A T&T: Classic Adventure for Group Play BC1
Return to Buffalo Castle
1
;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
5
of the drinker's attributes. 1D6 is then rolled to determine how many points are added or subtracted, and a final 1D6 is rolled to determine which attribute benefits or suffers from the increase/decrease (A result of 1 = ST, 2 = IQ, 3 = LK, 4 = CON, 5 = DEX, and 6 = CHR).
11
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.
8
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
As soon as the Delvers enter this 20'X20' room, a blinding flash of light will teleport them to a random room. Roll 2D6 and check the following table to see where the Delvers are teleported to. 2D6
Room
2
Room 9 (Sleeping Lady's Room)
3
Room 2 (Buffalo Room)
4
Room 1 (The Octopus Room)
5
Room 6 (The Fountain Room)
6
Room 8 (It's Only a Chest!)
7
Room 5 (Disappearing Treasure Room)
8
Room 3 (Smoke Filled Room)
9
Room 7 (The Enigmatic Slot Room)
10
Room 11 (Leather Clad Warrior's Room)
11
Room 12 (The Mad Mage's Room)
12
Room 4 (Troll Room)
This 40'X50' room is occupied by monsters. The exact amount of monsters is equal to the amount of Delvers. Roll on the WM table(s) to determine which monsters are found.
The Traps Trap A (Pit Trap) The first person entering Room 6 is required to make a L1SR vs LK to avoid falling into a concealed pit trap. Falling into the pit trap will inflict 1D6 hits. Once in the pit trap, a successful L1SR vs LK will reveal a hidden door within the trap which opens onto a tunnel that will take the Delvers to Room 5 (Disappearing Treasure Room). Taking the tunnel towards Room 5 will require 3 Wandering Monster rolls.
Trap B (Trip Wire Trap)
Room 18 (Wandering Monster Room) This 40'X20' room is occupied by monsters. The exact amount of monsters is equal to half the amount of Delvers. Roll on the WM table(s) to determine which monsters are found.
Room 19 (Yet Another Wandering Monster Room!)
Room 21 (You Guessed it! A Wandering Monster Room)
Each Delver passing through this hallway must succeed in a L1SR vs LK or accidentally trigger the trip wire. If the trip wire is triggered, the walls will very quickly begin to close in on the Delvers. Very, very quickly! A L2SR vs DEX is required to run through the corridor before its walls close in on the Delvers. Failure means death as the stone walls crush any lagging party-members. The Delvers may opt to stick something between the encroaching walls in an attempt to slow or halt (GM discretion) the incoming walls. If weapons are used for this purpose, the weapons will most likely be damaged and will see their Adds decreased by 1.
This 50'X40' room is occupied by monsters. The exact amount of monsters is equal to the amount of Delvers + 1. Roll on the Trap C (Falling Rock Trap) WM table(s) to determine which monsters are Everyone passing the middle mark of this short found. This room contains 3 doors. One going east, another west, and the final one heading corridor must succeed in a L1SR vs LK. Failure means north. that a ceiling trap door was activated (opened), showering the Delvers below with a deluge of falling Room 20 (...again, a Wandering rocks (big ones at that!). The Delver triggering the trap Monster Room) may attempt a L3SR vs DEX to avoid the incoming This 50'X60' room is occupied by rocks. Any companions close by may avoid the rock-fall monsters. The exact amount of monsters is equal to half the amount of Delvers + 1. Roll on with a successful L2SR vs DEX, while those further the WM table(s) to determine which monsters ahead or behind need but a successful L1SR vs DEX. are found. Anyone failing their DEX SR will suffer 1D6 hits (from
11
which armor protects).
Trap D (Pit Trap) Every Delver crossing this section of the floor must succeed, one at a time, in a L1SR vs LK. The first Delver to fail in his or her SR will inadvertently spring a pit trap that will plunge the unfortunate Delver into a pit of hot oil. Any armor worn must be taken off and left behind in order to climb out of the pit.
Trap E (The Pendulum Trap) A razor-sharp pendulum swings back and forth across this corridor. A L1SR vs DEX is required to avoid the pendulum's swing. Failing the DEX Saving Roll will see the Delver(s) suffer 10 hits of damage from the pendulum.
