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(TFT) The Adventure Continues
Here's the beginning. Have fun and if you have any questions fix them
yourself, you're the GM. Justin.
The Sewers of ?????
1) The sewer ladder leads down to a megahex-sized landing. To the west
there is a hex-wide tunnel. After 7 hexes the tunnel leads to a
T-intersection (n-s). This tunnel is 3 hexes wide and down the center hex
runs a two foot deep channel filled with sewer "stuff". On each side of
this ditch is a one hex wide walkway (example: walk (1hx) channel (1hx)
walk (1hx)) that allows any drainage into the sewer to fall into the
channel. There are no tracks.
You can go north to 2 or
You can go south to 3.
2) The tunnel leads north approximately 100 hexes and then stops at a
drainage pipe that is too small to go through. Living in this area are a ST
15 and a ST 10 greenslime, which wait on the roof (appx. 8') for unlucky
organic matter. On 4dIQ, the party will discover the non-organic remains of
the slimes last meal, a short sword and $3. Turn back to 1.
3) The sewer tunnel travels another 100 hexes south to another
T-intersection only wider. This tunnel travels east-west and is 7 hexes
wide. Two hex wide walkways on either side of a three foot deep sewer
channel (like the channel at #1 only deeper).
You can go west to 4,
You can go east to 5, or
You can turn back to 1.
4) The tunnel continues on making slight twists and turns for approximately
1000 feet until it reaches a grating that opens out into the river. There
are many offshoot tunnels like at #'s 1 and 2. Roll 4dIQ. If the roll is
made, the party figures, the kidnappers did not turn west but east down the
tunnel. Turn back to 5. If the party doesn't make the IQ roll, there is a
2 in 6 chance that the party runs into a nuisance creature (1-4: 50 rats; 5:
10 scuttles; 6: ST 12 green slime) or other problem (examples: cave-in,
methane gas pocket, etc). This will keep happening until the party makes
it's IQ roll. Once the party makes the roll, go to 5.
5) As you move to the east down the tunnel have everyone in the party make
a 4dIQ roll. If someone makes the roll, go to 7. If the roll is not made
continue to 6 or turn back to 3.
6) As the party moves down the tunnel have the point member(s) make a 3dIQ
roll. If this roll is not made those members get stuck in a giant spider
web. This web stretches across the sewer and is 9 hexes deep down the
tunnel. The party is then attacked by a giant spider (different than
ST 24 DX 10 IQ 1 MA 12
bites for 1-1 any bite that penetrates does a further dice in damage for
poison. Armor 2
A turn after the giant spider attacks, the spiders young attack the party.
Treat as the nuisance spiders. There is one group of five spiders for for
each member of the party. Remember when the party fights the spiders
(either giant or nuisance) that the tunnel is 7 hexes wide and down the
center (3 hexes) runs a three foot deep channel filled with water (water
fighting rules). When fighting the spiders don't forget about the spider
web and the rules pertaining to it and getting stuck. The web is ST 20 and
needs to be cut through to continue down the tunnel or get stuck.
If you continue through the web down the tunnel (east), go to 8
If you turn back, go to 3.
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