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A Tunnels & Trolls Adventure by Garen Ewing (1993-94)

This is a GM adventure I wrote for my T&T gang which consisted of 5 players of levels 2 - 5 (if my memory serves me!). It is presented here in a format designed to be easily printed off your web browser. The Sink or Swim rules require percentile dice - you may wish to convert the values to a D6 ratio (ie; 50% = 2-6 on 2D6). Further, although these rules survived one game of play - with a little improvisation here and there - they have not been rigorously play tested. I use the prime attribute of MANA (3D6) to denote magical power.


SINK OR SWIM RULES

A player should first determine whether or not their character can swim. (GM's may not want to roll this until PCs first need to swim - in order to hide the fact that swimming may be a necessary part of this adventure!) Humans have a 70% chance that they can. Dwarves have a 20% chance. Elves have an 80% chance. Fairies have a 20% chance. Hobbits have a 40% chance and Leprechauns have a 30% chance. Others are at GM's discretion. The result should then be noted on the character sheet for future reference.

Characters must state whether they are swimming, or merely trying to stay afloat. If you are just trying to stay afloat then you can half the SR (Saving Roll) rounding down.

Wt. Carried SR on STR to swim
Adjuster for water type
0 - 30% of Wt. poss.
1
Calm +0
31 - 50%
2
Strong current +1
51 - 70%
3
Rapids +3
71 - 80%
4
Torrential +4
81 - 90%
5
Violent +5
91 - 100%
6
(the above column is not connected to the others)
+ 1 for every 10% over max. wt. poss.
To work out % of Wt. Poss carried: Divide Wt. carried by Wt. Poss and multiply by 100.

If your character can't swim then you must double the SR required. If you fail the SR then you must take 1D6 damage straight off CON, SRs must keep being made until either you are rescued, you come ashore (by some means - maybe the water itself) or you drown. A successful SR will allow you to swim your STR x 10ft (or if you're staying afloat - for 1 turn) before you must make another SR.

Underwater

A character can stay under water for CON divided by 2 in rounds - round up (ie: 15 CON/2= 8 rounds or 120 seconds (2 minutes). After that they must make increasingly difficult CON SRs each successive round, (start with 1LSR, the 2LSR etc...) eg: in underwater combat, or swimming a long way. Failure means you take 1D6 damage straight off CON each round after only one failure (further SRs cannot be made after a failed roll). Distance of swimming underwater = Average of CON + STR x 5' per round, if virtually unclothed.

Wt. Carried
Distance
0-20% Av. ST CON x 5' per round
21-40% Av. ST CON x 2' per round
41-60% Av. ST CON x 1' per round
61-80% Av. ST CON x 0.5' per round
81-100% can't move underwater.

RULE FOR FIGHTING IN BOATS

Each fighting character must make a 1LSR on DEX or fall out of the boat. If they miss it by over half of what they need (ie DEX: 12 = 8 to get, if they get 4 or less) then they topple the boat over, and everyone goes in!


GOBLIN WATERS

Introduction

In the Hobbit town of Kobb, fear reigns. They are constantly being raided by a local and evil group of Goblin bandits, and now they have kidnapped the town leader, Glunk Bloggins as well as stealing the town mascot, a golden statuette of a dragon, donated to Kobb by the hobbit hero Alavin. Town morale is at a low. It is believed that the mascott brings the town good luck, while Bloggins makes all the important decisions - and is a valuable person as a leader. There are posters all over the town offering rewards (1000gp from the town treasury) and a banquet held in the rescuers honour (plus becoming honourary townspersons). If the posters don't tempt newcomers to the town then they are asked to help by the town committee who greet the adventureres when they hear they are in town.

Quest Objectives: To rescue Glunk Bloggins and retrieve the Dragon mascot.

Reward: 1000gp to share, a banquet afterwards, and honourary town membership.

KOBB

Kobb is a small town in the very northern reaches of Damask, north of Dreamy Wood. It has a population of 1015 Hobbits, many of them living in the classic 'holes in the ground' and is laden with well looked after gardens. There are also about 50 residents of other races. There isn't much in the way of commercialisation, there are two taverns - The Farmer's Bucket and The Hero Halfling, both pleasant, one run by a human, the other by a Hobbit. There is no racial animosity in Kobb. As far as shops go the speciality is bread and cheeses of all kinds. There are general food shops, a blacksmith (who sells a small selection of swords - the only form of weapons trading in the town) and there is a branch of the Land Guild (an agricultural association). There is also a jeweller and a local elven healer. There is a Town Meeting building and a shrine in the middle of the main street to the Hobbit spirit of luck and good fortune - Dembly Sprum.

Note to GM (Games Master):

The GM should make up about twenty rumour cards and ask each PC to pick one, this is a rumour they have picked up about the Goblin Bandits while in Kobb. A young hobbit will lead the adventurers to a clearing where he knows the entrance to the Goblin hideout lies. No hobbit will usually go here, they're too scared. It is at 1.

RUMOURS

(Roll 4D6 or convert to cards)

4: There is so much treasure, you could buy a kingdom with it
5: The Goblins are ruled by a firece demon called Akkall
6: The corridors are infested with Black Goblins ready to cut your throat
7: There is a huge underground lake in which a giant sea dragon roams
8: There is a cavern whose walls are made of pure gold
9: The Goblins are ruled by a huge warrior Hobgoblin who can crush heads with his bare hands
10: There is a fabulous collection of magical items within the halls of the Goblins
11: There is firece Goblin called Big Gooby who collects his victims heads on a pole
12: A Giant serpent roams the corridors eating Hobbits and men alike
13: If you go in you will never be seen alive again, but will roam the Dreamy Wood as a ghost.
14: If you go in you will come out a much changed person - if you come out at all
15: There are 1000 Black Goblins and 100 Green Goblins inhabiting the lair
16: They eat Hobbits for breakfast and Dwarves for tea
17 Some of the caverns are haunted by the ghosts of dead assassins from an ancient cult
18: A Balrog guards the entrance to their treasure hoard
19: They are led by a powerful Hobgoblim Shaman called Aklan who emits flames from his eyes
20: There is a bottomless pit that they throw trespassers in to
21: Their best treasure is kept in a secret chamber
22: All sorts of horrible experiments go on, involving wierd and dark sorcery
23: Recently a farmers daughter from the Low Hills was kidnapped, taken in and isbeing forced to breed half Goblin monstrosities
24: The entrance to the lair is protected by faerie magick


map linkMap Notes

| click to map page |

1) 8 Black Goblins will leap out of the bushes that conceal the hideout entrance. They are all armed with sharp stone knives and are MR 50 (6+25). If anyone takes a knife it does 2+3 (wt: 50 ST:6 DX:8). The Hobbit who accompanies the group will 1-2: Run 3-4: Fight 5-6: Hide then come out after the fight. The Hobbit is MR 30 (4+15) and uses a Dirk Knife. He will leave anyway when the characters enter.

NOTE: The corridors are lit every 10ft by torches held in skull (animal and humanoid) holders. Also note that all boats weigh 5000 and will not fit through doorways if carried.

1a) Here there are six heavy iron bars, each a different colour. It is impossible to squeeze through or destroy them (unless by powerful magic). They run horizontally across the cavern corridor in this order: Blue, Red, Yellow, Green, Orange, Purple. They only way to slide them open is to touch them in the order of the rainbow (R.O.Y.G.B.P). Once through, they will close again. If someone casts a Knock Knock then it will have no effect, save to bounce off and cause the loss of 2 Mana points to the caster.

2) On shelves all around this room are hundereds of stuffed birds. They include owls, ravens, starlings, robbins, sparrows and such. The room smells of stale feathers. Pride of place is given to a magnificent Golden Eagle, it's eyes are 50gp (wt:5ea.) rubies. There is nothing else of interest and magic is not detectable.

This room will come into action when the characters return through it. As they re-enter a loud screeching noise will rise in volume, as it reaches it crescendo all the birds flap into life - this is due to a magical siren in the wall that is veiled so it cannot be detected. They will attack the PCs. The whole room has a combined MR of 400. This should be divided equally amongst the characters for combat (eg: 6 characters = MR66 (7+33). The characters can run out the room, but must make a successful dodge to do so - the birds will not follow, merely sqawk round the room. After battle (or 5 turns) they will resume to being stuffed.

