Deathtrap Dungeon

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Page 1: Deathtrap Dungeon

DeathtraDeathtraDeathtraDeathtraPPPP DungeoDungeoDungeoDungeoNNNN

An Advanced Fighting FantasyAdvanced Fighting FantasyAdvanced Fighting FantasyAdvanced 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 freefreefreefree resource for fellow fans to use in the latest version of the AFF rules.

Copyright of the original content with the respective authors/publishers. Copyright of this format with Duncan Young. Please contact me at [email protected] with any questions or visit my website at wyrind.blwyrind.blwyrind.blwyrind.blogspot.comogspot.comogspot.comogspot.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.

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FOREWORD Like many kids growing up in Britain in the 1980’s,

my introduction to fantasy roleplaying came through

the Dungeons & Dragons cartoon (which shared a slot

in the schedule with He-Man, meaning I had to give

my parents very strict instructions on how to set up

the VHS recorder to record D&D one week, and He-

Man the next), and the Fighting Fantasy and Lone

Wolf gamebooks. In later years, as I picked up the

board games Hero Quest and Space Hulk, graduated

to Warhammer, and ventured further afield into

various editions of D&D, there was still much about

these gamebooks that shaped my outlook on gaming.

How creatures were portrayed, the compelling

artwork, the dark humour and the frequent,

meaningless deaths of the protagonist (me), they

indelibly imprinted on my impressionable young mind

what a fantasy game setting could be.

Some of the most well-thumbed books on my

roleplaying bookshelf are Dungeoneer and Blacksand,

so I was excited to hear of the release by Graham

Bottley and Arion Games of a new edition of

Advanced Fighting Fantasy – the ruleset that

emphasised fun and simplicity and, to my mind, is a

great introduction to the hobby. What also serves this

edition well is the wealth of inspiration and plots in

the existing Fighting Fantasy gamebooks. So – for my

own group and for the use of others – I set about

writing up the infamous Deathtrap Dungeon, pet

arena of Baron Sukumvit as a 2e AFF adventure.

CONVERSION NOTES This work is not intended to be a full conversion or

write up of the original Deathtrap Dungeon gamebook

– not merely due to copyright issues, but because

there is no reason not to have a copy of the original

book and chances are if you are reading this you

already do. So, for the preface to the adventure, and

the explanation of why Baron Sukumvit is offering

10,000 gold pieces to any that can beat his Trial of

Champions, please reference the source material. This

conversion simply explains how each event in the

original book can be run using the updated rules and

Out of the Pit creatures. The relevant page references

to the gamebook are included with each entry, which

is structured to provide only prompts for the location,

set up and adjudication of each event.

One quick word, however, on the intent behind the

original Deathtrap Dungeon. It was intended that

there only be one winner in the gamebook, which

does not fit in with the party-based adventures of

roleplaying games. This is easily dealt with – either

Baron Sukumvit’s rules are changed to allow an allied

group to defeat the dungeon (my preference - you

may wish to tinker with the number of hostile

creatures in the dungeon depending on party size), or

there are opportunities to have the players duel after

the final encounter to see who is the ultimate victor.

Go with whatever suits your group best. As written,

this conversion assumes a group of 3-4 players with a

moderately high risk of death. You may wish to tinker

with the number of enemies to better fit the skill of

your players, and their characters.

Maps are included giving the layout of the dungeon.

There are many other excellent maps available online

but thanks in particular to Graham Parker’s

magnificent effort that you may wish to also reference

(fightingfantasy.com/images/artwork/DTDMap.pdf).

Scale is notoriously vague in the Fighting Fantasy

books, so use the maps only as a guide, and any

dimensions as given in the text.

COMPETITIVE PLAY I’m hoping to run semi-regular forays into Deathtrap

Dungeon for interested parties over Google+

Hangouts, each competing for the prize. If you are

interested, look for me on Google+ as Duncan Young

([email protected]).

HOUSE RULES As with all GMs, I have a few tweaks that I like to

make to the game; for me, it’s to give it a slightly

grittier feel – this dungeon’s a deathtrap after all!

Some specific ones you’ll see in the text, where I

suggest running creatures like the Bloodbeast

differently to how they are handled in the gamebook

to better make it fit the group roleplaying setting.

Others are more general:

• Ranged attacksRanged attacksRanged attacksRanged attacks: use the Defender’s Dodge skill, or

if they have a shield, their Armour skill (rolling a

double-1 results in damage to the shield as well as

the PC) instead of opposed Attack Strengths. A

Master of Deflection talent allows a defender to

parry a ranged attack with a successful opposed

Attack Strength check using their highest

Weapon skill (subsequent deflections in this

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manner are at a cumulative -1 penalty per attack;

succeeding with an Unarmed check at -2 allows

the incoming projectile to be caught.).

• Creatures with multiple attacksCreatures with multiple attacksCreatures with multiple attacksCreatures with multiple attacks suffer a reduced

penalty when outnumbered, based on the

number of attacks they have e.g. a dragon with 2

attacks will need to face 3 melee opponents

before they get a bonus to attack.

• FallingFallingFallingFalling is surprisingly nonlethal, at -1/-1 STAMINA

for each 5 metres. I’d suggest amending to -1 for

the first 5 metres, -2 for the next 5, -4 for the

next and each after that. So falling 20 metres

would cost 12 STAMINA (1+1+2+4+4). A successful

Test for LUCK or Acrobatics Special Skill check

can reduce the damage by the last 5 metres

worth i.e. 8 STAMINA for the fall described

above.

• Critical HitsCritical HitsCritical HitsCritical Hits – in the rules as written, a roll of a

double-12 for attack strength results in a critical

hit which causes double damage and the loss of 1

SKILL point due to severe trauma. I suggest

rolling on this additional chart (3d6) to

determine the nature of the SKILL point loss and

any additional effects. If also the winner of the

combat round, you can choose to add 3 to the

roll. First Aid may help remove the penalty (but

not the SKILL loss) if treatment comes soon after

combat, at the Director’s discretion. Note not all

entries may be applicable for certain creatures

(e.g. hearts for skeletons) or additional entries

may be substituted (wings for arms) – make a

judgement call on the fly. Thanks to ‘torus’ on

the Arion Games AFF2 forums for ideas.

