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Deathtrap Dungeon

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0% found this document useful (0 votes)
486 views19 pages

Deathtrap Dungeon

Uploaded by

rsthomaz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DeathtraP

DeathtraP
DungeoN
DungeoN
An Advanced Fighting Fantasy conversion by
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
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 dunc.young@gmail.com with any questions or visit my
website at wyrind.blogspot.com
wyrind.blogspot.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, Champions, please reference the source material. This
my introduction to fantasy roleplaying came through conversion simply explains how each event in the
the Dungeons & Dragons cartoon (which shared a slot original book can be run using the updated rules and
in the schedule with He-Man, meaning I had to give Out of the Pit creatures. The relevant page references
my parents very strict instructions on how to set up to the gamebook are included with each entry, which
the VHS recorder to record D&D one week, and He- is structured to provide only prompts for the location,
Man the next), and the Fighting Fantasy and Lone set up and adjudication of each event.
Wolf gamebooks. In later years, as I picked up the One quick word, however, on the intent behind the
board games Hero Quest and Space Hulk, graduated original Deathtrap Dungeon. It was intended that
to Warhammer, and ventured further afield into there only be one winner in the gamebook, which
various editions of D&D, there was still much about does not fit in with the party-based adventures of
these gamebooks that shaped my outlook on gaming. roleplaying games. This is easily dealt with – either
How creatures were portrayed, the compelling Baron Sukumvit’s rules are changed to allow an allied
artwork, the dark humour and the frequent, group to defeat the dungeon (my preference - you
meaningless deaths of the protagonist (me), they may wish to tinker with the number of hostile
indelibly imprinted on my impressionable young mind creatures in the dungeon depending on party size), or
what a fantasy game setting could be. there are opportunities to have the players duel after
Some of the most well-thumbed books on my the final encounter to see who is the ultimate victor.
roleplaying bookshelf are Dungeoneer and Blacksand, Go with whatever suits your group best. As written,
so I was excited to hear of the release by Graham this conversion assumes a group of 3-4 players with a
Bottley and Arion Games of a new edition of moderately high risk of death. You may wish to tinker
Advanced Fighting Fantasy – the ruleset that with the number of enemies to better fit the skill of
emphasised fun and simplicity and, to my mind, is a your players, and their characters.
great introduction to the hobby. What also serves this Maps are included giving the layout of the dungeon.
edition well is the wealth of inspiration and plots in There are many other excellent maps available online
the existing Fighting Fantasy gamebooks. So – for my but thanks in particular to Graham Parker’s
own group and for the use of others – I set about magnificent effort that you may wish to also reference
writing up the infamous Deathtrap Dungeon, pet (fightingfantasy.com/images/artwork/DTDMap.pdf).
arena of Baron Sukumvit as a 2e AFF adventure. Scale is notoriously vague in the Fighting Fantasy
books, so use the maps only as a guide, and any
CONVERSION NOTES dimensions as given in the text.
This work is not intended to be a full conversion or
write up of the original Deathtrap Dungeon gamebook COMPETITIVE PLAY
– not merely due to copyright issues, but because
I’m hoping to run semi-regular forays into Deathtrap
there is no reason not to have a copy of the original
Dungeon for interested parties over Google+
book and chances are if you are reading this you
Hangouts, each competing for the prize. If you are
already do. So, for the preface to the adventure, and interested, look for me on Google+ as Duncan Young
the explanation of why Baron Sukumvit is offering
(dunc.young@gmail.com).
10,000 gold pieces to any that can beat his Trial of

HOUSE RULES
As with all GMs, I have a few tweaks that I like to • Ranged attacks:
attacks use the Defender’s Dodge skill, or
make to the game; for me, it’s to give it a slightly if they have a shield, their Armour skill (rolling a
grittier feel – this dungeon’s a deathtrap after all! double-1 results in damage to the shield as well as
Some specific ones you’ll see in the text, where I the PC) instead of opposed Attack Strengths. A
suggest running creatures like the Bloodbeast Master of Deflection talent allows a defender to
differently to how they are handled in the gamebook parry a ranged attack with a successful opposed
to better make it fit the group roleplaying setting. Attack Strength check using their highest
Others are more general: Weapon skill (subsequent deflections in this
manner are at a cumulative -1 penalty per attack; • Critical Hits – in the rules as written, a roll of a
succeeding with an Unarmed check at -2 allows double-12 for attack strength results in a critical
the incoming projectile to be caught.). hit which causes double damage and the loss of 1
• Creatures with multiple attacks suffer a reduced SKILL point due to severe trauma. I suggest
penalty when outnumbered, based on the rolling on this additional chart (3d6) to
number of attacks they have e.g. a dragon with 2 determine the nature of the SKILL point loss and
attacks will need to face 3 melee opponents any additional effects. If also the winner of the
before they get a bonus to attack. combat round, you can choose to add 3 to the
• Falling is surprisingly nonlethal, at -1/-1 STAMINA roll. First Aid may help remove the penalty (but
for each 5 metres. I’d suggest amending to -1 for not the SKILL loss) if treatment comes soon after
the first 5 metres, -2 for the next 5, -4 for the combat, at the Director’s discretion. Note not all
next and each after that. So falling 20 metres entries may be applicable for certain creatures
would cost 12 STAMINA (1+1+2+4+4). A successful (e.g. hearts for skeletons) or additional entries
Test for LUCK or Acrobatics Special Skill check may be substituted (wings for arms) – make a
can reduce the damage by the last 5 metres judgement call on the fly. Thanks to ‘torus’ on
worth i.e. 8 STAMINA for the fall described the Arion Games AFF2 forums for ideas.
above.
Die roll Area Critical Hit Effect
3–6 Bruising No additional effect
7 – 10 Legs Movement rate halved, falls prone. Immobilised and prone if rolled twice
11 – 14 Arms Drops held object in affected hand (1 – 3 left, 4 – 6 right), two-handed weapon
or magic use at additional -1 penalty
15 Chest Cracked ribs, breathing difficult, will fatigue quickly (-1 SKILL per round until
able to rest)
16 Groin Winded, unable to act for d6 rounds
17 Head (roll additional d6)
1–2 Concussion -2 to MAGIC and Knowledge skills
3 Throat Temporary difficulty speaking, -4 to MAGIC
4 Nose Temporarily lost sense of smell, -1 to MAGIC
5 Ear Temporarily deafened, -2 to MAGIC
6 Eye Temporarily blinded (permanent if rolled twice)
18+
18+ Heart Instant Death

• Wandering Monsters – for parties that are likely from the Out of the Pit supplement. For each
to try and rest in the dungeon, Baron Sukumvit hour of exploration or rest, there is a 1 in 6
is sure to have arranged a patrol to catch them chance of a wandering encounter with the
unawares! Here’s a selection of suitable creatures following (roll 2d6):

Die Die
Wandering Monster Wandering Monster
roll roll
2 1d2 GIANT CENTIPEDES 8 1d6 SKELETONS
3 1d2 IRON EATERS 9 1d6 ORCS
(50% chance to be led by 1 GREAT ORC)
ORC
4 1d6+1 GIANT RATS 10 1d3 GHOULS
5 1d6 ZOMBIES (25% carry Dire Trembling 11 1d3 GIANT SPIDERS
disease (Test for LUCK avoids infection))
6 2d6 TROGLODYTES 12 1d3 OTHER COMPETITORS (50% chance of
7 1d6 HOBGOBLINS being Friendly; come up with your own NPCs,
or use THROM (area 31) for inspiration
Deathtrap Dungeon
Reading the entries: Text in bold is what is Ringing the bell causes loud vibrations,
immediately visible to the adventurers as they enter a induces convulsions in all near bell (-2 SKILL,
location or open a container, and should be in the -2 STAMINA).
Director’s initial description. Text following that, or Bell will continue to ring until muffled.
after a ‘>’ is further information available for Trap Knowledge will indicate this if
necessary.
adventurers that inspect more closely. Text following a
If ringing not stopped, a HOBGOBLIN
lists options relating to the above object, including will appear and attack.
actions or contents. Underlined text indicates actions
Die roll 1 2 3 4 5 6 7+
that might be taken, relating to the linked object.
SKILL 7 Sword 2 3 3 3 3 3 4
These are suggestions, not the only option or solution STAMINA 5 Med. 0 0 1 1 2 2
available; players will have other creative ideas too. 3
Armour
Skill checks, tests for LUCK or other rules related
instructions are italicised. CREATURES are displayed
in capitals, and their entries include SKILL and 4. THE PUFFBALL (56)
STAMINA (multiple combatants separated by ‘/’), Large brown boulder-
boulder-like object blocks corridor > soft,
weapon/armour tables, and any treasure carried. spongy texture > room to squeeze past above.
Forest or Underground Lore can identify
THE ENTRANCE object as a puffball that can release spores.
Cutting through the puffball releases choking
See the BACKGROUND section of the gamebook for spores. Each character nearby looses 2d6
more information on the Trial of Champions. Have STAMINA (Test for LUCK: if Lucky, take half
fun playing up Baron Sukumvit as a camp sneering damage. Taking suitable precautions, such as
breathing through damp cloth, may give
villain whose gold the players should be eager to grab. bonus to test, or avoid the need completely).
The corridors to the dungeon itself are damp worked Climbing over puffball requires Climb check.
stone, with water dripping from the ceiling and Failure, particularly if carrying heavy or long
spiders, beetles and rats scurrying along the floor. items (e.g. spears) risks piercing the puffball
as above.
1. BOXES (1, 270)
Stone table > 5. HOBGOBLINS (264)
Wooden Boxes (1 per adventurer) containing Sound of commotion up ahead > fighting, Languages
2 GP can identify insults in goblinoid tongue > two
Note:
Note “Well done. At least you have the good HOBGOBLINS fighting over a satchel on the floor.
sense to stop and take advantage of the token Stealth is possible with Sneaking roll, as
aid given to you. Now I can advise you that creatures are too engrossed in battle to notice.
you will need to find and use several items if Can sneak past or choose to get first strike in
you hope to pass triumphantly through my combat.
Deathtrap Dungeon. Signed, Sukumvit”.
Die roll1 2 3 4 5 6 7+
SKILL 7/6 Sword 2 3 3 3 3 3 4
2. THE ARROW (66) STAMINA 5/5 Med. 0 0 1 1 2 2 3
White arrow painted on the wall, points left. Armour
Wet footprints > 3 sets head left, one set right. Satchel > Jug of acrid smelling liquid
ACID (test by dipping something in
3. THE BELL (220) liquid).
Drinking causes -1 SKILL and -4
Large iron bell hangs from ceiling; gong mallet rests STAMINA in first round, then death if
against the wall. not immediately neutralised, washed or
Attuned characters may sense a magical aura diluted.
with a successful Magic Lore check. Causes 2d6 STAMINA damage if used
as a thrown weapon or trap.
j

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DEATHTRAP
DUNGEON
g A. ENTRANCE

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START
6. POLE TRAP (110) Drinking liquid from pipe grants resistance to
the effects of the heat (lasts 1d6 x 10 minutes)
Wooden poles cross corridor > 12 in total, each set in Not Drinking the liquid and continuing down
wall ½ metre off the ground, 1 metre apart. corridor requires SKILL/Strength check or
Trap Knowledge indicates that if any pole is pass out from heat exhaustion. PCs will die
touched, they will all explode (2d6 STAMINA unless removed to cool area and given water,
loss to any caught in the area, roll damage in which case they revive in 1d6 hours
separately for each PC).
Trap Knowledge (-4) can create a path
through without triggering trap.
10. PIT AND ROPE (156)
Acrobatics check to navigate without touching Door > iron plate
a pole. Moving iron plate shows contents of the
Players may come up with other options room (rope
rope on far wall) and reveals a
(crawl under, trigger trap with ranged pit hidden behind the door.
weapon etc) – allow them to be creative, and Entering the room without spotting pit requires a
use SKILL rolls where necessary. Test for LUCK/Acrobatics check to avoid falling
in. Those who fall lose 8 STAMINA (15 metres).
7. CAVEMAN (387) Climbing up and down the pit to get to the other
side requires two Climbing checks down and up.
Burly NEANDERTHAL stalks this N-S corridor > Jumping the pit requires one Jump check each
wearing furs and carrying club > scratches in dumb way with a run up.
frustration at a bracelet on his wrist > will attack on Rope coil is 25 metres long.
sight.
Die roll 1 2 3 4 5 6 7+ 11. ORCS (326)
SKILL 7 Club 1 2 2 2 3 3 4
STAMINA 8 Light 0 0 0 1 1 1 Patrolling this E-W corridor are two ORCS,
ORCS who will
2 attack on sight.
Armour
Strongarm talent (+1 to damage rolls) Die roll 1 2 3 4 5 6 7+
Bracelet > leather band with 4 rat skulls attached. SKILL 6/6 Morning-
1 2 2 3 4 4 5
Attuned characters may sense a magical aura star
with a successful Magic Lore check. STAMINA 5/5 Light.
Donning the bracelet activates curse which Armour 0 0 0 1 1 1 2
causes the wearer to regress to a primitive ORCS carry 6 GP,
GP 2 SP,
SP and hollow wooden tube.
state, slow-witted and quick-tempered like the
Neanderthal; -4 to SKILL and MAGIC.
Removal of the curse requires a Blessing from a
12. EX- BARBARIAN (299)
priest with Devotion of 11 or higher. Wet footprints lead to iron door. Large room, littered
floor covered in bones, scraps of clothing and broken
8. BACKPACK (298) objects. Alcove on far wall holds silver goblet.
goblet Stood in
the centre of the room impaled on spike is a dead
Backpack sits on floor, resting against the wall > barbarian warrior in furs.
appears crumpled, mostly empty Caught by trap hidden on floor.
1 GP Battleaxe
BLACK WIDOW SPIDER hides within Dried herbed
herbed meat (+3 STAMINA if eaten)
Bites unprotected hands that search Hunting skill recognises it as very
backpack. Test for LUCK: if Lucky, take nutritious jerky from northern tribes.
1d3 STAMINA damage, if Unlucky take - Silver goblet > Evaluate: 25 GP
2 SKILL and -2d6 STAMINA from Contains red sparkling liquid.
spider venom. Attuned characters may sense a varying,
changing magical aura from liquid with a
9. HEAT TRAP (13, 182) successful Magic Lore check.
Trap Knowledge indicates a dart will fire from
Heat of corridor rises sharply. If approaching from alcove if goblet taken. Dodge or Test for
south, a length of hollow bamboo pipe containing a LUCK to avoid taking 1d6 STAMINA damage.
clear liquid rests in an alcove > PCs will profusely Further SKILL/Acrobatics check to avoid
sweat and mouths feel dry. spilling all the liquid.
Attuned characters may sense a magical aura Trap Knowledge (-2) to disarm.
on liquid with a successful Magic Lore check
Drinking has variable effect (roll 1d6, can be Ring of Wishing drops to the floor (1 wish;
drunk from up to four times before drained) Director adjudicates results).
1 +2 STAMINA
2 -2 STAMINA
3 Full Heal 15. BEAM OF LIGHT (344)
4 -1 SKILL Beam of shimmering blue light falls on centre of
5 +3 LUCK corridor, leaving unlit space around it > floating
6 -2 LUCK images of laughing faces dance in the light.
Walking around the light causes no effect
13. JADE IDOL (37, 351) Entering the light > faces turn to despair and
anguish. Face of a young girl floats close and says:
Large natural cavern > Green statue of cross-legged
smiling bald fat man (6m tall) in centre > green “When corridor doth water meet
jewelled eyes.
eyes Standing either side of statue are two Do not make a quick retreat
stuffed giant birds.
birds Take a breath and jump right in
Will attack if they/the eyes are touched. If your Trial you hope to win”