Trap F (Rope Trap) Each Delver passing by this section of the corridor must succeed, one at a time, in a L2SR vs LK. The first Delver to fail the SR roll will be grabbed by the ankle by a cunningly concealed rope which will hoist the unfortunate Delver to the ceiling where he will be caught dangling. The Delver thus caught will automatically suffer 1 hit from the tightening rope and will fight at half effectiveness for the duration he or she is caught upside down. A WM roll should be made on the round the trap is sprung, as well as on every subsequent round in which the Delver it tied up. Once the entangled Delver frees himself, no more rolls are made.
Wandering Monsters
provided below. WM1 contains all of the original wandering monsters from the solo, with full statistics (as opposed to simple MR ratings). WM2 contains a collection of monsters culled from Flying Buffalo's wonderful Monsters! Monsters! book2. The final Wandering Monster table contains monstrous foes from Five and a Half Trolls' Creatures & Critters book3. The GM may wish to simply use the original assortment of monsters found on WM1, or may roll an additional 1D6 to determine from which of the 3 tables the wandering monster will be generated (A roll of 1-2 = WM1, 3-4 = WR2, and 5-6 = WM3). The additional tables were added simply to introduce a little variety to the wandering denizens of the castle. Once the presence of a wandering monster has been established (a roll of 6 on 1D6), the GM will roll 2D6 on the appropriate WM table (WM1 or WM1 to WM3). Wandering monsters will, more often than not, fight to the death. Each monster from the WM tables will also possess a Treasure Rating (TR). When/if the wandering monster is slain, a D6 is rolled, and if the result of the roll falls within the TR range, then the monster is carrying treasure of some sort. A TR of 1-3 means that a roll of 1, 2, or 3 will result in the monster being in possession of some kind of loot, treasure, or other reward. The GM will roll on the treasure table4 to determine exactly what treasure the monster is (was?) carrying. Note that the treasure table provided in the T&T rules does not generate any magic items. Should the GM wish to allow the inclusion of magic items within a creature's treasure trove, an alternate treasure generation procedure is provided below (see Alternate Treasure Generator ) which will allow minor magic items to be discovered.
Note: GM should be aware that the monsters listed
Whenever a room or location calls for a Wandering Monster roll, or whenever the GM feels like it, roll 1D6 to see is a wandering monster happens to stroll on by. A result of 1 to 5 indicates that no monsters appear to confront the Delvers. Should the D6 roll turn up a 6, then a roll is made on the Wandering Monster table. There are 3 Wandering Monster tables
below were originally intended for solo play. Each individual GM will most likely need to increase the 2 Which can be purchased directly from Flying Buffalo's website at http://www.flyingbuffalo.com/mm.htm 3 Coming soon! 4 See T&T v5.5; 3.2 Treasure Generator to randomly determine any treasure carried.
12
number of monsters that appear based on the size and power level of the group he is running the castle for. Special Big Giant Club – The giant attacks with an • The GM might likewise consider modifying the results enormous club which inflicts 5D6 + 4 points of of the Treasure Table to account for the increase in damage. antagonists. Dodging – A Delver may forgo regular combat • in an attempt to doge the massive creature's Note on Unarmed Attacks: Foes of average attack. Doing so means the Delver will not add strength will roll 1 die when generating damage for his combat total to the party's HPT. Instead, the their unarmed attacks as per the Tunnels & Trolls Delver will roll a L1SR vs DEX. If successful, standard rules5. Monsters with above average strength the Delver will roll his combat dice and inflict (those with a multiplier to their ST roll) roll a number that many points of damage to the giant's of D6s for their unarmed attacks equal to their ST CON. Failure means the giant smashes the multiplier, as found in the Monsters! Monsters! Rules6. dodging Delver flat.