Die rollDie rollDie rollDie roll AreaAreaAreaArea CCCCritical Hit ritical Hit ritical Hit ritical Hit EffectEffectEffectEffect

3 3 3 3 –––– 6666 BBBBruisingruisingruisingruising No additional effect

7 7 7 7 –––– 10101010 LegsLegsLegsLegs Movement rate halved, falls prone. Immobilised and prone if rolled twice

11 11 11 11 –––– 14141414 ArmsArmsArmsArms Drops held object in affected hand (1 – 3 left, 4 – 6 right), two-handed weapon or magic use at additional -1 penalty

15151515 ChestChestChestChest Cracked ribs, breathing difficult, will fatigue quickly (-1 SKILL per round until able to rest)

16161616 GroinGroinGroinGroin Winded, unable to act for d6 rounds

17171717 HeadHeadHeadHead (roll additional d6)

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

3333 ThroatThroatThroatThroat Temporary difficulty speaking, -4 to MAGIC

4444 NoseNoseNoseNose Temporarily lost sense of smell, -1 to MAGIC

5555 EarEarEarEar Temporarily deafened, -2 to MAGIC

6666 EyeEyeEyeEye Temporarily blinded (permanent if rolled twice)

18181818++++ HeartHeartHeartHeart Instant Death

• Wandering MonstersWandering MonstersWandering MonstersWandering Monsters – for parties that are likely

to try and rest in the dungeon, Baron Sukumvit

is sure to have arranged a patrol to catch them

unawares! Here’s a selection of suitable creatures

from the Out of the Pit supplement. For each

hour of exploration or rest, there is a 1 in 6

chance of a wandering encounter with the

following (roll 2d6):

Die Die Die Die rollrollrollroll

Wandering MonsterWandering MonsterWandering MonsterWandering Monster DieDieDieDie rollrollrollroll

Wandering MonsterWandering MonsterWandering MonsterWandering Monster

2222 1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES1d2 GIANT CENTIPEDES 8888 1d6 SKELETONS1d6 SKELETONS1d6 SKELETONS1d6 SKELETONS 3333 1d2 IRON EATERS1d2 IRON EATERS1d2 IRON EATERS1d2 IRON EATERS 9999 1d6 ORCS1d6 ORCS1d6 ORCS1d6 ORCS

(50% chance to be led by 1 GREAT ORCGREAT ORCGREAT ORCGREAT ORC) 4444 1d6+1 GIANT RATS1d6+1 GIANT RATS1d6+1 GIANT RATS1d6+1 GIANT RATS 10101010 1d3 GHOULS1d3 GHOULS1d3 GHOULS1d3 GHOULS 5555 1d6 ZOMBIES1d6 ZOMBIES1d6 ZOMBIES1d6 ZOMBIES (25% carry Dire Trembling

disease (Test for LUCK avoids infection)) 11111111 1d31d31d31d3 GIANT SPIDERSGIANT SPIDERSGIANT SPIDERSGIANT SPIDERS

6666 2d6 TROGLODYTES2d6 TROGLODYTES2d6 TROGLODYTES2d6 TROGLODYTES 12121212 1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS1d3 OTHER COMPETITORS (50% chance of being Friendly; come up with your own NPCs, or use THROM (area 31) for inspiration

7777 1d6 HOBGOBLINS1d6 HOBGOBLINS1d6 HOBGOBLINS1d6 HOBGOBLINS

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Deathtrap Dungeon Reading the entries:Reading the entries:Reading the entries:Reading the entries: Text in boldboldboldbold is what is

immediately visible to the adventurers as they enter a

location or open a container, and should be in the

Director’s initial description. Text following that, or

after a ‘>’‘>’‘>’‘>’ is further information available for

adventurers that inspect more closely. Text following a

� lists options relating to the above object, including

actions or contents. Underlined text indicates actions

that might be taken, relating to the linked object.

These are suggestions, not the only option or solution

available; players will have other creative ideas too.

Skill checks, tests for LUCK or other rules related

instructions are italicised. CREATURES are displayed

in capitals, and their entries include SKILL and

STAMINA (multiple combatants separated by ‘/’),

weapon/armour tables, and any treasure carried.

THE ENTRANCE See the BACKGROUND section of the gamebook for

more information on the Trial of Champions. Have

fun playing up Baron Sukumvit as a camp sneering

villain whose gold the players should be eager to grab.

The corridors to the dungeon itself are damp worked

stone, with water dripping from the ceiling and

spiders, beetles and rats scurrying along the floor.

1. BOXES (1, 270) Stone tableStone tableStone tableStone table >>>> WoodenWoodenWoodenWooden BoxesBoxesBoxesBoxes (1 per adventurer) containing

� 2 GP2 GP2 GP2 GP

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

2. THE ARROW (66) White arrowWhite arrowWhite arrowWhite arrow painted on the wall, points left. Wet footprintsWet footprintsWet footprintsWet footprints >>>> 3 sets head left, one set right.

3. THE BELL (220) Large iron bellLarge iron bellLarge iron bellLarge iron bell hangs from ceiling; gong malletgong malletgong malletgong mallet rests against the wall.

� Attuned characters may sense a magical aura with a successful Magic Lore check.

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

� Bell will continue to ring until muffled. Trap Knowledge will indicate this if necessary.

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

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7777 Sword 2 3 3 3 3 3 4 STAMINASTAMINASTAMINASTAMINA 5555 Med.

Armour 0 0 1 1 2 2 3

4. THE PUFFBALL (56) Large brown boulderLarge brown boulderLarge brown boulderLarge brown boulder----like like like like objectobjectobjectobject blocks corridor >>>> soft, spongy texture >>>> room to squeeze past above.

� Forest or Underground Lore can identify object as a puffball that can release spores.

� Cutting through the puffball releases choking spores. Each character nearby looses 2d6 STAMINA (Test for LUCK: if Lucky, take half damage. Taking suitable precautions, such as breathing through damp cloth, may give bonus to test, or avoid the need completely).

� Climbing over puffball requires Climb check. Failure, particularly if carrying heavy or long items (e.g. spears) risks piercing the puffball as above.

5. HOBGOBLINS (264) Sound of commotion up ahead >Sound of commotion up ahead >Sound of commotion up ahead >Sound of commotion up ahead > fighting, Languages can identify insults in goblinoid tongue >>>> twotwotwotwo HOBGOBLINSHOBGOBLINSHOBGOBLINSHOBGOBLINS fighting over a satchel satchel satchel satchel on the floor.

� Stealth is possible with Sneaking roll, as creatures are too engrossed in battle to notice. Can sneak past or choose to get first strike in combat.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7/67/67/67/6 Sword 2 3 3 3 3 3 4 STAMINASTAMINASTAMINASTAMINA 5/55/55/55/5 Med.

Armour 0 0 1 1 2 2 3

Satchel > JugSatchel > JugSatchel > JugSatchel > Jug of acrid smelling liquid

� ACID (test by dipping something in liquid).

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

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

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6. POLE TRAP (110) Wooden polesWooden polesWooden polesWooden poles cross corridor > 12> 12> 12> 12 in total, each set in wall ½ metre off the ground, 1 metre apart.

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

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

� Acrobatics check to navigate without touching a pole.

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

7. CAVEMAN (387) Burly NEANDERTHALBurly NEANDERTHALBurly NEANDERTHALBurly NEANDERTHAL stalks this N-S corridor >>>> wearing furs and carrying club > > > > scratches in dumb frustration at a bracelet on his wrist >>>> will attack on sight.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7777 Club 1 2 2 2 3 3 4 STAMINASTAMINASTAMINASTAMINA 8888 Light

Armour 0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls)

Bracelet >Bracelet >Bracelet >Bracelet > leather band with 4 rat skulls attached.

� Attuned characters may sense a magical aura with a successful Magic Lore check.

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

� Removal of the curse requires a BlessingBlessingBlessingBlessing from a priest with Devotion of 11 or higher.

8. BACKPACK (298) Backpack Backpack Backpack Backpack sits on floor, resting against the wall >>>> appears crumpled, mostly empty

� 1 GP1 GP1 GP1 GP

� BLACK WIDOW SPIDER hides within

� Bites unprotected hands that search backpack. Test for LUCK: if Lucky, take 1d3 STAMINA damage, if Unlucky take -2 SKILL and -2d6 STAMINA from spider venom.

