Showing posts with label microsolo. Show all posts
Showing posts with label microsolo. Show all posts

Saturday, 8 October 2011

Micro-solo 2: The Mine of the Wretch King {T&T}

Welcome to the second Trollish Delver micro-solo: The Mine of the Wretch King. Since you'll be flung straight into the adventure, take sometime before to spend some gold and stock up using the equipment tables in the rulebook (whichever you may be using). Enjoy!



The Mine of the Wretch King

1


You are listening intently to the conversation two dwarves are having next to you in the pub.
"Did you hear about Folli? He went into that damned mine looking for Heglock's gold and never came 
back. What a fool!" The other rolls his eyes and glugs his mead. 
"Not the smartest, that Folli," he wipes his mouth with the back of his hand, "But I don't blame
him. Heglock's Mine is said to be filled with riches."
The thought of all this potential money interests you, so you proceed to ask them there whereabouts
of the mine. They reluctantly tell you after pestering them and before long you're on your way. 
When you reach the mouth of the mine you see there are two tunnels, both very dark. Go down the left tunnel (go to 6)
or go down the right tunnel (go to 8)


2


You enter a small cavern. The decomposing body of a white-bearded dwarf lies here. It looks
like all valuables have been taken from him except a jewelled dagger that he grasps in his hand.
Do you take the dagger? (go to 7) or keep going? (go to 5)


3


You quickly duck behind a large rock and watch as three little grey creatures walk by, each 
carrying crude weapons and wearing ripped cloth armour. When they are out of sight, you
emerge from your hiding place and continue into the mine (go to 2).


4


The cart contains a badly beaten helmet (4 hits). Go to 2.


5


After meandering through a complex labyrinth of tunnels, you reach the main mine. It's a massive
cavern consisting of multiple levels and large chasms. At the far end of the cavern a large 
three-eyed green creature sits on a stone throne. It has a mane like that of a lion and the 
tongue of a snake, which darts in an out. You recognise it as a Dredgeclaw - a monster
that's frequently referenced in bedtime stories. The Dredgeclaw is surrounded by a handful of
Mine Wretches, who clearly worship the creature. Next to the throne is a pile of glittering gold.
You quietly move closer to the gold, but soon you're spotted by one of the Wretches, who cries
out and draws its blade. You're now surrounded by four of the creatures and must fight your way
out. They each have MR7. Once you have defeated them, go to 10.


6


If you don't have a light source then make a L1SR on LUCK. If you fail, you trip and smash your face
on a rock. Take 2 CON damage and continue. 
After walking for some time, you start hearing scrabbling sounds up ahead. Suddenly you're
hearing voices and they're coming your way! Do you hide behind a rock? (go to 3), stand your ground?
(go to 9) or flee to the entrance? (go to 1) 


7


Roll a L2SR on INT. If you succeed, you realise that the dagger has been placed there as a marker
to indicate the corpse is infested with a Shreiking Parasite, so you avoid it and keep going
(go to 5). If you fail, as soon as you remove the dagger you hear a shrill cry coming from
within the corpse. Suddenly, a worm shoots out of the torse and tears at your flesh. Take 1d6 CON
damage. You now carry the Minerot disease, which saps 1d6 strength at the start of every paragraph
from now. However, you also have a damaged jewelled dagger (2+3) worth 30gp. If you're still alive 
you continue onwards (go to 5)  


8


If you don't have a light source then make a L1SR on LUCK. If you fail, you trip and smash your face
on a rock. Take 2 CON damage and continue. You walk down further into the musty belly of the mine
and arrive in a wide, cavernous room. You see a badly damaged mine cart on its side and an exit 
to the north. Do you check the cart? (go to 4) or continue north into the mine? (go to 2).


9


Three squat creatures with pinprick red eyes scuttle around the corner into plain view. They have
grey, bumpy skin and long, beak-like noses. They wear crude cloth armour and carry badly-crafted
swords and maces. The creatures spot you and with a cry they charge. You must face three
Mine Wretches, which have MR7 each. If you defeat them, you can take any of the following: 
Crude Blade (2+2), 3gp and a Bone Necklace worth 20gp. 
You continue through the mine (go to 2). 


10


As the last one falls, the Dredgeclaw, who was watching the whole time, stands up and roars. He
picks up a massive hammer that was leaning against the throne and stomps towards you. 
The monster swings wildly at you. Make a L1SR on DEX to avoid the blow or take 1d6 CON damage
ignoring armour. Now it's time to fight. 


Dredgeclaw
MR 40
Special Damage: 1/1
Special Abilities: Hammer Swing - Every round the player must make a L1SR on DEX or take 1d6 CON
          damage.


If you win, the mine begins to rumble and shake. It looks like the Dredgeclaw enchanted itself
so that when it dies, its fortune goes with it. You grab a sack that's lying around and shovel as much
gold in as possible (800gp). You also find a Windforge Mace (5+5). You sprint through the crumbling tunnels towards the dim light of the outside world. The mouth of the mine collapses as you dive onto the soft grass outside and breathe a sigh of relief. Your adventure is over, well done. Take 1000AP for your valiant efforts in the mine of the Wretch King. 