Wandering Monster Tables 3 – Blood Bats (TR 1-3) Roll (2D6)
WM1
WM2
WM3
2
Giant
Mummy
Buffalo, Giant
3
Blood Bats
Shadowjack
Gooey Square
4
Killer Bees
Ghost
Plague Hound
5
Ogre
Goblin
Blast Bones
6
Snake, Giant
Zombie
Buffalo Men
7
Orc
Black Hobbit
Buffalo Men
8
Jellyfish, Giant
Rock Person
Buffalo Men
9
Spider, Giant
Half Orc
Floating Skull
ST
IQ
LK
CON
DEX
10
Rats, Giant
Basilisk
Skunk, Giant
13
3
13
10
14
11
Troll
Slug, Giant
Rust Critter
12
Rabid Dog
Wyvern
Death Knight
ST
IQ
LK
CON
DEX
13
3
13
10
14
•
•
•
2 – Giant (TR 1-5) CON
DEX
50
5
10
55
14
5 See T&T v5.5; 2.34. 6 See M!M! p.10.
CHR Melee/Missile
9
Roll 1D6 to determine the number of Blood Bats present. On a roll of 1, roll again and add 1. Bite – Blood Bats attack with their tiny sharp fangs (Dice + Adds = 1 + 1).
CHR Melee/Missile
3
+4/NA
Special
Original Monsters
LK
+4/NA
4 – Killer Bees (TR None)
WM1 (2D6)
IQ
4
Special •
ST
CHR Melee/Missile
•
+40/+42
Roll 1D6 -1 to determine how many swarms attack the Delvers. A roll of 1 indicates that the bees left the vicinity without bothering the Delvers. Sting – The Killer Bees will attack the Delvers as a swarm of bees, inflicting damage via their stingers (Dice + Adds = 1). Immunity – Killer Bees are immune to poisons.
5 – Ogre (TR 1-3) 13
ST
IQ
LK
CON
DEX
22
10
9
22
10
clean their weapons of the viscus goo that covers their weapons (melee only). Taking time to clean off the weapon(s) will trigger a WM roll. If a Wandering Monster appears, the Delvers will be forced to fight it with their slimy, slippery weapons. Each round fighting under such conditions, the GM will roll 1D6 (for each combatant fighting with a slimy weapon), with a result of 1 or 2 indicating that the slipper weapon flew out of the Delver's hand(s). A successful L1SR vs DEX is required to pick the weapon up in time for the subsequent round.
CHR Melee/Missile
6
+10/+10
Special •
Club – The ogre attacks with a club (Dice + Adds = 3 + 5).
6 – Snake, Giant (TR 1-3) ST
IQ
LK
CON
DEX
13
3
14
16
15
CHR Melee/Missile
3
+6/NA
Special
Poisonous Fangs – Snakes attack with their poisonous fangs (Dice + Adds = 1). Everyone 9 – Spider, Giant (TR 1-4) suffering hits from a giant snake's bite must ST IQ LK CON DEX CHR Melee/Missile succeed in a L1SR vs CON or see their ST halved until a Too-Bad Toxin spell is cast or 13 4 14 16 15 3 +6/+9 until the poisoned Delver leaves the dungeon. Mate – After a Giant Snake has been slain, roll Special • 1D6. On a result of 1, the snake's mate will Fangs – Giant Spiders attack with their wicked • appear! fangs (Dice + Adds = 2). Web – On the first round a Delver engages a • 7 – Orc (TR 1-3) Giant Spider in melee combat, the Delver(s) ST IQ LK CON DEX CHR Melee/Missile must succeed in a L1SR vs DEX or become caught in the spiders entangling web. Delvers 15 11 14 16 14 8 +7/+9 so caught will fight at half efficiency (combat roll divided by 2) until the spider is slain. Special Sword & Bow – The common orcs of Buffalo • 10 – Rats, Giant (TR 1-3) Castle carry short sabers (Dice + Adds = 3 + 1) ST IQ LK CON DEX CHR Melee/Missile and very light self bows (Dice + Adds = 2, Range = 60 yards). 3 3 18 12 18 6 +6/NA •
8 – Jellyfish, Giant (TR 1-2) ST
IQ
LK
CON
DEX
13
3
13
10
14
Special •
CHR Melee/Missile
6
+4/NA •
Special •
•
Stinger – A Giant Jellyfish's stinger inflicts 2D6 hits. Slimy – Any Delver participating in a combat round in which a Giant Jellyfish is slain must
Rats appear as a swarm of vermin. Roll 1D6 to determine the amount of rats present in the swarm. Fangs – Rats attack by way of their tiny but sharp fangs (Dice + Adds = 1).