9. HEAT TRAP (13, 182) Heat of corridor Heat of corridor Heat of corridor Heat of corridor rises sharply. If approaching from south, a length of hollow bamboo pipebamboo pipebamboo pipebamboo pipe containing a clear liquid rests in an alcovealcovealcovealcove >>>> PCs will profusely sweat and mouths feel dry.

� Attuned characters may sense a magical aura on liquid with a successful Magic Lore check

� Drinking liquid from pipe grants resistance to the effects of the heat (lasts 1d6 x 10 minutes)

� Not Drinking the liquid and continuing down corridor requires SKILL/Strength check or pass out from heat exhaustion. PCs will die unless removed to cool area and given water, in which case they revive in 1d6 hours

10. PIT AND ROPE (156) Door > iron plateDoor > iron plateDoor > iron plateDoor > iron plate

� Moving iron plate shows contents of the room (roperoperoperope on far wall) and reveals a pitpitpitpit hidden behind the door.

� Entering the room without spotting pit requires a Test for LUCK/Acrobatics check to avoid falling in. Those who fall lose 8 STAMINA (15 metres).

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

� Jumping the pit requires one Jump check each way with a run up.

RopeRopeRopeRope coil is 25 metres long.

11. ORCS (326) Patrolling this E-W corridor are two ORCStwo ORCStwo ORCStwo ORCS, who will attack on sight.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 6/66/66/66/6 Morning-

star 1 2 2 3 4 4 5

STAMINASTAMINASTAMINASTAMINA 5/55/55/55/5 Light. Armour

0 0 0 1 1 1 2

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

12. EX- BARBARIAN (299) Wet footprintsWet footprintsWet footprintsWet footprints lead to iron door. Large room, littered littered littered littered floorfloorfloorfloor covered in bones, scraps of clothing and broken objects. AlcoveAlcoveAlcoveAlcove on far wall holds silver gobletsilver gobletsilver gobletsilver goblet. Stood in the centre of the room impaled on spike is a dead dead dead dead barbarian warriorbarbarian warriorbarbarian warriorbarbarian warrior in furs.

� Caught by trap hidden on floor.

� BattleaxeBattleaxeBattleaxeBattleaxe

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

� Hunting skill recognises it as very nutritious jerky from northern tribes.

Silver gobletSilver gobletSilver gobletSilver goblet > > > > Evaluate: 25 GP25 GP25 GP25 GP

� Contains red sparkling liquid.

� Attuned characters may sense a varying, changing magical aura from liquid with a successful Magic Lore check.

� Trap Knowledge indicates a dart will fire from alcove if goblet taken. Dodge or Test for LUCK to avoid taking 1d6 STAMINA damage. Further SKILL/Acrobatics check to avoid spilling all the liquid.

� Trap Knowledge (-2) to disarm.

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

1111 +2 STAMINA 2222 -2 STAMINA 3333 Full Heal 4444 -1 SKILL 5555 +3 LUCK 6666 -2 LUCK

13. JADE IDOL (37, 351) Large natural cavern > Green statueLarge natural cavern > Green statueLarge natural cavern > Green statueLarge natural cavern > Green statue of cross-legged smiling bald fat man (6m tall) in centre > green > green > green > green jewelled eyesjewelled eyesjewelled eyesjewelled eyes. Standing either side of statue are two stuffed giant birdsgiant birdsgiant birdsgiant birds.

� Will attack if they/the eyes are touched.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7/87/87/87/8 Medium

Bite 2 3 3 3 4 4 5

STAMINASTAMINASTAMINASTAMINA 8888////8888 Medium Armour

0 0 1 1 2 2 3

Jade statueJade statueJade statueJade statue

� Climbing is difficult due to smooth surface. Climb checks at -4, or -2 with a rope. Combat skill at -2 whilst climbing.

� Left eye >>>> EMERALDEMERALDEMERALDEMERALD (Evaluate check: 100100100100 GPGPGPGP). Can be pried loose.

� Right eye is a fake gem (Evaluate check: worthless). Trap Knowledge at -2 finds a trap

� Prying it loose will release a cloud of knockout gas around statue (Test for LUCK or fall unconscious for 1d6 × 10 minutes; if climbing, will also fall to the ground for -3 STAMINA).

14. EMPTY(?) ROOM (102) The door opens into a small unlit, bare room. The door will shut and lock 10 seconds after anyone enters the room. A voice will then call out: “Welcome to Deathtrap Dungeon, the ingenious killer labyrinth of my master. I trust you will now hail my master with the respect he deserves?” � Respectful replies or questions are met with:

“So we have a snivelling/ignorant weed in our midst? My master has a special gift for you, loathsome creep”

� Water then floods into chamber. The door requires a Strength check of use of Lockpick skill (at -2) to open. The room takes 3 rounds to fill and trapped characters will start drowning.

� Disrespectful replies that curse Sukumvit elicit:

“Good! My master likes those who show spirit! Take this gift to help you. It will grant you one wish, but one wish only. Don’t be greedy!”

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

15. BEAM OF LIGHT (344) Beam of shimmering blue lightBeam of shimmering blue lightBeam of shimmering blue lightBeam of shimmering blue light falls on centre of corridor, leaving unlit space around it >>>> floating images of laughing faces dance in the light.

� Walking around the light causes no effect

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

“When corridor doth water meet Do not make a quick retreat

Take a breath and jump right in If your Trial you hope to win”

16. FLY`S NEST (168) Stone door > Stone door > Stone door > Stone door > iron latch with round handle. Opens to large cavernlarge cavernlarge cavernlarge cavern >>>> warm, damp, fetid air, algae on walls. Low humhumhumhum fills the air, and floor covered in straw apart from pit of writhing giant (2ft) maggots. Ornate Ornate Ornate Ornate daggerdaggerdaggerdagger (+1 to damage rolls) rests amidst the maggots. If nest or dagger touched, two GIANT FLIESGIANT FLIESGIANT FLIESGIANT FLIES descend from ceiling to attack. If a GIANT FLYGIANT FLYGIANT FLYGIANT FLY wins a combat round, character must succeed a Strength check or Test for LUCK to avoid being snatched into the air and dropped for 1d6 STAMINA on top of bite damage.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7/7/7/7/7777 Medium

Bite 2 3 3 3 4 4 5

STAMINASTAMINASTAMINASTAMINA 8888////8888 No Armour

- - - - - - -

17. ROCK GRUB (352) Sound of grinding rock > Sound of grinding rock > Sound of grinding rock > Sound of grinding rock > walls vibrating

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

ROCK GRUBROCK GRUBROCK GRUBROCK GRUB bursts through southern wall in 1 round.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7777 Medium

Bite 2 3 3 3 4 4 5

STAMINASTAMINASTAMINASTAMINA 11111111 Light Armour

0 0 0 1 1 1 2

2 attacks

BoreholeBoreholeBoreholeBorehole in wall left behind its path

� Underground/Animal Lore hints that amate and eggs likely nearby.