3) This room has two Goblin guards, both have halbeards (see rulebook for details) and are MR 50 (6+30). There is a 50% chance they will fight, or surrender. They have 25gp each on them and some horrible food, which non-monster PCs cannot stomach. If taken prisoner they will try to escape. They will not fight for the party, and will not give away any information (they will lie). If attacked they will fight back if forced to.

Also in this room is a small chest that is locked. The lock can be picked on a 3LSR DEX or by magic. When opened the opener must make a 1LSR on SPD or take the bite of a black snake coiled in the bottom of the chest. Damage will be 2D6 plus 1 for every point the roll was missed by. After that the snake can be fought at MR10 (2+5). The snake was guarding a golden ring worth 75gp (wt:2), and a bag of 1000gps.

4) This is a storeroom. There are 15 barrels of good beer, some very crusty and old bread (not good to eat), some bad and smelly cheeses in a similair state, and some baskets of apples, 60% of which are rotting and maggot ridden (eating an apple has a 60% chance of revealing a worm of some variety - in which case a 2LSR on CON must be made or the PC is sick). There are also three crates. 1: Has 15 Katars (daggers). 2: Has 8 Poniards. 3: Has 6 Light Flails. See rule book for details of these weapons.

5) This is a very high ceilinged cavern, featuring a dock and four rowing boats tied up. There is room for five, one is missing. Just getting out of two boats are 8 Black Goblins. They are each MR 50 (6+25) and 4 of them will fire arrows at the party as they come down the steps. If they get the chance they will keep firing until close combat starts.

The 4 Goblin archers have Light Crossbows (4D6 - see rulebook) and 10 quarrells each. Otherwise they fight with shortswords and claws. They will require 2LSRs on DEX to hit (3 of them have DEX: 18, 1 has DEX: 20). 4 of the Goblins carry treasure - use the T&T Treasure Generator (3.2) to determine what it is. One of them carries a scroll which is written in Goblin. Any character who can speak or read Goblin can translate it:

"Norgu, your orders are to attack Kobb, and this time capture two vile Hobbit children, for a banquet in the honour of Great Golgaar"

The rowing boats are wooden affairs, each with four oars, and they can carry upto 4 PCs, or 5 small Goblins. They are further designed to carry treasure from raids, but if more than 10500 weight is in one then it will sink. There are two stautues, each about 15' tall. One is of the Goblin God Maratuu (3LSR on IQ to know this - 2LSR if you speak Goblin). The other is of a two armed giant. Both are made from stone, and are otherwise insignificant. On the south-east wall is small wooden box/cupboard. It contains three keys, a gold, silver and copper.

The water here is 45' deep, with a mild current running north. There is a sign above the caverns leading to the (50's-70's) saying in Goblin "NO ENTRY!"

Note: All water is a mild current (treat as calm) unless otherwise stated.

6) On this shore are 3 MR 45 (5+22) guard dogs (big, black and bristly). They are not chained and will attack anyone who lands here instantly. Various bones lie scattered around, some humanoid in appearance.

7) The door is locked, and it will require either magic or the copper key from (5) to open. The walls of this room are full of shelves and shelves of rum, brandy and wine - all of it very good. Bottles will weigh about 20 wu each when full. A careful search will reveal 3 phials of CON healing liquid - each one has 4 doses and will heal 2 CON (5 wu ea.).

However, each player entering must make a 1LSR on LK or step on a pressure plate which will fire a highly rubberised ball ricocheting around the room - destroying 50% of the bottles in the room (including possibly the healing liquids - roll 40% chance on each). Each player in the room must then make a 2LSR on LK or be hit as it shoots round the room, finally coming to rest on the floor. If hit it will inflict 2D6 damage - armour only has 1/3 effect. The Goblins don't want any intruders enjoying their spoils!

8) Any player who doesn't specifically state that they are holding on must make a 2LSR on LK or fall out of the boat after hurtling down the waterfall (which falls 20') otherwise it is just a 1LSR LK. See Sink or Swim rules. This cavern is a greeny/orange in colour, quite beautiful in appearance, with large strong stalactites hanging from the ceiling. On the little bank is a stick in the ground, with a jug of liquid tied to it. Anyone drinking will regain 2 lost CON points. It is a refreshment point for Goblins returning from raids, and is magical.

9) There is a peg in the ground to tie boats to here and a few rats scurry along the edges of the cavern, sometimes gliding into the water, or disappearing into holes in the wall. If the any of the characters make a 3LSR on LK then they will trip over the hilt of a buried sword. It is quite useless and rusty, and was once a jeweled Great Shamsheer - the jewels have since gone.

10) The statue in here is of a beautiful elven maiden (25' tall), who points down into the water (where the secret entrance is on the water's floor). In the other hand she holds a sheaf of wheat (stone). Elves will know she is the fertility goddess Alanuu - anyone who can speak Elven can make a 1LSR on IQ to know this - anyone else a 5LSR on IQ. Anyone making a 2LSR on LK will spot a grate in the base, it is only 4" square and darkness is below. It is actually used to feed the eel that lives in the base of the statue. Scratched onto the base of the statue are some words in Goblin (only Goblin speakers may translate this) it says "In Temurah or Halved and Under" Then there is something written in the Temurah code. The Temurah code works by folding the alphabet in half - there are two versions.

A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z

M L K J I H G F E D C B A
N O P Q R S T U V W X Y Z

The upper and lower letters are interchangeable. In another version, every alternate letter comes from either the first or second version. (ie: Grnhins =Temurah). The code that is written on the base of this statue, however, uses only the first version, and translates into common. "V CBVAG GB PUZORE, CHYY GUVEQ" translates as "I point to chamber, pull third". Where the Elven goddess points, 15' below the surface of the water (slightly murky, but about 5' visibility in all directions) is a trapdoor and 3 levers.

a) If the first one is pulled then a spell will be triggered that brings the statue to life. It will attack the party with an MR of 120(13+60), it can wade and fight in the water.

b) The second lever will release a giant eel into the water from the base of the statue underwater (the character will hear a stone door grinding open before the attack comes) which will attack the swimming PC with an MR of 50 (6+25). See Sink or Swim rules for underwater fighting.

c) The third lever will open the trapdoor. If the PCs have translated the aboved coded message they will know this is the one to pull! Diving down deeper into the underwater tunnel, will lead them after 35' to a cavern (11).

11) The embankment of this secret cavern is littered with treasure. There are 50 rubies, each worth 75gp (2wu ea.). 50 emeralds - 100gp (2 wu) 25 Corundums (all different colours) - 125gp (2 wu) and 3 diamonds - 200gp (2wu). Hundreds of bags contain 10,000gp, 20,000sp and 50,000cp.

There is also a magical morningstar, it has the word "Doppleganger" etched into the handle. When the user wins a combat round it enables the him or her to throw double damage (but personal adds are used only once). Basically another chain appears a moment after the first has struck, following it and hitting again automatically. If the user loses the round, only one roll applies in his or her defence. The second 'ghost' chain disappears again after it has struck.

Doppleganger: 5D6 (roll again and add if first roll wins combat round) ST req:17, DEX:11, wt:110.

There is also a magical hand-held mirror (wu: 20) that when shone at an individual they must make a 3LSR on MANA or run away in fear of their own reflection. The victim must be within 10'. It only works once per hour (or every 6 turns). It is a form of 'Oh Go Away' spell.

12) A rusty ladder leads up to a wooden door. There is a 2 in 12 (double 1 on 2D6) chance that the ladder will break (roll for each person, every time they step onto it) and cause anyone on it to fall into the water. There is a door handle on the door - so anyone at the top of the ladder could grab hold of it (SR on LK). The door opens inwards.

Inside it is the office of the Goblin accountant Flarhg. He is 5' tall, wears specs, and is sitting at his desk. He would rather not fight (but if forced to defend himself he is MR 50 (6+25) and can cast a 1st level TTYF (his IQ is 22, Mana is 27 and he will start any combat with a TTYF). He will not reveal any secrets, but will lie to keep himslef alive - pretending to co-operate.