Saturday, 24 September 2011

Micro-solo 1: The Creeper in the Temple {T&T}

Introducing Trollish Delver's micro solos for Tunnels and Trolls. Once a month, I'll put up a new solitaire adventure on the blog  that is around 10 paragraphs long. The idea is to create a string of adventures that will constitute a solo campaign that you can run through with your own character. All adventures are 5th and 7.x edition friendly, but each will range in difficulty. All you have to do is roll up a new character, or use the pre-made one below and get playing.

Level 1 Human Warrior
Height: 5'1", Weight: 160 lbs.
ST:    11,   IQ:     8,   LK:    10
CON:   11,   DEX:   18,   CHR:    8
SPD:   12,   WIZ:   15
Adds: 6
Total Armour: 6
Wt. Possible: 1100
Languages: Common Tongue 
Gold: 50 gp
Sax, Dice+Adds: 2+5

Buckler, Hits Taken: 3


The Creeper in the Temple


The Creeper in the Temple is designed for a single 1st level character. You have been travelling for a few days seeking adventure and fortune. You arrive in the city of Yabberesh after a long trek across the Starlip Plains. Your adventure has finally begun...

1

You arrive at the gates of Yabberesh and see fairies and leprechauns wandering in and out. If you are either
of these kindred, you get in free. If not, pay 1 silver piece towards the maintenance of the city.
Once you enter you can go to the Wishing Well Pub (go to 4) or the temple of Sinders (go to 9).

2

You carefully open the cupboard. Inside you find a bound and gagged fairy who's struggling to speak.
You remove her from her bonds and she thanks you. "The Antodile took my money and threw me in here.
Here, take this anti-poison salve. It will help if you haven't already killed the thing."
You can either go back to the t-junction (go to 6) or leave up the stairs into the temple (go to 5).


3

You agree to help Laddy in exchange for a price. He offers you 100gp to kill the creature.
You may try to haggle and make a L1-SR on CHA. If you succeed, he offers 150gp. You then venture
into the temple and down the trap door. Go to 6.

4

The Wishing Well Pub is bustling with activity. Leprechauns and fairies dance to music played
by a bard with a lute and a lovely fairy serving lady is flying around with trays of wine.
You can either play a game with the patrons (go to 7) or go to the temple of Sinders (go to 9).

5

You leave up the stairs and return to the temple where Laddy is waiting. If you killed the
creature then he gives you your reward. If not then he grumbles and tells you to get back down
there (go to 6). If you haven't been to the tavern, go to 4. If you have then you leave
the city and take 50AP.

6

After descending down a flight of stone stairs, you arrive at a t-junction. To the left you can
smell the sweet aroma of wine and to the right you can hear a muffled sound. Turn left? (go to 8) or turn right?
(go to 10).

7

You sit with a group of leprechauns who are playing cards and ask if you can join them.
They say they're playing 5-card Spit, which is a game well-known in these parts. If you would like
to play, bet an amount, roll 1d6 and consult the table below:

1- lose triple the amount bet
2- lose double the amount bet
3- Lose the amount bet
4- win back the amount bet
5- win double the amount bet
6- win triple the amount bet

Once you're finished, you can leave and go to the temple of Sinders (go to 9) or if you have already been
there, you can leave the city and gain 50AP.

8

You enter a small room full of prayer books. In the corner is a large cupboard where a muffled
voice can be heard. Do you open the cupboard? (go to 2) go back to the t-junction and turn right (go to 10)
or go back to the temple (go to 5).

9

You enter a small temple dedicated to the fairy goddess, Sinders. Fairies sit on tiny benches praying
to the large fairy statue on the north wall. A fairy priest welcomes you and introduces himself
as Laddy. He wonders if you might be able to help him with something. Last night, just as he was locking the
temple door, he heard a thud coming from within. He went back in and saw a hideous creaturer run across
the room and dive down the trap door into the basement. It had the head of an ant and the body of
a bipedal crocodile. If you want to help go to 3. If not, you can go to the tavern (go to 4). If you
have already been to the Wishing Well Pub you can leave the city and gain 20AP.

10

You enter a large wine cellar. The walls are lined with racks of wine and there are open caskets
of the stuff on the ground. There is also a sack of money on the ground near the wine rack. Suddenly,
a creature pops up from behind the barrels, the same one that was described by Laddy, with an
ant's head and a crocodile's body, except bipedal. It creeps towards you, hissing. The Antodile has
MR30 and every comabat round you must make a L1SR on LUCK or take 1 poison damage unless you have an
anti-poison salve. If you kill it you find 100gp in the sack and a bottle of vintage wine worth 90gp. You can either leave to
the temple (go to 5) or return to the t-junction and go left (go to 8).