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

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18. MIRROR CURSE (329) MirrorMirrorMirrorMirror at end of corridor > > > > see own light reflected

� Awareness check allows spotting the reflection is distorted at a safe distance.

� Reflection shows character with a swollen head.

� Looking in mirror closely causes the victim’s head to swell uncontrollably to match reflection. Test for LUCK to look away in time, otherwise gaze is fixed on mirror and victim cannot move. Anyone gazing into the mirror loses 1d6 SKILL and MAGIC, +1 per subsequent round.

� Breaking the gaze, by smashing mirror with Strength check (at a -4 penalty to avoid looking at it), blindfolding or moving the victim or similar method prevents further SKILL and MAGIC loss, but inflicted damage remains.

19. PITFALL (68) Chasm > Chasm > Chasm > Chasm > 4 metres wide, 15 metres deep >>>> roperoperoperope hangs from ceiling in the middle.

� Awareness check spots rope has been half cut.

� Swinging on rope causes it to snap. Falling characters take 7 STAMINA damage.

� Jumping across requires a successful Jump check.

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

Bottom of chasmBottom of chasmBottom of chasmBottom of chasm pitch black > RUBY> RUBY> RUBY> RUBY (Evaluate: 100 100 100 100 GPGPGPGP) lies amongst rubble.

20. STATUARY (12) Room full of statues statues statues statues > > > > depict warriors from wide variety of cultures >>>> incredibly lifelike. OLD MANOLD MANOLD MANOLD MAN > > > > white-haired, crazycrazycrazycrazy >>>> will speak with party:

“Oh goody! Another stone for my garden? Come to join your friends, have you? I used to be a Trialmaster

here, don’t you know! But the Baron didn’t like my methods, see! I want someone to win, to beat this

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

� Proving themselves worthy by demonstrating their prowess or knowledge (let the players be creative) means the old man will reward them using his Ironhand or Strength spells (see below).

� Proving themselves unworthy by making fun of the old man, threatening or doing anything that might make a crazed old man take offence will cause him to attack. He will focus primarily on Petrify and Wall spells to add new statues to his garden.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 4444 Unarmed 1 1 1 1 1 2 3 STAMINASTAMINASTAMINASTAMINA 10101010 Robes - - - - - - - MAGICMAGICMAGICMAGIC 9999 MAGIC POINTSMAGIC POINTSMAGIC POINTSMAGIC POINTS 18181818 Wizard Spells: Ironhand (1), Strength (1), Ward (1), Weakness (1), Restrain (4), Wall (4), Petrify (6)

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

21. BOULDER TRAP (217) Long northerly corridor > Long northerly corridor > Long northerly corridor > Long northerly corridor > walls worn and grooved > > > > slopes gently upwards. TripwireTripwireTripwireTripwire three quarters of the way along corridor.

� Awareness spots it before triggering.

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

� SKILL/Strength check to outrun boulder as far as door to area 22. Fleetfooted talent grants a bonus of +2 to the check, but wearing armour or burdened carries penalty (see Dodge modifiers).

� Other ways of stopping boulder may be used e.g. Wall spell

� Anyone otherwise crushed by boulder takes 10d6 STAMINA damage.

22. SKELETON CLUE (381) Wooden door > Wooden door > Wooden door > Wooden door > ‘X’ marked on it in chalk. Stone throne > Skeleton of armed warrior >Stone throne > Skeleton of armed warrior >Stone throne > Skeleton of armed warrior >Stone throne > Skeleton of armed warrior > weapons and armour covered in rust, parchmentparchmentparchmentparchment clasped in right hand. If skeleton or parchment touched, it will attack. ParchmentParchmentParchmentParchment reads:

“Should you meet the Manticore Of its tail beware!

Shield yourself against the spikes Flying through the air.”

AlcoveAlcoveAlcoveAlcove in far wall > > > > full of cobwebs > > > > hides steps steps steps steps leading down. SKELTON WARRIORSKELTON WARRIORSKELTON WARRIORSKELTON WARRIOR items too rusted to be of use.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 8888 Battleaxe 3 3 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 6666 Medium

Armour 0 0 1 1 2 2 3

Edged weapons only do 1 point of damage against it.

23. FUNGI CELLAR (128) Damp cellar, low ceiling Damp cellar, low ceiling Damp cellar, low ceiling Damp cellar, low ceiling > > > > floor littered with rotting debris >>>> growing by north wall are several large, unusual mushroomsmushroomsmushroomsmushrooms.

� Underground/Plant Lore identifies mushrooms as causing uncontrolled growth on ingestion.

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

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

24. GOBLINS! (124) StepsStepsStepsSteps lead up to tratratratrapdoorpdoorpdoorpdoor to enter room > > > > room holds table, cupboard, whetstone table, cupboard, whetstone table, cupboard, whetstone table, cupboard, whetstone and four GOBLINSGOBLINSGOBLINSGOBLINS.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 5/55/55/55/5

5/55/55/55/5 Short-sword

1 2 2 3 3 3 5

STAMINASTAMINASTAMINASTAMINA 4/44/44/44/4 5/55/55/55/5

Light Armour

0 0 0 1 1 1 2

CupboardCupboardCupboardCupboard

� Wooden Mallet Wooden Mallet Wooden Mallet Wooden Mallet and 10 iron spikes10 iron spikes10 iron spikes10 iron spikes

� 38 GP38 GP38 GP38 GP

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

25. SKULL & BALLS (153) Two ballsTwo ballsTwo ballsTwo balls on floor by door > > > > wooden. Marble plinth > Skull > Marble plinth > Skull > Marble plinth > Skull > Marble plinth > Skull > eyes are two TOPAZTOPAZTOPAZTOPAZ gems (Evaluate: 50 GP50 GP50 GP50 GP each). CrossbowsCrossbowsCrossbowsCrossbows line left wall >>>> aimed across room >>>> loaded.

� Awareness check finds no trap on floor; does find trap on plinth or crossbows if explicitly examined. Pressure plate on plinth such that if skull removed and then replaced, crossbows will fire. Trap Knowledge at -2 to disarm.

� Test for LUCK or Dodge check to avoid being hit by 1d6 crossbow bolts (Armour roll allowed).

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ Bolts 2 2 3 3 4 4 5

26. MIRROR, MIRROR (74) MirrorsMirrorsMirrorsMirrors line corridor for 20 metres >>>> human skeletonskeletonskeletonskeleton lies half drawn into mirror.

� Walking past or being reflected in a mirror causes MIRROR DEMONMIRROR DEMONMIRROR DEMONMIRROR DEMON to emerge and attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 10101010 Medium

Claw 2 2 3 3 3 3 4

STAMINASTAMINASTAMINASTAMINA 10101010 No Armour

- - - - - - -

2 attacks. Anyone struck by the demon must also succeed a Test for LUCK or Strength check to avoid being pulled into the creatures mirror dimension and lost there.

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

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

27. STAIRCASES (122) Two flights of stairs > Two flights of stairs > Two flights of stairs > Two flights of stairs > separated by banister of rat rat rat rat skulls > skulls > skulls > skulls > lead to two archwaysarchwaysarchwaysarchways set in far wall.