11 – Troll (TR 1-4)
14
ST
IQ
LK
CON
DEX
CHR Melee/Missile
20
9
13
24
15
12
+12/+15 •
Special •
Club & Sling – Trolls usually carry clubs (Dice + Adds = 3). Roll 1D6 with a result of 1-2 indicating that the Troll also carries a sling (Dice + Adds = 2, Range = 100 yards).
•
•
12 – Rabid Dog (TR 1-3) ST
IQ
LK
CON
DEX
15
4
14
18
16
CHR Melee/Missile
4
likely attack unarmed (Dice + Adds = 1). Shadow Travel – A Shadowjack may disappear into a shadow and reappear from any connected shadow. Shadow Heal – A Shadowjack may disappear (and reappear) into surrounding shadows in order to heal himself of all CON damage. This may only be done between combat turns. Spell-Casting – Shadowjacks know all 1 st level wizard spells.
4 – Ghost (TR None)
+9/NA
ST
IQ
LK
CON
DEX
CHR Melee/Missile
Special
NA 11 23 11 NA 12 NA/NA Bite – The rabid dog will attack by biting the Delvers with its infectious fangs (Dice + Adds Special = 1D6 + 2). Immunity – Ghosts are immune to normal, • Rabies – Anyone suffering hits from a Rabid • material attacks but not to attacks of magical Dog's attack will die. GM of a more forgiving nature. bent may allow the victim(s) a L1SR vs CON to Fear – When first met, all those confronting a • negate this effect. Ghost must succeed in a L2SR vs LK or become stricken with panic. Failing the Saving Roll will result in the panicked targets' IQ and DEX being reduced by half for the duration of the Critters from Monsters! Monsters! encounter. • Spell-Casting – Ghosts may use any 1 st or 2nd 2 – Mummy (TR 1-3) level wizard spells without any required ST ST IQ LK CON DEX CHR Melee/Missile expenditure. 22 33 10 30 3 9 +4/-2 •
WM2 (2D6)
Special Unarmed Attack – Mummies will most likely •
3
5 – Goblin (TR 1-2) ST
IQ
LK
CON
DEX
CHR Melee/Missile
8 11 11 8 16 8 +3/+7 attack unarmed (Dice + Adds = 1). Vulnerability – A Mummy attacked via fire • must succeed in a SR vs LK or be instantly Special Short Sabers & Sling – Goblins usually carry • reduced to ash. The Saving Roll's level should short sabers (Dice + Adds = 3 + 1). Roll 1D6 be based on the severity of the fire. with a result of 1-2 indicating that the Goblin also carries a sling (Dice + Adds = 2, Range = – Shadowjack (TR 1-2) 100 yards).
ST
IQ
LK
CON
DEX
11
15
7
11
12
CHR Melee/Missile
14
6 – Zombie (TR 1)
-2/-2
Special Unarmed Attack – Shadowjacks will most • 15
ST
IQ
LK
CON
DEX
22
3
3
33
3
CHR Melee/Missile
3
-2/-8
Special •
•
Unarmed Attack – Zombies will attack via their filthy claws (Dice + Adds = 2).
7 – Black Hobbit (TR 1-3) ST
IQ
LK
CON
DEX
6
11
11
22
16
•
CHR Melee/Missile
10
+1/+5
Special •
Dagger & Sling – The Black Hobbits of Buffalo Castle usually carry kukris (Dice + Adds = 2 + 5). Roll 1D6 with a result of 1-3 indicating that the Black Hobbit also carries a sling (Dice + Adds = 2, Range = 100 yards).
11 – Slug, Giant (TR 1)
8 – Rock Person (TR 1-2) ST
IQ
LK
CON
DEX
22
11
11
22
10
•
CHR Melee/Missile
12
LK
CON
DEX
16
10
11
17
12
IQ
LK
CON
DEX
22
3
3
100
3
•
10
10 – Basilisk (TR 1) CON
DEX
3
22
11
4
7
Unarmed Attack – Giant Slugs attack with their ever hungry maw (Dice + Adds = 2).
ST
IQ
LK
CON
DEX
33
33
6
55
3
CHR Melee/Missile
15
+12/NA
Special
+4/+4
& Shield – Half-Orcs encountered will be equipped with a broadsword (Dice + Adds = 3 + 4) and a target shield (HITS taken = 4).
LK
-2/NA
CHR Melee/Missile
Special Broadsword •
IQ
3
12 – Wyvern (TR 1-4)
•
ST
CHR Melee/Missile
Special
9 – Half-Orc (TR 1-3) IQ
ST
+10/+10
Special Unarmed Attack – Rock People attack with • their stoney fists (Dice + Adds = 2). • Immunity – Rock People are immune to all mundane attacks as well as Sluch-Yuck spells.
ST
(Dice + Adds = 2). Venomous Blood – Anyone inflicting any HITS on a Basilisk must roll a L1SR vs LK. Failure indicates that the creature's poisonous blood will run up the Delver's weapon and cause instant mortification7. Petrifying Gaze – For each round the Delvers engage a Basilisk, they must succeed in a L1SR vs LK or met the creature's petrifying gaze and be turned to stone. Only a Pygmalion spell will reverse this condition. Turn Self to Stone – Should the Delvers see a Basilisk before it sees them, the Basilisk will become so angered that it will turn itself to stone.
CHR Melee/Missile
14
-8/NA
•
•
Unarmed Attack – Wyverns attack with their draconic bite (Dice + Adds = 3). Flight – Wyvern can (depending on the physicality of the castle) fly. Vulnerability – Wyverns, like all dragon-kin, possess a vulnerable spot on their bodies. A weapon striking a Wyvern's “vulnerable spot” will instantly kill it. This vulnerable location may be found in one of three ways: (1) by magic, (2) close, prolonged, and intensive observation of the Wyvern, and (3) luck.
Special Unarmed Attack – A Basilisk may bite its prey 7 Pathology : the death of one part of the body while • the rest is alive; gangrene; necrosis. 16
similar roll must be made once every two rounds to avoid a 1 point loss of ST. Points lost due to the plague return at the rate of 1 point/day.
WM3 (2D6) Foes from Creatures & Critters 2 – Buffalo, Giant (TR None) ST
IQ
LK
CON
DEX
26
4
18
60
22
5 – Blast Bones (TR 1-3)
CHR Melee/Missile
4
+24/NA
Special •
•
Unarmed Attack – A Giant Buffalo attacks with its raging horns (Dice + Adds = 4). Charge – If a Giant Buffalo has enough room to charge its foes, it will double its melee adds.
IQ
LK
CON
DEX
22
7
22
60
22
IQ
LK
CON
DEX
16
3
16
28
17
•
•
CHR Melee/Missile
6
CHR Melee/Missile
8
+13/+18
Special
3 – Gooey Square (TR None) ST
ST
+30/NA
Special
Short Sword & Light Bow – Blast Bones usually carry short swords (Dice + Adds = 3). Roll 1D6 with a result of 1-3 indicating that the Blast Bone also carries a light bow (Dice + Adds = 3, Range = 70 yards). Explosion - When these crimson skeletons reach 0 CON their bodies explode in a shower of jagged bones which hit all within 20'. All within this radius suffer 2d6 points of damage from the explosive shower of boney shrapnel. A successful L2SR vs. DEX may negate this damage.
Unarmed Attack – Gooey Squares use their gelatinous, cubic bodies to perform their attacks (Dice + Adds = 2). 6, 7, 8 – Buffalo Man (TR 1-3) Paralyzing Touch – A Gooey Square may forgo • ST IQ LK CON DEX CHR Melee/Missile attacking and contributing or generating a HPT roll and instead target 1 foe which must 18 9 10 20 16 11 +10/+14 succeed in a L3SR vs DEX or be paralyzed for 1d6 rounds. Each round of paralysis the victim is afforded a chance to overcome the paralysis Special by succeeding in a L4SR vs. CON. • Unarmed Attack – A Buffalo Man attacks with its fists and horns (Dice + Adds = 1). 4 – Plague Hound (TR None) Charge – If a Buffalo Man has enough room to • ST IQ LK CON DEX CHR Melee/Missile charge its foes, it will double its melee adds. •
18
4
18
40
19
6
+19/NA
9 – Floating Skull (TR None) ST
Special •
•
IQ
LK
CON
DEX
CHR Melee/Missile
Unarmed Attack – Plague Hounds attack by 17 13 18 33 17 12 +16/NA biting their foes (Dice + Adds = 2). Plague - For each round someone engages a Special Plague Hound in melee combat, a L2SR vs Levitate – Floating Skulls do not move • CON must be rolled to avoid the loss of 1 point themselves along the ground but float through of CON due the hound’s infectious plague. A the air. 17
•
•
Wail – Once per combat, a Floating Skull may issue a blood- curdling wail that acts as a Glue You spell lasting 1d6 rounds. All those within hearing range of the wail may attempt a L1SR vs LK to negate the effects of the wail. Unarmed Attack – A Floating Skull attacks its foes with its bite (Dice + Adds = 1).