SKILL 7/8
Die roll 1 2 3 4 5 6 7+
Medium 2 3 3 3 4 4 5
16. FLY`S NEST (168)
Bite Stone door > iron latch with round handle. Opens to
STAMINA 8/8 Medium 0 0 1 1 2 2 3 large cavern > warm, damp, fetid air, algae on walls.
Armour Low hum fills the air, and floor covered in straw apart
Jade statue from pit of writhing giant (2ft) maggots. Ornate
Climbing is difficult due to smooth surface. dagger (+1 to damage rolls) rests amidst the maggots.
Climb checks at -4, or -2 with a rope. Combat If nest or dagger touched, two GIANT FLIES descend
skill at -2 whilst climbing. from ceiling to attack. If a GIANT FLY wins a combat
Left eye > EMERALD (Evaluate check: 100 GP). GP round, character must succeed a Strength check or
Can be pried loose. Test for LUCK to avoid being snatched into the air
Right eye is a fake gem (Evaluate check: and dropped for 1d6 STAMINA on top of bite damage.
worthless). Trap Knowledge at -2 finds a trap Die roll 1 2 3 4 5 6 7+
Prying it loose will release a cloud of SKILL 7/7
7/7 Medium 2 3 3 3 4 4
knockout gas around statue (Test for 5
Bite
LUCK or fall unconscious for 1d6 × 10 STAMINA 8/8 No - - - - - -
minutes; if climbing, will also fall to the -
Armour
ground for -3 STAMINA).

14. EMPTY(?) ROOM (102) 17. ROCK GRUB (352)


The door opens into a small unlit, bare room. The Sound of grinding rock > walls vibrating
door will shut and lock 10 seconds after anyone enters Underground Lore can identify source as likely
the room. A voice will then call out: a burrowing ROCK GRUB; GRUB a centipede-like
“Welcome to Deathtrap Dungeon, the ingenious killer creature with strong bite. Very successful
labyrinth of my master. I trust you will now hail my checks will recall that they sense by feeling for
master with the respect he deserves?” body heat.
Respectful replies or questions are met with: ROCK GRUB bursts through southern wall in 1 round.
“So we have a snivelling/ignorant weed in our Die roll 1 2 3 4 5 6 7+
midst? My master has a special gift for you, SKILL 7 Medium
loathsome creep” Bite 2 3 3 3 4 4 5
STAMINA 11 Light
Water then floods into chamber. The door requires Armour 0 0 0 1 1 1 2
a Strength check of use of Lockpick skill (at -2) to 2 attacks
open. The room takes 3 rounds to fill and trapped Borehole in wall left behind its path
characters will start drowning.
Underground/Animal Lore hints that amate
Disrespectful replies that curse Sukumvit elicit: and eggs likely nearby.
“Good! My master likes those who show spirit! Entering borehole leads to nest containing
Take this gift to help you. It will grant you one another ROCK GRUB and 1d6 eggs. Fighting
wish, but one wish only. Don’t be greedy!” in the cramped passage carries a -4 SKILL
penalty to all relevant actions.
DEATHTRAP
DUNGEON 3&
B. CENTRE 3^ 3(
3*
3$ 3!
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3# 2!
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2& 2(
2*
2^ 2% 2# 2@

2$ 2)
l k
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From A
Die roll 1 2 3 4 5 6 7+
18. MIRROR CURSE (329) SKILL 4 Unarmed 1 1 1 1 1 2 3
STAMINA 10 Robes - - - - - - -
Mirror at end of corridor > see own light reflected MAGIC 9 MAGIC POINTS 18
Awareness check allows spotting the reflection Wizard Spells: Ironhand (1), Strength (1), Ward (1),
is distorted at a safe distance. Weakness (1), Restrain (4), Wall (4), Petrify (6)
Reflection shows character with a swollen head. OLD MAN carries 20 SP and a POTION of MAGIC.
MAGIC
Looking in mirror closely causes the victim’s
head to swell uncontrollably to match reflection.
Test for LUCK to look away in time, otherwise 21. BOULDER TRAP (217)
gaze is fixed on mirror and victim cannot move. Long northerly corridor > walls worn and grooved >
Anyone gazing into the mirror loses 1d6 SKILL slopes gently upwards.
and MAGIC, +1 per subsequent round.
Tripwire three quarters of the way along corridor.
Breaking the gaze, by smashing mirror Awareness spots it before triggering.
with Strength check (at a -4 penalty to
avoid looking at it), blindfolding or moving Triggering tripwire causes boulder to be
the victim or similar method prevents released from the north, rolling rapidly south
further SKILL and MAGIC loss, but towards party.
inflicted damage remains. SKILL/Strength check to outrun boulder
as far as door to area 22. Fleetfooted
talent grants a bonus of +2 to the check,
19. PITFALL (68) but wearing armour or burdened carries
Chasm > 4 metres wide, 15 metres deep > rope hangs penalty (see Dodge modifiers).
from ceiling in the middle. Other ways of stopping boulder may be
Awareness check spots rope has been half cut. used e.g. Wall spell
Swinging on rope causes it to snap. Falling Anyone otherwise crushed by boulder
characters take 7 STAMINA damage. takes 10d6 STAMINA damage.
Jumping across requires a successful Jump
check. 22. SKELETON CLUE (381)
Climbing down and up the pit to get to the Wooden door > ‘X’ marked on it in chalk.
other side requires two Climbing checks down Stone throne > Skeleton of armed warrior > weapons
and up. and armour covered in rust, parchment clasped in
Bottom of chasm pitch black > RUBY (Evaluate: 100 right hand. If skeleton or parchment touched, it will
GP)
GP lies amongst rubble. attack. Parchment reads:

20. STATUARY (12) “Should you meet the Manticore


Of its tail beware!
Room full of statues > depict warriors from wide Shield yourself against the spikes
variety of cultures > incredibly lifelike. Flying through the air.”
OLD MAN > white-haired, crazy > will speak with Alcove in far wall > full of cobwebs > hides steps
party: leading down.
“Oh goody! Another stone for my garden? Come to SKELTON WARRIOR items too rusted to be of use.
join your friends, have you? I used to be a Trialmaster Die roll 1 2 3 4 5 6 7+
here, don’t you know! But the Baron didn’t like my SKILL 8 Battleaxe 3 3 3 3 4 4 5
methods, see! I want someone to win, to beat this STAMINA 6 Medium 0 0 1 1 2 2 3
dungeon BUT only if they are worthy! I wonder if you Armour
are worthy...” Edged weapons only do 1 point of damage against it.
Proving themselves worthy by demonstrating
their prowess or knowledge (let the players be
creative) means the old man will reward them 23. FUNGI CELLAR (128)
using his Ironhand or Strength spells (see Damp cellar, low ceiling > floor littered with rotting
below). debris > growing by north wall are several large,
Proving themselves unworthy by making fun of unusual mushrooms.
mushrooms
the old man, threatening or doing anything that Underground/Plant Lore identifies
might make a crazed old man take offence will mushrooms as causing uncontrolled
cause him to attack. He will focus primarily on growth on ingestion.
Petrify and Wall spells to add new statues to his Eating a mushroom will cause the
garden. victim to double in size for 2d6 hours.
They will be too big to leave the avoid taking -2 SKILL due to multiple cuts and
cramped cellar, and SKILL/MAGIC lacerations.
checks are at -4 penalty. Wandering
monsters will likely come across them
in this time. 27. STAIRCASES (122)
Two flights of stairs > separated by banister of rat
24. GOBLINS! (124) skulls > lead to two archways set in far wall.
Awareness check if stairs are examined spots
Steps lead up to trapdoor
trapdoor to enter room > room holds the forth step on the right-hand staircase is
table, cupboard, whetstone and four GOBLINS.
GOBLINS weakened.
Die roll 1 2 3 4 5 6 7+ Will give way if stepped on and victim’s
SKILL 5/5 Short- 1 2 2 3 3 3 5 leg falls into pit of hungry rats. 1d6 rats
5/5 sword will bite the leg doing 1 STAMINA
STAMINA 4/4 Light 0 0 0 1 1 1 2 damage each (no armour roll).
5/5 Armour
Cupboard 28. THE PRISONER (210)
Wooden Mallet and 10 iron spikes Wooden door > severed hand nailed upon it.
38 GP Male Prisoner > chained to wall > missing right hand.
Handaxe of Goblin Slaying Will beg for mercy, and offer advice if freed.
Used to be a contestant, but fell down pit and
25. SKULL & BALLS (153) was rescued by a dwarven Trialmaster and
enslaved. Currently punished and imprisoned
Two balls on floor by door > wooden. for trying to escape. Knows rough layout as far
Marble plinth > Skull > eyes are two TOPAZ gems as area 39, but not details. Also knows that
(Evaluate: 50 GP each). several gems must be collected to unlock the
Crossbows line left wall > aimed across room > loaded. door at the exit (Note: a clue that area 35 is not
Awareness check finds no trap on floor; does the real exit).
find trap on plinth or crossbows if explicitly Will flee south hoping to escape if allowed. Too
examined. Pressure plate on plinth such that if malnourished and beaten to travel with the
skull removed and then replaced, crossbows will party in his current state, but if healed and
fire. Trap Knowledge at -2 to disarm. treated very well, could be persuaded to act as
Test for LUCK or Dodge check to avoid a henchman.
being hit by 1d6 crossbow bolts (Armour
roll allowed). Die roll 1 2 3 4 5 6 7+
SKILL 5 By
Die roll 1 2 3 4 5 6 7+ weapon - - - - - - -
Bolts 2 2 3 3 4 4 5 STAMINA 10 No
Armour - - - - - - -
SKILL reduced due to missing hand.
26. MIRROR, MIRROR (74) Current STAMINA is 3
Mirrors line corridor for 20 metres > human skeleton Special Skills: Armour (2), Sneaking (2), Swords (2),
lies half drawn into mirror. Awareness (1), Dodge (1), Healing (1),Throwing (1)
Walking past or being reflected in a mirror
causes MIRROR DEMON to emerge and attack.
29. IRON PIPE (78)
Die roll 1 2 3 4 5 6 7+
SKILL 10 Medium 2 2 3 3 3 3 Iron pipe protrudes from wall > 1 metre diameter >
4 dark, dank and slimy.
Claw
STAMINA 10 No - - - - - - Entering the pipe after 10 metres will come
- across wooden box. Pipe continues on.
Armour
2 attacks. Iron Key
Anyone struck by the demon must also succeed a Test SAPPHIRE (Evaluate: 100 GP)
GP
for LUCK or Strength check to avoid being pulled into Continuing past wooden box, requires an
the creatures mirror dimension and lost there. Awareness check from characters with the Dark
Smashing mirrors requires a Strength check (at Seeing talent to spot a sudden drop in the pipe.
-2) with a melee weapon (or SKILL at -4) and Victims will slide and fall 50 metres into an
will banish the MIRROR DEMON. The mirrors isolated cave, taking 36 STAMINA damage.
will all explode; Test for LUCK or Dodge to
30. DEAD ORCS (338) Triggering trap causes boulder from ceiling to
fall on those in area doing 2d6+2 STAMINA
Two ORC bodies > (Baron Sukumvit’s livery) damage. Test for LUCK or Dodge check to
Healing check shows they were both killed by avoid.
cuts from a heavy blade.
Searching the bodies finds a necklace of teeth
around the neck of one orc.
35. ILLUSORY EXIT (325)
Attuned characters may sense a magical Daylight visible up ahead > images of blue sky and
aura with a successful Magic Lore check. green fields and trees > no accompanying sounds or
Amulet of Strength grants +1 to damage breeze (mention this subtly to hint that all may not
rolls and gives a +1 bonus to Strength skill be as it seems, and see clue from area 28).
(which gives characters with no existing Exit is an illusion that only becomes apparent
Strength skill one rank in it). to those inside the chamber on passing the
centre of the chamber. Room is in fact littered
with dead bodies and detritus (558 558 GP and
31. THROM! (282) various rusted/rotted arms and armour).
(Designer note: When I first saw the image of Throm Second Sight check identifies the illusion before
the barbarian in the gamebook, I thought what turned the characters enter the room.
out to be his eye-patch was in fact a pair of shades. I Entering the room causes permanent Wall spell
kinda like that image of a Conan-esque warrior in a to block the exit. This can be counterspelled,
loincloth and shades – you may wish to use it here!) but resets if people remain in the chamber.
Muscular barbarian stands at junction, and calls out
“You’re the competition, huh?”
Will converse with party. Depending on how
36. BOOKSHELF (194)
he’s treated, and the number of potential rivals Two books on shelf > dusty, leather covers with no
to split the winnings with, he may join forces or title or text.
will attack to eliminate the competition. Red Book
Opening the book causes pages to crumble.
Die roll 1 2 3 4 5 6 7+ Appears to be a bestiary. One page fragment
SKILL 10 Greataxe 2 3 3 4 4 5 6 remains:
STAMINA 14 Light
Armour 0 0 0 1 1 1 2 “Beware the BLOODBEAST! It is a bloated, spiny, evil
Strongarm talent (+1 to damage rolls) 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
32. DEAD END (388) dart out a surprising length and drag the
unsuspecting into its pool to dissolve for later
Dead end > paper pinned to wall > aged digestion. The BLOODBEAST has a wicked primordial
“Beware the Trialmasters” face covered in raw blisters. It is here that its one
weakness lies – the red blisters mask its one true
33. CHASM (22) russet eye; a lucky strike at the real eye will dispatch
the beast in seconds.”
Chasm > 4 metres wide, 20 metres deep.
Jumping across requires a successful Jump Black Book
check. Opening the book reveals a hole cut in the
Climbing down and up the pit to get to the pages containing a bottle with a clear liquid.
other side requires two Climbing checks down Attuned characters may sense a magical
and up aura with a successful Magic Lore check.
Bottom of chasm has passageway running Potion of Trap Detection lasts 8 hours and
north. user will immediately know of any traps in
sight (but not the detail of the trap).