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

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

28. THE PRISONER (210) Wooden door > severed handWooden door > severed handWooden door > severed handWooden door > severed hand nailed upon it. Male Prisoner > chainedMale Prisoner > chainedMale Prisoner > chainedMale Prisoner > chained to wall >>>> missing right hand.

� Will beg for mercy, and offer advice if freed.

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

� Will flee south hoping to escape if allowed. Too malnourished and beaten to travel with the party in his current state, but if healed and treated very well, could be persuaded to act as a henchman.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 5555 By

weapon - - - - - - -

STAMINASTAMINASTAMINASTAMINA 10101010 No Armour

- - - - - - -

SKILL reduced due to missing hand. Current STAMINA is 3 Special Skills: Armour (2), Sneaking (2), Swords (2), Awareness (1), Dodge (1), Healing (1),Throwing (1)

29. IRON PIPE (78) Iron pipeIron pipeIron pipeIron pipe protrudes from wall >>>> 1 metre diameter >>>> dark, dank and slimy.

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

� Iron KeyIron KeyIron KeyIron Key

� SAPPHIRESAPPHIRESAPPHIRESAPPHIRE (Evaluate: 100 GP100 GP100 GP100 GP)

� Continuing past wooden box, requires an Awareness check from characters with the Dark Seeing talent to spot a sudden drop in the pipe. Victims will slide and fall 50 metres into an isolated cave, taking 36 STAMINA damage.

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30. DEAD ORCS (338) Two ORC bodies > Two ORC bodies > Two ORC bodies > Two ORC bodies > (Baron Sukumvit’s livery)

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

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

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Amulet of StrengthAmulet of StrengthAmulet of StrengthAmulet of Strength grants +1 to damage rolls and gives a +1 bonus to Strength skill (which gives characters with no existing Strength skill one rank in it).

31. THROM! (282) (Designer note: When I first saw the image of Throm the barbarian in the gamebook, I thought what turned out to be his eye-patch was in fact a pair of shades. I kinda like that image of a Conan-esque warrior in a loincloth and shades – you may wish to use it here!) Muscular barbarianMuscular barbarianMuscular barbarianMuscular barbarian stands at junction, and calls out “You’re the competition, huh?”

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

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 10101010 Greataxe 2 3 3 4 4 5 6 STAMINASTAMINASTAMINASTAMINA 14141414 Light

Armour 0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls)

32. DEAD END (388) Dead end > paperDead end > paperDead end > paperDead end > paper pinned to wall >>>> aged

� “Beware the Trialmasters”

33. CHASM (22) ChasmChasmChasmChasm > 4 metres wide, 20 metres deep.

� Jumping across requires a successful Jump check.

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

� Bottom of chasm has passageway running north.

34. CEILING TRAP (311) FlagstoneFlagstoneFlagstoneFlagstone just after chasm is trappedtrappedtrappedtrapped.

� Awareness check spots loose flagstone.

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

� Jumping over the chasm risks running over the flagstone.

� Triggering trap causes boulder from ceiling to fall on those in area doing 2d6+2 STAMINA damage. Test for LUCK or Dodge check to avoid.

35. ILLUSORY EXIT (325) DaylightDaylightDaylightDaylight visible up ahead >>>> images of blue sky and green fields and trees >>>> no accompanying sounds or breeze (mention this subtly to hint that all may not be as it seems, and see clue from area 28).

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

� Second Sight check identifies the illusion before the characters enter the room.

� Entering the room causes permanent Wall spell to block the exit. This can be counterspelled, but resets if people remain in the chamber.

36. BOOKSHELF (194) Two booksTwo booksTwo booksTwo books on shelf >>>> dusty, leather covers with no title or text. Red BookRed BookRed BookRed Book

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

“Beware the BLOODBEAST! It is a bloated, spiny, evil creature that lurks in pools of fetid toxic slime which will dissolve normal flesh in seconds. It catches the unwary with its wickedly barbed tongue, which can

dart out a surprising length and drag the unsuspecting into its pool to dissolve for later

digestion. The BLOODBEAST has a wicked primordial face covered in raw blisters. It is here that its one weakness lies – the red blisters mask its one true

russet eye; a lucky strike at the real eye will dispatch the beast in seconds.”

Black BookBlack BookBlack BookBlack Book

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

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Potion of Trap DetectionPotion of Trap DetectionPotion of Trap DetectionPotion of Trap Detection lasts 8 hours and user will immediately know of any traps in sight (but not the detail of the trap).

Depending on how the party is faring at this point, you may wish to grant characters 2 LUCK points each for finding these useful items. Or you may not.

37. CAVE TROLLS (369) Two CAVE TROLLSTwo CAVE TROLLSTwo CAVE TROLLSTwo CAVE TROLLS patrol this E-W corridor. They will attack on sight.

� Awareness check hears their heavy boot prints.

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Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 10/1010/1010/1010/10 Large

club 1 2 2 2 3 3 4

STAMINASTAMINASTAMINASTAMINA 11114444/11/11/11/11 Light Armour

0 0 0 1 1 1 2

Strongarm talent (+1 to damage rolls) 2 attacks

CAVE TROLLS carry

� 4 GP4 GP4 GP4 GP

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

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Evaluate or Religion Lore checks may recognise this ring as being sacred to ThroffThroffThroffThroff, goddess of earth and the dwarven race, which will increase the fortitude of those that are worthy.

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

38. STALACTITES (221) Large cavern > Large cavern > Large cavern > Large cavern > high ceiling covered in stalactites >>>> milky liquid drips into pools >>>> floor covered in rubble. An archwayarchwayarchwayarchway to the east in the shape of a demonic mouth leads to another corridor.

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

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

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

� Characters caught in the chamber may flee for either east or west exits, but take 2d6 STAMINA damage; a successful Dodge or Test for LUCK halves the damage taken.

39. TRIALMASTER (60) Chamber has no visible exits > DWARF> DWARF> DWARF> DWARF sits on ornate thronethronethronethrone in the centre. Greets adventurers:

“You have done well to get this far. But only the most worthy can be allowed to win I will test your luck,

agility and fighting prowess. If one of you can succeed at each task, I will show you where the hidden exit lies. Do not be so foolish to try and dispose of me –

you will only rot in here.”

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

� Attacking the dwarf causes him to press the button and fire 1d6 poison darts at the lead characters. Dodge or Test for LUCK to avoid being hit and paralysed for 2d6 rounds. Anyone not paralysed can then attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 8888 Battleaxe 3 3 3 3 4 4 5 Crossbow 2 2 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 6666 Chainmail

Hauberk 0 1 2 2 2 2 3

Combat Reactions talent (not surprised/outnumbered) Skills: Armour 3, Battleaxe 3, Crossbow 2 Crossbow bolts coated in spider venom poison Carries a blue and red pill (see below)

(Director’s note: Depending on if you want one sole winner of the dungeon or will allow parties to win, feel free to alter the challenges as to whether each party member or just a nominated champion may take part. All characters should still face the Test of Prowess together.)

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

� Sleight of Hand checks could let characters load the dice or fudge the roll

� The Animate spell might allow players to move the dice to a desired result

� Failing these or alternatives, the characters can simply Test for LUCK, or merely roll the dice and hope.

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

� Red pill causes the loss of 2 points of LUCK

� Blue pill causes the loss of 2 points of SKILL

(or alternatively roll randomly for the effect) Regardless of the outcome, the DWARF will still allow the characters to take the next challenge.

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

� SKILL or Brawling check at -2 to catch the COBRA. If unsuccessful, another Test for LUCK is required to see if the character was bitten and poisoned, for a total of 5 points of STAMINA damage.

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

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The Test of ProwessThe Test of ProwessThe Test of ProwessThe Test of Prowess The DWARF opens a secret door in the southern wall, leading to a large arenaarenaarenaarena. He asks the characters to choose between facing ‘A sting in the tail’ or ‘An amazing end’’ for their final battle. Their respective opponents are then either a GIANT SCORPIONGIANT SCORPIONGIANT SCORPIONGIANT SCORPION

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 10101010 Large

claw 2 3 3 3 4 4 5

STAMINASTAMINASTAMINASTAMINA 10101010 Chitin 0 0 1 1 2 2 3 2 attacks, double damage Winning an attack round with a roll of a double 6 (total Attack Strength of 22) means the character has been fatally poisoned (no Test for LUCK possible).

or a MINOTAURMINOTAURMINOTAURMINOTAUR.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 9999 Battleaxe 3 3 3 3 4 4 5 Horns 2 2 3 3 3 4 5 STAMINASTAMINASTAMINASTAMINA 9999 Hide 0 0 1 1 2 2 3 Strongarm talent (+1 to damage rolls) 2 attacks, +2 to Attack Strength and double damage with horns on charge attack

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

40. T JUNCTION (213) A muted buzzingbuzzingbuzzingbuzzing sound can be heard from the west.

41. FAKE CROWN (108) Glass panelGlass panelGlass panelGlass panel in wall > alcove> alcove> alcove> alcove teeming with giant insectsgiant insectsgiant insectsgiant insects (bees, wasps, beetles, ticks etc) >>>> jewelled crowncrowncrowncrown sits on purple cushion.

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

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

� Evaluate check with the crown in hand will identify it is a worthless fake.

42. OLD MAN (341) OLD MAN OLD MAN OLD MAN OLD MAN >>>> chainedchainedchainedchained and shackled >>>> carrying traytraytraytray of bread and water.

� Awareness check will hear his approach from the west.

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

� Helping the OLD MAN with either food, gold or other kindness will result in him offering advice

� Will explain that the bird-shaped throne along the corridor to the north has a secret compartment containing a doppelganger potion.

� The bread and water from the tray is poisoned. Eating or drinking forces a Test for LUCK; if Lucky, the character looses 1d3 STAMINA, if Unlucky they lose 2d6 STAMINA and 2 SKILL points.

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

43. MEDUSA (200) Wooden door > ajar > female cries Wooden door > ajar > female cries Wooden door > ajar > female cries Wooden door > ajar > female cries for help from within.

� StrawStrawStrawStraw----covered floor >>>> large cagecagecagecage in centre >>>> expensive drapesdrapesdrapesdrapes cover cage, tied to rope running through iron ring in ceiling.

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

� Lifting the drapes will reveal she is in fact a MEDUSAMEDUSAMEDUSAMEDUSA; all in sight must make a Test for LUCK; if Lucky, they are unharmed, if Unlucky, they are turned to stone.

� MEDUSA can be tricked into looking into a mirror with a successful Test for LUCK. If released, she will attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 6666 Claws 2 2 3 3 3 3 4 STAMINASTAMINASTAMINASTAMINA 5555 No

Armour - - - - - - -

Each round, opponent must Test for LUCK to avoid the MEDUSA’s gaze and be turned to stone. Blindfolds, or averting their eyes, negates the gaze, but incurs a penalty to attacks.

MEDUSA carries a brooch on her rags which holds a large GARNETGARNETGARNETGARNET (Evaluate: 100 GP100 GP100 GP100 GP).

44. LEPRACHAUNS (49) Two LEPRECHAUNSTwo LEPRECHAUNSTwo LEPRECHAUNSTwo LEPRECHAUNS lie in wait around the corner.

� Awareness check hears giggling and sniggering.

� Approaching LEPRECHAUNS causes them to run away to the north.

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

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

Page 15: Deathtrap Dungeon

likely need appeasing by being allowed to keep some of the items they have stolen.

� Attacking them causes them all to blow a magic dust over the PCs (Test for LUCK or paralysed for 1 hour). They will avoid melee, and use their magic to steal from the PCs then flee.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 10101010 Unarmed 1 1 1 1 1 1 2 STAMINASTAMINASTAMINASTAMINA 4444 No

Armour - - - - - - -

Spells: Animate (1), Fear (1), Illusion (1), Tongue Twister (1), Fly (4), Grand Illusion (4), Invisibility (4)

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

� All characters using these chutes are deposited in area 61616161.

45. TIGHTROPE (393) ArchwayArchwayArchwayArchway filled with curtaincurtaincurtaincurtain > brown> brown> brown> brown, swaying in cool breeze.

� Leads to large chamber with deep chasm, 7 metres across, splitting room in two. Winged Winged Winged Winged helmethelmethelmethelmet rests on pole on far side, tightropetightropetightropetightrope spans chasm.

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

� Fly/Levitate spells could also be used.

� Winged HelmetWinged HelmetWinged HelmetWinged Helmet is magical and will slow any fall greater than 2 metres to a gentle descent.

46. BIRD CHAIR (24) Alcove > throneAlcove > throneAlcove > throneAlcove > throne >>>> shaped like demonic bird of prey.

� Examining throne with successful Awareness, Test for LUCK, or following the advice from OLD MAN in area 42, finds hidden compartment.

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

47. WATERY END (378) PoolPoolPoolPool of water at end of corridor.

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

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

48. CONSTRICTOR (170) Female criesFemale criesFemale criesFemale cries can be heard from the corridor, and are then abruptly cut off. ArchwayArchwayArchwayArchway leads to natural cavern >>>> BOA CONSTRICTOR is crushing an ELF warrior to death. It drops the lifeless body and attacks

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 8888 Bite 2 3 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 14141414 Hide 0 0 0 1 1 1 2 If BOA CONSTRICTOR wins a combat round, the victim must Test for LUCK or pass a Strength or Brawling check to avoid being wrapped by its body. On subsequent rounds, a grabbed victim takes double damage (as Bite) unless it succeeds an opposed Strength or Brawling check. Attacks from free opponents against the BOA CONSTRICTOR get a +4 bonus whilst it is grappling, but half of damage from bludgeoning weapons also is taken by the grappled victim.

Elven warrior has several useful possessions.

� NoteNoteNoteNote reading “Must find certain gems in order to escape the dungeon – a diamond is one of them, but what are the other two..?”

� MirrorMirrorMirrorMirror

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

� Attuned characters may sense a magical aura with a successful Magic Lore check.

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

� Unleavened breadUnleavened breadUnleavened breadUnleavened bread grants +3 STAMINA if eaten.

� CurvedCurvedCurvedCurved DaggerDaggerDaggerDagger

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Grants +1 to Attack Strength and Damage rolls.

49. IRON GRILLE (120) Iron grilleIron grilleIron grilleIron grille sits in centre of corridor floor > > > > covers pit 1 metre deep.

