return to Buffalo Castle presents these adversarieswithfullstatistics.Themonstersappearing Forthosethatenjoycarefullycrafteddungeon within the rooms of the castle have remained ecologies, where everything makes sense...well, you

There's a What in the Where???

unchanged.Becausetheoriginalsolowasintendedfor oneDelver,theGMmayfindthathisgroupofplayers overpower the listed foes. If this is the case, the gamemastershouldaddafewextracreaturesfromthe Wandering Monster Table(s) to provide a suitably challenging encounter. The same holds true for Wandering Monsters. Should the appearance of a wanderingmonsterprovetobeunchallenging,theGM shouldconsiderincreasingthenumberofwandering monsterswhichappear.Ifoneorcisn'tenoughforthe Delverstoevenbreakasweat,maybe6orcsmightbe more appropriate.These additionsarepurposelyleft uptoeachindividualGMbecause,intheend,noone knowsbettertheappropriatechallengelevelrequired for each individual party of Delvers more than the party'sgamemaster.

The Wizard's Request


ThestorywhichinitiatestheDelversadventure isasimpleone.TheDelversarecontactedbyOgnom the Ominous, a wizard with a request to perform a simpleyetslightlydangeroustask.Howthemeeting betweenOgnomandtheDelverscomesaboutisleftup totheGM.TheGMmayusetheoldDelversmeetsome guy at an inn with a proposition hook, or have them answer asummonsfromthetown'sbulletinpost,or whatever seems appropriate to the GM, it really doesntmatter. What Ognom needs of the Delvers is rather simple.TheWizardhasrecentlyinheritedalegendary castle;theinfamousBuffaloCastle!Thewizardwishes tolearnmoreabouthisnewacquisitionbeforeentering himself. Seeking suggestions, Ognom turned to his brotherandfellowwizard. Ognom'sbrotheradvises that Ognom hire a band of stout hearted Delvers to mapoutthecastleandclearitofanyresidualcritters,a tacticthatOgnom'sbrotherhasputtogooduseinthe pasttomapoutatowerhehadacquired. OgnomofferstopaytheDelvers50gpforeach roomtheymapaswellas100gpfor eachtrapthey unearth. In addition, they may keep any treasures found during their exploration of the castle. Ognom lets the delving band know that rumors and stories, culled from the tales of solitary Delvers that have braved the castle, would indicate that the castle is madeupof21rooms.

What About Room 17?


Well...there is none. While mapping the dreaded castle something became quickly evident to thisloneDelver.Althoughthecastleismadeupof21 rooms,therewerent21roomdescriptions,andsome roomsweredescribedbut were notaffordedaroom number.Assuch,someroomswithdescriptionsand noroomnumbersweregivennumbersofroomswhich did not exist. After this allocation of numbers, your humble scribe was left with room 17, a room that doesn't(tomyknowledge)exist.Gamemastersshould feel free to add in a secret (or not secret) room wherever they feel appropriate, populating it with whatevermannerofcreepycreaturesordastardlytraps theirnefariousmindscancomeupwith,andlabelit Room17!

After the Delvers agree to the mage's task (what stouthearted Delver wouldnt want to tackle suchalegendarystructure?!),Ognomwillofferthema crudely drawn map showing the location of Buffalo Castle1 andurgesthemtobeontheirwayquicklyso thathemaytakeupresidencewithinthecastleassoon aspossible. Well, the original solo really didn't give you If pressed about informastion regarding the muchofastory,orraisond'etretostartoffwith.Thisis castle,allOgnomknowsisthatitwasbuiltlongagoby fineforashortsololikeBuffaloCastle,butforagroup playorGMadventure,weneedalittlemore. 1 MyBuffaloCastleissetsouthwestofTallymark,at

The Adventure Begins

the foothills of the Drybones Mountains. You shouldstickitwhereveryouthinkappropriate. 3

aneccentricwizardwithapenchantforbuffalo's.Tales 0,thecreature(includingit'stentacles,ifanyremain) from the fortuatous solitary Delvers that have dies. successfullybraveditshallsattestthatthecastleisstill occupyed. Octopus-Thing (Body) ThespecificsofthetripthatleadstoDelversto 17 5 15 36 13 3 +9/NA Buffalo Castle are left up to the GM. It could be an uneventful trek leading to the castle's entrance, or a Special journeyfraughtwithconstantassaultsfrommonstrous Bite The octopus-thing's bulbous foes. Be it an uneventful journey or a treacherous head/body is equipped with a large, tooth filled maw which inflicts 3D6 travel, the Delvers will eventually wind up reaching damage (plus Adds). the legendary and ominous keep known as Buffalo Castle (well, hopefully!). Three large wooden doors Octopus-Thing (Tentacles) allowentryintothegloomycastle.Theleftdoorwill ST IQ LK CON DEX CHR Melee/Missile lead the Delvers down a short corridor ending in a doorleadingto Room4.Thecenterdoorentersinto 14 NA 14 12 14 3 +6/NA Room16.ThedoorontherightwillbringtheDelvers Special toRoom6. Tentacle Attack Each tentacle inflicts 1D6 points of damage.
ST IQ LK CON DEX CHR Melee/Missile

The Castle
Room 1 (The Octopus Room)
The room spans 40 feet by 40 feet with two doors,oneonthewesternwallandanothersetinthe easternwall,allowingentryintotheroom.Thesmellof fishwillimmediatelyassaulttheDelversastheyenter theroom,itsoriginthewrithingmassoftentaclesin the middle ofthe chamber.The Delverswillquickly realizethatthetentaclesbelongtoagiantoctopuslike critter,mostlikelyoneoftheMadMage'sexperiments. The eight long and slimy tentacles will immediately reach for the intruding Delvers, wasting no time to initiatecombat. The octopusthing may attack with all eight tentaclesatonceaswellaswithitstoothfilledmaw which is set at the center ofits bulbous body/head. The creature's body, along with each tentacle, are treatedasindividualfoeswhichcombinetheircombat rolls to produce a HPT. Should a tentacle's CON be reduced to 0, it will be considered severed and rendereduseless.Shouldthehead/body'sCONfallto 4

Should the Delvers slay the tentacled monstrositytheywillfind2D6X10Xthe#ofDelvers ingoldpiecesscatteredabouttheroom.