His desk contains various parchments with scores of figures - all totalling various amounts stolen in raids, divided in to gems and coins and items. Also expenditure on food, pocketmoney for the bandits (the number of bandits seems to vary each month from 25 - 50, the latest month showing 37). All this is written in Goblin. Also on the desk is a quill and bottle of ink, and in a drawer, a sax dagger and spare ink bottles.

A book case includes a few tattered and useless books on 'Values of Gems and Artifacts' (in Goblin) and various mathematical books. There are also piles of blank parchment. There is a leather bag containing 150gp and on the wall is an ornate Broadsword, worth 400gp (due to its silver and gold veins) but otherwise doing the same as a normal broadsword (it weighs slightly more - 150 wu). Hanging from the wall is a chord. If pulled those in the room will hear nothing, but it summons a Goblin (from 15) to come and pick up Flarhg when he needs to leave. (If the players pull it and remain in the room for 2 turns, then a Goblin Guard ( MR 50 - 6+25) will arrive in a boat, expecting to pick up Flarhg. If they leave before that they will meet him on the way).

13) The ceiling of this cavern is covered in Vampire Bats. Unless the players are very quiet, they will attack. If you are not sure if they are quiet, you can test them with an SR - they are only definitely quiet if they say they are! Each bat is MR 15 (2+8) and 1D6 will attack each player per round (they fly in and out). There are 50 bats in all. After 5 rounds the boat will have drifted out of the cavern and the bats will not follow. See rules on fighting in boats. The water here is 30' deep.

14) This is the docking area to the Goblin leader's chambers. There is 5 in 12 (2D6) chance of there being 2D6 MR50 (6+25) Goblin guards here (each has a 30% chance of carrying treasure). The three doors leading into 15,16 and 17 are each painted with a sun (15) a moon (16) and a star (17).

15) This is the rest quarters of 12 Goblin Guards - if there were guards on the landing at (14) then subtract that number from the amount in this room - as this is where they'd have come from. The Goblins are MR 50 (6+25) and each has a 30% chance of carrying treasure determined by the Treasure Generator (3.2). There is a bell on the wall, connected to (12). Also in the room are bits of stale bread, jugs of water, and some old smelly blankets.

16) There are two Hobgoblin guards here, each with Pilum and an MR of 85 (9+42). They will attack.

The room is carpeted with a red and black patterned rug. There is also a gold and wood desk (worth 1000gp and weighs 2000 wu). There are 2 drawers.

  1. contains a potion, there are no markings, it is clear and has no smell - it tastes orangey. If tasted it will restore hair to the extreme - the drinker will gain a bushy beard and moustache, long head hair (and everywhere else) - even if they are female. The effects wear off after a month.
  2. contains 50 hand written scrolls in Goblin. They all read the same;

    "The laws of Golgaar: Always do what Golgaar says, pillage to the best of your ability, always bring back all treasure to Flarhg. Instill fear - do not kill complete populations so we can raid again and again unless Golgaar says. Always do what Golgaar says."

17) This is Golgaar's quarters, he is the Goblin bandit leader. There is a 50% chance he will be in here - if not then he is in (18). He will call for his guards - if not already despatched then the guards will come from 15 and 16 to fight the characters. He will fight with the guards.

Golgaar is actually a huge 6'6" Hobgoblin. He wears black leather armour and fights with a studded mace, unusually for a goblin he has long grey hair, a beard and moustache - a result of the hair potion he drinks.

GOLGAAR

(Hobgoblin warrior, male, 6'6", wt:200lbs, wt poss: 3000, wt crrd: 1540)

STR: 30 IQ: 16 LK: 13 CON: 30 DEX:15 CHR:12 SPD: 9 MANA:8 ADDS:+22

2H Studded Mace: 5+3 damage, (ST 17, DEX 3, wu 200). AP: 12 (leather x 2 for warrior).

Golgaar carries a pouch of 1000gp, and 100sp and wears knee high boots. He speaks, Goblin, Common and Dwarven.

Also in the room is a well-made oaken bed, a barrell of fine ale, some paintings of human nudes in the corner (each weighing about 50 and worth about 800gp) and and a chest which is locked. If opened it will be found to contain some old smelly clothes, a Dirk knife, 3 arrows and an ornamental helm. This will fit a characters who is 6' 3" - 7' tall only and it weighs 75. It is black and (real) gold and is worth 100gp. It is in the shape of a screaming demons face, the open mouth surrounding the wearer's face. It will provide 3 armour points.

18) Golgaar will be in here if he isn't in (17) which is a 50% chance. If he is he will call for guards and will fight. This is Golgaar's private counsel chamber, where he makes plans, interrogates prisoners or just hangs out. There is a throne like chair (made from bronze and red velvet - worth 500gp, weighs 1500) and a foot stool (wooden, worthless). Resting against the wall are two short swords, which Golgaar uses if he feels like duelling with a prisoner - he will only do this if he knows he can win. He may offer this chance to the PCs!

The pool radiates magic, it is difficult to assertain whether it's good or not. It is actually an experimental Youth Pool. If tasted, then it is just like ordinary water. You actually have to bathe in it for it to have any effect. Golgaar hasn't plucked up the courage to try it yet. If bathed in then the character must make a 3LSR on Mana. If he or she makes it then it will take 10 years off their age (adjust STR, DEX, and CON accordigly - ie; possibly less if a child, more if an older character goes back to his or her prime). If it fails then they add 10 years to their age (again make logical adjustments). Each character can only bathe once - after which there is no effect.

19) This is rapids, the current becomes stronger and there are rapid conditions. Each player must make a 1LSR on LK or fall out as the boat is jolted around. There is a 20% chance that the boat will have a hole smashed in it. If it does roll on the following table;

Roll 1D6 Effect

1: tiny hole, boat will sink after 20 minutes (2 turns)
2-3: small hole, boat will sink after 1 turn
4-5: large hole, boat will sink after 5 minutes
6: Gaping hole, boat will start sinking right away.

Players can swim to a rock, and hold on, or even sit on some of the larger ones.

20) On the shore here are two skeletons, one is hobbit, the other is dwarven. Both have been picked clean by the two dozen or so large red crabs that inhabit the bank. There is a 50% chance of treasure (see Generator - 3.2). The crabs can give a nasty nip if a PC isn't careful, and can inflict 1D6-2 damage on an unarmoured toe (a 2LSR on DEX must be made to avoid being nipped each turn). They can be killed quite easily.

21) The water suddenly speeds up here and goes into a large 30' drop. If players say they are hanging on then they need to make a 1LSR on LK or fall out, otherwise it's a 3LSR on LK and out they go! The water is 25' deep at the fall's base.

22) Here are several iron bars blocking the exit, there is also a lock. A Knock Knock will open it, or the silver key from (5) will open it. The stream then leads out into the open. The bright sunlight will temporarily blind the characters as they float out onto a large serene lake, with ducks and lily pads - a real contrast to the interior of the caverns. It is 35' deep. On the bank are a few trees and they can see the township of Kobb in the distance. Alternatively, the entrance to the Goblin's hideout is 10 minutes walk down the track in the opposite direction to Kobb. The characters will probably recognise this is the way the hobbit from Kobb brought them.

23) The characters must make a quick decision as to which fork they take, or the slightly stronger current will pull them into the dividing wall. If it does, then the boat will be damaged on a 2 in 6 chance. Use table at (19) to determine results. Unless each PC makes a 1LSR on LK, then they may also be jolted overboard. From here to 24, there are lanterns hanging from the ceiling, lighting the way to the meeting hall.

24) This is the Goblin Raider's Meeting Hall. On the eastern wall is the large painted face of Maratuu (the god, recognisable from (5)). The two statues are of four armed horned demons, naked and each with a protruding phallus. Each arm bears a scimitar (stone). On their faces is a look of war-like anger. Each PC must make a 2LSR on CHR or be slightly unnerved by these statues!

There is a raised point at (a), where Golgaar usually speaks from. The hall is silent at the moment. There are also two boats docked at the steps.

25) This room contains loads of chests of drawers, there is hardly space to move around. If opened, the drawers will reveal thousands of hand written parchments, each (in Goblin) detailing all the raids they've done on surrounding villages. Many of them name Kobb as a victiom, others include the smaller villages of Roldhome, Vanity, Talbuk, Sorbuk and as far as Tobb on two or three occassions. If read in detail then they just say how much treasure was taken, how many were killed or captured (on both sides) and any Goblins who acted outstandingly or terribly (and usually punished!). Each one ends by saying "a success for the mightly Golgaar!"

26) In here, surrounding a table and a laid out map, are 4 Goblins and 2 Dark Elves. The Elves are visiting from another bandit group and are arranging a joint attack on the small villages that inhabit the low hills (Talbuk, Sorbuk, Golton and Freeb). This is basically just a consultation room, and the map on the table is a detail of Kobb, the Dreamy Wood, Tobb and the Low Hills and their villages. There is a less detailed map showing a slightly wider area on the wall.

The Goblins are MR 50 (6+25) while the Elves are characters.

TUROFF

(Dark Elf warrior, male, 6'8", wt:150lbs, wt poss: 2300, wt crrd: 550)

STR: 23 IQ: 27 LK: 15 CON: 24 DEX:16 CHR:9 SPD: 12 MANA:12 ADDS:+18

Sabre: 3+4 damage, (ST 9, DEX 10, wu 60). AP: 12 (leather x 2 for warrior).

Truroff carries a pouch of 250gp, and wears knee high boots. He speaks, Elven, Goblin and Common .

PLARDOK

(Dark Elf warrior, male, 6'4", wt:140lbs, wt poss: 2000, wt crrd: 800)

STR: 20 IQ: 35 LK: 15 CON: 22 DEX:18 CHR:24 SPD: 15 MANA:17 ADDS:+17

Sabre: 3+4 damage, (ST 9, DEX 10, wu 60). AP: 12 (leather x2 for warrior).

Plardok carries a pouch of 500gp, and wears knee high boots. He speaks, Elven, Goblin, Common and Hobbit.

27) This circular hallway is home to a statue of the Hobgoblin hero 'Glardik Fnaar', who fought in the Wizard's War, killing many Dwarves in the Great Battle of the Sheer Mountain. Anyone who speaks Goblin will know this, others will on a 3LSR on IQ. He is depicted holding a greatsword in one hand, and a dwarf's head in the other, it's body lies at his feet. Snakes are painted on the walls.

28) The door to this room is locked. The golden key from (5) will open it. Inside are a multitude of sacks of grain and seeds, some of the seeds are so old, and the cavern so damp, that green shoots have started to grow out of some of the bags. Rats scurry around. There are also 4 coils of 50' of hemp rope (250 wu), a crate containing 6 hammers (25 wu ea.) and 100 pitons (2.5 wu ea.). There is also a large bundle of firewood, which is actually quite damp, and would be difficult to light. In another corner there is a pile of old and rusty oil lanterns, completely useless and dilapidated.

29) In this little hallway are loads of pegs, most of them have old dirty rags hanging on them. They are actually used as towels for the Goblin raiders.

30) This is the raider's bathroom (though goblins wash rarely, it must be said!). There are four large wooden tubs, each full of quite dirty and smeggy water. There is a 50% that 1D6 Goblins will be in here. If so they will be naked, their clothes tossed on the floor and their weapons at the side of the wall. If they fight weaponless then it is MR 40 (5+20), if they manage to get their swords, then they will be MR 50 (6+25). They may not fight. This room smells.

31) This is a massage parlour. There are three flat wooden tables, each with a pillow on. On the walls are various rolls of bandages, and a few bottles - these include a primitive form of antisceptic, two bottles of Healing Lotion (each with three doses, heals 2 CON), and various massage oils including Lemongrass, Lavander, Pigs Blood and Hobbits Blood - they are all so marked (in Goblin).

There is a 30% chance that Hagbor will be in here, if not he is in (32). If he is he will rush into his room to obtain his meat cleaver!

32) This is Hagbor's room, he is the raider's physician and masseusse, he looks after their health. If he wasn't in (31) then he'll be in here. Also in the room is a straw bed, a chest (unlocked - it contains clothing, a stiletto, a box containing 400gp, and a potion that makes your breath smell like roses for a week). On the wall are some Goblin diagrams of anatomy - they would be usefeul to The Wizard's Guild perhaps (though the libraray does already have better diagrams). The Guild would purchase them for 50gp each.

On the shelves hang various practical knives (treat as stilettos) plus a giant meat cleaver (he uses it for amputating - and as a weapon) and a variety of tweesers and calipers, used in his experimental dental work. There is also a bottle of Spider Venom antidote (6 doses) and Snake Venom antidote (6 doses) - both should be taken orally - the labels are, again, in Goblin. Under the bed is box of blood stained rags and a few old bones.

Hagbor himself is a large, obese Hobgoblin, very warty and hairy but his breath smells of roses! He will probably fight.

HAGBOR

(Hobgoblin physician, male, 5'8", wt:240lbs, wt poss: 3500, wt crrd: 162)

STR: 35 IQ: 18 LK: 8 CON: 20 DEX: 14 CHR: 12 SPD: 10 MANA: 7 ADDS:+24

Giant Meat Cleaver: 4+5 damage, (ST 12, DEX 7, wu 100). AP: 3 (jerkin and greaves).

Hagbor carries a magical Dragon's tooth pendant which renders TTYF spells useless against him (5 wu), and wears sandals (2). He speaks Goblin and Common.

33) Above the north archway to this room, before entering, the characters will notice a sign above the door. It is written in Goblin and says "Tell Password , 12 minus 5". Into the room the characters can only make out a very dimly lit stone room, no details are visible due to the poor lighting. If the players work out the password (which is 'sword' - the 12 minus 5 meaning take the last 5 letters of the 12 letter 'Tell Password'. Any language will work as it is the meaning which is recognised rather than the sound) then they can enter this room without setting off the trap!

If they just walk through then a pressure plate will be set off, first of all it will ignite several torches on the wall, lighting the room, this awakens seven Giant Spiders ( MR 35, 4+16) who will scuttle from the high corners of the room to attack the players.

The room will otherwise remain dimly lit, and the spiders in their eternal magic induced hibernation. Elves may be able to see the spiders on a 2LSR on LK, curled up into little black balls in the corners, about 12' up.

34) On the walls of this stepped hallway is painted the depiction of a Goblin/Dwarf war, the Goblins are winning, of course. Dwarves in the party will (on a 1LSR on IQ) recognise this battle as that of The Battle of Long Knives at Strammar - the Dwarves actually beat the Goblins - just!) Before the eastern exit are two golden (wt: 100, worth 200gp each) oil stands, alight with the flame out the top.

35) This is the Goblin's eating room. There are four long tables forming a square (6 chairs along the short sides, 9 along the long), the edges of the room are also tabled, with various empty bowls and knives (treat as stilettos). There are two barrells, half full, of water in two corners. There is a 10% chance that there will be a sitting in here at the moment - this means 5D6 Goblins. Roll 1D6 for each of their Monster Ratings.

Roll MR

1-2: 25 (3+12)
3-4: 35 (4+16) Use Treasure Generator (3.2)
5-6: 50 (6+25) Goblins will have treausre on a 2/6.

The only difference a sitting will make to the kitchens is that they will be busier.

36) This is a store room. In 8 cages are some live chickens and turkeys (4 in each). A few shelves are lined with chicken's eggs, and there are 20 sacks of flour. There are also 10 urns of foul smelling goats milk, and a table which holds some strange cheeses (mostly unpleasant), some knives, and hanging above it, some sausages. There are also various barrels and crates holding seeds, raisins, wine, mixed nuts and a huge barrel of rather acidic apples.

37) This is the main kitchen. In here there will be 4 Goblins (each MR 45, 5+22), either preparing a meal or cooking one if there is one in progress. The centre of the room holds a large cutting/preperation table. Strewn on this are various vegetables - carrots, lettuce etc... while at the back is huge iron oven, lit by a fire below in a mini pit. Next to the oven is a pile of fire wood. Various cleavers and knives hang around, and there is a huge black cauldron with a horrible smelling soup in it. There are pots and pans, rags, and so on. Some dead and plucked chickens hang from hooks in the ceiling, plus various torn bits of meat, that look as though they may once have been pigs. The room stinks.

