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  Published by 
  Flying Buffalo Inc.
  FBI-8305
  ISBN: 0-940244-93-4
  978-0-940244-93-1
  Printed in USA
  
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  GM Adventure written by A.R. Holmes
  Solitaire Adventure written by Ken St. Andre
  Edited by Ken St. Andre
  Cover by: 
  Simon Lee Tranter
  Interior Art by: 
  Simon Lee Tranter 
  Steven S. Crompton
    
  Graphics, Maps & Layout by: 
  Steven S. Crompton
  Published by
  Flying Buffalo Inc.
  A Game Master Dungeon Adventure for 
  Also compatible with 
  older editions of T&T
  
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  VAults of K’horror
  GM Adventure copyright © 2018 A.R. Holmes
  Solo Adventure copyright © 2018 Ken St Andre
  Illustrations copyright © 2018 Simon Lee Tranter
  Additional illustrations & maps copyright © 2018 Steven Crompton
  Special thanks to Mark Wrynn, Andy Holmes, 
  Simon Lee Tranter & Kurt Romig for proofing and link checking.  
  No part of this book may be reproduced or transmitted in any form or by any means, electronic 
  or mechanical, including photocopying, recording or computerization, or by any information stor-
  age and retrieval system, without permission in writing from the publisher.
  ISBN: 0-940244-93-4       13 digit conversion: 978-0-940244-93-1      Product #: FBI-8305
  First Printing October 2018
  Published by Flying Buffalo Inc.
  P.O. Box 8467, Scottsdale, AZ 85252
  www.flyingbuffalo.com
  e-mail: games@flyingbuffalo.com
  
  7
  Welcome
  Editor’s Warning: The Vaults of K’horror is not a beginner’s adventure. It deals with 
  dark and horrifying themes in a dark and horror-haunted part of Trollworld. Do not let 
  sub-teens play this adventure. Your player characters should be medium to high level — 
  levels 5 to 10 recommended with a minimum of 30 combat adds. Wizards are needed in 
  this adventure, and they need to be knowledgeable and formidable if the adventurers hope 
  to survive. You have been warned...
  THE VAULTS OF K’ HORROR
   
  he road between Khizil and 
  Khazan is fraught with dan-
  ger, for this is the shunned, dark 
  land of the Skeleton Men, or 
  Sketthor-Ka, as they are men-
  tioned in the Dammed Scrolls of 
  the Ancients, manuscripts from 
  dark days of legend, of which 
  only rare and fragile pages re-
  main. These creatures of dark-
  ness once thrived in an empire 
  built above and below the areas 
  surrounding the now deserted 
  city of K’horror, thousands of 
  years before Lerotra’hh, daughter of Rotra, later to be known as the Death Goddess. But 
  the Empire of The Sketthor-Ka declined, and now is almost lost within the dark swirl-
  ing mists of time. In taverns cold and dark, placed upon the road, shadowy cloaked be-
  ings speak in low tones of the Sorcerer Kings and Vampire Lords that still dwell ‘neath 
  the ruined and deserted city of K’horror. The word to travellers is clear. Stay away! Pass 
  through the ruined city whilst the sun remains high but linger not after twilight, for as 
  darkness falls and ghostly shadows creep across the ruins, fallen stones and broken, sul-
  len faced statues of K’horror, evil spreads throughout the fallen city once more. 
  However, where ancient and powerful beings still dwell, mighty treasure and magic can 
  be found. Of late, the taverns along the road from Khizil to Khazan have been filled with 
  rumours of mighty treasure in a dungeon deep beneath the ruins. Whispering tongues of 
  excitement call this The Vaults of K’horror, its dark and foreboding entrance discovered 
  only under the light of the moons and never whilst the light of the day remains.  The 
  Vaults of K’horror is your destination…if you are brave enough.
  Player’s Introduction
  Almost every kindred known to the civilised world have walked the streets of Khazan and 
  now you feel the ancient cobbles beneath your feet. Wary of every shadow, carefully avoid-
  T
  : 
  
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  ing eye contact with anyone and approaching every corner with caution. Yet today you 
  have a singular task in mind, a dark and dangerous task, for you are heading for a gloomy 
  cavernous hideout within the Undercity, the hidden tunnels and chambers beneath Kha-
  zan. This lair can be reached only with a guide, for it is accessed through the great sewer 
  system, where a secret channel, little more than a stinking crawl-way, leads to caverns be-
  neath the cemetery. It is in this grim and dank lair that you will find Slimius (pronounced 
  Slime-ee-uss), one of the fabled Skeleton Men (also referred to in ancient texts and scrolls 
  as the Sketthor-Ka). This creature could be your key to fortunes beyond your imagination, 
  a sealed dungeon tomb beneath the ruined city of K’horror…
  Trollworld History 101: K’horror
  Around 2000 years ago, K’horror was the capital of a small empire in this part of Troll-
  world, the lower jaw of Rrr’lff, the Dragon Continent and north of the Great Escarpment. 
  The empire however fell into ruin because of the foul and supremely powerful Sorcerer 
  Vampire Kings. These blood-sucking leech-like horrors literally ate all of their terrified 
  subjects, which served only to create a plague of vampires in that part of the world. As the 
  population declined these archfiends built tombs for themselves where they could wait a 
  few thousand years until the population had recovered, planning to re-emerge and resume 
  their old ways of conquest and voracious blood feasting. 
  So it is, 2000 years later, that the lands around K’horror are littered with ruins of many 
  sorts and is, as a result, as monster-haunted, shunned and feared as anywhere on the 
  Dragon Continent. It is also rumoured that Grimtooth has his lair in this desolate land, 
  with his infamous Dungeon of Doom not that far away…
  
  9
  The tomb known 
  to Men as The 
  Vaults of Infer-
  nal Horror was 
  perhaps the last 
  one built and 
  lies somewhere 
  within the ru-
  ined city. Yet 
  even this poor, 
  weak 
  remnant 
  of the ancient 
  vampire 
  lords 
  is too much for 
  the current day 
  Skeleton Men to 
  deal with. The 
  ruins of K’horror 
  are best avoided 
  at 
  night 
  and 
  hastened 
  past 
  even when the sun is high in the sky. Were-creatures, low-level vampires, ghosts, ghouls 
  and even wraiths still stalk K’horror by night. It is also spoken off in hushed tones through-
  out this land that the largest dungeon ever known, with a terrible Liche Lord, far more 
  ancient and with even greater power than the terrible sorcerer vampires, can be found 
  beneath the ruins of K’horror…
  A Deal is Done.
  Within the gloom of Slimius’ lair, a dark deal is struck. He will provide safe passage to the 
  ruins of K’horror in return for an equal share of any treasure brought out of the ancient 
  tomb complex. There is no doubt in your minds that you will all benefit greatly from these 
  Vaults and undoubtedly emerge far richer than when you went in, with perhaps magic 
  and trinkets of great power too, which the Skeleton Man says he has no interest in, for it 
  is just gold and ancient treasure items that interests him, and his people. He has no desire 
  for trinkets of devious and dangerous sorcery as he so eloquently put it.
  So why can he not gather a band of his own kindred and enter the tomb himself you ask, 
  for he is clearly a creature of intelligence and fighting prowess, with perhaps a little magi-
  cal ability you think. The reason is simple. The ancient sorcerer-vampire kings enchanted 
  all of their tombs so that no Skeleton Man could even cross the threshold, let alone Vaults 
  within, without instant death striking them. As a result, the Skeleton Men live out a poor, 
  degraded existence on the barren edges of what was once their capital city, and they hate, 
  hate, hate, their old vampire masters with a loathing mirrored only in Hell. So it remains 
  that they, as a kindred, cannot even begin to consider looting the old tombs on their own, 
  for the enormous wealth of treasure that they believe can be found within. That’s where 
  you come in…
  
  10
  The Tomb Awaits...
  Slimius keeps his word on the road to K’horror and, accompanied by a band of Skeleton 
  Men, you reach the outskirts of the ruined city without harm. You even begin to trust 
  Slimius
  glowing with a faint green iridescence. Slimius utters an incantation in tones only a Skel-
  eton Man could form, and the door opens slowly with the grating of stone upon stone. 
  You see a set of stone steps, leading down steeply into murky obscurity. It is pitch black. 
  Amidst the dark ruins of K’horror stretching around you, the whispers of ghosts, the swift 
  flittering of bats, the baleful footsteps of the undead and the screams of horrors unknown 
  can be heard. There is no turning back now. With excitement for the treasures to come, 
  the Skeleton Men urge you into the darkness, fearing attack by wraiths any second! Sli-
  mius closes the door as the last of you descend the stairs. With a sinister smile (well, it is 
  the smile of a Skeleton Man in the darkness of a gigantic ruined, haunted city, so…) he 
  wishes you good fortune and promises to open the door when you emerge.
  Your adventure within The Vaults of K’horror has begun…
  Getting Back Out of the Vaults
  The players will probably not be able to loot this entire dungeon in a single expedition. Or, 
  they may find themselves fleeing for their lives, and trying desperately to escape from it. 
  Slimius and his companions want the adventurers to come back out of the tomb bringing 
  treasure with them. The only known way out of the tomb is the way in, and that door is 
  only open between midnight and dawn – about 6 hours or 36 game turns. The GM should 
  track this, and if the players try to exit on turn 37 or later, they simply can’t do it.
  One way out would be a Wink-Wing spell, a relatively simple 4th level spell. Such spells 
  will work normally inside the Vaults, but will not serve to carry a character into them. 
  Vakshmi has protections against looters, but never actually thought anyone might want 
  to break out of his Resting Place. Note that a Wink-Wing spell will only carry the caster, 
  and cannot be used on other members of the party.
  and feel a certain comrade-
  ship with them, perhaps even 
  sympathy for their history 
  and their current existence. 
  The entrance to the Vaults is 
  a hidden portal that is visible 
  only at night, and without the 
  aid of Slimius you would never 
  find it amongst the vast ruins 
  of K’horror. Just after mid-
  night, Slimius guides you all 
  towards a great fallen statue, 
  lying shattered and desolate 
  amongst the ruins of the small 
  temple it once stood proudly 
  upon. It is within these ruins 
  that the secret door is found, 
  
  11
  GM’s Note:  Slimius and his men are unreliable. Should the adventurers exit, and be any-
  where near their original strength or stronger, Slimius will be all smiles and friendship 
  and have his bony hand out for his share of the treasure. But if the adventurers flee back 
  out of the tomb, badly hurt and weakened down to three or less characters, then Slimius 
  will set off the ambush that he has prepared ahead of time. 
  Twenty skeleton men with MRs of 30 each will attack the adventurers. This is a betrayal 
  plain and simple, with the Skeleton men planning to simply rob the adventurers, take 
  everything they have, and enjoy the treachery. Slimius will talk to any characters that 
  exit before setting off his ambush. He wants to know how successful the incursion may 
  have been and if the character coming out has any truly dangerous magic at his command. 
  Being both prudent and cowardly, Slimius will not place himself in any obvious danger, 
  though he has no qualms about sending his minions into a fight they might not win. 
  If a few get killed, so what? There are plenty of other skeleton men to recruit. Slimius him-
  self is a low-level rogue with an INT of 20, a DEX of 16, a WIZ of 24, and a CON of 14.  He 
  knows the Take That You Fiend spell and will cast it at either 1st, 2nd, or 3rd level if he 
  finds himself facing a single adventurer in the ambush at the end. He knows a few other 
  spells too, things like Oh There It Is and Knock Knock. Be aware, as GM, that you can do 
  sneaky things with Slimius and it’s all perfectly in character for him. The rest of his “men” 
  are simple brigands armed with junky weapons and very little in the way of armour. Still, 
  20 fighters who get 4D6 + 15 each makes a force to be reckoned with. If the players are 
  smart enough to fight their way out of the ambush at the end and run away, then let them, 
  but if not, you should be aware that a Total Party Kill is okay in this adventure, and it is 
  just what Slimius actually hopes to achieve. 
  
  12
  THE DELVE OF K’HORROR
  Game Master’s Dungeon Key
  1 - Entrance Altar Room. (15’ x 15’ – Height 12’)
  This is the first room that the delvers will encounter, being set directly after the entrance 
  stairway placed north of this room, leading from the ruins above where the secret door 
  was opened by Slimius. The door to the room is unlocked, as are all doors within the dun-
  geon, with the vampire-lords seeing no need for using locks in these haunts of horror. It 
  is in good repair however, as it was constructed from ironwood and re-enforced with steel 
  and sorcery. Although the magic within the portal has faded with the years and the door 
  is opened easily. Care must be taken as the adventurers explore the tombs as some por-
  tals may be trapped or require other methods of opening. On the northern side/outside of 
  the door is a pentacle scrawled onto the wood in blood and surrounded by ancient writing. 
  Wizards greater than level 2, making a L2SR on INT will recognise this as the language 
  of the Sketthor-Ka, to warn away intruders lest the Skeleton Men find a way to enter the 
  tombs without instant death. This message roughly translates as “Within Lieth Terror 
  and Death. Vreezek. Eater of Souls.” 
  GM’s Note: Talents held by player-characters in subjects akin to Ancient Languages may 
  be allowed a bonus here at the GM’s discretion. The room is small and contains a bare 
  stone altar against the east wall, upon which stand three very ornate silver goblets, an-
  cient and demonic in design (40 GP each) and an old tome – The Scroll of Forbidden 
  Magic. The book is a massive tome, with covers of animal hide, cloth pages bound in 
  metal rings with yellowish-green ink that and seems to be made of bile.  The book has no 
  clasp or lock and there are 37 pages measuring 26 x 30 inches per page. It has an enchant-
  ment upon it protecting it from decay.
  
  13
  With a L2SR on INT, Wizards greater than second level will be able to understand some of 
  the awful spells contained (individual GM to create as many new and particularly horrific 
  spells as appropriate) within the tome. They are allowed one try at the SR each day but if 
  they have not made it after 3 attempts they are unable to understand or learn anything. 
  Alternatively, the tome can be sold for a standard 1,500 GP (perhaps more if sold to a ma-
  gician’s guild or higher level wizard). 
  The altar is very heavy and requires a total ST of 40+ to move away from the wall. (If the 
  party do not think of doing this and you wish to give them a hint, a L1SR on LK will show 
  scraping marks on the stone floor around the base of the altar) 
  Behind the altar there is a secret niche in the wall containing a magic sword, favoured by 
  the creatures that built this tomb.  Hellborn is a broadsword that scores 12D6+10, but for 
  every battle it is wielded the user’s CHR drops by 1, continuing into minus figures as the 
  delver becomes more vampiric, ultimately becoming a vampire at the GM’s discretion…
  However, moving the altar will trigger a magical guardian! A Spectre, MR 90, will ap-
  pear in the room if the altar is moved, attacking a member of the party with a TTYF worth 
  15 damage each combat round until slain. Wizards may be able to detect this magical 
  trap with a L2SR on INT before the altar is 
  moved but then there is a chance that the 
  party will miss their chance at obtaining 
  the enchanted sword…
  An archway with stone skulls carved above 
  and around it in the west wall provides an 
  exit from the room, leading to room 2.
  2 - Skeleton Guards of Kharik
  (15’ x 25’ – Height 12’)
  Old tapestries, ragged and filthy, hang on 
  the north, west and south walls, depicting 
  the dwarf mines of Kharik, but scenes are 
  faded and hard to see and are valueless. One 
  large tapestry shows the fortress city of Kh-
  izil, which guards the bottom of the Drag-
  on’s Jaw. There are references to the infa-
  mous Goblin Crag dungeon hidden within 
  the tapestry. Should this be sold it will 
  fetch upwards of 5,000 GP, maybe double if 
  sold to the Tzar of the fortress of Khazil. In 
  all scenes, vampires devour the living and it 
  is truly horrific. There is an archway in the 
  north wall hidden by the tapestries and the 
  arched portal in the south wall leading to 
  room 3 is unremarkable. 
  
  14
  In the room are 6 throne-like chairs, intricately carved but damaged and scratched, clearly 
  very old. Upon each sits a Skeleton Warrior wearing the antique armour of Kharik (each 
  suit worth upwards of 900 GP to a collector, perhaps fetching as much as 1,500 – 2,000 
  GP if sold to the most interested party or individual) and holding a weapon of some sort; 
  spear, axe, sword etc. The skeletons are cobweb covered and ancient and will only animate 
  if the party return to this room bearing any treasure from the rest of the dungeon (i.e. on 
  their way out!) and each will have an MR of 48. If the delvers decide to destroy them now 
  then they will animate as soon as the party begin to fight and continue until destroyed. 
  These were placed here as further insult to the Skeleton Men should they manage to en-
  ter the dungeon and they also serve as general guards for other kindred who dare to step 
  foot within. Nothing happens as the delvers pass through and investigate, but everyone 
  will feel uneasy the whole time they are in here. If the skeletons are destroyed, any items 
  stolen from them will turn to ash as they are removed from the room, and should the skel-
  etons be destroyed, they will return to the room as if never touched, should the delvers 
  return with treasure, to attack.
  The ancient city-state of Kharik is mentioned in histories of the 
  Dragon found in the libraries of ancient wizards. The city flourished some 
  5000 years before the rise of Lerotra’hh and the Empire of Khazan. 
  It was a relatively small city-state ruled by a series of Necromancer Kings. 
  Some people speculate the predominance of KH phonemes used in city 
  names for this part of the world goes back to the time of Kharik,
   
  3 - The Well of Gloom. (25’ x 25’ – Height 20’)
  This chamber has unremarkable stone walls but set into the floor is a roughly 15’ diam-
  eter pool of dark, murky liquid, oily in consistency and odourless. On the ceiling above 
  the pool is a 10’ diameter pentagram in which evil-looking symbols have been scrawled in 
  blood that is always wet. Again, wizards above 2nd level may attempt a L2SR on INT, or 
  Ancient Languages talents may be employed for a bonus chance at understanding them. 
  The symbols indicate evil summoning magic is present here, ancient and dangerous, over 
  2000 years old and with vampire runes appearing with curious regularity, but with no 
  specifics being discovered. 
  There is nothing for the delvers to find in here and they may pass through without harm. 
  This is the Well of Gloom and it is triggered into action by magic should the Gorath Idol 
  be removed from room 4. Anything thrown or put into the liquid will immediately turn 
  to liquid and be gone forever, totally destroyed. Anyone touching the liquid will suffer 
  1D6 immediate CON damage (with perhaps some permanent scarring) and it should go 
  without saying that everyone entering the well are lost forever, but surely no one is that 
  stupid, right…? Fingers, hands, toes, arms etc dipped into the pool are lost with appropri-
  ate adjustments to DEX necessary following the surprise liquid amputation.
  If the party steals the idol, a dreadful guardian will emerge from the well and await the 
  thieves to emerge from room 4 and bar their way through until they return the idol. It 
  will not attack at this point. The guardian is a Death Elemental, a towering formless 
  creature composed of the swirling inky liquid in the pool, with multiple, ever shifting eyes 
  
  15
  and a blood-dripping red-rimmed 
  mouth lined with terrifying long 
  pointed teeth only visible when it 
  speaks, warning the party to re-
  turn the idol, proclaiming its in-
  tent etc. (a good NPC for the GM 
  to role-play!) 
  The elemental has an MR of 100 
  and can be harmed only by magi-
  cal means or enchanted weapons/
  attacks. Any delvers killed by 
  the elemental will at once liquefy 
  (including all items, clothing, ar-
  mour, weapons…) and become an 
  oily black mess on the dungeon 
  floor. The liquid will eerily make 
  its way into the pool…
  If the creature is slain, it returns 
  to the well with an awful howl 
  and will not return for the dura-
  tion of the adventure. There is no 
  reward/treasure to be gained.
  4 - Shrine to Gorath. (25’ x 
  25’ – Height 20’)
  Gorath is a minor deity wor-
  shipped by evil kindreds and lit-
  tle is known of it or its following, 
  rites and rituals. The cult origi-
  nates from the ruined city of Tharothar, north east of Khazan. This chamber is dedicated 
  to the dark and evil worship of this demon that takes the form of a giant black horned toad 
  with the face of a vampire jackal. The great treasure in this chamber is a solid emerald 
  statuette of Gorath, the Gorath Idol mentioned in room 3. The idol weighs 100 weight 
  units and stands, or rather, squats, on top of a black marble slab, streaked with green, 
  10’ long, 4’ wide and 4’ high that is placed in the centre of the room. The walls are painted 
  black and the floor composed of green slabs. The 20’ high roof is vaulted and domed in a 
  disturbing and sinister design and black, spiked and demonic faced lanterns hang from 
  it, unlit.
  The room is however lit by glowing coal braziers, one in each corner of the room, that nev-
  er go out (these are highly magical and worth 500 GP each if the delvers can somehow get 
  them out of the dungeon! Each weighs 200 weight units and they are very hot to touch!)
  Upon entering the room through the archway in the west wall, 10 Zombies, MR 20 each, 
  that stand motionless along the north and south edges of the room, animate and attack, 
  
  16
  protecting the idol at all costs from would-be thieves. As if this is not bad enough, during 
  the second combat round of the battle, a terrible Green Entity, MR 110, appears hovering 
  above the idol, howling in an unknown language at the delvers and frightening them into 
  leaving the chamber, casting a Blasting Power worth 10D6, at the highest level member 
  of the party or the most powerful/strongest. Being in the presence of this terrible creature 
  is terrifying and any delver failing a L1SR on INT will flee the room, not returning for at 
  least 6 full turns. The Gorath Idol is worth a staggering 15,000 GP.
  If the Entity’s target is slain, it moves on to the next, and so on until the party flee, they 
  are all dead or it is slain. It can be harmed only by magical attacks and weapons.
  If the party decide to search the room, the slab of marble is impossible to move despite any 
  ST totals the delvers can muster, and there is nothing else to be found.
  GM Note 1:  If the GM desires, place a glowing magic rune, pentagram or pillar of swirl-
  ing black/red/grey/silver/green mist in the room, which may suddenly erupt from the floor 
  when the idol is touched. This magic will provide instant, one-way teleportation to a de-
  mon-infested dungeon beneath the ancient towers of Tharothar… (the vampire lords used 
  this to travel across Trollworld)
  GM Note 2:  Being in possession of the dreadful Gorath idol is dangerous. The holder will 
  be haunted by nightmares, see visions of black footprints following them and may actually 
  be possessed or visited by demons and vampires. This is another interesting adventure 
  thread for the GM to investigate and torture the players with…
  5 - Arachnophobic’s Room. (15’ x 25’ – Height 15’)
  The room is a mess, with rotting timbers, old wooden coffins totally collapsed and rotten, 
  large sections of rubble from the caved-in ceiling and old furniture now in rotted pieces 
  littering the floor and making entry into the room very difficult. It was originally a tomb 
  built for vampire stonemasons that were rewarded by a place within their construction, 
  but all resting places and bodies/remains have long since crumbled to ruin. Everything is 
  covered in cobwebs and the partially caved-in ceiling is lost to a thick blanket of webbing. 
  Nothing can be seen or heard, but if the delvers take a minute or so to inspect the chamber 
  without stepping in, a L1SR on LK will allow a delver to see very large spiders (about the 
  size of a dinner plate) moving around in and amongst the webbing, quickly scuttling out 
  of sight amongst the rubble and cobweb. (MR 12 each)
  These are Very Large Spiders and there are up to 18 (3D6) of them present in the room 
  at any one time. They are very aggressive and attempt to bite any living thing that ap-
  proaches them. Anything bitten resulting loss to CON or MR will suffer a dreadful poison, 
  resulting in the following symptoms for the victim: 
  w  Immediate pain and swelling around the bite accompanied by cramping of the affected 
  limb or numbness of the area. DEX halved.
  w  Difficulty breathing after one combat round and profuse sweating.
  
  17
  w  Overall deterioration after a further combat round with ST & CON dropping to 2 each. 
  w  The third combat round brings unconsciousness, with a L3SR on original CON re-
  quired, (testing the body’s basic constitution to fight the toxin) with failure bringing about 
  immediate death, success resulting in ST & CON returning to half their original value 
  (before the bite), returning at a rate of 1 point per hour. A permanent loss of 1 ST & CON 
  also occurs. Note that a Too-bad Toxin spell quickly administered will counteract the ef-
  fect of any spider bite.
  These are very nasty poisonous spiders and the party will do well to avoid problems in 
  here so early on in the dungeon. Should they elect to traverse the room, a L1SR on LK is 
  required to get to the closest door in the west wall without encountering a spider bite (al-
  low the delver a further SR on LK to avoid the bite if they wear armour. GM’s discretion 
  depending on the amount and type of armour worn) and a L3SR on LK to make it to the 
  north door 25’ away. Searching the room is pointless and will result in at least one poison-
  ous spider bite. 
  Setting fire to the room will kill all of the spiders but a toxic smoke (-30% to CON) will fill 
  the room and the corridors/rooms within a 50’ range of this room. The fire will burn for up 
  to 12 full turns and the smoke lingers for the rest of the adventure! If the GM has decided 
  to be generous and has placed a magic item, tome or some such trinket amongst the detri-
  tus of the room, it will most likely be totally destroyed in the event the room is set alight…
  GM Note: The delvers may simply skip through the west door, which is very close to the 
  entrance, with just a L1SR on LK. 
  GM’s Note: The spiders have not lived in this room for hundreds of years, they exist in a 
  warren of tunnels and lairs, accessed through the collapsed roof. This crawlway leads to 
  madness for anyone small enough, or stupid enough, to enter…
  6 - The Lair of the Vampyre. (25’ x 20’ – Height 20’)
  The west door to this chamber, in the corridor accessed by the secret door, is very difficult 
  to open, being made of stone and stuck in place with the passing of many years. It can be 
  pushed open with a total ST of 100 and up to 3 people may try, or a L5+SR on ST may 
  be attempted. However this ancient portal is trapped and will fire a SMOG spell when 
  opened, affecting anyone standing within 10’ of the door, causing 50% CON loss and 1D6 
  x 10% ST loss, such is the toxicity of the spell. Anyone failing the saving roll catastrophi-
  cally with a roll of 2-1 will die as direct effect of the toxin.
  The large room is devoid of any decoration apart from ancient tapestries, moth eaten, 
  ragged and faded, which lie on a floor against the edges of the walls where they once hung, 
  destroyed by the passing of many hundreds of years. All are ruined and valueless and hide 
  no treasure. In the shaded area of the room as shown on the map is a large black basalt 
  tomb. Stylishly carved but without gold, silver or jewelled embellishment, just plain, no 
  words, symbols or marks, cut to stylish lines and angles and sitting quiet and still in the 
  cold, lonely room. 
  
  18
  This is the resting place of Vakshmi the Terrible, Vampyre.  Vakshmi is an ancient Sor-
  cerer Vampire Lord of K’horror, his name lost to the fog of legend. It is not possible to 
  open the tomb. Anything the party tries will fail, whether using mechanical or magical 
  means. Nor can the solid black tomb be harmed or altered in any way. It is impervious 
  to all attempts and remains completely unharmed and unaffected by anything thrown at 
  it, including Hellbomb Bursts, Slush-Yuck and other spells more powerful. It would take 
  magic of level 21 and above to even begin to affect the tomb. Vakshmi does not want to be 
  disturbed, would you? Only he can decide to open the tomb and leave it if he so desires. He 
  is resting, regaining power and wandering other planes of existence until the time comes 
  for him to dominate the peoples of K’horror all over again. However, he will return here 
  and leave his tomb in the event that Princess Luna is slain (room 9). His reasons are his 
  own…
  In this case he will angrily rise from the tomb and set out to slay any intruders in the dun-
  geon, killing those responsible for her death first and foremost and raising them as vam-
  pire slaves to cower under his eternal 
  command until he decides they are of 
  no worth to him and discard their souls 
  to nightmarish deities (Gorath, for ex-
  ample).
  This having been said, if the delvers 
  linger for too long in here or are seen 
  to be doing excessive damage, or about 
  to do so, there will be a crash of thun-
  der and the room will be illuminated in 
  blue light, as two Vampire Swordsmen 
  appear, dressed in ancient red plate 
  armour (originates from Khao Lung to 
  the south-west of the continent of Rrr’lff 
  and worth 3,000 GP to antique deal-
  ers, but only half this to armour mer-
  chants). They wield ancient magical 
  scimitars. Each has an MR of 90 and 
  they fight until death, turning to ash if 
  slain with only their armour remaining 
  as the swords also turn to ash. If they 
  are slain and the delvers continue their 
  antics, another 4 Vampire Swordsmen 
  will appear. This will continue until the delvers have fled or die, or the party get the mes-
  sage, but the Vampires will not leave the room.
  Individual GMs are welcome to give Vakshmi any powers, attributes or magic abilities/
  items as they see fit to suit their game or strength of the party of course, but a guide fol-
  lows below. The Sorcerer Vampire Kings of old are supremely powerful beings, far greater 
  than anything the party can muster, so it is not planned for the delvers in this adventure 
  
  19
  to battle him at his full strength as this may be dealt with in future adventures, but at 
  his current level of power the following may prove suitable for an encounter soon after 
  he emerges, or he may wish to parley with the adventurers to try and discover what now 
  lies above in the city of K’horror, before he plans to return. This chamber could provide an 
  encounter that will lead into a much larger adventure!
  Vakshmi the Terrible – Master Vampyre
  ST   190      CON  240 
   INT   42    DEX  64      LK  158   CHR   -125     SP  18 
   
  ADDS 376    WIZ 180
  WEAPONS:  Nachthorror – two-handed straight sword 20D6 + 66. 
  ARMOUR:  Vladsil, Ancient red leather enchanted to take 80 hits and immunity to all fire 
  damage. 
  MAGIC/ITEMS:  Ring of Ushani. Allows wearer to appear up to 6 places at once (in the 
  same room) for 1 full turn. 5 are illusionary but all appear and act identically. This can 
  only be used by wizards and the undead with an INT of 16+.
  OTHER/POWERS:  Invisibility for up to 1 hour per day. Transformation into mist once 
  per day. Animal control – no limits. Ability to understand all tongues and all written lan-
  guages/runes. Hypnotism – victim must make a L4SR on INT to avoid doing his bidding 
  for as long as the vampire chooses. Victim can try the SR once per day to release them-
  selves from the control and cannot be hypnotised again by the same vampire. 
  If the party live long enough to return to this room after the Vampyre has returned, they 
  will find a sprinkling of ancient treasures in his empty tomb: 12D6 x 1,000 ancient gold 
  pieces, a jewelled pair of enchanted gauntlets that take 20 hits each and are worth 500 
  GP each, a black velvet pouch of 3D6 gems, each worth 1-600 GP and a necklace of mithril 
  and emerald, expertly crafted, worth 3,000 GP. 
  7 - The Chamber of Faces. (25’ x 15’ – Height 12’)
  The walls, floor and ceiling of this chamber are of very old and mottled stone, with the 
  ceiling shrouded in cobweb although any spiders that lived there are long dead and hang 
  crusty and brittle from strands of web. Alchemists may pay well for such rare material 
  however. Each spider husk will sell, to the correct market of course, for 1-300 GP each.
  It is written that the ancient skeleton men of K’horror collected death masks from the 
  people they killed in combat, and the masks present in this room are testimony to this 
  legend. The Vampire Kings took a liking to them and stole them, displaying them here as 
  their own private treasure.
  The walls feature many ghastly death masks (casts taken after the body is dead) that 
  are displayed hanging on small hooks. In and amongst these are three very unusual and 
  ornate masks, being highly sought after ancient authentic Sketthor-Ka magical treasures 
  that will each fetch in excess of 2,000 GP each if traded in the right places to the right 
  people, but they may also be used. If they are used they cannot then be sold and they are 
  very fragile, being many hundreds of years old.
  There are two sections to this chamber; the Death Masks and the three Magic Masks.
  
  20
  The Death Masks: These are ghastly, creepy relics of people long dead and anyone touch-
  ing them will feel uneasy, with the hairs on the back of their neck standing on end and a 
  chill passing through their body lasting only seconds. If worn, the character must attempt 
  a L2SR on INT at once or throw it off, having nothing to do with anything in the room 
  again and leaving immediately. 1 permanent loss of INT results and the character will 
  continue to see strange and eerie sights for the rest of the game. The GM should pass the 
  player creepy notes as to what he or she sees! If the SR is successful, the character may 
  keep and/or wear the mask, although they will be dream haunted for as long as it is in 
  their possession and it may even drive the character to insanity one day.
  Wearing it in the dungeon will increase INT by 10 and they will be allowed a saving throw 
  at their own level to receive a spectral view through any door, but each time this is used 
  INT drops by 2 points. INT will reset to normal after this adventure and the character 
  returns to the surface. CHR however will be at half whilst the mask is worn inside the 
  dungeon, but if it is worn outside the dungeon, all CHR saving throws will fail and the 
  character will be shunned by all. The GM may also rule that some permanent INT is lost 
  as the player-character’s mind is affected by excessive use of the mask.
  Also present are three highly unusual masks in no particular location upon the chamber 
  walls. Each is different and none will succumb to magic trying to discern their powers.
  The Magic Masks. Mask of Kagrenzel. A bronze mask of serious aspect, this can be sold 
  for 15,000 GP or used. The wearer is cursed to wear the mask forever as it becomes one 
  with his face and body as soon as it is worn. However, the wearer becomes filled with the 
  spirit of an ancient Dwarven race of master technicians and armor and weapon smiths. 
  CHR is doubled as are ST & CON. The wearer loses ALL magical powers he or she had 
  and they will become a true warrior if any different. Any NPC dwarf encountered will 
  pledge service to the player-character immediately.
  Face of Balinos. A simple yet sinister mask made of precious stones and polished shell 
  pieces, this mask may be worn and removed at will and is the least dangerous of the three. 
  It allows the wearer to communicate with any creature in its native tongue, distinguish 
  between illusion and reality and also tell if someone is lying or telling the truth, as long as 
  the mask is worn of course. For every full turn the mask is worn, CHR drops permanently 
  by 1 point and the wearer cannot use any other enchanted item in their possession, such 
  is the power of the mask.
  Face of the Oni*. A hideous oriental demon mask that drives the wearer to utter de-
  struction, with all combat scores tripled for 3 combat rounds. The wearer may not use 
  magic spells whilst it is worn and if used for 5 combat turns in a row the character is 
  transformed into an Oni forever, with the GM making changes to the character as ap-
  propriate.  However, this is a treasured favourite of the Vampyre King Vakshmi, so if it is 
  stolen, he will know about it. He may not choose to do anything about it yet but this is an 
  excellent plot-hook for future adventures…
  GM’s Note: *Oni (鬼) are a kind of yōkai from Japanese folklore, variously translated as 
  
  21
  demons, devils, ogres or trolls. They are popular characters in Japanese art, literature 
  and theatre. Depictions of Oni vary widely but usually portray them as hideous, gigantic 
  ogre-like creatures with sharp claws, wild hair, and two long horns growing from their 
  heads. They are humanoid for the most part, but occasionally, they are shown with un-
  natural features such as odd numbers of eyes or extra fingers and toes. Their skin may be 
  any number of colours, but red and blue are particularly common.
  They are often depicted wearing tiger-skin loincloths and carrying iron clubs called kanabō 
  (金棒). This image leads to the expression “Oni with an iron club” (鬼に金棒 oni-ni-kanabō), 
  that is, to be invincible or undefeatable. It can also be used in the sense of “strong beyond 
  strong”, or having one’s natural quality enhanced or supplemented by the use of some tool. 
  In addition to this, it can mean to go overboard, or be unnecessarily strong or powerful.
  GM’s Note: All the masks in this room have negative effects. If any player senses for mag-
  ic, they will feel malevolent magic on every mask, but especially on the 3 Magic Masks. 
  The G.M. should not explain the effects of any of the masks, or give any clue as to their 
  value while players are still inside the Delve. Masks that have immediate effects, such 
  as reducing attributes, should get their effect on the wearers, but the GM should simply 
  say things like: Your IQ just went down by 2 points. Dear God spells may serve to indi-
  cate blame or causation, but nothing, not even Omnipotent Eye will explain all the mask-
  caused effects in advance.
  8 - Golem’s Rest.  (15’ x 20’ – Height 18’)
  The walls of this chamber are rough stone, with a loose stone, cobble and earth floor and 
  rough stone ceiling supported by timber beams. Against the west wall a very large Golem 
  stands motionless, chained to the wall with huge iron chains and manacles; there is no 
  way any creature could break free of these. The Golem can be of any particular type the 
  GM chooses; flesh, iron, stone, clay, brass, crystal, mud, marble, basalt, silver, gold etc. 
  It was employed by the Vampire Lords in construction of the tomb, along with many oth-
  ers that were destroyed or hidden elsewhere. This Golem was favoured by the vampires 
  and kept in the tomb should it be required in the future. When Vakshmi returns, he will 
  release his Golem and set it to task on any work needed. If the Golem is slain or gone he 
  will be outraged…
  The Golem can be released but not damaged or altered in any way. Should the party try 
  and damage or alter the creature with spells, weapons, magic powers or items, the man-
  acles will snap open and the Golem will attack the entire party but focus on the delver or 
  delvers who tried to hurt it. It will follow the party into any area of the dungeon but not 
  leave it, returning to this chamber as soon as it is able.  Should the delvers leave the dun-
  geon the Golem will wait just inside the place where they left and attack on their return. 
  After 1 full week it will return to this room and magically attach itself to the chains once 
  more.  The Golem has an MR of 250, which must be reduced to zero before the creature is 
  truly destroyed. In the centre of the Golem is a large enchanted fire opal. Destroying the 
  Golem’s CON will not change the fact that it gets 16D6 + 75 on every round of combat. 
  This is the heart of the creature and can be sold for 8,000 GP. However the gem is cursed 
  and anyone selling it will transform into a vampire (and possibly be instantly teleported 
  to wherever Vakshmi currently resides!) It is indestructible and can also be used to create 
  
  22
  a new Golem, a scenario which the GM will have to create if this occurs. If the delvers do 
  the smart thing and approach the Golem, wizards will feel strong magic, and an Omnipo-
  tent Eye or L3SR on INT if they do not know the spell, will reveal that the creature can be 
  released using a magical text. This is to be found beneath the floor in an iron box. An Oh 
  There It Is spell cast around the area where the box lies hidden (beneath the floor in the 
  area marked by a circle on the map, just through the door in fact, 2’ deep) will reveal the 
  box containing a scroll that requires a L2SR on INT by any wizard to use correctly. If this 
  is done successfully the Golem will follow either the wizard who freed it or the first person 
  the wizard instructs it to follow. It will then be loyal to the new master until it is slain, the 
  new master dies or the delvers leave the dungeon.
  There is of course a curse with this. Vakshmi hid the magical text in case anyone else 
  needed the aid of the Golem in his absence once he was sealed in and beyond his physi-
  cal tomb. If the Golem is freed in this way, the vampire lord will immediately know of its 
  whereabouts and will pay the new owner a visit to reclaim his creation. This may be many 
  years away, and again leads into 
  future adventures leading on from 
  this dungeon.
  9 - The Black Worm. (15’ x 
  20’ – Height 12’)
  Once a tomb chamber in which 
  the best stonemasons and workers 
  who helped build the tomb for the 
  vampire lords were laid to rest, as 
  reward for their servitude to the 
  blood-suckers, this room is now ru-
  ined and rubble filled, with all the 
  original stone coffins crumbled, 
  their contents lost to the dusts 
  of time. The chamber is now the 
  stinking lair of The Black Worm, 
  a foul beast that dwells underneath 
  the room, coming up to feed through a hole 10’ diameter in the position shown on the map 
  (roughly as it is not completely circular, being part of a collapsed floor into the earthen 
  basement below). The worm senses anything living that enters the room and it will then 
  slither out and attack. It has no interest in anything other than devouring fresh meat, so 
  there is a scattering of bones, armour, weapons and equipment left amongst the detritus 
  covering the floor (GM to decide exactly what, if anything can be salvaged here as the 
  room does not feature any treasure).
  The worm has an MR of 120 but its attack is deadly. A huge fanged mouth delivers a 
  nasty poison to anything it bites (hits to CON) that causes great pain for the next combat 
  round, half ST & DEX in the next round due to disorientation caused by poisoning, then 
  death the combat round afterwards. If this occurs the worm will drag any dead character 
  down into its hole beneath the floor (a horrible earthen cave-like space approximately 20’ 
  
  23
  circular filled with bones, skulls, bugs, waste, mud and slime) and devour the person in 
  2 combat rounds. There is a hole in the pit that leads to a warren of underground worm 
  holes but that is not explored here. 
  The worm may decide to drag one of the weakest delvers into the hole, where he or she will 
  most likely die and be devoured in a matter of minutes. 
  10 - The Terrible Tomb of Emberhelm the Angry. (25’ x 15’ – Height 15’)
  The west and south doors to this room are trapped, launching a TTYF of 15 at the person 
  opening it. The traps fire only once per game. The room gives the impression of a tomb 
  or grave and wizards will feel very badly about what lies beyond, even warning the rest 
  of the party that they should turn back. The GM may wish to ask any wizards to make a 
  L1SR on INT, perhaps even level 2 or 3. Failure means they are too scared to enter and 
  will not join the party if they enter the room. Other characters may attempt to make a 
  L2SR on CHR to persuade them, but if the first attempt fails no other may try. 
  This chamber contains the ancient tomb of a great yet angry and unhappy warrior of days 
  long passed, Emberhelm the Slayer. Emberhelm led a great army against the monster 
  forces attacking K’horror around the year 1099. Despite his countless battles and victories, 
  he was never truly satisfied with his fighting prowess and died at the hand of an uruk as-
  sassin, killed by drinking poison wine. The tomb is of granite and a message in ancient com-
  mon tongue (L2SR on INT to understand) 
  warns that Emberhelm is not truly dead 
  and will return from the darkness to slay 
  anyone attempting to steal his treasure or 
  even worse, steal his weapons, for only he 
  is worthy to use them. The Vampire Lords 
  find the tale amusing and moved the sar-
  cophagus and treasure into this tomb, plan-
  ning to revive the old warrior and enslave 
  his soul to work for them when the next Age 
  of Vampires begins…
  Around the dark room are placed many clay 
  urns. A search of them will reveal silver 
  or gold coins (12D6x100 +500 coins, 70% 
  chance of silver, 30% chance of gold) if they 
  make their L2SR on LK. There are enough 
  urns for each player-character to search 3 
  urns each. Also 50% chance of finding 1D6 
  gems per urn, each worth 100-600 GP. 
  Unsurprisingly, the angry spirit of the 
  unhappy warrior will rise from the tomb, 
  in the form of a hideous Grey Wraith, 
  if the delvers touch anything other than 
  the tomb. Magical attacks and enchanted 
  
  24
  weapons/items are the only ways to harm it and it will follow the party anywhere within 
  the dungeon until they are slain or it is destroyed. If the party flee and split up, the 
  Wraith will choose to chase warriors first, returning for any other delvers later. If there 
  are any uruk kindred in the party the Wraith of Enderhelm will slay them first, scoring 
  double damage!
  It has an MR of 300, making it a very tough and dangerous foe. In addition to damage 
  inflicted with its MR, the Wraith also causes anyone fighting it to lose 1 CON point per 
  combat round as it drains their life force, and characters of level 3 and below will need to 
  make a L1SR on INT when the Wraith appears or they will flee in terror as far as they 
  are able. Any player-character dying at the hand of the Wraith will be destroyed forever 
  and will fall to the floor as a pile of bones and ash immediately, their soul claimed by the 
  Vampire Lords. If this happens the Wraith’s base MR and CON MR will rise by 50 each.
  However, the Wraith takes double damage from all fire-based attacks. If the Wraith is 
  destroyed, the tomb shatters into pieces (possible 1D% damage to anyone in the room 
  when it explodes!) the delvers find within the warrior’s armour (Enchanted Mail, takes 
  100 hits and protects against all ice/cold based attacks), his sword (Indrill, unbreakable 
  broadsword, enchanted to deliver 61D6 in combat) and his cloak (cursed; the wearer will 
  never be happy and as a result any combat roll total will be reduced by 20%. Also any sav-
  ing throw required will be 1 level higher). Wizards warning of the terror within this room 
  would consider themselves vindicated! 
  11 - Disused Library Room. (15’ x 
  15’ – Height 12’)
  This room was once a small library, ruined 
  with the passage of time. The ‘books’ take 
  the form of stone tablets upon which small 
  and unusual writing and runes have been 
  etched, but many are cracked, worn or have 
  simply crumbled. They are held within stone 
  alcoves cut into the walls that run floor to 
  ceiling on all available wall space. If any-
  one decides to search in here any saving roll 
  above 3rd level will uncover a stone tablet 
  still in reasonable condition. There is only a 
  10% chance that any tablet in here will con-
  tain magical runes, writing or spells (GM 
  to detail). Standing in the way of any care-
  ful searching is the room’s current inhabit-
  ant, a foul Giant Black Ooze that sticks to 
  the ceiling, dropping onto the party as they 
  gather in the small room and dropping on 
  them at the most opportune moment, cov-
  ering them in inky black cold slimy jelly. It 
  cannot be fought in melee as it will cover the delvers and waving fancy weapons around 
  will be very difficult and also rather foolish. It will drain 1 CON point per combat round 
  
  25
  from every living thing it touches (i.e. every delver!) and also begin to corrode any non-
  magical weapon and any non-magical armour, deducting 1 dice of damage from weapons 
  and 1 point of armour protection per minute! There are a few ways to defeat this horror. 
  If the delvers split up and leave the room in different directions (they have 3 doors to go 
  at, but the west and north doors are locked with lock level 2…) then the Ooze will regroup 
  itself and slither back up to the ceiling.  Fire will harm it normally but the GM should 
  be aware of any fire attacks upon the monster especially if the entire party or other delv-
  ers are still in contact with it! Magic spells will affect the creature normally but again be 
  aware of any effects also harming delvers still covered in black slime. Any knife attacks to 
  the Ooze will merely re-form again within seconds. The Ooze is functionally immortal and 
  unkillable, but magic and fire can drive it away from the delvers.
  12 - Annex to Vreezek’s Chamber. (25’ x 25’ – Height 15’)
  Being set lower than the rest of this dungeon level, stone steps lead down 30’ into this 
  chamber from the west and south. The air is noticeably colder. This room features frescoes 
  on all walls showing Vreezek (see room 13) the Terrible in all manner of gruesome scenes; 
  destroying towns and villages, slaughtering people, commanding hordes of skeleton men 
  and other grim undead creatures, feasting in great domed halls as starving people look 
  on, that kind of thing. Scenes of monster hordes attacking K’horror are clear to see and 
  very vivid. Of course the delvers will not have heard of Vreezek and will wonder who this 
  hideous creature is. Adventurers may attempt to call upon their talents if they possess 
  knowledge of ancient history, myth & legend, or Trollworld Lore combined with an INT 
  SR to know the tales of old and recognise Vreezek as a terrible being, in-league with the 
  Vampire Lords and a major influence around the year 95BK when the once human city of 
  K’horror fell. The floor is of marble tiles, yellow and blue with flecks of green throughout, 
  and the ceiling black as night. The secret door in the south is disguised as part of the wall 
  paintings and as such requires a L2SR on LK to find and a L2SR on DEX to open. 
  The door in the north wall that leads to Vreezek’s chamber is flanked by two slim pillars 
  carved from granite with intertwined serpents, vines, skulls and bones fashioned into the 
  stone in great detail. The keystone above the portal features elaborate carving designs 
  with skulls and the letter ‘V’ in the centre in a suitably elaborate font. Beneath this there 
  is a line of writing in Dragon Tongue, reading:
   “Beware the Wrath of Vreezek the Terrible! Eater of Souls!”
  As soon as anyone enters this room, two guardians appear in clouds of ash, fire and smoke. 
  They are Living Statues, each with an MR of 80. They will attack anyone who attacks 
  them or approaches the door to Vreezek’s chamber. Also an Evil Wizard, under the control 
  of Vreezek, will appear, using magic from level 1 – 10 against the delvers and/or aiding 
  the statues. This is a chance for the Game Master to do some uninhibited role-playing. 
  The evil wizard is more interested in making the delvers suffer and run away than he is 
  in killing them, so none of his spells will actually be lethal. The GM should assume that 
  he has enough power to cast any spells he wants from the first 10 levels of the book. The 
  door itself features a riddle, in Common Tongue. Wizards feel strange and powerful magic 
  from the door and beyond. The riddle is: (see next page)
  
  26
   “The More You Have of It, The Less You See…”
  The answer is of course Darkness. As soon as the riddle is solved the door opens of its 
  own accord and at the same time any light the party has is extinguished and will not re-
  light. Lanterns, candles and torches will not light until the party have moved out of the 
  room. If they re-enter, out go the lights again! Unless they can produce light by magical 
  means they will have to face this room and Vreezek’s room in darkness… 
  GM Note: To add some flavour to this chamber, perhaps bring in some Ghosts of humans 
  slaughtered aeons ago when monsters claimed K’horror as their own. If the adventurers 
  are struggling with the forces stacked against them in here, the Ghosts may appear to 
  lend a hand…
  13 - Time to Meet Vreezek the 
  Terrible! (40’ x 40’ – Height 30’)
  The 30’ high domed roof is supported 
  by four stone pillars, each one is 3’ 
  in diameter and carved as if to show 
  huge coils of rope around them, which 
  end with evil-looking serpent heads) 
  and with a floor of tiled marble and 
  walls of polished stone carved with 
  huge images of towered cities, mon-
  sters, palm trees, demons, sacrifices, 
  worship, humans and winged crea-
  tures. Vampires appear everywhere. 
  At the north end of the hall there is 
  a 5’ square dais raised 10’ from the 
  floor, with the front of the dais formed 
  by steps to the top, upon which a 
  throne sits surrounded by tall candle- 
  holders. Directly behind the dais and 
  tomb is a wall carving of a mighty 
  sorcerer, surrounded by flying crea-
  tures and magical symbols. Behind 
  the creatures a great city can be seen 
  tumbling to ruin. As the delvers enter 
  this room and begin to explore, three 
  things happen shortly after they have 
  stepped upon the floor and at the GM’s discretion, certainly before they are allowed to ap-
  proach the tomb. Two Huge Figures step from the wall carvings and attack the party 
  with outsized weapons. They take some beating and have a fighting MR of 120 each. Fire 
  damage will do them no harm. The throne is bathed in an eerie blue/green light and from 
  this a magical winged creature (MR 190) appears in a billow of fire, ash, smoke and wind, 
  attacking the party (or what is left of it after the last attack) from the air in the second 
  combat round with the giant figures. 
  
  27
  The Winged Creature is a Giant Vampire Bat which has a flame attack, causing 3D6 
  CON damage to all it strikes (L3SR on average of SP & DEX to avoid) per combat round. 
  The creature is immune to fire and poison-based attacks and non-magical damage is only 
  half effective. Ice/cold based magic is the most effective, scoring half-again damage. If the 
  delvers survive these attacks, then they are free to explore the room. Searching with suc-
  cessful saving rolls will uncover the following treasures:
  A trapdoor in the floor, requiring at least an hour of searching combined with a L3SR on 
  LK, reveals a sunken treasure room, containing 2D6 x 10,000 GP worth of treasure in the 
  form of golden statues, necklaces, rings and assorted treasures. The trapdoor requires 
  magic or a L4SR on DEX/INT to open once discovered.
  There are as many secret doors in the carved walls as there are player-characters, each 
  requiring a L2SR to find and a L3SR on DEX/INT to open. Each contains a minor magical 
  treasure/trinket at the discretion of the GM.
  The raised dais is intricately carved with all manner of skulls, snakes, birds and patterns 
  depicting leaves, plants etc. If the delvers remain in the room for 1 full turn, a great magic 
  surge can be felt around the throne and in 1 minute the twisted, ancient, cadaverous, 
  undead body of Vreezek, minor Vampire Lich, enshrouded by green and black robes and 
  holding a dangerous looking rod/mace, will appear sitting in the throne. He wears many 
  pieces of gold and mithril jewellery and stinks of high magic! At his appearance, all delv-
  ers in the room must make a L2SR on INT of flee the dungeon completely in terror, never 
  to return! 
  Vreezek will threaten the delvers to leave immediately and point a scabrous bony finger 
  towards the exit door! If the delvers leave then Vreezek will remain seated in his throne 
  until the end of the adventure, only attacking them if they return to his chamber. Vreezek 
  can fight with terrible magic, using bright green death rays, a spell of his own making, to 
  attack. Anyone struck by a death ray loses 10% of their current CON and ST drops by 1D6 
  points. Vreezek can send out these dreadful rays 1D4 times per combat round and they 
  always hit their target (level 22 spell).
  In addition Vreezek uses a magic mace/DMS called Stagnation. It is a hideous looking 
  thing, holding all known Wizard Guild spells and a few more of the Lich’s own devising at 
  the GM’s discretion. It is indestructible and if any non-wizard so much as touches it they 
  are cursed with a Death Spell #9 immediately. If they survive they are scarred forever and 
  never want to see the item again, avoiding it at all costs. However, if the mace is taken 
  into any Holy place the holder will drop down dead immediately and if they are undead 
  they will turn to dust and be forever destroyed. 
  Stagnation can be used in hand-to-hand combat by a wizard for 40D6+100 requiring a ST 
  of 16 and a DEX of 12. If Vreezek is drawn into melee with the party, he will have a fight-
  ing MR of 600 + his mace attack. Stagnation can also cast spells independent of the user 
  and has a WIZ battery of 100.
  GM’s Note: There are many possibilities to this room and the GM is encouraged to devel-
  op personal attributes for Vreezek for greater role-playing opportunities. Vreezek has no 
  
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  interest in any other part of the dungeon for he spends most of his time wandering other 
  realms of time & space and plotting with the many Vampire Sorcerers that inhabit the 
  dark realms, only returning here to guard his treasure and destroy intruders.
  14 - A Trap of Ice & Fire. (15’ x 15’ – Height 12’)
  This small room is pleasantly decorated with wall friezes, coloured tile mosaic floor (rather 
  cracked, dulled and dirty unfortunately although the original craftsmanship looks excel-
  lent) and a dark blue roof upon which are painted stars. The room was a dark enchant-
  ment room for the vampire lords but is now in considerable disrepair and any trinkets or 
  treasure has been long since plundered. The most interesting feature of the room is the 
  wall painting on the east wall (where the secret door is shown on the map). This shows 
  two duelling vampire sorcerer-kings locked in horrific eternal combat, with one fighting 
  with ice and his opponent working with fire. The wall shows no sign of damage and the 
  painting upon it as clear and bright as the day it was done. Magic can be felt from it but 
  the nature is not clear to any wizard trying to understand it and they will get a very bad 
  feeling from it, wishing to have nothing to do with it. 
  A trap was left on this room when the vampire sorcerer-kings vacated the dungeon.  Di-
  rectly outside the secret door (only secret from the room side) on the east wall of the cor-
  ridor, is a circular hole in the wall, 2’ in diameter, surrounded by a stone carved vampire 
  face. When the secret door is opened, molten hot fire spurts from the vampire head across 
  the corridor and into the secret door, roasting anyone in the doorway for 20D6 fire damage. 
  The GM should rule how much of the delver’s armour protects against this. At the same 
  time, ice spikes will shoot across the room from the wall where the blue arrow is shown 
  on the map. The ice attack delivers 20D6 of frost and cold damage as well as impaling and 
  slicing, again the GM should note how effective the delver’s armour is against this.
   
  15 - Finn the Djinn. (25’ x 15’ – Height 15’)
  A bare stone room with no unusual features, an archway on the north wall and secret 
  doors on the north and east walls. This chamber is home to a very large brass urn, sealed 
  by a huge cork and sealed again by a deep red wax, into which runes have been carved, 
  long ago, so as to be filled with dust. This is Blood-Wax, used by the vampire lords to seal 
  the urn and protect it from thieves. If it is broken, a Vampire Ghost, MR 110, appears to 
  attack all present in the room. This foul entity is immune to all non-magical attacks and 
  any living creature slain by it will rise as a vampire after the next sunset.
  The urn sits upon a raised (1’ from the floor) stone slab of granite in the centre of the room. 
  The Djinn, once a roaming free-spirit, reasonably powerful and generally non-hostile, with 
  a thirst for learning, was imprisoned here by the ancient vampire lords, their intention 
  to turn it against mankind some day and aid their domination of the lands above ground. 
  They also secretly feared its powers greatly. Over the countless years it has remained 
  here gathering dust, unable to escape. The urn is inscribed with magic runes that only a 
  wizard may understand with a L2SR on INT or a spell that the GM deems appropriate 
  (for example an Omnipotent Eye may work if the GM wishes to give the party a break, 
  or an Oh There It Is may reveal another message hidden amongst the runes that is in a 
  language the party can understand)
  
  29
  The runes read as follows:
   
   
   
  Around around around
   
   
   
  Make a hollow sound
   
   
   
  Awake the sleeper within
   
   
   
  The mighty Finn the Djinn
  The delvers must rub their hands all the way around the urn so as to make a sound, but 
  they have to get it right. Each delver trying must make a L2SR on the average of LK & 
  DEX to get the exact tone needed to summon the Djinn within.
  If summoned, Finn (who can take any form the GM chooses) emerges from the urn, which 
  remains sealed (the cork cannot ever be removed) in gaseous form before taking on his 
  usual physical self. He regards the party with interest and seems to study each and every 
  one of them. In doing this he will have full knowledge of their skills, powers, attributes 
  and any personal information. This may prove interesting. The Djinn also knows that he 
  was imprisoned here by the ancient vampire lords and will be very interested to hear how 
  long has passed and how the land above fares today. He may decide to aid the delvers for 
  the promise of freedom or a chance to revenge his imprisonment if any vampire lords still 
  walk the earth. This could make for a grand finale to the adventure should Vakshmi make 
  an appearance!
  If he is spoken to, he will not answer, but stare at the person as if he was looking directly 
  into his soul. He will only answer the most basic of questions if he chooses to do so. He 
  cannot be harmed and the party will not have any powers, spells or items that can affect 
  him in any way.
  If anyone comes right out with it and asks for a wish, the Djinn will study the character 
  intensely and they must make a L2SR on CHR. If they fail, the Djinn will sigh heavily 
  and say ‘I wish you far away…’ and teleport that character to either another part of the 
  dungeon or home, depending on how the GM wishes to play it. If the same character will 
  find it physically impossible (as if an invisible force-field were across the door) to enter 
  this room again.
  If the SR is successful, the Djinn will still sigh and look unhappy but lazily ask ‘What is 
  the desire of your heart…?’ in a manner that suggests he really cannot be bothered with 
  this stereotypical nonsense.
  The Djinn will grant wealth in the form of gold pieces up to as much as each delver is 
  physically able to carry. He will grant attribute increases up to half again of the delver’s 
  original value (rounded down). He will grant weapons to be enchanted up to twice their 
  dice & adds and armour up to twice their protection value, and he will also grant wizards 
  any spell they are capable of learning/using or provide them with a staff. If they ask for a 
  DMS they must make a further L3SR on CHR. Failure results in a disgruntled Djinn who 
  will berate the wizard for being greedy and give him an OMS instead. He will also perform 
  simple tasks such as removing curses, restoring ST or CON, that sort of thing, which he 
  finds very tiresome.
  
  30
  The Djinn will not however make this obvious and the delvers need to be careful they do 
  not ask for too much or he will whisk them away as per the text above. If they ask for one 
  of the things mentioned above, and ask for too much (i.e. more than the text says he will 
  grant) then he will grant the maximum possible but warn them against greed by cursing 
  the delver to automatically fail their next (1D6) saving rolls!
  Wishes within the above guidelines are permitted and there is only 1 wish per delver pos-
  sible. If they ask for something not covered by the basics above, for example specific magic 
  items/armour/weapons, or powers, then the GM should role play the Djinn and have some 
  fun with him, asking for further CHR saving rolls or other tasks of the delvers in order for 
  the Djinn to grant the wish.
  The Djinn will (again this is not to be freely told to the party, they must think of it for 
  themselves) grant them one large or more powerful wish in exchange for the other wishes. 
  For example if the party want a dead character to be returned to life, or something of that 
  nature, the Djinn may grant it (the delvers had better give the creature a good reason as 
  to why they are asking for it, with perhaps more CHR saving rolls or they should actually 
  convince the GM!) for the party instead of each delver asking for a minor wish.
  This room and encounter has the potential to provide the innovative Game Master with 
  excellent role-playing opportunities given the rich history of the dungeon, the ancient 
  vampire lords and the Djinn’s hatred for them.
   
  16 - The Mask of Shadows. (25’ x 15’ – Height 10’)
  This secret room contains the highly enchanted and sought-after Mask of Shadows. It is 
  a solid black metal covering for the face, with a plain facial likeness of a standard human 
  beaten into it, so as to look neither male nor female but at the same time very menacing in 
  a subtle, unsettling way. The mask straps to the head and although it is solid metal, with 
  a slightly bluish hue, the wearer can see through it perfectly and all senses are normal 
  whilst wearing it, almost as if it didn’t exist. 
  This was a highly treasured possession of the vampire lords and as thus sealed into this 
  tomb complex for safe keeping. The wearer of this item is granted a -1 to all SR levels 
  (level 1 becomes ‘min 4’ and a minimum of 4 is still always required…) and enchants any 
  other armour worn to double hits (although strangely if offers no armour protection if 
  worn alone). The wearer is also able to move around in darkness with full vision, see invis-
  ible objects, doors and creatures and has immunity to offensive spells up to and including 
  level 9. 
  GM’s Note: This powerful mask originates from the Nameless City of Zorr, and should the 
  wearer of the Mask die whilst wearing it, the body will be teleported to a secret temple on 
  the Isle of Zorr, whilst the mask remains, awaiting another willing face…
  The mask hangs on the east wall and is guarded by a terrible and highly dangerous foe, a 
  Vampire Shade, which appears in the room as soon as the mask is touched. The Vampire 
  
  31
  Shade is a ghostly figure of a hideous vampire that floats in the air, never touching the 
  floor or the ground. It cannot appear outdoors in daylight without being destroyed imme-
  diately and it cannot be harmed by non-magic attacks although is damaged by all magical 
  attacks from spells and enchanted weapons/items.
  Having said this, the Shade is a very tough 
  foe. It can cast any spell known to the GM 
  (within reason based on the strengths of 
  the party but it should present a tough 
  challenge) each combat round and has a 
  fighting MR of 160, which reflects its abil-
  ity to drain the life from any living crea-
  ture. Any hits taken to CON will be per-
  manent if a L1SR on LK is missed by any 
  delver in combat with the Shade. 
  GM’s Note: If this is too tough for your 
  game play then feel free to omit this rule)
  In addition, all living beings in the same 
  room as the Shade will lose 1 ST per com-
  bat round as the unearthly creature weak-
  ens them with dark magic such is the 
  danger of just being in this creature’s pres-
  ence! Wizards will also mentally struggle 
  to cast magic whilst in the same room and 
  must make a L1SR on INT before casting 
  any spell as the Shade will try to disrupt the magician. If the SR is missed then the spell 
  fails and the combat round is wasted. The GM may rule that WIZ used to attempt to cast 
  the spell is also spent.
  The Mask of Shadows is a very rare and powerful item and it is guarded by one of the most 
  deadly creatures in the dungeon. If the Mask is indeed won and the delvers have no use 
  for it, it will fetch a minimum of 20,000 GP and a maximum of 30,000 GP (roll 1D10 + 20 
  x 1,000 GP).
  A – The secret doors to this room, in the corridor to the north and in chamber 15, marked 
  as points A on the map, are identical water fountains, built into the walls. The fountains 
  are safe to drink and each has a carving of a vampire lion surrounding the water spout 
  that continually trickles fresh water. The eyes of the lion have concealed buttons within 
  them that must be pressed three times; right, left then right again, for the wall to slowly 
  swing open, cutting off the water supply (it is magical in an attempt to disguise the secret 
  doors and thus dissuade delvers from searching there).
  
  32
   17 – Vampire Lord’s Enchanted Treasure Room. (15’ x 15’ – Height 12’)
  This room is protected by two things. The first is the complicated puzzle lock mechanism 
  on the east door, the second is the magical curse that summons and strengthens the 
  Greed Demon…
  The Puzzle Lock
  Set into the door (with no way to damage, alter or destroy it!) is a metal grid, 4x4, with 
  each square of the grid featuring either a demon or a skull, as seen in the diagram. Carved 
  above the metal grid are the words: “To open the door to a Vampire’s Treasure you must 
  remove all death.” There are brass buttons set along the top of the grid and down the left 
  hand column, numbered as above which, when pressed, change the images in the corre-
  sponding columns and rows (i.e. the skulls become demons and vice versa.  The door will 
  only open when all the squares show demons. The starting point for the puzzle is set out 
  as per the diagram and it will look like this when the delvers first encounter it. Below the 
  grid it says: “You must eliminate death in four moves.”  So yes, delvers must complete the 
  puzzle in 4 moves or the door will not open. 
  For example, starting with the set-up shown below, if a delver presses button numbered 5, 
  all the skulls in the first COLUMN will change to demons and vice-versa. The same goes 
  for any button along the top.
  To open the door to a Vampire’s 
  Treasure, you must remove all death.
  eliminate death in four moves or you cannot enter
  The Puzzle on the door to room 8 – photocopy for use in your game.
  
  33
  If a delver presses button 1, all the skulls 
  change to demons in the first ROW and 
  vice-versa. This is achieved by pressing 
  button 2, then buttons 5 then 8 and finally 
  pressing button 4 will result in all images 
  showing as demons. Photocopy the image 
  and cut up the squares to make it easier for 
  players to swap the images when a button 
  was “pressed.”
  See below: This sequence shows the 
  changes after each button in the solution is 
  pressed and the final arrangement that fea-
  tures all demons and the door then opens. 
  The changes are shown in bold.
  From starting point – Press Button 2. The 
  grid then looks like this:
  Then Press Button 5. The grid then looks 
  like this:
  Then Press Button 8. The grid then looks 
  like this:
  And finally pressing Button 4 completes 
  the puzzle!
  The delvers are able to take any of the 
  items in this room, but in doing so will 
  trigger the arrival of Ptorgor the Vile. It 
  is a Greed Demon, a foul, multi-fanged, 
  winged, leathery, stinking, bald, horned, 
  cloven-hoofed creature from Hell. 
  It has a base MR of 200 but for every item 
  the delvers take from the room, it will have 
  10  added to its MR! An ‘item’ means a suit 
  of magic armour, a weapon, a potion, tome 
  or enchanted trinket. Total the number 
  that the party take and add this to the De-
  mon’s base MR of 100 for its final MR once 
  they leave the room! The Demon will ap-
  pear in the corridor south of the room as 
  marked on the map by a small pentacle. 
  
  34
  Suggested List of Magic Items in Room 8:
  w  Wizard’s Blasted Staff. A slightly modified ordinary magic staff that has the extra 
  capability to cast as many Blasting Power spells each day equal to the user’s level number, 
  without expenditure of WIZ for the user.
  wCharm of Health. A simple amulet that allows the wearer to restore lost CON points 
  at the rate of 1 per full turn.
  wGiant’s Axe. An over-sized single bladed axe enchanted to do 100D6 + 30, but requires 
  a ST of 30+ and a DEX of 25+ to wield.
  wPriest’s Blade. A slender, straight sword with a silver hilt, scoring 8D6+4 in combat. It 
  is enchanted to be always coated in Dragon’s Venom and will cast an ‘Exorcism’ spell for 
  the user once per day. Can only be used by priestly/monk characters and wizards.
  wDeath Chime. Two-handed broadsword scoring 50D6+50 in combat. St 30, DEX 19 to 
  use, by warriors only. This totally black sword with an elaborate hilt will play demonic 
  music very loudly during every combat it is used in!
  wDel’s Dragonleathers. A full suit of dragonhide armour, very heavy (700) and bulky to 
  wear but they are enchanted to take 1,000 hits.
  wGlowing Staff. A quarterstaff with an indestructible glass sphere atop it held within an 
  ivory clasp fashioned to look like a claw. When used (wizards only) it radiates a glowing 
  aura 30’ in diameter with the user at the centre. This will keep most undead away (GM’s 
  discretion). The aura lasts for 1D20+5 full turns but cannot be moved once set in use. The 
  staff must be recharged in full sunlight for at least 1 hour after use before it can be used 
  again. 
  wReanimator Potion. This bright green liquid (one dose) is a reanimation potion. It 
  must be fed to a person not more than 3 full turns dead. The person will be raised back to 
  life with full attributes, knowledge and powers as before death. The body must still be in 
  one piece for this to work!
  18 – Vampire Sorcerer’s Vault. (15’ x 20’ – Height 12’ vaulted)
  This chamber was used by the vampire sorcerer during construction. It is now a dusty, cha-
  otic reminder of the evil forces that once ruled the land above and it is a chilling thought 
  that one day these vampire sorcerers may return. Everything in here is covered in a thick 
  layer of dust and the room stinks of stale air. The exact list of unusual or enchanted items 
  that remain in here is left to the GM but as a guide there are ancient potions, trinkets 
  and items protected by sorcery so as not to waste away with the passage of aeons. A L2SR 
  on LK is required to find one of these items amongst the mess and chaos, and each delver 
  may try to search once per combat round.
  wBone Powder. Summons 1D6 Living Skeletons MR 30 each to do the user’s bidding.
  
  35
  wMap to a legendary treasure or dungeon location or another tomb location where other 
  vampire sorcerer-kings rest in darkness and secrecy (GM adventure hook).
  wCrystal Ball. Works as a Dear God. One use only.
  wGambling Dice. When rolled this set of glass D6 always roll 6’s.
  wVampire Bat leather boots. Lowers difficulty of SRs by 1D6 when the character is 
  sneaking or hiding. No SR can go below level 1.
  wPuzzle Cube. If solved (L3SR on INT) it will open a dimensional door leading to 
   
  another tomb or location by way of an adventure hook.
  wDried Tongue. If this horrible item is kept, the user will be able to detect lies.
  wCold Coal. When thrown to the ground a Wall of Fire is created as per the spell.
  wSorcerer’s Finger.  Allows the holder to lower all LK based SRs by 1 level.
  The room has no guardian but has a subtle curse, set by the Vampire Lord. Every adven-
  turer will lose 1 point of CHR for each combat round (2 minutes) they spend in here. The 
  loss is permanent and if CHR drops to zero or below, the character immediately trans-
  forms into a horrible vampire…
  19 - The Luxurious Boudoir of Princess Luna. (30’ x 40’ – Height 40’). 
  This huge chamber is magnificent. Four pillars support the ornately painted ceiling, which 
  features scenes of wonder, glory, decadence and unworldly pleasure and delight. Realistic 
  friezes depicting eroticism, indulgence, greed and feasting cover the walls, whilst the floor 
  is made up from 2’ square marble tiles, blue, cream and green-flecked, with 8 luxurious 
  rugs scattered here and there (worth 2,000 GP each). Two mighty fires burn eternally 
  within large and ornate braziers in the north-east and north-west corners of the room, 
  flanking a raised dais of elaborate design that sits between the braziers on the south wall 
  and filling the chamber with sweet incense. The high roof is vaulted and ornate.
  Exactly 1 turn after the delvers enter the room there is a bright flash of yellow light from 
  the throne area accompanied by a stink of sulphur in the air, and suddenly upon the dais 
  appears a Mummy. On the dais is a wonderful throne of grand and elegant design and it 
  is upon this that the Mummy sits. The mummy is tall, elegant and slim, clearly a woman, 
  wearing all manner of ornate jewellery (in total worth 11,000 GP). She rises elegantly 
  from the throne, with more than a hint of allure, when anyone enters the room, and 
  gestures that they approach. An assortment (2D6) of different sized and design treasure 
  chests are scattered around the room, all closed shut. The main feature of the west wall is 
  a very large ornate mirror, blackened around the edges and roughly spherical, held within 
  a golden frame of antique and elaborate design. (20,000 GP value)
  Luna was granted immortality by her lover, Vakshmi the Vampyre, and returns to this 
  chamber whenever living creatures enter once again.
  
  36
  GM’s Note: – The Mummy can be 
  present as soon as the delvers enter 
  if the GM so desires.
  Delvers entering her chamber are 
  treated politely and well, with fresh 
  fruit and drinks offered, already 
  laid out upon fine wooden tables. 
  Wine, both white and red, is free for 
  the taking in large pewter jars and 
  fresh water or strong ale and cider 
  also present. Luna beckons that the 
  delvers take their fill. Princess Luna 
  will offer to heal wounds (restore full 
  CON for up to 10 delvers), restore 
  strength (return ST to maximum 
  for up to 10 delvers), teach spells 
  (any spell known to the GM up to 
  10th level for any true wizard - NOT 
  rogues!) and grant magical powers to 
  any 2 members of the party (Pow-
  ers are at the discretion of the GM, 
  but as a rule of thumb they should 
  be no more powerful than limited 
  fire immunity, limited teleportation 
  ability and limited powers to detect 
  certain creatures, traps or illusions 
  for example). Luna asks only that 
  any delver receiving such treat-
  ments add to her already immense 
  treasure hoard. 
  An empty treasure chest will appear at her feet at the foot of the dais. 
  For ST & CON restoration the treasure-greedy Princess asks 100 gold coins (or treasure 
  equivalent) per point restored. Spells taught are 1,000 gold (or treasure equivalent) per 
  level and magical powers are at the GM’s discretion depending on the power granted, but 
  cost ranges from 1,000 – 10,000! She will be pleasant and polite to the delvers, but she has 
  a dark side…
  Princess Luna is obsessed and slave to treasure, wealth and power. She is able to travel to 
  other realms where she enjoys debauchery beyond earthly belief and eroticisms unknown 
  to mortal man. She does this using the huge magic mirror on the north wall. If any of the 
  delvers approach the mirror she will appear edgy and keep a close watch on them. If they 
  attempt to do anything to it she will yell at them to stop and rush over to protect the mir-
  ror, fighting them if necessary. It is indestructible.
  
  37
  Clearly there is a massive amount of treasure already present in the room. Each treasure 
  chest contains a different type of treasure but the value of each chest is in excess of 50,000 
  gold pieces worth! Any attempted thievery by the party will be dealt with and she will 
  know if anything is touched from her personal treasure collection! If the delvers merely 
  wish to pass through the room then she will allow them to do so but will be disappointed, 
  ushering them through quickly and keeping a close eye on her treasure!  If they wish to 
  look around, she permits this but warns them against looting her treasure or touching 
  the mirror on the north wall. 
  If the delvers anger or attack Princess Luna, she will turn into a huge and deadly Chime-
  ra, attacking with an MR of 250 whilst her illusionary body (CON 250) remains standing 
  on the dais and attacking with magical lightning bolts from her Staff of Death aimed at 
  an individual delver (usually the strongest or highest level or the most powerful first) that 
  cause 3D6 damage directly from CON. The Princess is so powerful that she can use these 
  two attacks and exist in two different forms at one time. However this causes her great 
  pain and drains her life-force so she is only able to combat for 6 combat rounds using both 
  forms, after which if she still lives, she will howl in agony and depart using a terrifying 
  ghostly form, flying through the mirror. In addition she is able to summon two large and 
  frightening Living Statues that appear and aid her fight with an MR of 180 each, if it is 
  going badly or looking grim for her.
  If she is killed or has to flee through the mirror, Vakshmi (room 4) will return to his crypt 
  and arise in search of the delvers, his aim to destroy those responsible for her death. He 
  will appear in this room in exactly 1 turn from the moment the Princess departs, whether 
  through the mirror or actually dies at the hand of the delvers. 
  Any delvers attempting to pass through the mirror will find it very hard to do so. Only 
  a wizard making a L4SR on INT may travel to the dimensions beyond the mirror. Un-
  less the GM wishes to take this further or develop the sub-adventure whilst running this 
  dungeon, they will be out of the game (or teleport them somewhere). The mirror cannot 
  be broken and if the delvers find themselves free of attack from Luna or Vakshmi, they 
  may of course loot the room.
  At the top of the dais is a secret door in the north wall (this may be trapped, locked , magi-
  cally sealed or just very difficult to open. It is left up to the GM as to how difficult it is for 
  the party to gain access to this room) that leads to an anti-chamber shown on the map, 
  containing an old wooden coffin in which the Princesses’ ancient bones lie, accompanied 
  by her Staff of Death, which the party may claim. It can be used (details above) by wiz-
  ards only and contains 6 charges for use every sunrise. There is also an old wooden chest 
  containing 25,000 GP worth of gold and jewels, but amongst this is a deadly Cobra that 
  attacks anyone digging through the treasure. A L1SR on SP or a L2SR on LK or DEX is 
  required to avoid the lightning speed of the Cobra’s attack. If bitten, death follows in 10 
  seconds unless a Too-Bad Toxin is cast before ten seconds elapses.
  
  38
  20 - The Followers of Zok. (25’ x 25’ – Height 18’ domed)
  This room has walls painted with scenes of great wonder; magnificent towered cities, 
  grand temples, mountaintop castles, huge forests with wild deer and stag, mighty lands of 
  hill and rivers, sunlit glades and fresh snowy mountain crags. The floor is black and white 
  checkerboard and the ceiling is bright blue with a 10’ diameter sun design in the centre. 
  Against the south wall is a very large and impressive throne (illusionary), raised up on 
  a dais with steps approaching. It is empty. The whole room reeks of strong and deadly 
  magic. Vakshmi keeps this warlord entombed for his personal entertainment.
  Zok is a Skeleton Warlord/Wizard and this is his chamber. He once ruled in K’horror and 
  his name is legend with thousands of followers long ago when the Sketthor-Ka dominated 
  the land. The best of these were his Twelve Guards of Honour, Skeleton Warriors loyal 
  to him for eternity. Zok and his guards dwell beneath this chamber, the floor of which is 
  illusionary apart from a 3’ ledge right around the room. As soon as anyone steps onto the 
  floor beyond the ledge, they fall through the floor yet the illusion remains. Beneath is an 
  identical chamber yet the wall scenes show terror and destruction, a land overthrown by 
  Zok and his army of skeletons! 
  Zok sits in his throne in the same location below as with the illusionary throne in the false 
  room above. He has an MR of 300 and can cast L1-14 spells through his deluxe magic staff, 
  a rod topped with a skull. The deluxe staff goes by the name Moribindus and is evil in 
  nature with a WIZ reserve of 50. Around the bottom room are 12 inset tombs dug into the 
  walls, in which stand the 12 Loyal Guards of Zok. Each will animate and attack with an 
  MR of 50.
  If the delvers defeat Zok and his followers, they may search the room, with a L3SR on LK 
  required to find a secret door at the back of one of the standing tombs (lower the SR to L2 
  if the delvers specify they are looking here), leading to a small treasure vault in which are 
  many treasure chests holding a total of 60,000 GP and three magic items from the sug-
  gested list below:
  wThe Wolfstone Dragon Skull. Enchanted dragon skull with origins in the Isle of Wolf-
  stone amongst the cluster of islands north of the Dragon’s Spine. It can be used to sum-
  mon a dragon with an MR = the user’s level number x 1,000, once only. Dragon will do the 
  bidding of the user for 1 full day.
  wDemonskin Armour. Full set of armour covering all of the body, which will take 66 
  hits and send offensive spells back at the caster, as well as protecting the wearer from fire 
  damage. 
  wSkin-Of-Your-Teeth Armour. This is a set of full plate armour enchanted to not only 
  take 80 hits per round, but if the wearer is killed, the armour teleports the wearer home 
  with a CON of 1, where he or she may recover…
  wSword of Horrors. A sentient scimitar that scores 10D6+10 in combat and each time it 
  is used in a combat where the foe is killed, it adds 1D6+1 add to its damage rating.
  
  39
  wFlaming Flamberge. When removed from its scabbard it fires-up, scoring 24D6+12. 
  If the scabbard is lost or destroyed the sword loses all magic properties and becomes an 
  ordinary 6D6 flamberge.
  wWater of Life. A bottle containing 1D10 doses of a magic potion that restores 1D100 lost 
  CON when drunk, remembering that CON cannot go above original value.
  21 - The Incomplete Summoning. (15’ x 15’ – Height 18’)
  Burning torches in 4’ tall iron cressets illuminate this small room brightly. In the centre 
  is a 5’ cube altar, quite small but nonetheless evil in aspect. The top of the black basalt 
  altar is spilled with blood and carved channels in the surface funnels the blood down to 
  the floor, where a five-pointed star and an array of strange symbols, again carved into the 
  floor, is slowly filled as the blood flows into it. The blood on the altar seems to be draining 
  away but the floor symbol is not yet full. No victim can be seen. The room is very warm 
  and sickly smelling, very unpleasant overall. The floor and ceiling are composed of black 
  basalt tiles whereas the walls of the room are just normal stone.
  If the delvers choose to do nothing, then nothing will happen. They should work out that 
  in order to make anything happen, more blood needs to be spilled onto the altar so that the 
  engraved symbol on the floor is filled and completed. Cutting themselves or sacrificing an 
  animal (or captured monster!) and pouring the blood onto the floor will not work, a living 
  sacrifice must be cut on the altar and the blood flow from there, for the dark magic to take 
  its course. The sacrifice need not be killed, but at least 6 points of CON worth of blood 
  must be spilled. For example someone’s arm can be laid on the altar top, or someone can 
  lie on it, that’s fine.
  However, why would the delvers want to do this? There is no treasure to be seen or de-
  tected, and the room stinks of bad eggs. If they are wise they will walk away, but delvers 
  will be delvers, and they are here for adventure right? Unsurprisingly, when the symbol 
  is complete, a Demon appears somewhere in the room. The GM may give this NPC any 
  form they are happy with, but as this chamber was used by the Vampire Lords to summon 
  demons and the like, anything summoned here should be vampiric in aspect and generally 
  gruesome and abhorrent, double-dealing and loathsome. If the delvers leave well alone, 
  feel free to have the demon communicate with one or more members of the party, secretly, 
  a menacing yet interesting voice in their head, that he can promise them great wealth, 
  power or magic if they release him. He is caught between his dark world and this one until 
  the blood sacrifice is complete (this is actually true). Characters will need to make a L2SR 
  on INT to ignore his promises. Failure may mean that they run to the altar and cut them-
  selves to fulfil the demon’s wish. These dark voices may continue for the rest of the game, 
  with the SR increasing in level as the demon becomes more desperate!
  Option 1 – The demon is free and attacks the ‘foolish mortals!’ immediately. He will steal 
  anything from them that he can use (he fights with a mean tooth & claw, MR 250, but 
  would rather like a nice magic sword and perhaps some armour…) and then leaving the 
  dungeon, finally free of the Vampire Lords’ servitude.
  Option 2 – The demon will parley with the party, perhaps offering to lead them to trea-
  sure or magic or helping them, in return for some dark payment, or asking where the 
  
  40
  Vampire Lord lies, so that he can lead them to his treasure and hopefully slay his old 
  master in the process. He will of course twist any agreement to his advantage…
  Option 3 – He immediately tries to get the delver with the highest CHR on his side, so 
  that he can use the party to his advantage. This opens up excellent role-playing opportu-
  nities for the GM and players. He may try to enslave the most vulnerable delver, with the 
  lowest CHR perhaps?
  Option 4 – The demon thanks them for freeing him then vanishes into the world, to ap-
  pear in another adventure, later in this game, or never at all. He may do something nasty 
  before he goes if the GM feels it is appropriate (such as cursing them to fail SRs, stealing 
  one or more magic items, etc).
  Option 5 – The demon appears and although he does not make it obvious, he must grant 
  the party (or the person spilling the blood) a wish before he is free to do as he wishes. The 
  wish can include returning a slain delver back from death, but they may not return ex-
  actly as they were before death. The GM can have some fun here…
  Remember that demons will lie, twist words, use clever arguments, turn situations to 
  their own advantage and can NEVER be trusted, whatever they says or promise. The 
  demon does possess some knowledge of the dungeon but he is a secret enemy to Vreezek 
  the Terrible, so there may be a deal to be done here if the delvers have already had an 
  encounter and come off worse for wear in room 13…
  22 – The Golden Gallery of  Zzegrrath 
  (30’ x 20’ – Height 12’)
  This elegant chamber has fine woven floor 
  matting, neatly plastered and painted walls, 
  with a ceiling of gold leaf. Wizards will detect 
  enchantment here, which would seem to sug-
  gest the chamber was protected from decay or 
  damage. It is deathly quiet and quite calming. 
  No monsters will step foot in here apart from 
  Vakshmi if he is on the war-path or hunting 
  down the adventurers, which they would no 
  doubt deserve…
  The walls are lined with paintings, in gold 
  frames and protected by fine glass. Each 
  painting, although seemingly depicting a 
  harmless, sometimes even pleasant scene 
  (an old stone tower surrounded by trees, two 
  maidens hiding from an unseen follower in a leafy glade, a child peeping through the key-
  hole of a great oak door, a sleeping dragon, a quiet crypt illuminated by a single shaft of 
  moonlight, an old man dressed in rich robes, with the slightest hint of fangs protruding 
  from his top lips if studied closely, etc) the viewer cannot help but feel uneasy, as if they 
  too are being studied or watched from an unseen place.
  
  41
  There is clearly much gold to be looted from here, but the delvers would do well to recall 
  the protection magic cast onto the room (or if they have not thought to bring a wizard, 
  or said magic user is dead, or just stupid...). If the delvers simply pass through the room, 
  gazing upon the wondrous antique art in here, they may enter and leave in perfect safety 
  and gain 500 AP and 1D3 permanent IQ/INT points for the experience. DO NOT tell them 
  this as they would have no way of knowing. It is secret and powerful magic that the artist, 
  Zzegrrath, placed on the room many aeons ago in the time of the Vampire Kings, as a ‘tip 
  of the hat’ to would-be viewers of fine art.
  What’s going on here?
  The Artist: Zzegrrath Finehand was an ancient, flamboyant and somewhat camp Vam-
  pire Sorcerer in the time of Vakshmi. He was indeed very ancient and powerful yet with 
  an artistic streak and a yearning for the finer things in life. In his later years his craving 
  for human blood lessened and he became more selective in his tastes, preferring young 
  ladies and gentlemen to slake his desires of blood and carnal lusts. Around the time that 
  Vakshmi was planning the construction of this tomb and the lands above ground were 
  by then almost devoid of living souls, Zzegrrath, feeling old, tired and somewhat jaded, 
  requested to reserve a room for himself within the tomb, where he would live out his re-
  maining years doing what he liked best; painting. His art was excellent but as mentioned 
  above, were tinged with menace and hidden danger and unseen horror.
  Zzegrrath did indeed have his wish in return for services and loyalty to the Vampire Sor-
  cerer Kings and this chamber is his legacy. As for the old Vampire himself, no-one knows.
  The Gold Leaf: Gold leaf is in abundance on the ceiling, around the edges of the walls 
  and on each and every golden frame surrounding the paintings. A single adventurer can 
  remove 50 GP worth of gold leaf per turn easily enough if they have a dagger or suitable 
  tool to do so. Anything larger than a dagger will just damage the leaf and result in a mess 
  and no treasure. It may come as a surprise to the party that they are in fact able to remove 
  the gold leaf despite evidence of magical protection on the room. In fact, the moment they 
  began scratching at the gold, the magical trigger was activated…
  The Paintings: Each painting is worth 2D6 x 100 GP for its quality, rarity and antiquity. 
  Removing them from the walls is easy for they are not trapped. Each one weighs 80 weight 
  units and is very bulky and somewhat fragile. Good luck to any party trying to success-
  fully get these to the surface to sell at market! Of course, removing any of the paintings 
  from the walls will automatically trigger a magic protection spell.
  The Protection Enchantment: When triggered, the magic reflects the subtlety of the 
  creator. There are no Hell Bombs Bursting here, or TTYF spells launching from the walls. 
  Nor are there any screaming fireballs, ice attacks, exploding doors or poisoned paintings. 
  The enchantment placed by Zzegrrath is subtle. He placed many spells of protection on 
  his gallery but his protection against theft is rather cool. At first, nothing happens. The 
  delvers may leave the room with as much as they wish in gold leaf or paintings. However, 
  everyone who leaves the gallery with stolen treasure will be cursed.
  Anyone stealing anything from the Golden Gallery will be followed by a hideous golden-
  glowing Ghost, unseen and undetectable, but they will know that they are being followed 
  
  42
  and feel a dreadful sense of doom as they go. The Ghost will not attack and cannot be 
  harmed. Certain detection spells or magic items may allow the caster to see the horrible 
  thing that follows the thief. Nothing will happen until the delver steps outside the dun-
  geon, whereupon he or she will turn to solid gold. Great for the delvers who remain alive, 
  but rather bad luck for him… Dropping all treasure from this room removes the curse.
  Any paintings that are stolen can be sold by remaining characters when they are brought 
  out of the dungeon, but they will eventually bring doom, sadness and even death to any 
  new owner. 
  GM’s Note: This may be the start of a new mini-adventure…
  23 
  – 
  Statue 
  of 
  Narkissa – Tombs 
  of Dark Desire (25’ 
  x 15’ – Height 12’)
  A chamber long fallen 
  into ruin, this room has 
  missing sections of ceil-
  ing (beyond only rock 
  and dirt), damaged floor 
  tiles (once red and green 
  patterns but now faded, 
  cracked, missing and 
  dull) and a stench of 
  dirt, decay and death. 
  A statue, 8’ tall, depict-
  ing a very seductive, 
  slender female Vampire 
  (Narkissa – The Sleeping One ) once stood proud in here, but alas the passage of time, the 
  falling of ceiling stone or some other forces have caused this superbly lifelike (or death-
  like?) image to be broken in half, smashing cleanly into sections, mainly due to the quality 
  of stone and the skill of the builder. All that now remains is the lower section, long slender 
  legs and the lower body to just above the waist. The design of the upper part of the statue 
  is left to the whimsy and lurid imagination of the Game Master, or Mistress...
  Where the statue has been severed a mysterious and magical green glow emanates within 
  the stone. Sparks of magical energy can be seen and wizards in the room will feel magic of 
  the most interesting nature, both good and bad vibes, with a hint of sexuality and tempta-
  tion.  Also present in the room are 4 rough coffins, each one sealed with magic and in-
  destructible against any power, magic or force the party may be able to wield. Weapons 
  striking the coffins will shatter – even magical blades! 
  What is going on here? The statue depicts a beautiful, powerful, seductive, man-eating 
  (literally) evil Vampiress, famous across the land and known by the name of Narkissa, 
  meaning The Sleeping One. Lover to many Vampire Lords, she was ruthless in her slaugh-
  ter and insatiable when it came to pleasures of the physical form. Many mortal men freely 
  
  43
  sacrificed themselves, body and soul, to her, just for the sheer pleasure a night with her 
  would bring.
  As a result she increased in power, so much so that many of the ancient Vampire Sorcerer 
  Kings and Lords began to fear her. Although it pained them deeply, they slaughtered 
  her physical form and bound her evil soul into this statue, forever sealing her within the 
  marble. Her four most loyal servants, as sexual as they were evil, they sealed within four 
  indestructible tombs (still present in the room). The soul of Narkissa has long since left 
  the tomb* to planes unknown and unattainable by the adventurers, but her loyal servants 
  remain, dead yet alive within the coffins! 
  The Statue: The delvers cannot cause the statue any further harm. If they touch the re-
  maining legs & thighs as they crackle with ancient magical energy (L1SR on IQ for any 
  male player-character to resist) they will receive a massive magical 6D6 shock, points 
  from which will be deducted directly from CON. As this is likely to kill most of the party, 
  have it so that they are thrown across the room, smashing against the wall and if they 
  took enough points to kill them, say they are unconscious for 1D6 x2 minutes, waking with 
  a CON of 2. 
  GM’s Note: If the delvers are extra tough or perhaps need a wake-up call, feel free to kill 
  one of them outright in this manner. After all the power is staggering! They can die as-
  sured that an eternity with Narkissa’s dark and evil soul awaits them…
  However, the magic that almost killed them has a side-effect that adds half the number 
  of damage points rolled (round down of course) across ST, IQ/INT and LK, as the player 
  decides. They will of course slowly become a Vampire over time, although it will take 1D6 
  months for this to take effect. They will not have any other attribute changes or Vampiric 
  
  44
  powers, just a lust for human blood at least once per week.
  The Coffins: As soon as the first adventurer touches the remains of the statue, one of the 
  magical coffins will open and a hideous Vampire Hag (sorry, all beauty and sexuality have 
  withered to dust) will emerge and attack anyone living in the room (Undead and other 
  Vampires will be ignored but may still attack) with an MR of 80. These Hags are immune 
  to all magic except from fire & heat generating spells, which will affect them at double 
  strength. Normal flame will not harm them although the foul smell of burning flesh may 
  occur.
  The other three coffins burst open exactly 2 minutes/1 combat round after the first one, 
  one at a time, so that after 8 minutes the party will be facing 4 Vampire Hags (or what is 
  left of them) at once, each with an MR of 80. Running away may be the best plan here as 
  unknown to the players, the Hags will not leave the room, but will wait for the delvers to 
  return, regaining any lost MR in the meantime…
  Treasure: The delvers may not think of searching the room as there could be so much 
  going on and they may not have time, especially if they must flee for their lives! However 
  if the statue is slid away from where it rests (total ST required will be 40) them a niche 
  in the floor below will contain a minor magical item of the Game Master’s choosing and 6 
  black pouches, each containing 6D6 gems worth 50 GP per gem. The type of gem does not 
  matter here.
  GM’s Note: As a complete alternative to the horrors above, you may wish to have the 
  Vampiress servants still warm, youthful, beautiful, naked and erotic as they emerge, their 
  intent to seduce the adventurers, male and female, to enslave their souls. Delvers slain in 
  this manner will turn to dust in death, allowing the Vampiress to once more roam free…
  *The answer to where Narkissa now dwells may be found in the next installment to this 
  dungeon adventure...
  On the following pages is a brand new solitaire adventure by Ken St. Andre that directly 
  ties into this dungeon. Enjoy...
  
  A SOLO adventure for wizards
  By KEn St ANdre
  Based on the Vaults of K’horror adventure 
  module by Andy Holmes.
   
  WIth Art by 
  SImon Tranter & Steve Crompton
  
  46
  By Ken St. Andre
  Based on the Vaults of K’horror 
  adventure module by Andy Holmes.
  Introduction
  “This is a very dangerous ad-
  venture,” said Menslar, Chief 
  Wizard of the Khazan Wiz-
  ards Guild. “Thank you for 
  agreeing to undertake it. The 
  ruined city of K’horror is in-
  side the Empire of the God-
  dess, but it is an area of dark 
  and ancient magic unlike the 
  modern world. As you know, 
  K’horror was the capital of 
  the old Skeleton Man empire 
  between 2000 and 4000 years 
  ago, and that empire was 
  ruled by a series of powerful 
  vampire wizards. They had a 
  form of magic based on blood sacrifice totally 
  different from our own. The vampire empire de-
  clined, mostly because the lords “ate” the sub-
  jects, eventually depopulating that part of the 
  world — the lower half of the Dragon’s jaw still 
  has more ruins than cities and towns in it.”
  “Cannibalism?” you interjected.
  “Perhaps, some,” Menslar answered. “But 
  when I say “ate”, I meant that the lords’ thirst 
  for blood drained so many of their subjects dry 
  that there were no longer enough citizens to 
  work the fields or the mines. There were many 
  thousands of weak and hungry vampires. An-
  cient wizards from other parts of the world 
  banded together to destroy most of them. As for 
  the vampire kings and lords, they apparently 
  buried themselves in great underground palac-
  es, vaults, temples, and fortresses where they 
  could dream away the centuries until the land 
  had replenished itself.”
  “I understand,” you tell him. “But something 
  has changed, and you want me to do something 
  about it, is that it?”
  “We have sent agents into that 
  part of the country before, but 
  most of them failed to return. 
  The incidence of vampire and 
  skeleton man attacks on the 
  outer provinces and travelers 
  along the coast has increased. 
  Ordinary warriors seem to 
  stand no chance, and thus I 
  think this is a job for a power-
  ful mage. Unfortunately, not 
  many powerful mages really 
  wish to risk their lives, thus, 
  you are the best candidate we 
  have. I want you to enter a 
  vampire vault and bring back knowledge and 
  artifacts that I can study. Recently a few low-
  level adventurers have returned and told of one 
  such underground complex called the Vakshmi 
  Vault. Skeleton men have been leading them 
  there and letting them into the complex. I think 
  it might be the easiest to penetrate.”
  “How do I get in?”
  “This is a secret mission. If the skeleton men 
  knew what you will be doing, they would cer-
  tainly try to stop you. Luckily, I have a ser-
  vant who has explored the ruins and has found 
  a secret way into this particular tomb. He’s a 
  mighty rock troll named Trann-Torr-Homm. 
  We just call him Trann. He can go with you as 
  your bodyguard and pack mule — don’t call him 
  that. He likes being a bodyguard; he doesn’t 
  Vampire’s Vault: 
  A SOLO adventure for wizards
  
  47
  like being a mule, but if you sweet talk him and 
  promise to share any gold or silver that you 
  may find, you can get him to carry supplies and 
  treasure back out. And, he’s a mighty fighter. 
  If you take care of the magic, he can probably 
  handle any physical confrontations. Since he is 
  a creature of living stone, the ordinary blood-
  drinking tactics of vampires, and other undead 
  things are not likely to bother him.”
  You stand up to leave the Head Wizard’s office, 
  but he stops you. Menslar sticks out his hand 
  and says, “Let me give you my blessing. He 
  takes one of your hands in both of his. He closes 
  his eyes and concentrates and you feel a sense 
  of warm power flowing into you. “I have given 
  you some of my own kremm to be used on this 
  mission. At the moment you are supercharged 
  with power. Use it wisely.” You may add 20 
  points of WIZ to your stat, but this is temporary 
  bonus and will not last past this adventure.
  “Thank you.”
  That was your interview with Menslar. Now 
  you and Trann-Torr-Homm are ready to depart 
  for K’horror.
  Note: The Empire of the Goddess is what loyal 
  servants of Lerotra’hh call the Empire of Kha-
  zan. At the time of this adventure it covers the 
  lands around the Dragon’s Mouth, and the cities 
  of Khazil, Khizil, Khiltarr, Kasar, Stormgaard, 
  Silverhold, and Talleymark, plus all the little 
  Read this first: 
  This is a solo adventure for powerful wizards 
  of at least 5th level, but no higher than 12th. 
  That range was chosen because the magic in 
  this solo only supports up through 12th level 
  spells. If you do not have a wizard of sufficient 
  power, you may use the character provided on 
  page 59, and name it to suit yourself. In situ-
  ations where magic may be needed, only those 
  spells that are most likely to have a beneficial 
  effect will be offered for your character to cast. 
  In order to cast them, your character must have 
  sufficient INT, DEX, and WIZ to make the spell 
  happen. Be cautious and use magic as sparing-
  ly as possible — there are complications in this 
  adventure that I am not going to warn you about 
  now. For example, spell batteries will not work. 
  You must rely on your own natural kremm. For 
  purposes of kremm regeneration and keeping 
  track of time, you may consider each paragraph 
  that you read to be a game turn of 10 minutes. 
  (You regenerate 1 WIZ point every 10 minutes.)
  You have a trollish NPC companion named 
  Trann-Torr-Homm, an obvious homage to the 
  artist and writer of the GM module. He is BIG, 
  some 20 feet tall, armed with a huge bludgeon, 
  and with a monster rating of 500. In combat, 
  if he is damaged, he will regenerate 50 hits of 
  damage each combat round.
  Good luck. Now turn the page and go to 1.
  places on the Dragon’s Head 
  too small to show on the map. 
  
  48
  You and your minion, the mighty troll 
  Trann-Torr-Homm, hereafter referred to 
  as Trann, have been traveling for ten days, and 
  have now arrived at the outskirts of the ru-
  ined city of K’horror. Late afternoon sunlight 
  sparkles on the water drops clinging to the sod-
  den leaves of the gloomy-looking trees that sur-
  round you. During your travels you had several 
  minor adventures — the road from Khazan to 
  K’horror is perilous in the best of times — and 
  these are not the best of times — but there was 
  nothing that the two of you couldn’t handle. 
  (Roll 3D6 *TARO & DARO) and take 10 times 
  that number in a.p. for the journey. Trann has 
  a monster rating and does not collect adventure 
  points.) Now there is a decision to be made — will 
  you try to enter the vampire vault by daylight — 
  you still have a couple of hours of sunshine left 
  — or after dark? If you choose daylight, go to 5; 
  enter by darkness and go to 10.
  As you approach the ruined wall you be-
  gin to sense malevolent magic. You noticed 
  this aura of evil as soon as you entered the city, 
  but it has grown much stronger as you arrived 
  at this location. (You will be feeling this same 
  omnipresent spirit of terror and despair for the 
  remainder of the adventure — in fact it will 
  intensify by a factor of 13 once you enter the 
  vault, completely masking your ability to sense 
  magic on objects or beings—you will be wise to 
  consider that everything you see or find will be 
  enchanted in some way.)
  “Where is this secret entrance?” you ask Trann. 
  “Observe!” he answers. Trann walks up to 
  the ruined wall. It does not quite reach to his 
  shoulder. He thrusts his hand into the wall and 
  it looks as if his arm is now stuck in the wall. 
  Clearly there is an illusion of some sort covering 
  the wall. “There is a problem here,” he tells you. 
  “I tried to enter this portal last time I was here, 
  but it is too small for me. I believe it is large 
  enough for you, however. You must either enter 
  alone, or make me smaller in some fashion.”
  If you choose to leave Trann behind to guard 
  the exit, go to 25. If you are willing and able 
  to use the Smaller Is Smarter spell upon him, 
  go to  30.
  When you stepped through the portal you 
  felt a sharp pain through the heart and 
  you began to bleed slightly from your nose and 
  ears. You just took a blast of destructive magic 
  that reduces your CON by 10%. If Trann is with 
  you, it did not affect him — it is a vampire spell 
  triggered by the presence of living blood. Not 
  only does it weaken you, but it alerts the mas-
  ter vampire that intruders have entered his un-
  derground fortress through a secret portal that 
  no intruder should have been able to find. From 
  this point you are racing against the clock. Ev-
  ery time you are sent to a new paragraph, count 
  up by 1. Now go to 3B to find out how that 
  will affect you.
  2.
  3.
  PARA 1 - 3
  1.
  *Triples Add & Roll Over-- Doubles Add & Roll Over.
  
  49
  When you get to 50, something will 
  happen. At that point, stop whatever 
  you are doing and go to  67. 
  If you wish to stop and take a turn to regain 
  CON by using a Poor Baby spell upon your-
  self, you may do so now, and during the rest of 
  the adventure, you may do so at the end of any 
  paragraph in which you lost CON for any reason. 
  Remember that Poor Baby requires 2 points of 
  kremm for every 1 point of CON restored, and 
  this rule cannot be evad-
  ed by level bonuses or 
  magical tools. (Spell list 
  pg. 105 of dT&T rules.)
  After you regain your 
  composure, you begin 
  to descend the twisty 
  staircase. 
  It 
  doubles 
  back on itself every 3 
  or 4 steps, making it 
  impossible to see very 
  far in front of you. Be-
  fore you reach the bot-
  tom, make a L8SR (55-
  LK) on your Luck. If 
  you succeed, continue 
  downwards unhindered 
  and go to 14. If you 
  fail, go to 26.
  The corridor extends for 20 feet and turns 
  right. Just before you reach the corner 
  you see an ancient wooden door on the left wall. 
  It looks like the corridor opens up into a large 
  room about 10 feet past the corner. You stop to 
  consider your options: 1 — investigate the door 
  you are standing next to, possibly open it; 2 — 
  ignore the door, continue down the passage into 
  the room you can very dimly see about 15 feet 
  away; 3 — turn back and return the way you 
  came. If you choose option 1 go to 11; option 
  2, go to 12; option 3, go to 13.
  The city of K’horror, once the capital of 
  the Sketthor-Ha nation is ruined, but not 
  abandoned. It is impossible to gauge the popu-
  lation accurately, but you estimate there are 
  at least 1000 skeleton people living in the vi-
  cinity. Some live inside some of the less ruined 
  buildings within the city proper; others dwell 
  in shacks and shanties on the edges of town or 
  even in the streets. It occurs to you to disguise 
  yourself, either by casting Hidey-Hole upon 
  yourself to be invisible, or by using an illusion 
  spell to look like a skeleton 
  man or another troll. (Spell 
  list starts on pg. 105 of the 
  dT&T rules.) If you do so, 
  go now to  20. If you just 
  walk into town with Trann 
  beside you, go to 15.
  The walls of this cham-
  ber are rough stone, 
  with a loose cobblestone 
  floor and a rough stone ceil-
  ing supported by timber 
  beams. Against one wall a 
  very large obsidian golem 
  stands motionless, chained 
  to the wall with huge iron 
  chains and manacles. When 
  you walk closer to examine 
  the mechanical man, it opens large red eyes 
  and watches you, but otherwise it does not 
  move at all. Obsidian is volcanic glass, and not 
  really very heavy, but this 10-foot tall homun-
  culus probably weighs at least a ton. Lying next 
  to the feet is a massive stone hammer with a 
  handle of carved granite and a head of gabbro 
  — it’s very heavy.
  What do you want to do? You could leave every-
  thing alone and simply exit by going to 17. 
  You could search the room by going to 18. 
  You could attack the golem and try to destroy it 
  while it is safely in chains by going to 23. If 
  you have Trann with you, then you could have 
  him try to take the hammer — it looks like 
  something he would like — by going to 24.
  5.
  6.
  PARA 3b - 6
  4.
  3B.
  
  50
  You decide to investigate a lesser mask 
  first. It really doesn’t matter which type 
  you take, so just decide on elf, dwarf, or human. 
  You examine the wall and the masks closely 
  and then take the one that looks most interest-
  ing to you. The mask is eerie and creepy, and it 
  seems to smile at you and promise you secret 
  knowledge. You seem to hear a voice whisper-
  ing to you, “Wear me and I will show you dark 
  secrets that you need to know.” If you listen to 
  the voice and put the mask up to your face, it 
  will magically adhere and replace your face with 
  the mask — go to 35. If you resist temptation 
  and simply put the mask in your pack, then you 
  must decide if you are going to leave, or take 
  the Great Mask. To leave, go to 32. To move 
  on and take the Great Mask, go to 40.
  You are wearing one of the lesser death 
  masks, and it has replaced your face with 
  that of the mask. You now look horrified and 
  haunted to all who see you, and appear to be 
  either an elf, a dwarf, or a skeleton man. Your 
  INT will increase by 10 points while you are 
  wearing the mask — if you ever take off the 
  mask, your INT will drop by 15 points. