Inspired by Hobb Sized Adventures i've decided that the first Tunnels and Trolls post on my new blog should be my first real crack at adventure writing.
It's
not great but, considering it only took me a few hours in one afternoon
to cobble together, it's not too bad either. Either way it's free, so
if you feel inclined to copy, paste and, print go right ahead..
Unless you're James Shipman, in which case, go to hell.
That however is a post for another day. Ladies and Gentlemen, I present "The Blood War of Saxon"
This is a short solo for Tunnels and Trolls World of Kaball (i.e. Trollworld). It is suitable for Level 1 to 3 characters with no more than 20 adds. There is no magic matrix, so spell-casters will have to adjudicate the effects of spells for themselves.
Introduction
In the fertile pastures of the southern realm lies the torn village of Saxon. For generations two families, the Slavin and the Furriers have been at great debate over the ownership of a singular field. Ordinarily this would not lead to such a drawn out feud but, as the only place that a rare and valuable herb grows, there is much to be gained from staking a claim here.
A violent storm only two nights passed unearthed an ancient tomb within the field believed to belong to the ancestors of the lands rightful owner. This has brought great debate as to who will investigate the catacombs. The citizens here are but simple farmers and neither family trusts the other to tell the truth upon returning to the surface. As such they have turned to you, an outsider, to resolve this matter once and for all. Handing you a lantern to light your way and, promising you reward upon your return they usher you toward the darkness as they stand in anticipation of your return. You descend the stairs and enter the crypt, go to 7.
1
Your weapon
begins to
turn to
dust as
soon as
it makes
contact
with the
light. You
pull it
back but
it is
too late
as the
last of
it crumbles
away in
your hands
and, the
light fades
just as
quickly as
it had
appeared.
With the
light gone
you notice
a door
on the
north wall
and decide
to exit
the room
through it,
go to
39.
2
You travel
along the
western
passage for
a short
time before
the
corridor
turns
northward
ending in
a
half-rotted
wooden
door.
Pressing an
ear to
it you
can hear
nothing and
enter
cautiously.
The door
gives with
a creak
and you
find
yourself in
a small
run down
chamber
littered
with bones.
Roll 1d6:
If
you roll a 1, go to 4.
If
you roll a 2, go to 6.
If
you roll a 3, go to 16.
If
you roll a 4, go to 23.
If
you roll a 5, go to 33.
If
you roll a 6, go to 38.
3
The passage
continues
west for
a short
time before
turning
north. As
you turn
the corner,
you are
confronted
by a
shambling
figure
which
attacks you
on sight!
Zombie:
MR 18
2/Zombie
Plague:
Make a
L1-SR on
CON or
become
infected.
If you
are
infected
you lose
1 CON
each
paragraph
(or combat
round)
until
magically
cured. If
you die
of the
plague you
become a
zombie with
a MR
equal to
your STR.
If
you slay the monster you continue north, go to 5.
4.254.80.84
4
You pause
for a
moment,
expecting
something
to happen
but as
time passes
you realize
that there
is nothing
here but
a few
old bones.
Feeling
safe, you
search
among the
remains and
find a
small
leather
pouch with
1d6 GP
inside it.
Finding
nothing
else of
any value
you leave
the chamber
through the
door in
the north
wall, go
to 8.
5
You walk
down the
passage a
short ways
before
arriving at
a
crossroads.
Seeing no
sense in
traveling
back toward
the exit
yet, you
look at
the other
three
options.
After a
quick
investigation
you can
see no
difference
in any
of the
corridors.
Will you
travel
west, go
to 8.
North, go
to 13
or, east,
go to
31.
6
As you
cast a
light
across the
room you
notice
something
moving in
the far
corner and
as you
fix a
light upon
it, it
begins to
move toward
you. Giving
out a
low moan
it lurches
toward you
with an
awkward
motion and
you prepare
yourself to
fight.
Zombie:
MR: 18
2/
Zombie
Plague:
Make a
L1-SR on
CON or
become
infected.
If you
are
infected
you lose
1 CON
each
paragraph
(or combat
round)
until
magically
cured. If
you die
of the
plague you
become a
zombie with
a MR
equal to
your STR.
Make a
note of
which
paragraph
you die
at, the
next
adventurer
will meet
you there.
If
you win
a further
search of
the room
reveals a
small
silver
dagger (2
+ 1)
worth 50
GP. Placing
the weapon
in your
pack you
decide to
leave the
room and
exit
through a
door in
the north
wall, go
to 8.
7
You advance
down the
stairs
watching
your step
as you
tread and,
kicking
away loose
stones
until you
reach the
base of
the stairs
to find
yourself at
a
T-junction
with
passages
running
west and
east. In
front of
you your
lantern
catches a
stone
plaque that
has been
placed upon
the wall
but,
unfortunately
time has
worn away
much of
the
wording.