38) This is the washing up room. Only if there is a meal in progress will there be 2-5 MR 40 (5+20) Goblins in here. There are two long troughs of cold water, above which hang some rags. On a couple of tables are piled loads of wooden plates and crude eating forks and knives. Under the water toughs are 15 barrells of average wine, some red, some white, at various states of nearly full or empty.

39) This is a showroom for some of the more interesting items taken on raids. There are three glass cabinets. On the wall is a sign in Goblin saying:

"Be Bold - Get Gold!"

There is a lso a plaque that says (in Goblin): "Those who have excelled: " there is a then a list of twenty names - 15 of them are the same name 'Big Gooby'.

Cabinet 1: Contains a silver stauette of an Elven princess (weighs 50, worth 150gp), a wooden sculpture of an Orc's head (wt:40, 25gp), a jewelled heavy mace (see rule book, but weighs 230, worth 200gp) and a sacraficial pure silver dagger with a diamond in the hilt (treat as Sax, worth 400gp, diamond by itself is worth 350gp).

Cabinet 2: An emerald snake - it's 1' long and worth 200gp (wt:50), the Dragon Mascot: wt: 150, worth 500gp, it is beautifully made and very intricate, a jewelled bowl - wt: 75, worth 275gp, and a small china goat, wt:5, worth about 2gp.

Cabinet 3: Contains a jewelled tiara - wt: 40, worth 500gp, a small wooden barrell (hand holdable) filled with gold coins that have been melted and have then solidified into a pool of gold. It weighs 100 and is worth 85gp, a necklace with three platinum beetles on it, wt: 25, worth 1000gp and a lute painted with gold and silver leaf, and very finely made - weighs 35, worth 160gp.

40) Painted on to the walls of this room are life size replicas of 4 Goblin Heroes - there is one on each wall. Above each painting is the Goblin sign for '3'. Anyone who speaks Goblin will be able to recognise 1D6-2 of them. In the centre of the room is a pedastool upon which is a crystal globe that radiates functional magic.

The Paintings:-

  1. Aglab - A warrior who quested to find the famous Goblin Stone, a stone that apparantly made Goblin's invulnerable to magic. It's whereabouts are now unknown.
  2. Golgor - A warrior who fought in over 200 battles during the Great Wizard's War.
  3. Flaggar - A rogue Goblin who started a cult of theives and assasins, branches of which are still in existence, and who are highly sought after.
  4. Bolgo - a huge Goblin wrestler who defeated all challengers throughout his life, he also fought a killed wild animals in unarmed tests of his strength.

If one of the heroes names is said three times whilst touching the crystal globe, then the painting will become animated (still on the wall) and will answer any question as long as it is in Goblin. The answers are not always correct, due to the crude nature of the sorcery, and are usually given in a rather ambiguous form! It is a morale boosting thing for the bandits, and an atempt to follow the Goblin religion of hero-worship. If the crystal is taken it is worth 50gp, but it's magic will fade after a while, and it is worthless outside this room anyway.

41) Hanging from the ceiling in this room are about 150 skulls - mainly human and hobbit, but also some elven, dwarven and even orc and a couple of troll skulls. There are a few chairs and a table. It is essentially a common or meeting room for use by the bandits. There is a 50% chance that there will be 1D6 Goblins in here, all at MR50 (6+25). Use 3.2 Treasure Generator.

42) This is a Goblin sleeping quarters. There are 6 beds in here, each with a chest at the end of it. There is a 60% chance of there being 1D6 Goblins ( MR50, 6+25). The chests contain mainly old raggy clothes, plus a 40% chance of a dagger of some kind, and a 50% chance of treasure from the rulebook Generator.

43) This is a Goblin sleeping quarters. There are 10 beds in here, and a 60% chance of there being 1D10 Goblins (MR50, 6+25). At the end of each bed is a chest (see (41) for possible contents).

44) This is Big Gooby's room. He is currently the champion of the bandits, and is their strongest fighter, and proud of it. He will be in here polishing his weapons collection. He will welcome the chance for action. In here is his bed, a chest (contains clothes, 400gp, a silver bracelet worth 50gp, and a golden ring with a ruby in it worth 200gp). There is also a pole in the corner of the room on which are skewered about 10 severed heads in various states of decay (mixed races).

BIG GOOBY

(Goblin warrior, male, 6'5", wt:255lbs, wt poss: 4200, wt crrd: 790 + weapon)

STR: 42 IQ: 9 LK: 15 CON: 38 DEX:13 CHR:11 SPD: 10 MANA:5 ADDS:+36

AP: 16 (scale x 2 for warrior).

Gooby will quickly swipe up one of his weapons (roll randomly). Other Equipment: Knee high boots.

Roll 1D6 for Weapon (Dice /Weight)

  1. Double Bladed Broad Axe 6+3 / 220
  2. War Hammer 5+1 / 300
  3. Broadsword 3+4 / 120
  4. Grand Shamsheer 6+2 / 150
  5. Pilum 5 / 100
  6. Poleaxe 7 / 300

45) This is the Goblin quarters hallway. The only real thing of interest is against the south wall - a suit of plate armour, black metal and rather spikey. It would fit someone about 5'6" - except for the fact that it is filled with cement - it weighs 2500.

46) This is a Goblin sleeping quarters. There are 8 beds in here, and a 60% chance of there being 1D8 Goblins ( MR50, 6+25). At the end of each bed is a chest (see (41) for possible contents).

47) This room is full of old clothes, of all shapes and sizes. There are crates and chests of them, barrels and boxes of them, wardrobes and shelves of them. There is no armour or anything remotely useful really. Some of the clothes are just rags, but there are a few nice things. Rather like a jumble sale. This is all from raids, indeed some of the clothes are blood stained, and is for use by any Goblin bandit who wants new clothes. There is a 35% chance of finding something from the Treasure Generator.

Characters searching through this immense jumble must make a 2LSR on LK or get bitten by a common rat. It will inflict 1D6 damage - only hand armour (ie; gauntlets) can defend. There is a 20% chance of infectious disease. If diseased then every turn the PC will lose 1 CON. Only a Healing Feeling or anti-disease magic potion (not simple CON restorer) can cure!

48) This room is guarded by a servant Troll of MR 100 (11+50), it wields a large wooden club. In the north west corner is a pile of rags, and a small wooden box. The box contains 50gp, the Troll's wages. On the Troll's body are two keys, which will open the door to the south (red key) , and the cages in (51) (blue key).

49) The door to this room is locked, the key is owned by the servant Troll in (48). This is a weapons store room - it contains a selection of three of nearly all weapons from the T&T rulebook (GM's discretion, but no gunnes), including many arrows and bolts. There is no armour, no general provisions and no poison.

50) This cavern is a thick sludge of mud and water. If waded in then it will be 2' deep - in most places. To avoid the places that are not, a character must successfully make a 2LSR on LK or start sinking in one of the 45' hidden sludge pits. The PC will sink at the rate of 1' per 2 seconds, so characters must act quickly to help. Once immersed the character will live for as long as they can hold their breath (see Sink or Swim Rules) then become unconcious and die. At various places the mud bubbles and spurts, and it is warm, but not boiling.

Half buried in the sludge are decaying Goblins and some hobbits - these are prisoners or Goblin cowards/criminals to the bandits. A good search will reveal treasure from the generator. A 2LSR on LK - if searching - will reveal a magical Rapier. It vibrates manically when the words on the handle are spoken (they read in common: "Viper"). The effect is that it does an extra 2D6 damage (ie; a total of 5+4). Other statistics remain the same.

51) This is the Goblin bandit's training hall. There will be 2D10 Goblins training in here, all at MR50 (6+25), mostly training with various weapons, or wooden replicas, and in the mood to fight!

Hung around the walls are posters of Goblin battle stances, and war cries (if translated they read: "Pig Breath - Face Death!!", "Spill Your Blood - Die In the Mud!" and "Clatter Clutter Bang Bang Bang! Die By Claw, Die By Fang!"). There are also various targets on the walls, and arrows scattered around, many broken.