Room 2 (Buffalo Room)

Somepowerfulmagicmustbeatplaywithin thisroomforyouhavenotenteredachamber,butan imense grassy plain. Two doors standing upright amidstthegrassleadinoroutofthisstrangeroom(or so you assume). The room/plain's sole occupants, otherthantheDelvers,areaherdofenragedbuffalos which quickly come thundering down upon the Delvers.

Room 3 (Smoke Filled Room)


A40X40footroomwithdoorsleadingoutto thewestandnorth.Thisroomiscompletelyfilledwith someoddsmokewhichobstructstheDelver'svision.It willtaketheDelvers1D6roundstofindtheexitsof thisroomastheyblindlyfumbleabout.TheGMmay allowasuccessfulL3SRvsLKeachroundtoreduce thetime itwilltaketofindtheexit.Eachroundthe Delvers spend searching for the exit, a Wandering Monster roll is made on table WM1 to see if any

creatures or critters wander by. Should any combat occurinthisroom,theDelver'scombattotalswillbe halvedduetotheblindingeffectsofthesmoke.

Room 4 (Troll Room)


Thisroomspans30X30feetwithexitdoorson the southern, western, and northern walls. At the center of the room sits a large, massive humanoid creaturewithrockyfeatures.AL1SRvsIQwillreveal thecreaturetobeatroll,anancientkindredoflegend. A L3SR vs IQ will reveal one of the troll's special abilitiesorweaknesses(seethetroll'sstatisticsbelow). The trollissitting onwhat appearstobeachest.A heavymacerestswithinreach(Dice+Adds:5+2). The troll will not attack the Delvers immediately,beingintriguedbytheirappearance.The Delversmayopttotalkwiththetrollinanattemptto sway his demeanor in a favorable direction. This is accomplished by rolling 2D6 (doubles add and roll over)andaddingtheCHRandLKscoresoftheDelver doingthetalking.Iftherollexceeds36,thetrollwill actinanamiablefashiontowardstheDelvers.Hewill goasfaraspresentingtheDelverswithajewelworth 300gp(fromwithinthechestwhichnowdoublesasthe troll's chair), as a sign of friendship and goodwill. FailingtherollwillmeantheDelvershavemanagedto grievouslyinsultthetrollandcombatwillensue. TheDelversmayopttotakeanotherroutand menacethetrollintolettingthembe.Thiswillrequire a successful L1SR vs CHR. If all else fails, there's alwayscombat!

stone within 50' of the troll. The wall's dimension will be the troll's ST X 100 cubic feet. Rock-a-bye-bye If a Delver's ST + LK + IQ is less than the troll's ST + LK + IQ, the Delver is permanently turned to stone. Should the troll's combined attributes be less then the Delver's, then it is the troll that is turned to stone, but only until midnight. This spell-like ability costs the troll 15 ST points and has a range of 20'. Reconstr-yuch-tion Identical to a Slush Yuck spell (see T&Tv5.5; 2.22.4) and costs the troll 10 points of ST.

Room 5 (Disappearing Treasure Room)


A 30X30 foot room with a single door set in the eastern wall. The walls, ceiling, and floor are marked with ancient runes, most likely magical in nature. The room itself is filled with gold coins. The Delvers may pick up as many gold pieces as they wish, but for every 10 gp picked up a Wandering Monster roll should be made. Each Wandering Monster roll, successful or not, should be accompanied by a brilliant blue flaring of the inscribed magical runes...you know, just to heighten the tension! When a wandering monster appears, the magical runes upon the walls, ceiling, and floor will flare a bright red, after which all the remaining gold will disappear.

Room 6 (The Fountain Room)


This large room measures 50 feet X 50 feet, and holds three doors; one northbound and one eastbound, both leading deeper into Buffalo Castle, the third southbound, leading outside (this door is the easternmost of the three doors leading into Buffalo Castle). Entering this room from the southern door will spring a trap (see Trap A, below). At the centre of the room stands a large fountain. The fountain's water is magical and each Delver may drink from it once to benefit (or suffer) from the magical effects of the fountain's water. Drinking from the fountain will add or subtract from one of the drinker's attributes. Only one attempt may be made per Delver. When a Delver drinks from the fountain, the GM rolls 1D6. A result of 1-4 means points will be added to the drinker's attribute. A roll of 5 or 6 means points will be subtracted from one

Troll
ST IQ LK CON DEX CHR Melee/Missile

33

14

14

40

13

12

+24/+25

Special Vulnerability to Sunlight A troll exposed to direct sunlight will be turned to stone or gold (roll 1D6, a result of 1-5 indicates it turns to stone, and a roll of 6 means it turns to gold). This lasts until midnight, after which the troll reverts back to its trollish self. Ole Stonewall At the cost of half the troll's ST, the troll may call forth a wall of 5

of the drinker's attributes. 1D6 is then rolled to determine how many points are added or subtracted, and a final 1D6 is rolled to determine which attribute benefits or suffers from the increase/decrease (A result of 1 = ST, 2 = IQ, 3 = LK, 4 = CON, 5 = DEX, and 6 = CHR).

11

Yourswordordaggernowsings!Everyturn aftercombatisinitiated,rollaD6.Aresultof6 meansonemonsterisscaredaway. Poisonedblade.Shouldtheswordordagger inflictanyhitsonamonster,thatmonsterwill loose5fromitsCON(orMR)eachsubsequent combatturnuntilitdies.

12

Room 7 (The Enigmatic Slot Room)

A 30X30' room with doors exiting to the north, south, and west. The eastern wall holds a small slot above which a sign is affixed. Upon the sign, written in the Common Tongue, are the Room 8 (It's Only a Chest!) words Insert Sword Here. A40'X40'roomwithexitstotheeastandwest. Should any weapon other than a sword or Atthecenteroftheroomisawoodenchest.Roll1D6to dagger be inserted into the slot, nothing happens. determinewhatthechestcontains. Shouldaswordordaggerbeinsertedintotheslot,roll 2D6andconsultthefollowingtabletoseewhateffectit Roll willhaveontheinsertedweapon.Aswordordagger (1D6) Contents may only be insertedwithin the slot once. Doing so 1 Jewelworth100X#ofDelversingp. multipletimeswillhavenoadditionaleffect. 2
Roll (2D6) Effect

10X#ofDelversinsp. Arrowtrap.L1SRvsDEXtoavoid1D6hitsof damagetoCON.50gp. Poisonousgastrap.NoSR.1D6damageto CONtoallthosewithin20'ofthechest. MagicLuckyChest.TheDelveropeningthe chestaddsapermanent+3tohisLKattribute. OpeningthechestteleportstheDelver openingit,aswellasanyonewithin15'ofthe chestwhenopened,toroom3.