Make
a L2-SR
on INT.
If you
make the
roll, go
to 9.
If you
miss the
roll, go
to 14
8
You exit
the room
and find
yourself at
a
T-junction.
To the
north you
can see
a door
and, to
the east
there is
nothing but
corridor as
far as
the eye
can see.
If you
want to
head north,
go to
19. If
you wish
to walk
down the
eastern
passage, go
to 5.
9
Examining
the tablet
you manage
to make
out some
reference
to a
great
magical
force to
the east.
Looking
down the
east-hand
passage you
can make
out a
wooden door
in the
distance.
If you
would like
to follow
the east
passage, go
to 27.
If you
would
rather
follow the
passage to
the west,
go to
2
10
With a
crash you
burst
through the
door and
into a
large room
thick with
dust. In
the center
of the
chamber
upon a
raised dais
is a
fine stone
coffin
engraved
with
various
markings,
it is
then you
spy the
family
crest at
the head
of the
coffin lid.
Roll 1d6:
If
you roll 1 – 4, go to 42.
If
you roll a 5 or 6, go to 12.
11
No sooner
have you
placed your
weapon into
the light
it is
ripped from
your hands.
The light
fills the
weapon and,
it soon
begins to
dance
before you
in the
air. A
cruel
laughter
echoes in
your ears
and, you
must now
fight
against
your weapon
which has
a MR
equal to
its dice
plus adds.
Defeating
the weapon
will damage
it beyond
all use.
If you
survive the
battle you
notice a
door upon
the north
wall and
decide to
exit the
room
through it,
go to
39.
12
The crest
is a
snake, the
seal of
the Slavin
family.
With this
information
you return
to the
surface to
claim your
reward, go
to 43.
13
You walk
north along
the
corridor
until you
arrive at
a heavy
wooden door
that has
been sealed
and bolted,
go to
20.
14
The tablet
has eroded
far too
much for
you to
make any
sense of
the
carvings
upon it
and,
finding
nothing
else of
any note
you decide
to move
onward.
Shining a
light down
both
passages
you can
make out
a door
to the
east. Will
you travel
east, go
to 27
or, will
you travel
west, go
to 2.
15
Opening the
lid of
the coffin
you smile
as you
see a
huge pile
of gold
pieces.
Carefully
propping up
the lid
you loot
the
contents,
finding 1d6
x 50
GP.
Carrying
your haul
you press
onward
through the
door in
the
northern
wall, go
to 25.
16
In the
corner rats
nibble at
a pile
of bones
and, as
your light
catches
there eyes
they all
turn to
run at
you. It
looks like
they want
you for
their next
meal and
you must
fight for
your
survival!
Swarm
of Rats:
MR 1d6
x 5
If
you win
the battle
you dress
your wounds
and leave
the room
through the
door in
the north
wall
finding
nothing of
value, go
to 8.
17
As you
place your
weapon into
the light,
the light
fills the
weapon
itself as
it slowly
fades away.
Roll 1d6:
If
you roll a 1, go to 24.
If
you roll a 2, go to 40.
If
you roll a 3, go to 11.
If
you roll a 4, go to 1.
If
you roll a 5, go to 32.
If
you roll a 6, go to 29.
18
Leaving the
room the
corridor
takes a
turn to
the left,
continuing
for 15
feet before
it ends
in a
door to
your right,
go to
20.
19
The door
opens into
a cobwebbed
chamber
with a
heavy stone
coffin
pressed
against the
eastern
wall and,
a flimsy
wooden door
with a
barred
window in
it on
the
northern
wall. You
may proceed
through the
door, go
to 25
or,
investigate
the coffin,
go to
37.
20
The door
has been
well sealed
and you
are almost
certain
that the
crypt that
the farmers
told you
about will
be just
beyond this
door. You
listen at
the door
but all
you can
hear is
a deathly
silence.
You press
against the
door but
it will
not budge
and you
soon
surmise
that the
door must
have been
sealed from
the other
side.
Summoning
all your
strength
you charge
the door
in the
hope of
breaking it
down. Make
a L2-SR
on STR.
If you
make the
roll, go
to 10.
If you
fail, you
fall to
the ground
exhausted
and must
admit
defeat,
beaten at
the final
obstacle.
You return
to the
surface and
leave
Saxon,
unable to
help the
farmers
and,
unwelcome
in these
parts ever
again.
21
As your
hand
reaches the
light you
feel an
intense
vibration
running up
your arm
that soon
becomes
painful.
You pull
away but,
the damage
has already
been done
as you
notice your
hand and
arm have
suffered
severe
burns.
Reduce your
CON by
1d6
permanently
for the
magical
burns. The
light fades
away with
a grim
laughter
and, you
see a
door on
the north
wall that
you could
have sworn
was not
there
before and
decide to
see what
is beyond
it, go
to 39.
22
As you
reach into
the hole
a magical
force grabs
a hold
of your
hand and
a shooting
pain bites
at your
wrist.
Pushing
forward you
reach for
the gem
(roll a
L1-SR on
STR and
if you
miss it
take the
difference
in damage).
Either way
you manage
to claim
the gem
(worth 100
GP) and,
continue
north, go
to 5.
23
Deciding to
search the
room before
moving on
you look
through the
bones. You
are
half-way
across the
room when
you here
the twang
of a
bow string
and, you
realize you
have
stepped
upon a
trigger
stone.
Acting
quickly you
dive out
of the
way. Make
a L2-SR
on DEX
and, if
you miss
it take
the
difference
in damage.
Cutting
your losses
you leave
the room
through a
door in
the north
wall, go
to 8.
24
The weapon
feels
different
somehow
and,
although
the light
has hidden
your weapon
continues
to glow.
Your weapon
gains no
bonuses
but, may
now inflict
damage upon
monsters
that can
only be
hurt by
magic. The
value of
the weapon
has now
also
doubled.
Your reward
in hand
a door
mystically
materializes
on the
north wall
and, as
the door
you entered
through is
still
sealed, you
decide to
travel that
way, go
to 39.
25
Leaving the
room the
corridor
takes a
turn to
the right,
continuing
for 15
feet before
it ends
in a
door to
your left,
go to
20.
26
As you
open the
lid a
skeletal
hand leaps
from inside
and is
soon
guillotined
when you
drop the
lid upon
the arm.
Much to
your
surprise
the hand
continues
to scuttle
across the
floor and
with
another
leap and
bound it
pounces and
grabs at
your
throat.
Make a
L2-SR on
STR. If
you miss
the roll,
take damage
equal to
the
difference.
If you
survive,
you throw
the hand
to the
floor and
crush it
under foot
and, not
wanting to
fight the
rest of
the coffins
occupants
you
continue
north, go
to 25.
27
After
several
feet you
arrive at
a stout
wooden door
with strong
iron
hinges.
Trying the
door you
find that
it is
unlocked
and you
enter into
the room
beyond. It
is a
small
chamber
that does
not show
any signs
of age
and has
been
ornately
decorated
with fine
patterns
inscribed
into the
walls that
almost
resemble a
language.
As you
enter the
room the
door slams
behind you
and will
not budge,
it is
then that
you notice
a ghostly
light
forming and
growing in
the center
of the
room.
You
may try
poking the
light with
your
weapon, go
to 17,
or reach
out and
touch the
light with
your hand,
go to
21.
28
As you
enter the
room a
bitter odor
catches
your nose
that makes
your eyes
water and,
stomach
retch.
After a
moment you
adjust to
the
surroundings
and notice
that you
have
entered a
room that
has been
well
plastered
with an
intricate
pattern
lining up
all the
flagstones
on the
floor that
resemble
eyes and
tears. A
search of
the room
reveals one
of the
tiles on
the floor
is hinged.
If you
would like
to lift
up the
loose
flagstone,
go to
35. If
you would
sooner just
leave the
room
through the
door in
the north
wall, go
to 18.
29
Suddenly as
your weapon
touches the
light you
feel a
warm
feeling
inside that
speaks to
you of
security
and, as
the feeling
dissipates
you find
yourself
feeling
empowered.
You now
have 6
points of
natural
armor for
the
force-field
that has
been placed
around you
that will
also
protect you
from
magical
damage.
Thanking
the light
as it
fades you
notice a
door on
the north
wall and
decide to
exit the
room
through it,
go to
39.
30
After a
few minutes
the passage
turns
sharply
north and
as you
turn the
corner you
notice a
highly
polished
rock that
looks out
of place
among the
rubble.
Upon
lifting the
stone you
find a
small
recess in
the floor
containing
a purple
gemstone.
You may
take the
gem, go
to 22
or,
continue
north, go
to 5.
31
Several
feet along
the
corridor
you arrive
at another
T-junction.
To the
north you
can see
a door
and, to
the west
you can
only
corridor.
If you
head north,
go to
28. If
you would
sooner
investigate
the western
passage, go
to 5.
32
The light
flows
through
your weapon
causing it
to crackle
with
magical
energy and,
glow with
a purple
aura. Your
weapon now
inflicts 3
points of
spite
damage for
each 6
rolled in
combat and,
1 point
of spite
damage for
each 5
rolled.
Pleased
with
yourself
you head
towards a
door that
has
appeared
out of
the shadows
on the
north wall,
go to
39.
33
Treading
carefully
across the
room,
whilst
searching
the remains
of the
skeletons a
flagstone
gives way
beneath
your right
foot
plunging it
into the
jaws of
a rusted
bear trap.