10 – Skunk, Giant (TR 1) ST
IQ
LK
CON
DEX
20
5
16
40
19
12 – Death Knight (TR 1-5) ST
IQ
LK
CON
DEX
32
16
32
120
32
•
+19/NA
Special •
•
Tooth & Claw – A Giant Skunk attacks with both tooth and claw (Dice + Adds = 2). Noxious Stench – Once per combat exchange, this monstrous skunk may forgo attacking and instead assault its victims with its foulsmelling spray. All those engaging the skunk in melee must roll a L3SR vs. CON or be unable to act for 1d6 turns as they try to regain their bearings.
•
11 – Rust Critter (TR None) ST
IQ
LK
CON
DEX
16
3
16
28
17
•
CHR Melee/Missile
8
+13/+18
•
CHR Melee/Missile
14
+60/+80
No Damage – A Rust Critter winning the combat round will not inflict any damage upon its foe(s) CON but will instead damage any ferrous objects carried (see below). Corrosive Touch – Rust critters have the innate ability to corrode any metal they touch with their long, feeler-like antennas. Once per combat round, if the rust critter inflicted damage, the rust critter will instead corrode the largest piece of metal in the party (armor or weapons). The corrosive effects of the touch will reduce a metallic armor's HITS by ½, or a weapons DICE by -1 die. Should HITS or DICE be reduced to 0, then that particular piece of weapon or armor is rendered useless.
Sword & Plate – Death Knights usually carry swords...and big ones at that! Great Shamsheer (Dice + Adds = 5). Along with its great sword, a Death Knight is always clad in plate armor and is thus afforded a damage reduction of 14 HITS. Life Drain – A Death Knight winning the combat round may choose to reduce his victim (s) accumulated experience points instead of reducing CON (disregard armor when reducing EP instead of CON). If such a reduction reduces a victim’s accumulated EP to a point where he would loose a level, then the GM applies the opposite effect of a level increase8. Arcane Resistance – Death knights are immune to all spells of level 1 through 4.
Alternate Treasure Generator
Special •
Protective Shell – A rust critter's chitinous shell provides 10 HITS of protection.
Special
CHR Melee/Missile
7
•
For the Inclusion of Magic Items The process for generating treasure with this alternate generator is identical to that found in the T&T rules. 2 dice are rolled first to determine the type of treasure found with a third die rolled to determine specifics. The alternate generator differs from the standard one in what the 2D6 roll states you find. Under the alternate method, a roll of 2 means you find a magic item (roll 1D6 on the Magic Item Table below). A roll of 3 denotes that 1 jewel is found, a result of 4 to 11 means coins, and a 12 results in both coins and a jewel being found. 8
18
See T&T v5.5, section 2.14
Magic Item Table Roll (1D6)
Magic Item
1
Healing Potion: Restores 2D6 CON. Usable once.
2
True Flight Arrow (1): This arrow always inflicts max damage. 1 in 6 chance of breaking after each use.
3
Sleep Scroll: Automatically affects 1 target as per a Rock-a-Bye spell. Usable once.
4
Torch Dagger: Illuminates as a torch at will.
5
Potion of Strength: Increases ST by 1.5 for 1D6 rounds. Usable once.
6
Invisibility Scroll: Casts Hidey Hole. Usable once.
Map of Buffalo Castle
19
20
Í
Scale: 1 square equals 10 feet.
N
Entrances: 3 doors lead into Buffalo Castle, set one next to the other along the castle's southern facing wall. The western door leads to room 4, the eastern door leads to room 6, and the door in between will bring the Delvers to room 16. A hidden door in room 14 leads the Delvers out of the castle.
The List
21