Hanging from the ceiling of this cavern are three man-sized cages. Two contain slaughtered beings - one human, one elf, the other a live human warrior called Drano (stats below). The key to the cages is owned by the Troll in (48). Drano is friendly and will accompany the delvers and help them. He was captured by a party of Goblins whilst visiting Tobb, a few miles south of Kobb. Drano may be killed by the GM at some dramatic point in this adventure to get a bit of tension going, or not, but play him freely. He knows nothing of the rest of the complex, save that he was brought straight here for the purpose of target practice.

DRANO

(Human warrior, male, 5'8", wt:180lbs, wt poss: 1400, wt crrd: 120)

STR:14 IQ: 12 LK: 14 CON: 19 DEX:17 CHR:16 SPD: 9 MANA:11 ADDS:+9 AP: 0

Drano will take a Scimitar from the training room.

SCIMITAR: 4D6 (wt:100). He wears some cloth clothes and some lightweight boots (20). He speaks Common only.

52) An eerie wind echoes around this cavern, which goes up into darkness, the walls are completely unclimbable, unless with pitons. If climbed or flown up, it will reveal that it goes up 200', before reaching the ceiling. In a crook at the top of the wall is a golden statuette of a screaming skull, worth about 5000gp, largely thanks to it's blazing diamond teeth. It is magical too, in that it keeps the ghosts in this cavern, so they don't roam, if taken the ghosts will follow the keeper, attacking him/her (if a magic-user) until dead, unless the skull is destroyed or thrown in the water (the ghosts will stay with it, or roam if it is destroyed (note: if destroyed they will escape and meet the players at some random point!).

The ghosts who inhabit the shore will attack only characters with magical ability (war-wiz, wiz or rogues). and only when on the shore. Other PCs will see them but can do nothing. The characters must use Mana as a weapon treating it as an MR (ie; 15 Mana = 2+8). There are two ghosts, who take the form of transparent eyeless and gaunt humans. They each have a Mana of 20 (3+10). Damage is taken off Mana. Minus 10 Mana = death, zero Mana or less equals legless, and not long after (if survived) unconciousness.

Magical Item; Golden screaming skull with diamond teeth. This is charmed so that it will keep ghosts attatched to it, so if you are attacked by spirits then you can put this down and run off - the spirits will be magically bound to it.

53) The floor of this large stone-walled room is made from regular sand. Each player must make a 2LSR on LK or tread on the hidden pressure plate which will trigger floor spikes to bolt up through the sand. Luckily they are fairly spread out, so all PCs on the ground need only to make a 2LSR on LK to avoid being injured. If hit, then the delver must take 2D6+2 damage - leg armour only takes effect!

54)

This room is freezing, infact icicles hang from the ceiling, it is like a refridgerator. There is a table. On the table are four potions, each one has only one dose left, and each bottle is a different colour. They have different effects if taken when cold (in this room) or warmed up (outside the room). There are a few empty bottles discarded on the floor.

Bottle
Cold
Warm
Red
Add 2 to DEX
Minus 2 to DEX
Blue
Minus 1 to CON
Minus 3 to CON
Green
Minus 2 to IQ
Add 3 to IQ
Purple
Add 2 to SPD
Add 1 to SPD

55) This is a secret laboratory. There will be two Green Goblins in here, both lab slaves, without much intelligence. They are MR 35 each (4 +17). There is also a goat tied to the corner, with a bale of straw for it to eat. The shelves are full of potions and liquids and some cheeses. A table in the centre holds a maze of glass tubes interconnecting and bubbling with a pinkish liquid.

Players must roll randomly if trying one of the many potions (2D6). There are a total of twenty potions, they must all be drunk completely for any effect to take place.

Roll For Effect

2: Heals all CON and MANA
3: Heals all CON
4: Add +2 to IQ
5: Poison - 4D6 damage
6: Poison - 2D6 damage
7: Feet turn into ducks feet - Half SPD & -1 CHR
8: Grow a beak, -3 CHR
9: Add +3 to SPD
10: Poison - 1D6+2 damage
11: Add +2 to STR
12: Add +3 to STR, +2 to DEX.

If any of the cheese is tasted then there are three kinds, and three portions of each kind.

Type and Effect

Blue Cheese - Poison: minus 2D6 CON, stinky breath for next hour
Green Cheese: Lovely - eyes turn bright green, +3 CHR.
White Cheese: Heals CON to max.

If the pink liquid in the tubes is tasted (it will only take a small taste for effect, then it depends on your CHR...

a) Here there are several iron bars blocking the way, running vertically. The middle four have numbers on - in this order; 10, 28, 30, 32. Above each number is written "M is 26". They each respond to a letter of the alphabet - it's numerical value x2 (ie; a=2, b=4, c=6 etc...) If touched in the order spelling the word 'open' (30, 32, 10 and 28) then they will slide up, letting them through.

56) In the walls of this cavern are huge gold nuggets - much of the wall has already been chipped away. A raft floats near one of the walls, on which are pick axes and ropes. It is tied to a pole driven into the ground under the water so it doesn't float off. Delvers can chip away - a small nugget will be worth 10gp, a medium is worth 40 gp and a large is worth 75gp, each weighing their corresponding values.
However there is a guardian of this cavern. If the characters start chipping away then they will awaken the giant bat that sleeps in the upper reaches of the cavern. It will attack with an MR of 90 (10+45). It's fur is golden, and if skinned it weighs 200 and is worth 500gp. See rules for fighting in boats.

57) From above each door on the east wall, runs a gently sloping rope to above each door on the west wall. Also at the west end of the ropes are two hand grips on oiled wheels, with which one can slide across the water. The grips will have to be pulled back to the east first. The grips also have rotating pedals on, so if you are coming from the west you must hand-pedal across. If a rope takes more than 3500 wu (delvers weight + weight carried), then it will begin to fray, and within one round it will snap.

Sliding: Sliding across can only be done in a westerly direction, the left hand rope is well oiled and sliding will be easy. If the right hand one takes more than 2000 wu then it will come to a halt half way across, it's a bit rusty! The PC must hand-pedal the rest.

Hand-Pedaling: A character must make 4 2LSRs on STR to pedal across, or each round of failure, temporarily lose 2 STR. If STR reaches half normal, then the PC can go no further, and each round must make a 1LSR on STR or fall in.

Clambering: Clambering across is actually easier than hand-pedaling. If done with just arms then see pedaling rules but only 4 1LSR on STR must be made. If going upside down with arms and legs, then only 2 1LSRs on STR need be made.

Every now and then something can be seen slithering in the water. It is a school of metal-eating pirhana fish (of course!). Anyone falling in must swim, but after one round, each subsequent round they will take 2D6 damage, then 3D6, then 4D6 etc... until they get out. Armour has only half effectiveness to begin with, but will soon be eaten away, taking damage and losing effectiveness.

The western doors have no handles, but must be kicked in to open (they will swing open easily).

58) Guarding this landing is an animated suit of empty armour - but this will only be realised if and when it is killed, and otherwise appears to be an armoured humanoid. It is MR 100 (11+50), and magically charmed. It will fit anyone who is 5'10" - 6'1". It acts as plate but takes 15 hits, ST needed is only 10 and weighs 800, due to it being magically charmed. The weapon it used was a studded mace (treat as Heavy Mace but 5+4).

59) This statue is 'Azac's seal of Fate' - a serpent entwined around a demon goddess - it can also be seen on level six of The Mountain of Madness (9a)*. It's eyes glow magically green. If touched then the toucher will receive an electric shock worth 1D6 damage (straight off CON). The statue will then speak saying: "The great magical shield Aura lies atop The Mountain of Madness and will bring power to it's wielder!"

(* This is a GM adventure I wrote which was published by Pandemonium fanzine as an unofficial T&T supplement.)

60) Any player who doesn't specifically state that they are holding on must make a 2LSR on LK or fall out of the boat after hurtling down the waterfall (which falls 20') otherwise it is just a 1LSR LK. See Sink or Swim rules.

b) Hanging from the wall at this point are 3 6' long poles with large hooks on the end. They can be used in 61.

61) The water into this cavern suddenly speeds up, revealing a gaping whirlpool in the centre of the cavern. Along the west wall are 6 large hooks, that are made to be used in conjunction with the hooked poles at (b). For best results two poles must be used to keep the boat to the wall, resisting the pull of the whirlpool.