3 4 5 6

Yourweapongainstheabilitytofightonits own.Itwillfightasifyouwerecarryingit. Thisallowsyoutofightwithadifferent weaponatthesametime. Yourswordordaggerisnowmagicalandsees itsnumberofDicedoubled. Swordordaggermeltsandisdestroyed. Swordordaggernowautomaticallydestroys vampiresorbats. Cursed.Theswordordaggersuffersa4to combatrolls. Theswordordaggergains+5Adds. Temporarilymagicked.+20Addsforthenext combatturnonly. Defensivemagic.Wheninuse,theswordor daggerwilltake3HITSpercombatturn. Yourswordordaggernowglows.Thebright, blindinglightreducesamonster'scombatdice by1.Mayalsobeusedasatorchtolightdark tunnels.

3 4 5 6 7 8 9 10

Medusa spell (a Pygmalion spell will reverse this effect). Turn Self to Stone Should a medusa be forced to gaze at her own reflection, she will turn herself to stone.

Room 10 (The Regenerating Warrior's Room)


Theonlywayinoroutofthis50'X30'roomis bythesouth.Theonlyitemofnoteinthisroomisa largeandexpensivelookingchestguardedbyahuge, battlescaredmandressedinringjoinedplate(HITS7), andcarryingaawickedlookingsaber(Dice+Adds= 3+4)aswellas2dirks(Dice+Adds=2+1,Range= 10yards). The warrior will goad and taunt the Delvers intocombat,promisingthemthecontentofthechest (whichheassurestheDelversisafabuloustreasure)as a reward for beating him. Refusing the warrior's challengewillseetheDelver'sCHRreducedby1D6 for1D6daysasaresultoftheircowardice.

Room 9 (Sleeping Lady's Room)

You've entered a 30'X30' room. The room is adornedwithvariouspaintingsanddelicatedraperies. Severallifesizedstatuesofheroiccharactersarestrewn abouttheroom.Attheroom'scenter,aladyrestsupon a delicate couch, her back to you. A dresser stands besidethecouch,uponwhichrestsajeweledbracelet. AsuccessfulL1SRvsDEXwillallowaDelver tosuccessfullysneakbythecouchtowardsthedresser unnoticed(thusclaimingthebracelet).FailingtheSR willalerttheladytotheDelvers'presence.Evenifthe Regenerating Warrior ST IQ LK CON DEX CHR Melee/Missile braceletissuccessfullypilfered,eachroundaL1SRvs LKmustbemadebyeveryDelverintheroomtoseeif 16 16 18 20 22 17 +20/+30 the resting lady notices the Delvers intrusion within her chamber.The Delvers may forgo such subterfuge Special andsimplyattacktherestinglady. Regeneration Every time the regenerating Astheladyturnstofacetheintruders,itwill warriorisslain(CONreducedto0),ablinding quicklybecomeapparenttotheDelversthatwhatthey flash of light will flare and the warrior will faceisnonormallady,butashriekinghagwithamass return to life with twice as many points of ofwrithingsnakesforhair.AL1SRvsIQwillidentify CON than he had before. This will go on thecreatureasamedusa!Themedusawillattackvia repeatingitselfuntileithertheDelversfleethe herfilthyyetrazorsharpclaws(Dice+Adds=1+3). warrior,oralltheDelversaredefeated.

Medusa
ST IQ LK CON DEX CHR Melee/Missile

20

16

15

46

17

+16/+21

Special Turn to Stone Everyone engaging a medusa in combat (melee or missile) must succeed in a L1SR vs LK each combat round to avoid the medusa's petrifying gaze. Failure will see the victim(s) turned to stone as per a 7

Should the Delvers get to the treasure chest and its contents, they will discover that it indeed contains treasure and loot (2 rolls on the Treasure Table).Inadditiontoany treasuresgeneratedbythe rolls, the chest will also contain a magical scimitar (Dice+Adds=4+3).Thescimitarwilldampenthe warrior'sregenerativepowers,andshoulditbeinuse onacombatroundthatreducesthewarrior'sCONto 0,thenthewarriorwillnotregenerateandeffectively die.

Room 11 (Leather Clad Warrior's Room)

thedoortoRoom14.

Room 12 (The Mad Mage's Room)

This 40'X50' room is obviously a wizard's room,judging bythe weirdmagicalimplements,the scrollfilledshelves,andthelargewoodendeskatthe room's center. An old man sits behind the massive desk, clad in a voluminous robe and wearing a (stereotypical?) pointed hat, nonchalantly flipping a coin.HegreatstheDelverswarmly,yethissmileleaves nodoubtastothestateofhissanity(ormoreprecisely, lack of sanity!). This Mad Mage was, long ago, the youngdiscipleoftheoriginalMadMagewhichbuilt Buffalo Castle. After the original Mad Mage disappeared(ordied,dependingonwhichrumoryou wishtobelieve), this MadMage remainedinBuffalo Castle, acting as a caretaker for the weird fortress. Ofcourse,theindignationofhaving tohand Unfortunately, years of living with nothing but the overagoldpieceinordertoavoidafightmightbetoo aberrantdenizensofthecastlehaswornatthewizard's much for the Delvers, who might prefer tofight the sanity. man.The man is clad in leather armor (HITS 6) and After a fond greeting, ever flipping his coin, carries a short sword (Dice + Adds = 3) and a Kris thewizardofferstheDelversabizarrechoice.Hewill (Dice+Adds=2+3,Range=10yards). alloweachDelvertocallheadsortailsonacointoss. Should theDelverswinthecointoss,hewillagreeto Leather Clad Warrior magically alter one of the Delver's chosen attributes. ST IQ LK CON DEX CHR Melee/Missile ShouldtheDelversloosethecointoss,theymustagree 17 13 16 22 13 15 +10/+11 toforfeitalloftheirgold.TheDelversmayrefusethe challenge,butsuchacowardlyoptionwillreducetheir ThefirsttimetheDelversinflictdamageupon CHRby1D6for1D6days.IftheDelversdecidetoplay the warrior, the cowardly thug will surrender and theMadMage'slittlegame,andtheywinthecointoss, allowtheDelverstopassforfree.Ifthewarrior'splea then they will decide which of their attributes they of surrender is accepted, he will allow them to pass wish altered. 1D6 is rolled with a result of 1 to 3 unmolested,buttheDelverswilllaterfindoutthathe indicatingthatthechosenattributeisdoubled.Aresult haspickedtheirpocketsofupto100gpworthofcoins of 4 to 6 will mean that the attribute in question is andtreasures.Again,shouldtheDelversreturntothis insteadreducedto1. roominordertoconfrontthepickpocketingwarrior If at any time, for what ever reason, the and maybe regain their loot, they will find that the Delvers attack the wizard, he will respond in roguehasdisappeared. kind. The Mad Mage doesn't want to kill the IftheDelversdisregardthewarrior'ssurrender Delvers, and thus his first combat action will be and press the attack, then the warrior will resign to cast his Paral-EYE-ze spell. Though not bloodhimselftoafighttothefinish.If/whentheleatherclad thirsty, should the Delvers leave him no choice, warrioriskilled,theDelverswillfind1D6X100gpon he will kill them, but only as a last resort. The wizard carries a sax (Dice + Adds = 2 + 5) as him,mostlikelythepilferedlootofotherDelversthat well as 2 poignards (Dice + Adds = 2, Range = fellvictimtotherogue,aswellasakeywhichunlocks 10 yards) both laced with spider venom (see A sparsely furnished 30'X30' room with exit doors to the north and south. A menacing looking warrior clad in leather armor is the room's only occupant. The evil looking warrior will offer the Delvers two choices; fight him or pay him 1 gp per Delver. IftheDelversopttopaythewarriorthemeasly 1gpheasks,theywilllaterfindoutthathehaspicked their pockets of up to 100 gp worth of coins and treasures. Should the Delvers return to this room in order to confront the pickpocketing warrior and maybe regain their lost loot, they will find that the dastardlyroguehasdisappeared. 8