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

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 8888 Suckers 2 2 3 3 3 3 4 STAMINASTAMINASTAMINASTAMINA 10101010 Hide 0 0 1 1 2 2 3 3 Attacks.

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TENTACLED THING can only be struck with long weapons whilst at bottom of the pit; strikes against the tentacles reaching out of the pit only do half damage. On a successful attack, the victim must succeed a Test for LUCK or take a -2 SKILL penalty due to a paralytic poison in the suckers (lasts 1d6 x 10 minutes).

50. CHEST TRAP (93) Small dustydustydustydusty room >>>> chestchestchestchest on shelf on far wall >>>> footprintsfootprintsfootprintsfootprints in dust lead to and from the chest.

� Opening chest triggers hidden trap (-4 to detect/disarm with Awareness/Trap Knowledge, unless PC has drunk Potion of Trap Detection from area 36)

� Trap floods room with Brimstone Vapour – all in area must Test for LUCK or take 5 STAMINA damage.

� Chest holds pendant chain, with visible signs of a large gem having been prised out from the centre.

51. TROGLODYTES (230) Large natural rocky cavern >>>> high pitch chantingchantingchantingchanting >>>> tribe tribe tribe tribe (~20) of TROGLODYTESTROGLODYTESTROGLODYTESTROGLODYTES running in circle around large golden effigygolden effigygolden effigygolden effigy.

� Sneaking by the TROGLODYTES may be possible with Stealth or spells.

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

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

The bridge to the north crosses a fast flowing, cold river. Characters might try and Hide under the bridge; this requires a successful Swim check at -2 due to the fast flowing water.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 5555 Bow 1 2 2 3 3 3 4 Dagger 1 1 2 2 2 2 3 STAMINASTAMINASTAMINASTAMINA 4444 Light

Armour 0 0 0 1 1 1 2

Due to their small size, these TROGLODYTES take a -1 penalty to all damage rolls. However, they are expert archers and have +1 Attack Strength with the bow.

52. LOCKED DOOR (86) This iron dooriron dooriron dooriron door is firmly locked.

� Picking the lock requires a Lockpick check at -3, due to the quality of the door.

� Forcing the door requires a Strength check at -3, due to its size.

� Unlocking the door requires Iron Key from area 29.

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

53. IVY & OLD MAN (187) Old manOld manOld manOld man stands by a large basketbasketbasketbasket attached to a rope rope rope rope ascending to a hole in the ceiling. He calls out eagerly.

“You’re doing great! Not far now! But listen, I got a shortcut I can let you use. Up here. It’ll get you to end

real quick. Just make it worth my while and I’ll pull you up in the basket.”

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

� The basket holds 4 characters. On payment and climbing in, the old man calls out “Haul them up, Ivy!” before running away and cackling.

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

� Appeasing IVY is possible with a suitable payment, or a Con check if they flatter her based on the painting (her brother Sourbelly of Port Blacksand, of whom she is very proud).

� Attacking IVY causes her to drop the basket (all within take 1d6 STAMINA damage from the fall). She will then grab a broken stool and climb down to attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 9999 Stool 3 3 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 9999 Hide 0 0 1 1 2 2 3 Strongarm talent (+1 to damage rolls)

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

54. GUARD DOGS (305) Barking Barking Barking Barking and howlinghowlinghowlinghowling can be heard from the top of the steps >>>> three GUARD DOGSGUARD DOGSGUARD DOGSGUARD DOGS lie in wait.

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

Die Die Die Die rollrollrollroll

1111 2222 3333 4444 5555 6666 7+7+7+7+

SKILLSKILLSKILLSKILL 7/7/77/7/77/7/77/7/7 Bite 2 3 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 7/8/87/8/87/8/87/8/8 No

Armour - - - - - - -

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

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55. PIT FIEND (245) Tunnel ends in high, smooth wallwallwallwall with a large doordoordoordoor.

� Climbing the wall requires a Climb check with a -5 penalty due to its smooth surface. A rope and grappling hook reduces this penalty.

� Opening the door leads to a large arena with a sandy floor. In the centre, stands a PIT FIENDPIT FIENDPIT FIENDPIT FIEND which will attack all who enter.

� Attacking the PIT FIEND from the top of the wall grants a +2 bonus to the Attack Strength, but losing a combat round risks falling from the wall (10 metres for 4 STAMINA damage). The PIT FIEND can still reach opponents atop the wall to bite.

� Attacking with ranged weapons from the 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 hit by debris from a falling wall for 1d6 damage).

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 12121212 Bite 3 3 4 4 5 6 7 STAMINASTAMINASTAMINASTAMINA 15151515 Hide 0 1 2 2 3 3 4 3 attacks, double damage

An iron ringiron ringiron ringiron ring is fixed into the floor at the centre of the arena. This opens a trapdoor to a small chamber containing an ornate largelargelargelarge shield.shield.shield.shield.

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Grants a +1 on armour rolls with the shield.

56. NINJA (214) At the entrance to this room a red linered linered linered line painted on floor >>>> signsignsignsign on wall reads

“No weapons beyond this point!” Chamber has polished marblemarblemarblemarble floor and pillarspillarspillarspillars. A NINJANINJANINJANINJA hides within.

� Test for LUCK or opposed Awareness/Hide check to detect the NINJA before he strikes from hiding with a shuriken. If the attack is undetected, it will cause an additional +1 SKILL and +4 STAMINA loss, as the NINJA uses his ki to stun the opponent.

As well as the weapons, the NINJA also carries

� OintmentOintmentOintmentOintment

� Attuned characters may sense a magical aura with a successful Magic Lore check.

� Healing salve that restores +3 STAMINA. � Palm Palm Palm Palm leaf parcelleaf parcelleaf parcelleaf parcel containing rice (+1 STAMINA

if eaten).

� DIAMONDDIAMONDDIAMONDDIAMOND (Evaluate: 100 GP100 GP100 GP100 GP).

57. COBWEB BOX (14) Dark Dark Dark Dark room filled with cobwebscobwebscobwebscobwebs. Two doors on north wall.

� Awareness check spots a small wooden casketwooden casketwooden casketwooden casket hidden in the webbing. Clearing the webs also reveals the box.

� Casket contains a large PEARLPEARLPEARLPEARL (Evaluate: 100 GP100 GP100 GP100 GP).

The westernwesternwesternwestern door is in fact an IMITATORIMITATORIMITATORIMITATOR

� Touching the door causes it to lash out with a fist-like pseudopod – automatic hit; roll damage, modified by armour.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 9999 Slam 2 2 3 3 3 3 4 STAMINASTAMINASTAMINASTAMINA 8888 No

Armour - - - - - - -

Those struck by the imitator are held fast by its gluey membranes, and suffer -2 SKILL until they can prise themselves free

58. FOUNTAINS (262) Two fountainsfountainsfountainsfountains >>>> water spouting from mouths of stone cherubs.

� WestWestWestWest fountain > > > > refreshing but cursedcursedcursedcursed water; if drunk, +1 STAMINA, -2 LUCK.

� EastEastEastEast fountain > > > > water contains pixie dust; if drunk, +1 STAMINA, +2 LUCK.

