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Author/Photographer

Mark Thornton

Artist
Stanley Ditko

Published by Khaghbboomm Press


2016

Tunnels and Trolls is a game created


by Ken St. Andre and published
by Flying Buffalo, Inc.

Michael Villar (order #11028875)


Entrance to
Caves of
Nerja

Michael Villar (order #11028875)


Character Name:

Backstory
Backstory orphan
Who mainly works
as a mercenary

Level: 4
Kindred: Human
Type: Warrior

Stats:
STR 24
WIZ 19
INT 15
LK 45
CON 28
DEX 23
CHR 17
SPD 21
Adds - +65

Weapons
Broadword
7d6+4 with bonus
Poniard
2d6

Armour Mail shirt (10)

Backpack
10 torches, 50 silk rope, compass, provisions, water bottle, matches, chalk,
parchment and pencil, purse with 50 GPs plus ruby worth 70 GPs

Michael Villar (order #11028875)


To the west of Seamists, a dismal town best avoided
because of its relentlessly damp, foggy weather, there is a
dungeon. Just as Seamists is shunned by travellers and
merchants, so this dungeon is sidestepped by most sane
delvers.

Why is that? Its reputation is such that the living suffer


palpitations from simply imagining an expedition into its
murky depths. It is said to be the home to hordes of
nightmare creatures that have been rejected by the
Soulkeeper, that benevolent caretaker of sentinet spirits
awaiting their next incarnation on Trollworld.

Below the surface of the planet, unfathomable caves


provide dens where foul fiends wait with endless patience
for the reckless, for the greedy, for the egotistical, to come
to them. The fate of such foolish mortals is not spoken of in
sensible circles. Unremitting agonies, both physical and
mental, are the lot of those caught in the snares of evil that
lurk within the Caves of Nerja. It is a place that draws its
degraded darkness from the neighbouring River Styx and
the Underworld below.

Michael Villar (order #11028875)


The Wizards Guild in Khaboom is a far-reaching and
august body, indeed, but its members are not known for
their risk taking. Deeds of valour are farmed out to other,
more expendable souls, on a commission basis. They do,
however, want to know what lurks down here, so close to
their seat of power, and so they have been advertising for
heroes to undertake this parlous venture. Their terms are
surprisingly good 10,000 GPs and you also keep 90% of
whatever you take from below and they in turn will station
healers outside, guarded by archers on horseback, who will
scout for your reappearance. All they want from you is a
map with detailed notes.

Michael Villar (order #11028875)


If you choose to enter these caverns, you will surely be
an adict of adventure, obsessed with fame and fortune.
Perhaps you follow a star that beckons you to glory,
promising power of the mortal realm. You may wield
mighty weapons or possess imposing magics you will
need them within these chill halls of death and decay if the
whispered tales of woe carry truth.

Step inside by all means but do not expect to return.


Make sure your affairs are in order and your will is written,
your heirs prepared. The journey to the entrance to the
Caves of Nerja is parlous enough and you will not find
hirelings to accompany you.

This is a journey to beyond the edge of reason, beyond


this mortal coil, that you must make alone.

Good luck will not suffice so let us rather say, Fare


well.

Michael Villar (order #11028875)


A Note on Combat

It may occur to you than blades might not fare so well


against the monsters lurking in the Caves. If you like, you
can play with the rule that swords, daggers and the like only
do half damage. You could play that they run the risk of
breaking if you fail a LK SR. You could give bladed weapons
a CON and rule that they break or are blunt at zero. You
might reduce the adds these weapons get by 1 after each
round of fighting rock creatures e.g. a 2d6 +5 kukri would
get 2d6 -2 after seven rounds. Or you could choose any
combination! I shall leave it entirely in your capable hands

This is an adventure for experienced characters. Magic


is allowed freely. A warrior will need to be tough, a
bowman will need to be accurate, a rogue will have to be
lucky and charismatic while a wizard or witch will need to
have an arsenal of khremm to make spells work in
dangerous conditions.

You may take more than one character inside at a time


if you wish. After all, it is your game now. If you do, you will
have to make some GM calls, as you will with magic.

Being able to make just a L1 SR will simply not cut it


much of the time. If it was that easy, these caves would
have been stripped bare by greedy delvers aeons ago.

Michael Villar (order #11028875)

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