If the characters have poles: then they must make a 1LSR on LK to hook it on, if they miss (or take too much time deciding what to do!) then they must make a 2LSR LK, their last chance is a 3LSR before being sucked into the whirlpool. If they catch on, then it is simply a matter of pulling themsleves round - it's quite easy once they're on.

If the characters have only one pole: then they must make the initial 1LSR (see above etc..) to catch on. For each subsequent hook they traverse they must make a 1LSR on LK or miss and lessen their chances of catching again with a 2LSR, then 3LSR before being caught into the whirlpool.

If the characters have no poles: they may make a 2LSR on LK to manually grab the first hook with their hands, if failed, then they lose all chances of grabbing again and down they go. They may of course from there, attempt some ingenious way of getting round, once they have hold of the first hook, but it is too far to traverse by hand.

INTO THE WHIRLPOOL: The boat will start spinning down into the centre, players must make subsequently difficult LK SRs, starting with 2nd, 3rd, 4th etc... until they are thrown from the boat into the water. Swim rules are treated as violent, if they try to swim out, but once in the centre ( after 4 rounds of spinning) then they go under water and into the turmoil. Now they must make a 3LSR on CON. If they don't then they drown. If they make it then they survive the journey through strong currented underwater tunnels and come out into the relativelly calm waters of cavern (68). Use swim rules to get to the shore. The survivor must make a 2LSR on STR and temporarily lose the STR equal to the amount they missed the roll by.

62) The east and west walls of this cavern are carved into the form of two giant and beautiful naked women, who arch over forming the ceiling.

63) Thousands of quartz crystals hang from the ceiling, creating a myriad of rainbows in the air. Slowly a low hum will start, gradually increasing, then with a snort, several pig-lke creatures will appear out of thin air. There will be one for each character, and their MRs will equal the players prime attributes (ie; STR 12, LK 18 and DEX 14 = MR 44). There are 1,425 crystals all together, each weighs 5 and is worth 1 gp.

64) In this room the floor is covered in bear and tiger furs. They range in worth from 100gp to 400gp, and each weigh about 200. There is also a rather thin looking young woman, dressed in only a loin cloth, she is Aklan's servent. Her name is Lurisha. There is a low table, upon which is some bread and normal cheese, plus some ham, and a small cooking stove in one corner of the room. In a cupboard are some jugs of ale, some vegetables and fruits and potatoes - all normal.

LURISHA

(Human female, Age 22, 5'4", wt:110lbs, wt poss: 800, wt crrd: 25)

STR: 8 IQ: 14 LK: 14 CON: 10 DEX:19 CHR: 23 SPD: 16 MANA:11 ADDS:+8 AP: 0

Lurisha carries a Sax dagger (2+5, w: 25). She speaks Common, Goblin and Elven.

Lurisha will welcome the opportunity to go with the delvers, and will tell them what she can. She says although Golgaar professes to be the Goblin leader, it is really Aklan who rules, he is a quite powerful Hobgoblin Shaman, and many of the caverns on the western side of the hideout are his. He has a pet hellhound whose bite is poisonous, and he can summon the dead. She will also say that he is incapable of 'flesh pleasures' - much to his annoyance, and Lurisha's relief. She won't know where he is now, he's usually off working on magical experiments, but she knows that through the door (to 65) is his personal room. Her job is to keep him fed, she's not allowed in his room.

Like Drano, Lurisha may be killed off at some dramatic point, most probably by Aklan - she might try and run off - her body can be found later, ridden with Goblin arrows, or her head severed! She is basically a good character who was captured while on her way home to her parent's farm in Rakkus, from a visit to Kobb. All she wants is to escape from this horrible place.

65) This is Aklan's personal room. There is a very ornate bed with silk sheets and pillows (2 sheets worth 25gp each, wu: 10). There is a full legnth mirror on the south wall, if looked behind, it will reveal a secret passageway. There is a table with various papers on - the papers are written in Aklan's own Goblin code - thus unintelligable! There is a black metal sword at the foot of his bed - it is magical. Written down the blade in red glowing letters - in Goblin, is the name Moonsigh.

MOONSIGH - Magic Broadsword (3+4) ST req:15, DEX req:10, weighs 120. In use this sword produces a tone that causes it's foe to lose 2 Mana every round. At 0 Mana the foe will fall unconcious, after which the hum stops. Aklan is the creator of this sword, and he is immune to it's properties.

There is also a locked chest. They key is on Aklan (silver), but a Knock Knock will open it. It contains scrolls that teach the spells L2: Vorpal Missile, Itchy Chin, And Down Will Come Baby, L3: Hard Stuff, L4: Hero Helper, Dodge City and Wet Lettuce Leaf (see The Arconomicon for most of these spells). Once learned by one person, the scroll will crumble into ashes. There is also a wooden box, containing 600gp and two diamonds - each worth 1000 gp and weighing 25. The walls are covered in various arcane charts and symbols - undecipherable.

66) The walls of this cavern are covered in wax heads, all slowly melting, as the wicks forming the candles burn away, this produces an eerie orange glow throughout the place.

The following will occurr if coming from 66 into 67, or from 68 into 67.

Suddenly, coming from (67) will come a guard boat, upon which are 4 Black Goblin guards armed with crossbows (5D6). They will fire at the delvers. They will require 2LSRs on DEX to hit (1LSR when much closer). 3 of them have DEX: 18, 1 has DEX: 20. They will eventually come alongside the delvers boat and attempt to board it. Use rules for fighting in boats - for the Goblins too! The Goblins are MR 55 each (6+27).

67) This statue is of a huge war-horse. It is made from solid silver, but strange algae like growths cover it, it stands 10' high upon a round dias. In it's back is a trapdoor, and in it's front is a window. Through the window or looking down into the trapdoor, can be seen a seat for one person and a lever.

There is room for just one person, if they get in and pull the lever, then the dias and statue will sink into the depths. Anyone standing on the dias will have to get off quickly, or find themselves swimming (the water is 50' deep) and the PC inside the horse must state that they have closed the trapdoor once inside, or get flooded!

The statue will be mechanically lowered to the cavern's bed. When it reaches the bottom - it is fairly murky, the delver will see through the window a red crystal in the water in front of them, held in the hand of a Neptune-like statue. The crystal grows brighter, so bright in fact that it dazzles the onlooker. Players above will see a red light dimly glowing on the surface (NOTE: You may wish to reveal what the surface characters see first, then what happens to the submerged one!). It will have the following effect, depending on the characters class; (next page...)

To rise again, pull the lever. Unfortunately, the statue can only do this once a day - Aklan uses it to replenish his Mana - once a character has done this, if they did come back on another day and try it for a second time, then it will only heal CON and Mana, it will not add to attributes twice!

If anyone tries to swim down and steal the gem, then when they touch it they will be severly burnt with a 4D6 energy bolt through them. It cannot be taken.

68) See room 66 for notes on Goblin guards, if PC's are entering 67 from this room, and if they haven't already vanquished them.

The only thing of interest in here is a tiny bell hanging from the wall next to the door in the west wall. Above it is a sign in Goblin, which reads "Do not ring". If rung, then a large stone foot will be sprung from the wall, hitting any PC who is over 5'8" in the head (missing shorter). This will inflict 3D6+2 damage - only head armour negates. Further, the resulting bruise will be in the shape of an exclamation mark, as one juts out on the ball of the stone foot. The foot, by the way, shoots down from above the door on a tightly wound spring.

69) Guarding the two doors here is a large Troll wielding a roofing beam. He is MR 130 (14+65) and will attack. The floor is covered in straw and there is a sack of raw animal meat in one corner.

70) In here there is a pedastal upon which sits a clear crystal pyramid (magical, emits 2D6 blast when user imagines it to, weighs 50, hand held size). From it a white beam of light travels to a Jambiya Knife, hanging on the wall. The Knife is being magically charged and does an extra 2D6 damage (4+2, ST:2 DEX:8/25, weighs 12, range:10 yds). If anyone places a normal weapon in the beam then it will do nothing unless it is a bladed weapon. If it is a bladed weapon then the beam will melt the blade as it will not have been magically prepared. If a magical bladed weapon is placed in the beam then it will negate it's magic!

