A T&T: Classic Adventure for Group Play BC1
Return to Buffalo Castle
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;51/2 T; Keeping Keeping T&T's Greatest Edition Alive!
Preface Buffalo Castle. A solitary structure seeped in mystery. Any delver worthy of the title has attempted, at least once, to run its twisted halls and confront its dreadful denizens. For years lone delvers have plunged deep into its perilous passageways, and a fortunate few have even made their way back out! “Buffalo Castle was the first solo adventure written for Tunnels & Trolls, and as far as we know, it was the first solo solo adve advent ntur ure e writ writte ten n for for any any role rolepl play ayin ing g game, and even came out before the "choose your own adventure" books. It was written by Danforth.” Rick Loomis in 1976 with art by Liz Danforth.”
won't find that here! Playing through Return to Buffalo Castle will require the players (and the GM) get into a gaming” mind frame. All the participants less “modern “modern gaming” are encouraged to just “go with it”. Pretend it's the late 70ies, 70i es, where where the emphas emphasis is is on delvin delving g dungeo dungeons, ns, amassing loot, killing monsters, and getting out alive, and where the most important part of dungeon delving is in everyone having fun! Sure, somethings might be simplistic, inconsistent, and might not make any sense. Some things might appear without rhyme or reason. And that's okay. Remember, this is an adaptation of a 1970ies solo fantasy adventure (maybe the first). Take it for what it is, let yourselves go, and have fun with it.
Credit Where Credit is Due
Now, Five and a Half Trolls is proud to present Return to Buffalo Castle , an adaptation of the venerabl venerablee solo adventure adventure for group play play. Return Return to Buffalo Castle will require the Tunnels & Trolls v5.5 rulebo rulebook ok to play play which which ma may y be purcha purchased sed direct directly ly from Flying Buffalo Inc (at http://www.flyingbuffalo.com/tandt.htm). http://www.flyingbuffalo.com/tandt.htm ). As to why produce this adventure for the 5 th edition of the game as opposed to the 7th, well, as stated on the Five and a Half Trolls site; “...simply “...simply put, it works! And it works well! Although later editions brought along some interes interesting ting additional additional rules, rules, these these additions additions would have served better as added appendices as opposed to a new edition. So, with version 5.5 we have a solid set of (in print) rules which, if taken in conjunction with 5E, have stood the test of time. The only thing lacking (IMHO) are supplements, be they adventures or supplemental books, to compliment and grow T&T 5.5. This (hopefully!) is where Five and a Half Trolls publishing comes in.” in. ”
As stated above, Buffalo Castle is not mine. Buffalo Castle was created by the infamous Rick Loomis Loomis wa way y back in '76. '76. Buffalo Buffalo Castle is copyright copyright 1976, 1982, 2005 Flying Buffalo Inc. Tunnels & Trolls was created by Ken St. Andre with additional material appearing in version 5.5 created by both Ken St. Andre and Michael Stackpole. "Tunnels & Trolls" and "T&T" are trademarks of Flying Buffalo Inc. Five and a Half Trolls does not claim any ownership on any part of the game (Tunnels & Trolls) or the solo (Buffalo Castle). Return to Buffalo Castle is a fan created tribute, offered for free, to share with the Tunnels & Trolls community. Return to Buffalo Castle is never to be sold in any format.
Changes
The most most obvio obvious us change change from from the origin original al solo is in the way Return to Buffalo Castle stats the monsters and critters arrayed against the Delvers. The original solo stated foes in Monster Rating (MR) format. Return to Buffalo Castle presents these adversaries with full statistics. The monsters appearing For those that enjoy carefully crafted dungeon within the rooms of the castle have remained ecologies, ecologies, where everythin everything g makes sense...wel sense...well, l, you
There's a What What in the Where???
2
unchanged. Because the original solo was intended for one Delver, the GM may find that his group of players over-power the listed foes. If this is the case, the gamemaster should add a few extra creatures from the Wandering Monster Table(s) to provide a suitably challenging encounter. The same holds true for Wandering Monsters. Should the appearance of a wandering monster prove to be unchallenging, the GM should consider increasing the number of wandering monsters which appear. If one orc isn't enough for the Delvers to even break a sweat, maybe 6 orcs might be more appropriate. These additions are purposely left up to each individual GM because, in the end, no one knows better the appropriate challenge level required for each individual party of Delvers more than the party's gamemaster.
What About Room 17? Well...there is none. While mapping the dreaded castle something became quickly evident to this lone Delver. Although the castle is made up of 21 rooms, there weren’t 21 room descriptions, and some rooms were described but were not afforded a room number. As such, some rooms with descriptions and no room numbers were given numbers of rooms which did not exist. After this allocation of numbers, your humble scribe was left with room 17, a room that doesn't (to my knowledge) exist. Gamemasters should feel free to add in a secret (or not secret) room wherever they feel appropriate, populating it with whatever manner of creepy creatures or dastardly traps their nefarious minds can come up with, and label it Room 17!
The Wizard's Request The story which initiates the Delvers adventure is a simple one. The Delvers are contacted by Ognom the Ominous, a wizard with a request to perform a simple yet slightly dangerous task. How the meeting between Ognom and the Delvers comes about is left up to the GM. The GM may use the old “Delvers meet some guy at an inn with a proposition” hook, or have them answer a summons from the town's bulletin post, or whatever seems appropriate to the GM, it really doesn’t matter. What Ognom needs of the Delvers is rather simple. The Wizard has recently inherited a legendary castle; the infamous Buffalo Castle! The wizard wishes to learn more about his new acquisition before entering himself. Seeking suggestions, Ognom turned to his brother and fellow wizard. Ognom's brother advises that Ognom hire a band of stout hearted Delvers to map out the castle and clear it of any residual critters, a tactic that Ognom's brother has put to good use in the past to map out a tower he had acquired. Ognom offers to pay the Delvers 50 gp for each room they map as well as 100 gp for each trap they unearth. In addition, they may keep any treasures found during their exploration of the castle. Ognom lets the delving band know that rumors and stories, culled from the tales of solitary Delvers that have braved the castle, would indicate that the castle is made up of 21 rooms.
After the Delvers agree to the mage's task (what stout-hearted Delver wouldn’t want to tackle such a legendary structure?!), Ognom will offer them a crudely drawn map showing the location of Buffalo Castle 1 and urges them to be on their way quickly so that he may take up residence within the castle as soon as possible. Well, the original solo really didn't give you If pressed about informastion regarding the much of a story, or raison d'etre to start off with. This is castle, all Ognom knows is that it was built long ago by fine for a short solo like Buffalo Castle, but for a groupplay or GM adventure, we need a little more. 1 My Buffalo Castle is set south-west of Tallymark, at
The Adventure Begins
the foothills of the Drybones Mountains. You should stick it wherever you think appropriate. 3
an eccentric wizard with a penchant for buffalo's. Tales 0, the creature (including it's tentacles, if any remain) from the fortuatous solitary Delvers that have dies. successfully braved its halls attest that the castle is still occupyed. Octopus-Thing (Body) ST
IQ
LK
CON
DEX
CHR Melee/Missile
The specifics of the trip that leads to Delvers to 17 5 15 36 13 3 +9/NA Buffalo Castle are left up to the GM. It could be an uneventful trek leading to the castle's entrance, or a Special journey fraught with constant assaults from monstrous • Bite – The octopus-thing's bulbous foes. Be it an uneventful journey or a treacherous head/body is equipped with a large, tooth filled maw which inflicts 3D6 travel, the Delvers will eventually wind up reaching damage (plus Adds). the legendary and ominous keep known as Buffalo Castle (well, hopefully!). Three large wooden doors Octopus-Thing (Tentacles) allow entry into the gloomy castle. The left door will ST IQ LK CON DEX CHR Melee/Missile lead the Delvers down a short corridor ending in a door leading to Room 4. The center door enters into 14 NA 14 12 14 3 +6/NA Room 16. The door on the right will bring the Delvers Special to Room 6. • Tentacle Attack – Each tentacle inflicts 1D6 points of damage.
The Castle
Should the Delvers slay the tentacled monstrosity they will find 2D6 X 10 X the # of Delvers in gold pieces scattered about the room.
Room 1 (The Octopus Room) The room spans 40 feet by 40 feet with two doors, one on the western wall and another set in the eastern wall, allowing entry into the room. The smell of fish will immediately assault the Delvers as they enter the room, its origin the writhing mass of tentacles in the middle of the chamber. The Delvers will quickly realize that the tentacles belong to a giant octopus-like critter, most likely one of the Mad Mage's experiments. The eight long and slimy tentacles will immediately reach for the intruding Delvers, wasting no time to initiate combat.
Room 2 (Buffalo Room) Some powerful magic must be at play within this room for you have not entered a chamber, but an imense grassy plain. Two doors standing upright amidst the grass lead in or out of this strange room (or so you assume). The room/plain's sole occupants, other than the Delvers, are a herd of enraged buffalos which quickly come thundering down upon the Delvers.
Room 3 (Smoke Filled Room) A 40X40 foot room with doors leading out to the west and north. This room is completely filled with some odd smoke which obstructs the Delver's vision. It will take the Delvers 1D6 rounds to find the exits of this room as they blindly fumble about. The GM may allow a successful L3SR vs LK each round to reduce the time it will take to find the exit. Each round the Delvers spend searching for the exit, a Wandering Monster roll is made on table WM1 to see if any
The octopus-thing may attack with all eight tentacles at once as well as with its tooth-filled maw which is set at the center of its bulbous body/head. The creature's body, along with each tentacle, are treated as individual foes which combine their combat rolls to produce a HPT. Should a tentacle's CON be reduced to 0, it will be considered severed and rendered useless. Should the head/body's CON fall to
4
creatures or critters wander by. Should any combat occur in this room, the Delver's combat totals will be halved due to the blinding effects of the smoke.
•
Room 4 (Troll Room) This room spans 30X30 feet with exit doors on the southern, western, and northern walls. At the center of the room sits a large, massive humanoid creature with rocky features. A L1SR vs IQ will reveal the creature to be a troll, an ancient kindred of legend. A L3SR vs IQ will reveal one of the troll's special abilities or weaknesses (see the troll's statistics below). The troll is sitting on what appears to be a chest. A heavy mace rests within reach (Dice + Adds: 5 + 2). The troll will not attack the Delvers immediately, being intrigued by their appearance. The Delvers may opt to talk with the troll in an attempt to sway his demeanor in a favorable direction. This is accomplished by rolling 2D6 (doubles add and roll over) and adding the CHR and LK scores of the Delver doing the talking. If the roll exceeds 36, the troll will act in an amiable fashion towards the Delvers. He will go as far as presenting the Delvers with a jewel worth 300gp (from within the chest which now doubles as the troll's chair), as a sign of friendship and good-will. Failing the roll will mean the Delvers have managed to grievously insult the troll and combat will ensue. The Delvers may opt to take another rout and menace the troll into letting them be. This will require a successful L1SR vs CHR. If all else fails, there's always combat!
Troll ST
IQ
LK
CON
DEX
33
14
14
40
13
CHR Melee/Missile
12
+24/+25
Special • Vulnerability to Sunlight – A troll exposed to direct sunlight will be turned to stone or gold (roll 1D6, a result of 1-5 indicates it turns to stone, and a roll of 6 means it turns to gold). This lasts until midnight, after which the troll reverts back to its trollish self. Ole Stonewall – At the cost of half the • troll's ST, the troll may call forth a wall of
•
stone within 50' of the troll. The wall's dimension will be the troll's ST X 100 cubic feet. Rock-a-bye-bye – If a Delver's ST + LK + IQ is less than the troll's ST + LK + IQ, the Delver is permanently turned to stone. Should the troll's combined attributes be less then the Delver's, then it is the troll that is turned to stone, but only until midnight. This spell-like ability costs the troll 15 ST points and has a range of 20'. Reconstr-yuch-tion – Identical to a Slush Yuck spell (see T&Tv5.5; 2.22.4) and costs the troll 10 points of ST.
Room 5 (Disappearing Treasure Room) A 30X30 foot room with a single door set in the eastern wall. The walls, ceiling, and floor are marked with ancient runes, most likely magical in nature. The room itself is filled with gold coins. The Delvers may pick up as many gold pieces as they wish, but for every 10 gp picked up a Wandering Monster roll should be made. Each Wandering Monster roll, successful or not, should be accompanied by a brilliant blue flaring of the inscribed magical runes...you know, just to heighten the tension! When a wandering monster appears, the magical runes upon the walls, ceiling, and floor will flare a bright red, after which all the remaining gold will disappear.
Room 6 (The Fountain Room) This large room measures 50 feet X 50 feet, and holds three doors; one northbound and one eastbound, both leading deeper into Buffalo Castle, the third southbound, leading outside (this door is the easternmost of the three doors leading into Buffalo Castle). Entering this room from the southern door will spring a trap (see Trap A, below). At the centre of the room stands a large fountain. The fountain's water is magical and each Delver may drink from it once to benefit (or suffer) from the magical effects of the fountain's water. Drinking from the fountain will add or subtract from one of the drinker's attributes. Only one attempt may be made per Delver. When a Delver drinks from the fountain, the GM rolls 1D6. A result of 1-4 means points will be added to the drinker's attribute. A roll of 5 or 6 means points will be subtracted from one
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of the drinker's attributes. 1D6 is then rolled to determine how many points are added or subtracted, and a final 1D6 is rolled to determine which attribute benefits or suffers from the increase/decrease (A result of 1 = ST, 2 = IQ, 3 = LK, 4 = CON, 5 = DEX, and 6 = CHR).
11
Your sword or dagger now sings! Every turn after combat is initiated, roll a D6. A result of 6 means one monster is scared away.
12
Poisoned blade. Should the sword or dagger inflict any hits on a monster, that monster will loose 5 from its CON (or MR) each subsequent combat turn until it dies.
Room 7 (The Enigmatic Slot Room)
A 30X30' room with doors exiting to the north, south, and west. The eastern wall holds a small slot above which a sign is affixed. Upon the sign, written in the Common Tongue, are the Room 8 (It's Only a Chest!) words “Insert Sword Here”. A 40'X40' room with exits to the east and west. Should any weapon other than a sword or At the center of the room is a wooden chest. Roll 1D6 to dagger be inserted into the slot, nothing happens. determine what the chest contains. Should a sword or dagger be inserted into the slot, roll 2D6 and consult the following table to see what effect it Roll will have on the inserted weapon. A sword or dagger (1D6) Contents may only be inserted within the slot once. Doing so 1 Jewel worth 100 X # of Delvers in gp. multiple times will have no additional effect. Roll (2D6)
2
3
Effect
Your weapon gains the ability to fight on its own. It will fight as if you were carrying it. This allows you to fight with a different weapon at the same time. Your sword or dagger is now magical and sees its number of Dice doubled.
4
Sword or dagger melts and is destroyed.
5
Sword or dagger now automatically destroys vampires or bats.
6
Cursed. The sword or dagger suffers a -4 to combat rolls.
7
The sword or dagger gains +5 Adds.
8
Temporarily magicked. +20 Adds for the next combat turn only.
9
Defensive magic. When in use, the sword or dagger will take 3 HITS per combat turn.
10
Your sword or dagger now glows. The bright, blinding light reduces a monster's combat dice by 1. May also be used as a torch to light dark tunnels.
6
2
10 X # of Delvers in sp.
3
Arrow trap. L1SR vs DEX to avoid 1D6 hits of damage to CON. 50 gp.
4
Poisonous gas trap. No SR. 1D6 damage to CON to all those within 20' of the chest.
5
Magic Lucky Chest. The Delver opening the chest adds a permanent +3 to his LK attribute.
6
Opening the chest teleports the Delver opening it, as well as anyone within 15' of the chest when opened, to room 3.
•
Medusa spell (a Pygmalion spell will reverse this effect). Turn Self to Stone – Should a medusa be forced to gaze at her own reflection, she will turn herself to stone.
Room 10 (The Regenerating Warrior's Room)
Room 9 (Sleeping Lady's Room)
The only way in or out of this 50'X30' room is by the south. The only item of note in this room is a large and expensive looking chest guarded by a huge, battle-scared man dressed in ring-joined plate (HITS 7), and carrying a a wicked looking saber (Dice + Adds = 3 + 4) as well as 2 dirks (Dice + Adds = 2 + 1, Range = 10 yards). The warrior will goad and taunt the Delvers into combat, promising them the content of the chest (which he assures the Delvers is a fabulous treasure) as a reward for beating him. Refusing the warrior's challenge will see the Delver's CHR reduced by -1D6 for 1D6 days as a result of their cowardice.
You've entered a 30'X30' room. The room is adorned with various paintings and delicate draperies. Several life-sized statues of heroic characters are strewn about the room. At the room's center, a lady rests upon a delicate couch, her back to you. A dresser stands beside the couch, upon which rests a jeweled bracelet. A successful L1SR vs DEX will allow a Delver to successfully sneak by the couch towards the dresser unnoticed (thus claiming the bracelet). Failing the SR will alert the lady to the Delvers' presence. Even if the Regenerating Warrior ST IQ LK CON DEX CHR Melee/Missile bracelet is successfully pilfered, each round a L1SR vs LK must be made by every Delver in the room to see if 16 16 18 20 22 17 +20/+30 the resting lady notices the Delvers intrusion within her chamber.The Delvers may forgo such subterfuge Special and simply attack the resting lady. Regeneration – Every time the regenerating • As the lady turns to face the intruders, it will warrior is slain (CON reduced to 0), a blinding quickly become apparent to the Delvers that what they flash of light will flare and the warrior will face is no normal lady, but a shrieking hag with a mass return to life with twice as many points of of writhing snakes for hair. A L1SR vs IQ will identify CON than he had before. This will go on the creature as a medusa! The medusa will attack via repeating itself until either the Delvers flee the her filthy yet razor-sharp claws (Dice + Adds = 1 + 3). warrior, or all the Delvers are defeated.
Medusa ST
IQ
LK
CON
DEX
20
16
15
46
17
Should the Delvers get to the treasure chest and its contents, they will discover that it indeed contains treasure and loot (2 rolls on the Treasure Table). In addition to any treasures generated by the rolls, the chest will also contain a magical scimitar (Dice + Adds = 4 + 3). The scimitar will dampen the warrior's regenerative powers, and should it be in use on a combat round that reduces the warrior's CON to 0, then the warrior will not regenerate and effectively die.
CHR Melee/Missile
5
+16/+21
Special Turn to Stone – Everyone engaging a • medusa in combat (melee or missile) must succeed in a L1SR vs LK each combat round to avoid the medusa's petrifying gaze. Failure will see the victim(s) turned to stone as per a 7
the door to Room 14.
Room 11 (Leather Clad Warrior's Room)
Room 12 (The Mad Mage's Room)
This 40'X50' room is obviously a wizard's room, judging by the weird magical implements, the scroll filled shelves, and the large wooden desk at the room's center. An old man sits behind the massive desk, clad in a voluminous robe and wearing a (stereotypical?) pointed hat, nonchalantly flipping a coin. He greats the Delvers warmly, yet his smile leaves no doubt as to the state of his sanity (or more precisely, lack of sanity!). This Mad Mage was, long ago, the young disciple of the original Mad Mage which built Buffalo Castle. After the original Mad Mage disappeared (or died, depending on which rumor you wish to believe), this Mad Mage remained in Buffalo Castle, acting as a caretaker for the weird fortress. Of course, the indignation of having to hand Unfortunately, years of living with nothing but the over a gold piece in order to avoid a fight might be too aberrant denizens of the castle has worn at the wizard's much for the Delvers, who might prefer to fight the sanity. man.The man is clad in leather armor (HITS 6) and After a fond greeting, ever flipping his coin, carries a short sword (Dice + Adds = 3) and a Kris the wizard offers the Delvers a bizarre choice. He will (Dice + Adds = 2 + 3, Range = 10 yards). allow each Delver to call “heads or tails” on a coin toss. Should the Delvers win the coin toss, he will agree to Leather Clad Warrior magically alter one of the Delver's chosen attributes. ST IQ LK CON DEX CHR Melee/Missile Should the Delvers loose the coin toss, they must agree 17 13 16 22 13 15 +10/+11 to forfeit all of their gold. The Delvers may refuse the challenge, but such a cowardly option will reduce their The first time the Delvers inflict damage upon CHR by 1D6 for 1D6 days. If the Delvers decide to play the warrior, the cowardly thug will surrender and the Mad Mage's little game, and they win the coin toss, allow the Delvers to pass for free. If the warrior's plea then they will decide which of their attributes they of surrender is accepted, he will allow them to pass wish “altered”. 1D6 is rolled with a result of 1 to 3 unmolested, but the Delvers will later find out that he indicating that the chosen attribute is doubled. A result has picked their pockets of up to 100 gp worth of coins of 4 to 6 will mean that the attribute in question is and treasures. Again, should the Delvers return to this instead reduced to 1. room in order to confront the pick-pocketing warrior If at any time, for what ever reason, the and maybe regain their loot, they will find that the Delvers attack the wizard, he will respond in rogue has disappeared. kind. The Mad Mage doesn't want to kill the If the Delvers disregard the warrior's surrender Delvers, and thus his first combat action will be and press the attack, then the warrior will resign to cast his Paral-EYE-ze spell. Though not bloodhimself to a fight to the finish. If/when the leather clad thirsty, should the Delvers leave him no choice, warrior is killed, the Delvers will find 1D6 X 100 gp on he will kill them, but only as a last resort. The wizard carries a sax (Dice + Adds = 2 + 5) as him, most likely the pilfered loot of other Delvers that well as 2 poignards (Dice + Adds = 2, Range = fell victim to the rogue, as well as a key which unlocks 10 yards) both laced with spider venom (see A sparsely furnished 30'X30' room with exit doors to the north and south. A menacing looking warrior clad in leather armor is the room's only occupant. The evil looking warrior will offer the Delvers two choices; fight him or pay him 1 gp per Delver. If the Delvers opt to pay the warrior the measly 1 gp he asks, they will later find out that he has picked their pockets of up to 100 gp worth of coins and treasures. Should the Delvers return to this room in order to confront the pick-pocketing warrior and maybe regain their lost loot, they will find that the dastardly rogue has disappeared.
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T&Tv5.5; 1.52.5).
long as ST is tripled, and this until the antidote is taken. Can be sold for 100 gp each.
Mad Mage (17th level Wizard) ST
IQ
LK
CON
DEX
59
46
11
42
25
CHR Melee/Missile
18
+60/+73
Special Spells – The Mad Mage knows the • following spells: Level 1 Spells = All. Level 2 Spells = Hidey Hole, Glue You. Level 3 Spells = Rock-a-bye, Dis-Spell. Level 4 Spells = Wink-Wing. Level 5 Spells = ESP, Breaker Breaker. Level 6 Spells = Wall of Stone. Level 7 Spells = Wind Whistle. Level 8 Spells = ParalEYE-ze, Medusa. Level 10 Spells = Hellbomb Bursts. Level 12 Spells = Seek Ye. Level 14 Spells = Force Shield. Level 17 Spells = Summoning.
3
Nothing. Chest slams shut on the Delver's fingers inflicting 1 hit.
4
Cursed ruby worth 1,000 gp. Every monster met while carrying the ruby will go berserk, fighting at twice it's efficiency.
5
Emerald necklace worth 200 gp. Any monster met will let the wearer pass freely, but will not fight for the wearer.
6
The chest contains a poisonous rattlesnake which bites the unfortunate Delver. The Delver opening the chest must succeed in a L1SR vs LK or suffer 4 hits from his CON and loose ½ his ST (which will be regained once the Delver leaves the castle).
New Spell: Paral-EYE-ze (Level 8) Cost/Strength: 38 Range: 100' Description: Paralyses a number of beings equal to the wizard's level for 1D6+1 days. The only part of the body a victim of a Paral-EYE-ze spell may move is their left eye. Casting this spell upon a victim already under the effects of a Paral-EYE-ze spell will negate the paralysis immediately.
Room 14 (The Vault)
The door leading into this room is securely locked and will require either the key Room 13 (Yet Another Chest!) (found on the Leather Clad Warrior in Room This room runs 10'X50' with exit doors 11), or a successful L3SR vs DEX to pick the going to the north and south. The only object of lock. For each failed SR to pick the lock, the GM note in this room is a wooden chest. To generate should roll for Wandering Monsters. the chest's content, roll 1D6 on the table below. The room spans 40'X50' with the northern wall made up of 25 safety deposit boxes. Each time one of the safety deposit Roll boxes are opened, the GM should roll for (1D6) Contents Wandering Monsters. If more than 1 box is opened on a round (usually by multiple Delvers) 1 A Magic wand that will kill anything it is then the GM should make as many WM rolls as pointed at. Can only be used once. there were boxes opened on that round. Ask the Delvers to state which box number they will 2 A potion and antidote. Drinking the potion open and check the table below to see what lies will triple ST until the antidote is drunk. The within. drinker suffers 1 hit on CON per round for as
9
Box #
Contents
1
1 gp.
2
1 sp.
3
Alarm goes off! A L3SR vs IQ is required to silence the alarm. Each round the alarm bell sounds, the GM makes 2 Wandering Monster rolls.
4
Magic pill which doubles CON
5
Dusty nothingness.
6
2 gp.
7
Nothing.
8
3 gp.
9
Jewel worth 100 gp.
10
Jewel worth 100 gp.
11
3 pills. Each pill restores CON to its maximum level. Worth 50 gp each.
12
1D6 gp.
13
20 gp.
14
Magic wand which doubles another person's ST. May only be used once, then disappears.
15
Scorpion. L1SR vs LK. A success will allow you to capture it (and sell it for 10 gp), failure means you take 3 hits to CON.
16
Nothing.
17
Crystal ball which tells you to look in Box # 20. Worth 20 gp.
18
Ordinary dagger worth 30 gp. Dice + Adds = 2.
19
22 gp.
20
Crystal ball which tells you to look in Box # 17. Worth 25 gp.
21
100 gp.
22
3 sp.
23
Magical (gambling) stone worth 20 gp which possesses a button. Each time the button is
pushed, roll 1D6. A result of 1 to 4 means the stone doubles in value. A result of 5 or 6 means the stone disappears. Button may be pushed as frequently as desired (until the stone vanishes). 24
Magical gold-eating frog. As the box is opened, the little critter will descend upon the Delvers with lightning fast quickness, gobbling up all their gold.
25
Nothing.
Should the Delvers decide to search the vault room, a successful L2SR vs LK will have them discover a hidden doorway behind the storage boxes. This doorway leads out of the castle. Beyond the doorway, the Delvers will be confronted with 1D6 Wandering Monsters.
Room 15 (The Tree Room) A large, fay tree grows at the center of this 20'X30' room. A door set on the northern wall along with an entry-way on the southern wall or the only means of entering or exiting this room. The tree itself is a truly wondrous sight. Growing on its branches are what appear to be emeralds, with 3 rubies lying on the ground around the tree. Each ruby is worth 100 gp. As for the emeralds, they are fake and worthless. As soon as the Delvers approach the strange tree, it will spring to life, attacking the party with its gnarled branches (Dice + Adds = 2).
Animated Tree ST
IQ
LK
CON
DEX
18
N/A
16
36
20
CHR Melee/Missile
3
+18/-
Special Bark-Like Hide – The animated tree's • wooden hide affords it 8 HITS of protection per round. • Vulnerability – Damage incurred via fire is doubled.
Room 16 (Teleportation Room) 10