34. CEILING TRAP (311) Depending on how the party is faring at this point,
you may wish to grant characters 2 LUCK points each
Flagstone just after chasm is trapped.
trapped for finding these useful items. Or you may not.
Awareness check spots loose flagstone.
Trap Knowledge identifies that if stepped on,
ceiling will collapse. Check at -2 to disarm, or
37. CAVE TROLLS (369)
can be stepped over. Two CAVE TROLLS patrol this E-W corridor. They
Jumping over the chasm risks running over the will attack on sight.
flagstone. Awareness check hears their heavy boot prints.
Die roll 1 2 3 4 5 6 7+ Awareness check notices dwarf’s hand is poised to
SKILL 10/10 Large press a concealed button on the chair.
club 1 2 2 2 3 3 4
Attacking the dwarf causes him to press the
STAMINA 14/11 Light button and fire 1d6 poison darts at the lead
Armour 0 0 0 1 1 1 2
characters. Dodge or Test for LUCK to avoid
Strongarm talent (+1 to damage rolls) being hit and paralysed for 2d6 rounds. Anyone
2 attacks not paralysed can then attack.
CAVE TROLLS carry Die roll 1 2 3 4 5 6 7+
4 GP SKILL 8 Battleaxe 3 3 3 3 4 4 5
Bone ring > engraved with dwarven runes Crossbow 2 2 3 3 4 4 5
Attuned characters may sense a magical STAMINA 6 Chainmail
aura with a successful Magic Lore check. Hauberk 0 1 2 2 2 2 3
Evaluate or Religion Lore checks may Combat Reactions talent (not surprised/outnumbered)
recognise this ring as being sacred to Skills: Armour 3, Battleaxe 3, Crossbow 2
Throff,
Throff goddess of earth and the dwarven Crossbow bolts coated in spider venom poison
race, which will increase the fortitude of Carries a blue and red pill (see below)
those that are worthy. (Director’s note: Depending on if you want one sole
Wearing the ring forces a SKILL or winner of the dungeon or will allow parties to win,
Strength check, with a -2 penalty unless feel free to alter the challenges as to whether each
they are a dwarf or Priest of Throff, as party member or just a nominated champion may
their body convulses violently. Those that take part. All characters should still face the Test of
succeed gain a permanent +3 to STAMINA Prowess together.)
whilst the ring is worn; those who fail lose
-3 STAMINA and fall unconscious for 1d6 × The Test of Luck
10 minutes. 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
38. STALACTITES (221) have means to sway the odds in their favour... if the
trialmaster doesn’t spot the subterfuge!
Large cavern > high ceiling covered in stalactites >
milky liquid drips into pools > floor covered in rubble. Sleight of Hand checks could let characters load
An archway to the east in the shape of a demonic the dice or fudge the roll
mouth leads to another corridor. The Animate spell might allow players to move
Awareness check notices a strange echo in the the dice to a desired result
chamber, and that the fine stalactites vibrate on Failing these or alternatives, the characters can
the ceiling. simply Test for LUCK, or merely roll the dice
Searching the chamber finds a small leather and hope.
pouch containing a live mouse. Failure to correctly guess the result results
Causing a loud noise such as by finding the in the DWARF demanding the character
mouse, shouting, running etc will cause the choose between a blue and a red pill.
delicate stalactites to crash down from the Red pill causes the loss of 2 points
ceiling. of LUCK
Characters caught in the chamber may Blue pill causes the loss of 2 points
flee for either east or west exits, but take of SKILL
2d6 STAMINA damage; a successful (or alternatively roll randomly for the effect)
Dodge or Test for LUCK halves the Regardless of the outcome, the DWARF will still allow
damage taken. the characters to take the next challenge.
The Test of Agility
39. TRIALMASTER (60) DWARF enters secret side room to the east and
brings out a basket containing a COBRA. One
Chamber has no visible exits > DWARF sits on ornate character must catch the COBRA and return it to the
throne in the centre. Greets adventurers: basket using their bare hands.
“You have done well to get this far. But only the most SKILL or Brawling check at -2 to catch the
worthy can be allowed to win I will test your luck, COBRA. If unsuccessful, another Test for
agility and fighting prowess. If one of you can succeed LUCK is required to see if the character
at each task, I will show you where the hidden exit was bitten and poisoned, for a total of 5
lies. Do not be so foolish to try and dispose of me – points of STAMINA damage.
you will only rot in here.” The character(s) attempting this are allowed as many
attempts as it takes, but are not allowed to heal
before the next challenge.
©
© 6)
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5@ DEATHTRAP
EATHTRAP
DUNGEON
C. EXITS
5%