Magic also emenates from the pedastal, but it cannot be determined, does nothing significant (except aid the pyramid in some way) and is attatched to the floor so cannot be taken.

71) This is Aklan's prayer room. There is an alter, on it two large candles burn, and between them is a golden bowl (weighs 75, worth 200gp) full of magical water. If drunk it will do nothing, but if rubbed into the forehead it will increase a characters LK by 1 whilst in the Goblin lair (it will revert to normal once outside again.) Above the altar is a painting of the Goblin Hero Glugamug, a shaman who fought in the Wizard's War (anyone who speaks Goblin will know this on a 1LSR IQ).

There seems to be rather a lot of dried blood on the floor (due to Aklan's animal/Hobbit sacrafices) and there is indeed a ceremonial Kukri Dagger also on the altar - it has all normal attributes except it is jeweled (weighs 40, worth 400gp).

72) In here are several cages, most containing goats, pigs, chickens and sheep (the place stinks!), but in one are two Hobbit children, Kibly and Kodly, brothers, kidnapped on a raid. They would like to be rescued of course. They weigh 50lbs each, and will take up the space of one adult on a boat. They will not fight, and have

STR:3 IQ:5 LK:10 CON:4 DEX:8 CHR:9 SPD:6 Mana:8. (Adds: -7) Age:6, ht: 2'6 wt:500

73) On the floor of this room is painted a large golden eye. The smell of brimstone permeates the air - for it is where Aklan summons minor demons. Faint remnants of bad magic can be detected. If anyone steps in the centre of the eye then a wind will blow and loads of hands will rise out of the ground and start dragging the delver in question down to the unknown underworld. They have 3 rounds to escape by making a 1LSR on Mana, if they succeed then the hands disappear - if failed then they must make a 2LSR then 3LSR if failed again. If all failed then they are down in the Hidden Abyss for eternity. Other players cannot help, as it is magic of another dimension at work.

74) This room radiates indeterminable magic from outside. The door is locked - but a Knock Knock - or Aklan's gold key, will open it. Inside there is a platimun ball floating in the air. To anyone but the character with the highest CHR (for he/she will be determined it is good in nature) it will seem to radiate bad magic. If the person with the highest CHR touches it, then it will permanently add half again to their CHR in a huge flash of bright light. If anyone else touches it then they must take 1 off their CON from a magical shock.
A sun is painted on the south wall, and there is also a chest. Inside the chest are 100gp, a red cloak that weighs 15 and provides 2 armour points due to it's thin metallic lining, and a magical ring. The ring protects the wearer from all 1st and 2nd level magic.

75) This is merely a large hallway, the steps lead from the water to the landing. The place is lit by a huge burning lamp, suspended in iron chains from the centre of the ceiling, thus the room is slightly smokey.

76) This is a long room lined with 8 tables. On four of the tables are laid out 4 dead humans, in various states of decay, they have various technical implements and bolts banged into them, two of them have their stomachs open. At the far end, working on a fifth body - the body of a Hobbit, is Aklan, the Hobgoblin Shaman.

The first thing he will do is cast Zombie Zonk on the four corpses (he is level 9, so it only costs him 35 each corpse = 140), this will severly deplete him! The Zombies are MR70 each (8+35). When that battle ends - if there are any survivors, he will set Goobah, his spikey hellhound on them. Goobah is MR 100 (11+50) but if he gets a hit, then the recipient is poisoned - treat as Spiders Venom (paralysis! - see T&T rules 1.52.5)

Aklan will aid Goobah with the occassional Bale Eyes (Arconomicon - L9) , but will reserve some Mana if he needs it in combat.

AKLAN

(Hobgoblin Shaman (wizard), male, 6'2", wt:160lbs, wt poss: 2600, wt crrd: 70) LEVEL: 9

STR: 26 IQ: 35 LK: 18 CON: 30 DEX:17 CHR: 25 SPD: 11 MANA: 250 ADDS:+25

WEAPON: Magical Sax dagger; Biter (2+45, ST:7 DEX:10 Wt:25) AP: 6 (leather ).

SPELLS: All 1st - 5th level spells from Arconomicon, then:

L6: Mystic Visions, Wall of Fire, Ugly Mug,

L7: Metal Worm, That's A No-No!,

L8: Zombie Zonk, Traitor Traitor,

L9: Sword of Love, Bale Eyes.

Equipment: Boots (w:20), 25gp in a leather pouch.

Aklan is also carrying three keys. Silver opens his chest in (65), gold opens door to room (74) and platinum opens door to room (77). (The keys weigh 2, 4 and 6 wu. respectively and are worth 10gp, 20gp and 50gp in the same order).

Apart from the dead bodies there are a couple of chairs, a few scalpels and iron bolts, and a bottle of healing liquid with 4 doses in - each dose heals 3 CON points. Aklan also wears a ring that negates all 1st-3rd level magic used against him. Also note that the Hobbit he was 'working on' was still alive, but will die as the PC's come up to him - he may say a couple of words before death. Glunk doesn't know him, he was from Tobb.

77) The door to this room is locked but can be opened by magic or with Aklan's platinum key. Inside, tied up with rope is Glunk Bloggins, leader of the township of Kobb. He will be very grateful if rescued! He was going to be cut open by Aklan, in order to test the Shaman's skill in keeping people alive whilst cutting into them - it's his latest project.

GLUNK BLOGGINS

(Hobbit warrior, male, 3'6", wt:120lbs, wt poss: 800, wt crrd: 25)

STR: 8 IQ: 24 LK: 22 CON: 33 DEX: 26 CHR:45 SPD: 18 MANA:14 ADDS:+23

Glunk is wearing normal clothing and a leather jerkin (AP:2). He has no weapon, but will gladly borrow one off someone, providing he has the requirements to use it.

He speaks Hobbit, Elven, Dwarven, Common, Goblin, Orcish and Trollish.

Also in the room are a few bones and some old rope. A couple of rats scurry around.


SOME NOTES ON GOBLINS - particularly those of Rakkus

Goblins are known to have originated in the Mythical Age as a distant cousin to the family of Trows and Trolls. These were Old Goblins (or Dark Dwarves - different from the warrior Black Dwarves) and were larger than Third Age Goblins. They are thought to have been grey/green skinned and excellent fighters, and like Dwarves, they were also skilled miners and underground dwellers.

It was during the Second Age (or Old Age) that they diversified, and more types came to light - these include Knockers, Wichtlein, Coblynau and a whole range of True Goblins, usually named after the colour of their skin, ie; Green Goblins (the most common), Grey Goblins, Black Goblins and the more rare Blue Goblins and White Goblins. Also included in the Goblin family are Kobolds, and very distantly - Trows.

Goblins are indiginous to Mortas and also dwell in large numbers in the Sapphire Mountains and Goetern Mountains - resulting in frequent clashes with their Dwarven counterparts! Nang also have a heavy population of Goblins, largely as militia to the dark and chaotic powers that reside there.

One interesting place for Goblins is the Low Hills and Rakkus - possibly they were attracted there because of the easy pickings of the Hobbit clans that reside there. Black Goblins roam in packs - they have a very dark grey skin, often characterised with small spikey bits, usually on the shoulders and forehead. They don't favour the light much, although they can stand it, and are at home in their usual tunnel dwellings, attacking small villages at dusk or night times. They are also misers, hoarding treasure for no reason other than greed. Hobbits have become the main prey of Rakkus Black Goblins, and a tense rivalry has become evident. Green Goblins are often used as lower class servents to Black Goblins.

A curious relative to the Goblin is the more powerful Hobgoblin - a racial mixture of Goblins and Orcs - perhaps with some human blood in. Because Hobgoblins are more powerful they are at the top of the Goblin heirarchey, usually appointing themselves as leaders to bandit groups or raiders. Magic is more accessible to Hobgoblins, though there have been some lesser types that can use it.

There are a few Goblin cults, the strongest is that of hero-worship, they have little interest in their ancestors, often not knowing who they even are. They do have a range of dieties too, the main god being Maratuu - a god representing all goblin kind. Goblins are classed as a 'faerie' and have a tradition of hatred towards Fairies and Dwarves.


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Goblin Waters is © Garen Ewing 1994