T&Tv5.5; 1.52.5).

Mad Mage (17th level Wizard)


ST IQ LK CON DEX CHR Melee/Missile

longasSTistripled,andthisuntiltheantidote istaken.Canbesoldfor100gpeach. 3 4 Nothing.ChestslamsshutontheDelver's fingersinflicting1hit. Cursedrubyworth1,000gp.Everymonster metwhilecarryingtherubywillgoberserk, fightingattwiceit'sefficiency. Emeraldnecklaceworth200gp.Anymonster metwillletthewearerpassfreely,butwillnot fightforthewearer. Thechestcontainsapoisonousrattlesnake whichbitestheunfortunateDelver.TheDelver openingthechestmustsucceedinaL1SRvs LKorsuffer4hitsfromhisCONandloose hisST(whichwillberegainedoncetheDelver leavesthecastle).

59

46

11

42

25

18

+60/+73

Special Spells The Mad Mage knows the following spells: Level 1 Spells = All. Level 2 Spells = Hidey Hole, Glue You. Level 3 Spells = Rock-a-bye, Dis-Spell. Level 4 Spells = Wink-Wing. Level 5 Spells = ESP, Breaker Breaker. Level 6 Spells = Wall of Stone. Level 7 Spells = Wind Whistle. Level 8 Spells = ParalEYE-ze, Medusa. Level 10 Spells = Hellbomb Bursts. Level 12 Spells = Seek Ye. Level 14 Spells = Force Shield. Level 17 Spells = Summoning.

New Spell: Paral-EYE-ze (Level 8)


Cost/Strength:38 Range:100' Description: Paralysesanumber ofbeingsequalto thewizard'slevelfor1D6+1days.Theonlypartofthe body a victim of a ParalEYEze spell may move is theirlefteye.Castingthisspelluponavictimalready undertheeffectsofa ParalEYEze spellwillnegate theparalysisimmediately.

Room 14 (The Vault)

The door leading into this room is securely locked and will require either the key Room 13 (Yet Another Chest!) (found on the Leather Clad Warrior in Room This room runs 10'X50' with exit doors 11), or a successful L3SR vs DEX to pick the going to the north and south. The only object of lock. For each failed SR to pick the lock, the GM note in this room is a wooden chest. To generate should roll for Wandering Monsters. the chest's content, roll 1D6 on the table below. The room spans 40'X50' with the northern wall made up of 25 safety deposit boxes. Each time one of the safety deposit Roll boxes are opened, the GM should roll for (1D6) Contents Wandering Monsters. If more than 1 box is opened on a round (usually by multiple Delvers) 1 AMagicwandthatwillkillanythingitis then the GM should make as many WM rolls as pointedat.Canonlybeusedonce. there were boxes opened on that round. Ask the Delvers to state which box number they will 2 Apotionandantidote.Drinkingthepotion open and check the table below to see what lies willtripleSTuntiltheantidoteisdrunk.The within. drinkersuffers1hitonCONperroundforas 9

Box#

Contents

1 2 3

1gp. 1sp. Alarmgoesoff!AL3SRvsIQisrequiredto silencethealarm.Eachroundthealarmbell sounds,theGMmakes2WanderingMonster rolls. MagicpillwhichdoublesCON Dustynothingness. 2gp. Nothing. 3gp. Jewelworth100gp. Jewelworth100gp. 3pills.EachpillrestoresCONtoitsmaximum level.Worth50gpeach. 1D6gp. 20gp. Magicwandwhichdoublesanotherperson's ST.Mayonlybeusedonce,thendisappears. Scorpion.L1SRvsLK.Asuccesswillallow youtocaptureit(andsellitfor10gp),failure meansyoutake3hitstoCON. Nothing. 25 24

pushed,roll1D6.Aresultof1to4meansthe stonedoublesinvalue.Aresultof5or6 meansthestonedisappears.Buttonmaybe pushedasfrequentlyasdesired(untilthe stonevanishes). Magicalgoldeatingfrog.Astheboxis opened,thelittlecritterwilldescenduponthe Delverswithlightningfastquickness, gobblingupalltheirgold. Nothing.

4 5 6 7 8 9 10 11 12 13 14 15

Should the Delvers decide to search the vault room, a successful L2SR vs LK will have them discover a hidden doorway behind the storage boxes. This doorway leads out of the castle. Beyond the doorway, the Delvers will be confronted with 1D6 Wandering Monsters.

Room 15 (The Tree Room)


A large, fay tree grows at the center of this 20'X30'room.Adoorsetonthenorthernwallalong with an entryway on the southern wall or the only meansofenteringorexitingthisroom. The tree itself is a truly wondrous sight. Growing on its branches are what appear to be emeralds, with3rubies lying onthe groundaround the tree. Each ruby is worth 100 gp. As for the emeralds,theyarefakeandworthless.

16 17 18 19 20 21 22 23

As soon as the Delvers approach the strange tree, it will spring to life, attacking the party with its gnarled branches (Dice + Adds = CrystalballwhichtellsyoutolookinBox#20. 2). Worth20gp. Ordinarydaggerworth30gp.Dice+Adds= 2. 22gp. CrystalballwhichtellsyoutolookinBox#17. Worth25gp. 100gp. 3sp. Magical(gambling)stoneworth20gpwhich possessesabutton.Eachtimethebuttonis

Animated Tree
ST IQ LK CON DEX CHR Melee/Missile

18

N/A

16

36

20

+18/

Special Bark-Like Hide The animated tree's wooden hide affords it 8 HITS of protection per round. Vulnerability Damage incurred via fire is doubled.

Room 16 (Teleportation Room)


10

As soon as the Delvers enter this 20'X20' room, a blinding flash of light will teleport them to a random room. Roll 2D6 and check the following table to see where the Delvers are teleported to.
2D6 Room

Room 21 (You Guessed it! A Wandering Monster Room)


This 40'X50' room is occupied by monsters. The exact amount of monsters is equal to the amount of Delvers. Roll on the WM table(s) to determine which monsters are found.

2 3 4 5 6 7 8 9 10 11 12

Room9(SleepingLady'sRoom) Room2(BuffaloRoom) Room1(TheOctopusRoom) Room6(TheFountainRoom) Room8(It'sOnlyaChest!) Room5(DisappearingTreasureRoom) Room3(SmokeFilledRoom) Room7(TheEnigmaticSlotRoom) Room11(LeatherCladWarrior'sRoom) Room12(TheMadMage'sRoom) Room4(TrollRoom)

The Traps
Trap A (Pit Trap)
The first person entering Room 6 is required to make a L1SR vs LK to avoid falling into a concealed pit trap. Falling into the pit trap will inflict 1D6 hits. Once in the pit trap, a successful L1SR vs LK will reveal a hidden door within the trap which opens onto a tunnel that will take the Delvers to Room 5 (Disappearing Treasure Room). Taking the tunnel towards Room 5 will require 3 Wandering Monster rolls.

Trap B (Trip Wire Trap)


Each Delver passing through this hallway must succeed in a L1SR vs LK or accidentally trigger the trip wire. If the trip wire is triggered, the walls will very quickly begin to close in on the Delvers. Very, very quickly! A L2SR vs DEX is required to run through the corridor before its walls close in on the Delvers. Failure means death as the stone walls crush any lagging party-members. The Delvers may opt to stick something between the encroaching walls in an attempt to slow or halt (GM discretion) the incoming walls. If weapons are used for this purpose, the weapons will most likely be damaged and will see their Adds decreased by 1.

Room 18 (Wandering Monster Room)


This 40'X20' room is occupied by monsters. The exact amount of monsters is equal to half the amount of Delvers. Roll on the WM table(s) to determine which monsters are found.

Room 19 (Yet Another Wandering Monster Room!)

This 50'X40' room is occupied by monsters. The exact amount of monsters is equal to the amount of Delvers + 1. Roll on the Trap C (Falling Rock Trap) WM table(s) to determine which monsters are Everyonepassingthemiddlemarkofthisshort found. This room contains 3 doors. One going east, another west, and the final one heading corridormustsucceedinaL1SRvsLK.Failuremeans north. that a ceiling trap door was activated (opened), showeringtheDelversbelowwithadelugeoffalling Room 20 (...again, a Wandering rocks(bigonesatthat!).TheDelvertriggeringthetrap Monster Room) may attempt a L3SR vs DEX to avoid the incoming This 50'X60' room is occupied by rocks.Anycompanionsclosebymayavoidtherockfall monsters. The exact amount of monsters is equal to half the amount of Delvers + 1. Roll on with a successful L2SR vs DEX, while those further the WM table(s) to determine which monsters aheadorbehindneedbutasuccessfulL1SRvsDEX. are found. AnyonefailingtheirDEXSRwillsuffer1D6hits(from 11

whicharmorprotects).

Trap D (Pit Trap)


EveryDelvercrossingthissectionofthefloor mustsucceed,oneatatime,inaL1SRvsLK.Thefirst DelvertofailinhisorherSRwillinadvertentlyspring apittrapthatwillplungetheunfortunateDelverintoa pitofhotoil.Anyarmorwornmustbetakenoffand leftbehindinordertoclimboutofthepit.

Trap E (The Pendulum Trap)

A razorsharp pendulum swings back and forthacrossthiscorridor.AL1SRvsDEXisrequiredto avoidthependulum'sswing.FailingtheDEXSaving RollwillseetheDelver(s)suffer10hitsofdamagefrom thependulum.

Trap F (Rope Trap)

Each Delver passing by this section of the corridormustsucceed,oneatatime,inaL2SRvsLK. ThefirstDelvertofailtheSRrollwillbegrabbedby the ankle by a cunningly concealed rope which will hoist the unfortunate Delver to the ceiling where he willbecaughtdangling.TheDelverthuscaughtwill automaticallysuffer1hitfromthetighteningropeand willfightathalfeffectivenessforthedurationheorshe iscaughtupsidedown.AWMrollshouldbemadeon the round the trap is sprung, as well as on every subsequentroundinwhichtheDelverittiedup.Once theentangledDelverfreeshimself,nomorerollsare made.