Make a
L1-SR on
LK. If
you make
it the
trap is
far too
old to
shut and
you pull
your foot
back out
safely and
make your
way to
the exit.
If you
miss the
roll, you
take 1d6
damage and
reduce your
CON by
1
permanently
due to
infection
from the
rusted
teeth on
the trap,
before
gathering
yourself up
and exiting
the room,
go to
8.
34
The
corridor
continues
west for
a short
time before
turning
north. You
continue to
follow the
passage
north, go
to 5.
35
As you
lift the
loose tile
the smell
becomes
much worse
and
coughing
you notice
a green
fizzing
pool
beneath
floor. The
stone you
have just
moved was
the
keystone
holding the
whole floor
in place
and without
it the
floor is
now
beginning
to fall
away.
Choking you
make a
dash for
the door
on the
north wall.
Make a
L2-SR on
SPD. If
you miss
the roll
you have
fallen foul
of the
fumes and
your last
thoughts
are of
anguish as
the acid
eats
through
your flesh.
If you
make the
roll, go
to 18.
36
Roll 1d6:
If
you roll a 1 or 2, go to 30.
If
you roll a 3 or 4, go to 34.
If
you roll a 5 or 6, go to 3.
37
Roll 1d6:
If
you roll a 1 or 2, go to 41.
If
you roll a 3 or 4, go to 26.
If
you roll a 5 or 6, go to 15.
38
No sooner
you enter
the room,
a pile
of bones
begins to
jar as
a gust
of wind
blows
through
them,
picking
them up
and forming
them into
a humanoid
shape
before your
very eyes
that begins
to move
toward you
with a
menacing
glare in
its undead
eyes that
glow with
a dim
red light.
Skeleton:
MR 18
Special
Rule:
Bladed and
pointed
weapons
other than
axes cause
only half
damage to
skeletons.
After
defeating
the
monster,
you decide
to leave
the room
through the
door on
the north
wall
finding
nothing
else of
value, go
to 8.
39
You exit
the room
and are
now
standing at
another
T-junction
with
passages
running
north and
west.
Looking
down both
passages
you can
see nothing
beyond the
light of
your
lantern but
darkness.
If you
would like
to travel
down the
northern
passage, go
to 31.
If you
would like
to travel
along the
western
passage, go
to 36.
40
The light
slowly
fades and
as it
does your
weapon
becomes
heavy in
your hands.
Flickering
like a
candle it
slowly
grows to
double its
size and,
twice its
weight.
Double the
STR and
DEX
requirements
of the
weapon but,
also double
the dice
and adds.
In a
similar
flicker a
door
appears on
the north
wall and
seeing no
other exit,
you decide
to enter
it, go
to 39.
41
As you
lift the
lid on
the coffin
your eyes
light up
as you
spy a
large pile
of gold
inside.
Reaching in
greedily
you forget
to secure
the coffin
lid and
it comes
slamming
down on
your hand.
Reduce your
CON by
2. You
try to
re-open the
lid but
something
has jammed
inside and
it will
not budge.
Cursing
under your
breath you
head north,
go to
25.
42
The crest
is of
an eagle
devouring a
snake, the
family
crest of
the
Furriers.
You return
to the
surface to
deliver the
news and
claim your
reward, go
to 44.
43
You deliver
the news
to the
farmers and
the head
of the
Slavin
family is
very happy.
“Well, my
friend”
he says,
“surely
knowing
that you
have
returned
the land
to it’s
rightful
owners is
reward
enough,
eh?” as
he shoos
you toward
the fields
exit. The
Furriers
not far
behind you
hanging
there
heads. You
feel
cheated and
slightly
guilty.
Maybe it
would have
been better
to lie.
You
gain 200 AP for the adventure.
44
Upon
delivering
the news
the anger
of the
Slavin is
clear but
with you
there they
seem
unwilling
to resort
to violence
“You have
this day
then, but
this is
far from
over!”
threatens a
member of
the Slavin
family as
they move
off,
cursing
under there
breath.
“Thank
you my
friend”
says the
head of
the
Furriers
household
as he
puts an
arm around
you and,
suckles a
cob pipe.
“Now I
do believe
we promised
you a
reward my
friend”
he says
handing you
a small
pouch of
gold coins
and a
smaller
pouch
containing
herbs.
There
are 3d6
x 10
GP in
the one
pouch and,
three doses
of the
mystical
herb that
will cure
any toxin,
magical or
otherwise
(including
the zombie
plague).
Each dose
is worth
500 GP.
You also
gain 200
AP for
your
adventures.
Silver Gold Bull is a highly reputable bullion dealer. They will provide you with bargain, real-time rates and they will make sure your bullion arrives to your door discreetly and fully insured.
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