59. STILTS & SLIME (368) Corridor covered in green slimegreen slimegreen slimegreen slime > > > > corrosive, -3 STAMINA on contact, may ruin armour or weapons.

� StiltsStiltsStiltsStilts are available to the south of the slime >>>> chained to wall >>>> sign: sign: sign: sign: “Stilts for hire: 1 gold each!” >>>> coincoincoincoin dispenserdispenserdispenserdispenser built into wall.

� Stiltwalking over the slime requires an Acrobatics/SKILL check to avoid falling.

� Breaking into coin box, finds 1d6 GP.

60. FAKE VICTIM (218) Open double doorsdouble doorsdouble doorsdouble doors >>>> armoured warriorwarriorwarriorwarrior lying face down >>>> jeweljeweljeweljewel rests by outstretched hand.

� Second Sight skill check or having drunk the Potion of Trap Detection (area 36) reveals that the room is an illusion, and a trap.

� Touching the warrior causes it to vanish, the room to go dark, the doors to lock, and the ceiling to lower.

� The victims have 1d6 rounds to escape before ceiling is lowered, crushing them. A Strength check each round can hold up the ceiling but at a cumulative -2 per additional round. The doors can be opened with a Strength or Lockpick check at -4, with an additional -1 penalty each round after the first as the room becomes more cramped.

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61. BLOODBEAST (90) ChutesChutesChutesChutes drop characters in large, humid room >>>> bloated worm-like creature with many eyes lounges in foetid corrosive slime containing dissolved bodies – the BLOODBEASTBLOODBEASTBLOODBEASTBLOODBEAST.

� The pool gives off a noxious gas that fills the chamber from 3ft upwards; those breathing the fumes must Test for LUCK or fall unconscious for 2d6 rounds.

� BLOODBEAST is restricted to its pool, but its long tongue can lash out at anyone in chamber. Those hit by the tongue, must make an opposed Strength or Brawling check or be drawn into the pool of acidic slime, taking 3d6 STAMINA damage. Those armed with a slashing weapon may cut the tongue to free themselves, if they can do at least 3 points of damage (not deducted from the creature’s STAMINA total).

� Killing the BLOODBEAST can only be done with a piercing strike at its real eye – this requires winning an opposed Attack Strength check, and a Test for LUCK, whilst wielding a weapon that can pierce its eye and brain. Note: due to the pool of corrosive slime, only those with long or ranged weapons can strike the BLOODBEAST without being exposed to the slime.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 12121212 Tongue - - - - - - - STAMINASTAMINASTAMINASTAMINA 10101010 Medium

Hide 0 0 1 1 2 2 3

62. MANTICORE (134) Large vaulted pillaredpillaredpillaredpillared room >>>> MANTICORE MANTICORE MANTICORE MANTICORE descends to attack.

� MANTICORES start combat by unleashing a volley of spikes at all in a 90° arc, doing 1d6 damage, modified by armour, to those who fail to evade the attack.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 12121212 Bite/Tail 2 3 3 3 4 4 5 STAMINASTAMINASTAMINASTAMINA 18181818 No

Armour - - - - - - -

3 attacks After a successful attack, roll 1d6 – on a 5 or 6, the strike was with the MANTICORE’s poisoned stinger, rather than the bite, doing an additional 2d6 STAMINA damage (Test for LUCK for half damage).

63. EXIT DOOR (364) Iron door >Iron door >Iron door >Iron door > ornate and carved >>>> three depressionsthree depressionsthree depressionsthree depressions where lock should be. IGBUT THE GNOMEIGBUT THE GNOMEIGBUT THE GNOMEIGBUT THE GNOME appears from thin air when character approach door, and addresses party.

“Greetings! My name is Igbut the Gnome, and I am the Trialmaster for your final test. Needless to say, my

magical powers are great, so you should not try to attack me. You may have learnt during your quest that gems play an essential part in the Trial of Champions. The iron door in front of you is the victory exit, but there is only one way of opening it. Three gems have

to be put into the lock mechanism in a particular order, for the door to open. Each gem radiates a

unique energy which will trigger the mechanism – if you do it correctly, that is! I will help you to a degree, by telling you that you need an emerald, a sapphire and a diamond, and I can tell you when some of the

gems are placed correctly. Now, do you have the gems you need?”

� 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 table; all the resulting creatures appear from the west and attack.

� Igbut will watch as the character place the gems in the door. The correct sequence is Sapphire, Emerald, and then Diamond. For each gem placed in its correct position in the sequence once the three gems are placed, Igbut will inform the party they have “One crown correct”.

DEATHTRAP DUNGEON: THE GAUNTLET DEATHTRAP DUNGEON: THE GAUNTLET DEATHTRAP DUNGEON: THE GAUNTLET DEATHTRAP DUNGEON: THE GAUNTLET

6!6!6!6! 6@6@6@6@

6#6#6#6#

6$6$6$6$

6%6%6%6%

Page 19: Deathtrap Dungeon

� Incorrect guesses trigger a Lightning Blast (see spell) that hits all PCs in the chamber for 2d6+2 damage, not modified by armour. This trap can be disarmed by a Trap Knowledge check at -8; failure also triggers the trap.

� The door can be opened without the right gems, with a Lockpick or Strength check at -8. Any attempt, successful or not, will also trigger the trap, as above.

� Attacking Igbut to force him to help is an option. He will start combat by hurling a green globe at the party, which explodes into a cloud of toxic gas; Test for LUCK or take 1d6 STAMINA damage. Igbut will then fight with spells, but will Teleport away if the battle turns against him.

Die rollDie rollDie rollDie roll 1111 2222 3333 4444 5555 6666 7+7+7+7+ SKILLSKILLSKILLSKILL 7777 Unarmed 1 1 1 1 1 2 3 STAMINASTAMINASTAMINASTAMINA 9999 Robes - - - - - - - MAGICMAGICMAGICMAGIC 11111111 MAGIC POINTSMAGIC POINTSMAGIC POINTSMAGIC POINTS 21212121 Wizard Spells: Befuddle (1), Flash! (1), Illusion (1), Thunder (1) Ward (1), Combine (2), Counterspell (2), Mirror Selves (2), Starry Orb (2), Arrow-Snake (4), Grand Illusion (4), Invisibility (4), Lightning Blast (4), Teleport (6)

64. THE FINAL TRAP (243) Long corridor >>>> daylight visible at the end.

� Awareness check at -2 spots a final trapped flagstone that will fire crossbow bolts from holes in the wall along the length of the corridor Trap Knowledge at -4 to disarm.

� Test for LUCK or Dodge check to avoid being hit by 1d6 crossbow bolts (Armour roll allowed).

Die Die Die Die rollrollrollroll 1111 2222 3333 4444 5555 6666 7+7+7+7+ Bolts 2 2 3 3 4 4 5

65. VICTORY! (400) Characters emerge to cheering crowds, and a surprised, and annoyed, Baron Sukumvit. He awards them 10,000 GP, and the freedom of the city of Fang. Players should be awarded experience for completing a major adventure, depending on the campaign you run this could be upwards of 200 XP. More importantly, they now have the enmity of a cruel, devious Baron Sukumvit who will now begin devising further trials to test and discredit the victorious heroes!

THE END