Whenever a room or location calls for a WanderingMonsterroll,orwhenevertheGMfeelslike it,roll1D6toseeisawanderingmonsterhappensto strollonby.Aresultof1to5indicatesthatnomonsters appeartoconfronttheDelvers.ShouldtheD6rollturn upa6,thenarollismadeontheWanderingMonster table. There are 3 Wandering Monster tables

Wandering Monsters

provided below. WM1 contains all of the original wanderingmonstersfromthesolo,withfullstatistics (as opposed to simple MR ratings). WM2 contains a collection of monsters culled from Flying Buffalo's wonderful Monsters! Monsters! book2. The final Wandering Monster table contains monstrous foes fromFiveandaHalfTrolls' Creatures&Crittersbook3. The GM may wish to simply use the original assortmentofmonstersfoundonWM1,ormayrollan additional1D6todeterminefromwhichofthe3tables thewanderingmonsterwillbegenerated(Arollof12 =WM1,34=WR2,and56=WM3).Theadditional tableswereaddedsimplytointroducealittlevarietyto the wandering denizens of the castle. Once the presenceofawanderingmonsterhasbeenestablished (a roll of 6 on 1D6), the GM will roll 2D6 on the appropriateWMtable(WM1orWM1toWM3). Wanderingmonsterswill,moreoftenthannot, fighttothedeath.EachmonsterfromtheWMtables willalsopossessaTreasureRating(TR).When/ifthe wanderingmonsterisslain,aD6isrolled,andifthe result of the roll falls within the TR range, then the monsteriscarryingtreasureofsomesort.ATRof13 meansthatarollof1,2,or3willresultinthemonster beinginpossessionofsomekindofloot,treasure,or otherreward.TheGMwillrollonthetreasuretable4to determineexactlywhattreasurethemonsteris(was?) carrying.Notethatthetreasuretableprovidedinthe T&Trulesdoesnotgenerateanymagicitems.Should the GM wish to allow the inclusion of magic items withinacreature'streasuretrove,analternatetreasure generationprocedureisprovidedbelow(seeAlternate Treasure Generator) which will allow minor magic itemstobediscovered.

Note: GMshouldbeawarethat themonsterslisted


below were originally intended for solo play. Each individual GM will most likely need to increase the 2 WhichcanbepurchaseddirectlyfromFlying Buffalo'swebsiteat http://www.flyingbuffalo.com/mm.htm 3 Comingsoon! 4 SeeT&Tv5.5;3.2TreasureGeneratortorandomly determineanytreasurecarried.

12

numberofmonstersthatappearbasedonthesizeand Special powerlevelofthegroupheisrunningthecastlefor. Big Giant Club The giant attacks with an TheGMmightlikewiseconsidermodifyingtheresults enormousclubwhichinflicts5D6+4pointsof of the Treasure Table to account for the increase in damage. antagonists. DodgingADelvermayforgoregularcombat in an attempt to doge the massive creature's Note on Unarmed Attacks: Foes of average attack.DoingsomeanstheDelverwillnotadd strength will roll 1 die when generating damage for hiscombattotaltotheparty'sHPT.Instead,the their unarmed attacks as per the Tunnels & Trolls DelverwillrollaL1SRvsDEX.If successful, standardrules5.Monsterswithaboveaveragestrength theDelverwillrollhiscombatdiceandinflict (thosewithamultipliertotheirSTroll)rollanumber that many points of damage to the giant's of D6s for their unarmed attacks equal to their ST CON. Failure means the giant smashes the multiplier,asfoundintheMonsters!Monsters!Rules6. dodgingDelverflat.

Wandering Monster Tables


Roll (2D6) WM1 WM2 WM3

3 Blood Bats (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

2 3 4 5 6 7 8 9 10 11 12

Giant BloodBats KillerBees Ogre Snake,Giant Orc Jellyfish,Giant Spider,Giant Rats,Giant Troll RabidDog

Mummy Shadowjack Ghost Goblin Zombie BlackHobbit RockPerson HalfOrc Basilisk Slug,Giant Wyvern

Buffalo,Giant GooeySquare PlagueHound BlastBones BuffaloMen BuffaloMen BuffaloMen FloatingSkull Skunk,Giant RustCritter DeathKnight

13

13

10

14

+4/NA

Special Roll 1D6 to determine the number of Blood Batspresent.Onarollof1,rollagainandadd 1. Bite BloodBatsattackwiththeirtinysharp fangs(Dice+Adds=1+1).

4 Killer Bees (TR None)


ST IQ LK CON DEX CHR Melee/Missile

13

13

10

14

+4/NA

Original Monsters 2 Giant (TR 1-5)


ST IQ LK CON DEX CHR Melee/Missile

WM1 (2D6)

50

10

55

14

+40/+42

Special Roll 1D6 1 to determine how many swarms attacktheDelvers.Arollof1indicatesthatthe bees left the vicinity without bothering the Delvers. StingTheKillerBeeswillattacktheDelvers asaswarmofbees,inflictingdamageviatheir stingers(Dice+Adds=1). Immunity Killer Bees are immune to poisons.

5 SeeT&Tv5.5;2.34. 6 SeeM!M!p.10.

5 Ogre (TR 1-3)


13

ST

IQ

LK

CON

DEX

CHR Melee/Missile

22

10

22

10

+10/+10

Special Club The ogre attackswithaclub(Dice + Adds=3+5).

6 Snake, Giant (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

13

14

16

15

+6/NA

Special Poisonous Fangs Snakes attack with their poisonousfangs(Dice+Adds=1).Everyone 9 Spider, Giant (TR 1-4) suffering hits from a giant snake's bite must ST IQ LK CON DEX CHR Melee/Missile succeed in a L1SR vs CON or see their ST halved until a TooBad Toxin spell is cast or 13 4 14 16 15 3 +6/+9 untilthepoisonedDelverleavesthedungeon. MateAfteraGiantSnakehasbeenslain,roll Special 1D6. On a result of 1, the snake's mate will FangsGiantSpidersattackwiththeirwicked appear! fangs(Dice+Adds=2). Web OnthefirstroundaDelverengagesa 7 Orc (TR 1-3) Giant Spider in melee combat, the Delver(s) ST IQ LK CON DEX CHR Melee/Missile must succeed in a L1SR vs DEX or become caughtinthespidersentanglingweb.Delvers 15 11 14 16 14 8 +7/+9 socaughtwillfightathalfefficiency(combat rolldividedby2)untilthespiderisslain. Special Sword&Bow ThecommonorcsofBuffalo 10 Rats, Giant (TR 1-3) Castlecarryshortsabers(Dice+Adds=3+1) ST IQ LK CON DEX CHR Melee/Missile and very light self bows (Dice + Adds = 2, Range=60yards). 3 3 18 12 18 6 +6/NA

clean their weapons of the viscus goo that coverstheirweapons(meleeonly).Takingtime tocleanofftheweapon(s)willtriggeraWM roll. If a Wandering Monster appears, the Delvers will be forced to fight it with their slimy,slipperyweapons.Eachroundfighting under suchconditions,the GM will roll1D6 (for each combatant fighting with a slimy weapon),witharesultof1or2indicatingthat the slipper weapon flew out of the Delver's hand(s).AsuccessfulL1SRvsDEXisrequired to pick the weapon up in time for the subsequentround.

8 Jellyfish, Giant (TR 1-2)


ST IQ LK CON DEX CHR Melee/Missile

13

13

10

14

+4/NA

Special StingerAGiantJellyfish'sstingerinflicts2D6 hits. Slimy AnyDelverparticipatinginacombat roundinwhichaGiantJellyfishisslainmust

Special Ratsappearasaswarmofvermin.Roll1D6to determine the amount of rats present in the swarm. Fangs Rats attack by way oftheir tiny but sharpfangs(Dice+Adds=1).

11 Troll (TR 1-4)


ST IQ LK CON DEX CHR Melee/Missile

14

20

13

24

15

12

+12/+15

Special Club&SlingTrollsusuallycarryclubs(Dice + Adds = 3). Roll 1D6 with a result of 12 indicating that the Troll also carries a sling (Dice+Adds=2,Range=100yards).

12 Rabid Dog (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

likelyattackunarmed(Dice+Adds=1). Shadow Travel A Shadowjack may disappear into a shadow and reappear from anyconnectedshadow. ShadowHeal AShadowjackmaydisappear (and reappear) into surrounding shadows in ordertohealhimselfofallCONdamage.This mayonlybedonebetweencombatturns. SpellCastingShadowjacksknowall1stlevel wizardspells.

15

14

18

16

+9/NA

4 Ghost (TR None)


ST IQ LK CON DEX CHR Melee/Missile

Special NA 11 23 11 NA 12 NA/NA Bite Therabiddogwillattackbybitingthe Delverswithitsinfectiousfangs(Dice+Adds Special =1D6+2). Immunity Ghosts are immune to normal, Rabies AnyonesufferinghitsfromaRabid materialattacksbutnottoattacksofmagical Dog'sattackwilldie.GMofamoreforgiving nature. bentmayallowthevictim(s)aL1SRvsCONto Fear Whenfirstmet,allthoseconfrontinga negatethiseffect. GhostmustsucceedinaL2SRvsLKorbecome strickenwithpanic.FailingtheSavingRollwill result in the panicked targets' IQ and DEX beingreducedbyhalfforthedurationofthe Critters from Monsters! Monsters! encounter. SpellCasting Ghostsmayuseany1st or2nd 2 Mummy (TR 1-3) level wizard spells without any required ST ST IQ LK CON DEX CHR Melee/Missile expenditure. 22 33 10 30 3 9 +4/2

WM2 (2D6)

Special ST IQ LK CON DEX CHR Melee/Missile UnarmedAttack Mummieswillmostlikely 8 11 11 8 16 8 +3/+7 attackunarmed(Dice+Adds=1). Vulnerability A Mummy attacked via fire must succeed in a SR vs LK or be instantly Special ShortSabers&Sling Goblinsusuallycarry reducedtoash.TheSavingRoll'slevelshould shortsabers(Dice+Adds=3+1).Roll1D6 bebasedontheseverityofthefire. witharesultof12indicatingthattheGoblin alsocarriesasling(Dice+Adds=2,Range= 3 Shadowjack (TR 1-2) 100yards).
ST IQ LK CON DEX CHR Melee/Missile

5 Goblin (TR 1-2)

11

15

11

12

14

2/2

6 Zombie (TR 1)
ST IQ LK CON DEX CHR Melee/Missile

Special Unarmed Attack Shadowjacks will most 15

22

33

2/8

Special Unarmed Attack Zombies will attack via theirfilthyclaws(Dice+Adds=2).

7 Black Hobbit (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

11

11

22

16

10

+1/+5

Special Dagger&SlingTheBlackHobbitsofBuffalo Castleusuallycarrykukris(Dice+Adds=2+ 5).Roll1D6witharesultof13indicatingthat the Black Hobbit also carries a sling (Dice + Adds=2,Range=100yards).

(Dice+Adds=2). Venomous Blood Anyone inflicting any HITS on a Basilisk must roll a L1SR vs LK. Failureindicatesthatthecreature'spoisonous blood will run up the Delver's weapon and causeinstantmortification7. PetrifyingGazeForeachroundtheDelvers engageaBasilisk,theymustsucceedinaL1SR vsLKormetthecreature'spetrifyinggazeand beturnedtostone.OnlyaPygmalionspellwill reversethiscondition. TurnSelftoStoneShouldtheDelversseea Basilisk before it sees them, the Basilisk will become so angered that it will turn itself to stone.

8 Rock Person (TR 1-2)


ST IQ LK CON DEX CHR Melee/Missile

11 Slug, Giant (TR 1)


ST IQ LK CON DEX CHR Melee/Missile

22

11

11

22

10

12

+10/+10

22

100

2/NA

Special Unarmed Attack Rock People attack with theirstoneyfists(Dice+Adds=2). Immunity Rock People are immune to all mundaneattacksaswellasSluchYuckspells.

Special Unarmed Attack Giant Slugs attack with theireverhungrymaw(Dice+Adds=2).

12 Wyvern (TR 1-4)


ST IQ LK CON DEX CHR Melee/Missile

9 Half-Orc (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

33 10 +4/+4

33

55

15

+12/NA

Special UnarmedAttack Wyvernsattackwiththeir draconicbite(Dice+Adds=3). Special Flight Wyvern can (depending on the Broadsword & Shield HalfOrcs physicalityofthecastle)fly. encountered will be equipped with a broadsword(Dice+Adds=3+4)andatarget Vulnerability Wyverns,likealldragonkin, shield(HITStaken=4). possess a vulnerable spot on their bodies. A weaponstrikingaWyvern'svulnerablespot will instantly kill it. This vulnerable location 10 Basilisk (TR 1) may be found in one of three ways: (1) by ST IQ LK CON DEX CHR Melee/Missile magic, (2) close, prolonged, and intensive 3 22 11 4 7 14 8/NA observationoftheWyvern,and(3)luck. 16 10 11 17 12 Special UnarmedAttackABasiliskmaybiteitsprey 7 Pathology: thedeathofonepartofthebodywhile therestisalive;gangrene;necrosis. 16

Foes from Creatures & Critters 2 Buffalo, Giant (TR None)


ST IQ LK CON DEX CHR Melee/Missile

WM3 (2D6)

similar roll must be made once every two roundstoavoida1pointlossofST.Pointslost due to the plague return at the rate of 1 point/day.

5 Blast Bones (TR 1-3)


ST IQ LK CON DEX CHR Melee/Missile

26

18

60

22

+24/NA

16

16

28

17

+13/+18

Special Special Unarmed Attack A Giant Buffalo attacks Short Sword & Light Bow Blast Bones withitsraginghorns(Dice+Adds=4). usuallycarryshortswords(Dice+Adds=3). Charge IfaGiantBuffalohasenoughroom Roll1D6witharesultof13indicatingthatthe tochargeitsfoes,itwilldoubleitsmeleeadds. Blast Bone also carries a light bow (Dice + Adds=3,Range=70yards). 3 Gooey Square (TR None) Explosion When these crimson skeletons ST IQ LK CON DEX CHR Melee/Missile reach0CONtheirbodiesexplodeinashower of jagged bones which hit all within 20'. All 22 7 22 60 22 6 +30/NA withinthisradiussuffer2d6pointsofdamage fromtheexplosiveshowerofboneyshrapnel. Special A successful L2SR vs. DEX may negate this Unarmed Attack Gooey Squares use their damage. gelatinous, cubic bodies to perform their attacks(Dice+Adds=2). ParalyzingTouchAGooeySquaremayforgo 6, 7, 8 Buffalo Man (TR 1-3) ST IQ LK CON DEX CHR Melee/Missile attacking and contributing or generating a HPTrollandinsteadtarget1foewhichmust 18 9 10 20 16 11 +10/+14 succeedinaL3SRvsDEXorbeparalyzedfor 1d6rounds.Eachroundofparalysisthevictim isaffordedachancetoovercometheparalysis Special bysucceedinginaL4SRvs.CON. UnarmedAttackABuffaloManattackswith itsfistsandhorns(Dice+Adds=1). 4 Plague Hound (TR None) ChargeIfaBuffaloManhasenoughroomto ST IQ LK CON DEX CHR Melee/Missile chargeitsfoes,itwilldoubleitsmeleeadds. 18 4 18 40 19 6 +19/NA

9 Floating Skull (TR None)

ST IQ LK CON DEX CHR Melee/Missile Special UnarmedAttack Plague Hounds attack by 17 13 18 33 17 12 +16/NA bitingtheirfoes(Dice+Adds=2). Plague For each round someone engages a Special Plague Hound in melee combat, a L2SR vs Levitate Floating Skulls do not move CONmustberolledtoavoidthelossof1point themselvesalongthegroundbutfloatthrough ofCONduethehoundsinfectiousplague.A theair.

17

WailOncepercombat,aFloatingSkullmay issueabloodcurdlingwailthatactsasa Glue You spelllasting1d6rounds.Allthosewithin hearingrangeofthewailmayattemptaL1SR vsLKtonegatetheeffectsofthewail. UnarmedAttackAFloatingSkullattacksits foeswithitsbite(Dice+Adds=1).

Protective Shell A rust critter's chitinous shellprovides10HITSofprotection.

12 Death Knight (TR 1-5)


ST IQ LK CON DEX CHR Melee/Missile

32

16

32

120

32

14

+60/+80

10 Skunk, Giant (TR 1)


ST IQ LK CON DEX CHR Melee/Missile

20

16

40

19

+19/NA

Special Tooth&Claw AGiantSkunkattackswith bothtoothandclaw(Dice+Adds=2). NoxiousStench Oncepercombatexchange, thismonstrousskunkmayforgoattackingand instead assault its victims with its foul smellingspray.Allthoseengagingtheskunk in melee must roll a L3SR vs. CON or be unabletoactfor1d6turnsastheytrytoregain theirbearings.

11 Rust Critter (TR None)


ST IQ LK CON DEX CHR Melee/Missile

16

16

28

17

+13/+18

Special Sword&Plate DeathKnightsusuallycarry swords...andbigonesatthat!GreatShamsheer (Dice+Adds=5).Alongwithitsgreatsword, aDeathKnightisalwayscladinplatearmor andisthusaffordedadamagereductionof14 HITS. Life Drain A Death Knight winning the combatroundmaychoosetoreducehisvictim (s) accumulated experience points instead of reducing CON (disregard armor when reducing EP instead of CON). If such a reduction reduces a victims accumulated EP toapointwherehewouldloosealevel,then theGM appliestheoppositeeffectofalevel increase8. Arcane Resistance Death knights are immunetoallspellsoflevel1through4.

Special No Damage A Rust Critter winning the combatroundwillnotinflictanydamageupon its foe(s) CON but will instead damage any ferrousobjectscarried(seebelow). CorrosiveTouchRustcrittershavetheinnate ability to corrode any metal they touch with their long, feelerlike antennas. Once per combat round, if the rust critter inflicted damage, the rust critter will instead corrode thelargestpieceofmetalintheparty(armoror weapons). The corrosive effects of the touch willreduceametallicarmor'sHITSby ,ora weaponsDICEby1die.ShouldHITSorDICE bereducedto0,thenthatparticularpieceof weaponorarmorisrendereduseless.

Alternate Treasure Generator


The process for generating treasure with this alternategeneratorisidenticaltothatfoundintheT&T rules.2dice arerolledfirsttodetermine thetypeof treasure found with a third die rolled to determine specifics. The alternate generator differs from the standard one in what the 2D6 roll states you find. Underthealternatemethod,arollof2meansyoufind a magic item (roll 1D6 on the Magic Item Table below). A roll of 3 denotes that 1 jewel is found, a resultof4to11meanscoins,anda12resultsinboth coinsandajewelbeingfound. 8SeeT&Tv5.5,section2.14

For the Inclusion of Magic Items

18

Magic Item Table


Roll (1D6) MagicItem

1 2

HealingPotion:Restores2D6CON.Usable once. TrueFlightArrow(1):Thisarrowalways inflictsmaxdamage.1in6chanceofbreaking aftereachuse. SleepScroll:Automaticallyaffects1targetas peraRockaByespell.Usableonce. TorchDagger:Illuminatesasatorchatwill. PotionofStrength:IncreasesSTby1.5for1D6 rounds.Usableonce. InvisibilityScroll:CastsHideyHole.Usable once.

3 4 5 6

Map of Buffalo Castle

19

20

N
TheList

Scale:1squareequals10feet. Entrances:3doorsleadintoBuffaloCastle,setonenexttotheotheralongthecastle'ssouthernfacing wall.Thewesterndoorleadstoroom4,theeasterndoorleadstoroom6,andthedoorinbetweenwill bringtheDelverstoroom16.Ahiddendoorinroom14leadstheDelversoutofthecastle.

21

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