5! 5(

© 5) 5*
© 4(
4*

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4% 4&
4$

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From B
The Test of Prowess Helping the OLD MAN with either food, gold or
The DWARF opens a secret door in the southern wall, other kindness will result in him offering advice
leading to a large arena.
arena He asks the characters to Will explain that the bird-shaped
choose between facing ‘A sting in the tail’ or ‘An throne along the corridor to the north
amazing end’’ for their final battle. Their respective has a secret compartment containing a
opponents are then either a GIANT SCORPION doppelganger potion.
Die roll 1 2 3 4 5 6 7+ The bread and water from the tray is poisoned.
SKILL 10 Large 2 3 3 3 4 4 5 Eating or drinking forces a Test for LUCK; if
claw Lucky, the character looses 1d3 STAMINA, if
STAMINA 10 Chitin 0 0 1 1 2 2 3 Unlucky they lose 2d6 STAMINA and 2 SKILL
2 attacks, double damage points.
Winning an attack round with a roll of a double 6 If the OLD MAN is abused by the
(total Attack Strength of 22) means the character has characters he may try to trick them into
been fatally poisoned (no Test for LUCK possible). eating the poisoned food and drink.
or a MINOTAUR.
MINOTAUR
Die roll1 2 3 4 5 6 7+ 43. MEDUSA (200)
SKILL 9 Battleaxe 3 3 3 3 4 4 5 Wooden door > ajar > female cries for help from
Horns 2 2 3 3 3 4 5 within.
STAMINA 9 Hide 0 0 1 1 2 2 3 Straw-
Straw-covered floor > large cage in centre >
Strongarm talent (+1 to damage rolls) expensive drapes cover cage, tied to rope
2 attacks, +2 to Attack Strength and double damage running through iron ring in ceiling.
with horns on charge attack
Woman will cry out when she hears anyone
On defeating their opponent, the DWARF offers each enter the room. Will claim floor is trapped and
character food and wine (+2 STAMINA), and will lead will give way with their extra weight if they
them at crossbow-point to a secret door to the north don't hurry and get her out of there (a lie).
leading towards the exit. If the characters attempt to Lifting the drapes will reveal she is in fact a
kill the DWARF at this point, we will try to unleash MEDUSA all in sight must make a Test for
MEDUSA;
the undefeated arena opponent to help him. LUCK; if Lucky, they are unharmed, if Unlucky,
they are turned to stone.
40. T JUNCTION (213) MEDUSA can be tricked into looking into a
mirror with a successful Test for LUCK. If
A muted buzzing sound can be heard from the west. released, she will attack.
Die roll 1 2 3 4 5 6 7+
41. FAKE CROWN (108) SKILL 6 Claws 2 2 3 3 3 3 4
Glass panel in wall > alcove teeming with giant insects STAMINA 5 No
(bees, wasps, beetles, ticks etc) > jewelled crown sits Armour - - - - - - -
on purple cushion. Each round, opponent must Test for LUCK to avoid
the MEDUSA’s gaze and be turned to stone.
Smashing the glass and reaching for the crown Blindfolds, or averting their eyes, negates the gaze, but
will result in being bitten for 1d6+2 STAMINA incurs a penalty to attacks.
damage.
Option may be available to prevent insects MEDUSA carries a brooch on her rags which holds a
attacking e.g. using smoke to drive them off, large GARNET (Evaluate: 100 GP).
GP
piercing glass and using acid on insects etc
Evaluate check with the crown in hand will 44. LEPRACHAUNS (49)
identify it is a worthless fake.
Two LEPRECHAUNS lie in wait around the corner.
Awareness check hears giggling and sniggering.
42. OLD MAN (341) Approaching LEPRECHAUNS causes them to
OLD MAN > chained and shackled > carrying tray of run away to the north.
bread and water. Pursuing them will cause 6 of their fellows to
Awareness check will hear his approach from emerge from the secret chamber and surround
the west. characters. They will use any opportunity to try
OLD MAN will ignore characters and walk past and play pranks on and steal from the
unless stopped. Acts tired and weary, just characters. See their spell selection below to be
wanting to get on with his job. Acts as a servant creative and childish with your prank-making.
of the trialmasters, and is looking for way to Playing along with pranks may win them
escape or bribe his way out. over to offer some assistance. They will
likely need appeasing by being allowed to Diving into the pool to cross passage without
keep some of the items they have stolen. precautions risks spoiling perishable items (e.g.
Attacking them causes them all to blow a rations) in backpacks (Test for LUCK to avoid).
magic dust over the PCs (Test for LUCK
or paralysed for 1 hour). They will avoid
melee, and use their magic to steal from 48. CONSTRICTOR (170)
the PCs then flee. Female cries can be heard from the corridor, and are
Die roll 1 2 3 4 5 6 7+ then abruptly cut off. Archway leads to natural cavern
SKILL 10 Unarmed 1 1 1 1 1 1 2 > BOA CONSTRICTOR is crushing an ELF warrior to
STAMINA 4 No death. It drops the lifeless body and attacks
Armour - - - - - - - Die roll 1 2 3 4 5 6 7+
Spells: Animate (1), Fear (1), Illusion (1), Tongue SKILL 8 Bite 2 3 3 3 4 4 5
Twister (1), Fly (4), Grand Illusion (4), Invisibility (4) STAMINA 14 Hide 0 0 0 1 1 1 2
If BOA CONSTRICTOR wins a combat round, the
victim must Test for LUCK or pass a Strength or
© CHUTES Brawling check to avoid being wrapped by its body.
On subsequent rounds, a grabbed victim takes double
Metal chute in wall > lightly greased > slopes gently damage (as Bite) unless it succeeds an opposed
into darkness. Strength or Brawling check. Attacks from free
All characters using these chutes are deposited opponents against the BOA CONSTRICTOR get a +4
in area 61.
61 bonus whilst it is grappling, but half of damage from
bludgeoning weapons also is taken by the grappled
victim.
45. TIGHTROPE (393) Elven warrior has several useful possessions.
Archway filled with curtain > brown,
brown swaying in cool Note reading “Must find certain gems in order
breeze. to escape the dungeon – a diamond is one of
Leads to large chamber with deep chasm, 7 them, but what are the other two..?”
metres across, splitting room in two. Winged Mirror
helmet rests on pole on far side, tightrope spans Bone Monkey charm on a leather cord.
chasm. Attuned characters may sense a magical
Acrobatics check to cross tightrope, -2 aura with a successful Magic Lore check.
due to breeze from chasm. Those who fall When charm is thrown, it turns into a
lose 20 STAMINA (30 metres). GIANT APE under users control. Useable
Fly/Levitate spells could also be used. once per day or until the GIANT APE is
Winged Helmet is magical and will slow killed in combat, at which point the
any fall greater than 2 metres to a gentle charm becomes useless. A summoned ape
descent. can be commanded to return to the
charm at any time.
46. BIRD CHAIR (24) Unleavened bread grants +3 STAMINA if eaten.
Curved Dagger
Alcove > throne > shaped like demonic bird of prey. Attuned characters may sense a magical
Examining throne with successful aura with a successful Magic Lore check.
Awareness, Test for LUCK, or following Grants +1 to Attack Strength and Damage
the advice from OLD MAN in area 42, rolls.
finds hidden compartment.
Doppelganger potion – label
states “Doppelganger potion, 49. IRON GRILLE (120)
one dose”. Will change user’s Iron grille sits in centre of corridor floor > covers pit 1
appearance to match that of metre deep.
nearby creature, for 10 Reaching into grille finds a grappling hook and a
minutes. leather pouch containing a brass bell. It will also
disturb the TENTACLED THING lurking in the
47. WATERY END (378) pit, which will have a free strike against any
unprotected arms reaching in to the pit.
Pool of water at end of corridor.
Die roll 1 2 3 4 5 6 7+
Awareness check spots passageway under water,
leading to corridor to the north/south.
SKILL 8 Suckers 2 2 3 3 3 3 4
STAMINA 10 Hide 0 0 1 1 2 2 3
3 Attacks.
TENTACLED THING can only be struck with long Forcing the door requires a Strength check
weapons whilst at bottom of the pit; strikes against at -3, due to its size.
the tentacles reaching out of the pit only do half Unlocking the door requires Iron Key from
damage. area 29.
On a successful attack, the victim must succeed a Test Passing through the door form the south, a voice will
for LUCK or take a -2 SKILL penalty due to a paralytic call out to the north; “This way! You’re on the right
poison in the suckers (lasts 1d6 x 10 minutes). track!”

50. CHEST TRAP (93) 53. IVY & OLD MAN (187)
Small dusty room > chest on shelf on far wall > Old man stands by a large basket attached to a rope
footprints in dust lead to and from the chest. ascending to a hole in the ceiling. He calls out eagerly.
Opening chest triggers hidden trap (-4 to “You’re doing great! Not far now! But listen, I got a
detect/disarm with Awareness/Trap shortcut I can let you use. Up here. It’ll get you to end
Knowledge, unless PC has drunk Potion of real quick. Just make it worth my while and I’ll pull
Trap Detection from area 36) you up in the basket.”
Trap floods room with Brimstone The old man wants payment in gold for use of
Vapour – all in area must Test for the shortcut.
LUCK or take 5 STAMINA damage. The basket holds 4 characters. On payment
Chest holds pendant chain, with visible signs and climbing in, the old man calls out “Haul
of a large gem having been prised out from them up, Ivy!” before running away and
the centre. cackling.
IVY is a large troll hauling up the basket. She
51. TROGLODYTES (230) will demand further payment before letting
the characters out of the basket. IVY’s room is
Large natural rocky cavern > high pitch chanting > crude but has a portrait of another troll in a
tribe (~20) of TROGLODYTES running in circle guards uniform on the far wall.
around large golden effigy.
effigy Appeasing IVY is possible with a suitable
Sneaking by the TROGLODYTES may be payment, or a Con check if they flatter
possible with Stealth or spells. her based on the painting (her brother
Subterfuge could be used with illusions, the Sourbelly of Port Blacksand, of whom she
Doppelganger potion or other options. is very proud).
If the TROGLODYTES spot the characters, Attacking IVY causes her to drop the
they will be offered the Rite of the Arrow in basket (all within take 1d6 STAMINA
order to pass through the chamber. This damage from the fall). She will then grab
entails removing their shoes (halves movement a broken stool and climb down to attack.
on rocky floor), and walking to the distance of Die roll 1 2 3 4 5 6 7+
a bow shot (30ft), at which point the SKILL 9 Stool 3 3 3 3 4 4 5
TROGLODYTES will begin their pursuit. They STAMINA 9 Hide 0 0 1 1 2 2 3
will not pursue beyond the door to the north Strongarm talent (+1 to damage rolls)
(area 52) or the water to the south (area 47). IVY carries 7 GP and an old bone tucked in her belt.
The bridge to the north crosses a fast flowing, cold
river. Characters might try and Hide under the bridge;
this requires a successful Swim check at -2 due to the 54. GUARD DOGS (305)
fast flowing water.
Barking and howling can be heard from the top of the
Die roll 1 2 3 4 5 6 7+ steps > three GUARD DOGS lie in wait.
SKILL 5 Bow 1 2 2 3 3 3 4 They will attack any who enter, but can be
Dagger 1 1 2 2 2 2 3 distracted with the bone from IVY (area 53).
STAMINA 4 Light
Armour 0 0 0 1 1 1 2 Die
1 2 3 4 5 6 7+
Due to their small size, these TROGLODYTES take a - roll
1 penalty to all damage rolls. However, they are expert SKILL 7/7/7 Bite 2 3 3 3 4 4 5
archers and have +1 Attack Strength with the bow. STAMINA 7/8/8 No
Armour - - - - - - -
The collar of one dog holds a metal capsule, which
52. LOCKED DOOR (86) contains a Leprechaun’s Tooth (+2 to current LUCK).
This iron door is firmly locked.
Picking the lock requires a Lockpick check at
-3, due to the quality of the door.
55. PIT FIEND (245) Awareness check spots a small wooden casket
hidden in the webbing. Clearing the webs also
Tunnel ends in high, smooth wall with a large door.
door reveals the box.
Climbing the wall requires a Climb check with Casket contains a large PEARL (Evaluate:
a -5 penalty due to its smooth surface. A rope 100 GP).
GP
and grappling hook reduces this penalty. The western door is in fact an IMITATOR
Opening the door leads to a large arena with a Touching the door causes it to lash out with a
sandy floor. In the centre, stands a PIT FIEND fist-like pseudopod – automatic hit; roll damage,
which will attack all who enter. modified by armour.
Attacking the PIT FIEND from the top of the Die roll 1 2 3 4 5 6 7+
wall grants a +2 bonus to the Attack Strength, SKILL 9 Slam 2 2 3 3 3 3 4
but losing a combat round risks falling from STAMINA 8 No - - - - - - -
the wall (10 metres for 4 STAMINA damage). Armour
The PIT FIEND can still reach opponents atop Those struck by the imitator are held fast by its gluey
the wall to bite. membranes, and suffer -2 SKILL until they can prise
Attacking with ranged weapons from the themselves free
corridor provides some safety but the PIT
FIEND will attempt to break through the wall
to reach its foes (Test for LUCK to avoid being 58. FOUNTAINS (262)
hit by debris from a falling wall for 1d6
damage). Two fountains > water spouting from mouths of stone
cherubs.
Die roll 1 2 3 4 5 6 7+ West fountain > refreshing but cursed water; if
SKILL 12 Bite 3 3 4 4 5 6 7 drunk, +1 STAMINA, -2 LUCK.
STAMINA 15 Hide 0 1 2 2 3 3 4 East fountain > water contains pixie dust; if
3 attacks, double damage drunk, +1 STAMINA, +2 LUCK.
An iron ring is fixed into the floor at the centre of the
arena. This opens a trapdoor to a small chamber
containing an ornate large shield. 59. STILTS & SLIME (368)
Attuned characters may sense a magical aura Corridor covered in green slime > corrosive, -3
with a successful Magic Lore check. STAMINA on contact, may ruin armour or weapons.
Grants a +1 on armour rolls with the shield. Stilts are available to the south of the slime >
chained to wall > sign: “Stilts for hire: 1 gold
56. NINJA (214) each!” > coin dispenser built into wall.
Stiltwalking over the slime requires an
At the entrance to this room a red line painted on Acrobatics/SKILL check to avoid falling.
floor > sign on wall reads Breaking into coin box, finds 1d6 GP.
“No weapons beyond this point!”
Chamber has polished marble floor and pillars. pillars A
NINJA hides within. 60. FAKE VICTIM (218)
Test for LUCK or opposed Awareness/Hide Open double doors > armoured warrior lying face
check to detect the NINJA before he strikes down > jewel rests by outstretched hand.
from hiding with a shuriken. If the attack is Second Sight skill check or having drunk the
undetected, it will cause an additional +1 SKILL Potion of Trap Detection (area 36) reveals that
and +4 STAMINA loss, as the NINJA uses his ki the room is an illusion, and a trap.
to stun the opponent. Touching the warrior causes it to vanish, the
As well as the weapons, the NINJA also carries room to go dark, the doors to lock, and the
Ointment ceiling to lower.
Attuned characters may sense a magical The victims have 1d6 rounds to escape
aura with a successful Magic Lore check. before ceiling is lowered, crushing them. A
Healing salve that restores +3 STAMINA. Strength check each round can hold up the
Palm leaf parcel containing rice (+1 STAMINA ceiling but at a cumulative -2 per additional
if eaten). round. The doors can be opened with a
DIAMOND (Evaluate: 100 GP).GP Strength or Lockpick check at -4, with an
additional -1 penalty each round after the
first as the room becomes more cramped.
57. COBWEB BOX (14)
Dark room filled with cobwebs.
cobwebs Two doors on north
wall.
61. BLOODBEAST (90) SKILL 12
Die roll 1 2 3 4 5 6 7+
Bite/Tail 2 3 3 3 4 4 5
Chutes drop characters in large, humid room > bloated STAMINA 18 No
worm-like creature with many eyes lounges in foetid Armour - - - - - - -
corrosive slime containing dissolved bodies – the 3 attacks
BLOODBEAST.
BLOODBEAST After a successful attack, roll 1d6 – on a 5 or 6, the
The pool gives off a noxious gas that fills the strike was with the MANTICORE’s poisoned stinger,
chamber from 3ft upwards; those breathing the rather than the bite, doing an additional 2d6
fumes must Test for LUCK or fall unconscious STAMINA damage (Test for LUCK for half damage).
for 2d6 rounds.
BLOODBEAST is restricted to its pool, but its
long tongue can lash out at anyone in chamber. 63. EXIT DOOR (364)
Those hit by the tongue, must make an opposed Iron door > ornate and carved > three depressions
Strength or Brawling check or be drawn into where lock should be. IGBUT THE GNOME appears
the pool of acidic slime, taking 3d6 STAMINA from thin air when character approach door, and
damage. Those armed with a slashing weapon addresses party.
may cut the tongue to free themselves, if they “Greetings! My name is Igbut the Gnome, and I am
can do at least 3 points of damage (not the Trialmaster for your final test. Needless to say, my
deducted from the creature’s STAMINA total). magical powers are great, so you should not try to
Killing the BLOODBEAST can only be done with attack me. You may have learnt during your quest that
a piercing strike at its real eye – this requires gems play an essential part in the Trial of Champions.
winning an opposed Attack Strength check, and The iron door in front of you is the victory exit, but
a Test for LUCK, whilst wielding a weapon that there is only one way of opening it. Three gems have
can pierce its eye and brain. Note: due to the to be put into the lock mechanism in a particular
pool of corrosive slime, only those with long or order, for the door to open. Each gem radiates a
ranged weapons can strike the BLOODBEAST unique energy which will trigger the mechanism – if
without being exposed to the slime. you do it correctly, that is! I will help you to a degree,
by telling you that you need an emerald, a sapphire
Die roll 1 2 3 4 5 6 7+ and a diamond, and I can tell you when some of the
SKILL 12 Tongue - - - - - - - gems are placed correctly. Now, do you have the gems
STAMINA 10 Medium 0 0 1 1 2 2 3 you need?”
Hide
If the players do not have the right gems, Igbut
will teleport away, leaving them in the chamber.
Roll three times on the wandering monster
62. MANTICORE (134) table; all the resulting creatures appear from the
west and attack.
Large vaulted pillared room > MANTICORE descends Igbut will watch as the character place the gems
to attack. in the door. The correct sequence is Sapphire,
MANTICORES start combat by unleashing a Emerald, and then Diamond. For each gem
volley of spikes at all in a 90° arc, doing 1d6 placed in its correct position in the sequence
damage, modified by armour, to those who fail once the three gems are placed, Igbut will
to evade the attack. inform the party they have “One crown correct”.

6! 6@
6#
6%
6$
DEATHTRAP DUNGEON: THE GAUNTLET
Incorrect guesses trigger a Lightning Blast (see
spell) that hits all PCs in the chamber for 64. THE FINAL TRAP (243)
2d6+2 damage, not modified by armour. This Long corridor > daylight visible at the end.
trap can be disarmed by a Trap Knowledge Awareness check at -2 spots a final trapped
check at -8; failure also triggers the trap. flagstone that will fire crossbow bolts from
The door can be opened without the right holes in the wall along the length of the
gems, with a Lockpick or Strength check at -8. corridor Trap Knowledge at -4 to disarm.
Any attempt, successful or not, will also trigger Test for LUCK or Dodge check to avoid
the trap, as above. being hit by 1d6 crossbow bolts (Armour
Attacking Igbut to force him to help is an roll allowed).
option. He will start combat by hurling a green
globe at the party, which explodes into a cloud Die roll 1 2 3 4 5 6 7+
of toxic gas; Test for LUCK or take 1d6 Bolts 2 2 3 3 4 4 5
STAMINA damage. Igbut will then fight with
spells, but will Teleport away if the battle turns
against him. 65. VICTORY! (400)
Die roll
1 2 3 4 5 6 7+ Characters emerge to cheering crowds, and a
SKILL 7 Unarmed 1 1 1 1 1 2 3 surprised, and annoyed, Baron Sukumvit. He awards
STAMINA 9 Robes - - - - - - - them 10,000 GP, and the freedom of the city of Fang.
MAGIC 11 MAGIC POINTS 21 Players should be awarded experience for completing
Wizard Spells: Befuddle (1), Flash! (1), Illusion (1), a major adventure, depending on the campaign you
Thunder (1) Ward (1), Combine (2), Counterspell (2), run this could be upwards of 200 XP. More
Mirror Selves (2), Starry Orb (2), Arrow-Snake (4), importantly, they now have the enmity of a cruel,
Grand Illusion (4), Invisibility (4), Lightning Blast (4), devious Baron Sukumvit who will now begin devising
Teleport (6) further trials to test and discredit the victorious
heroes!

THE END

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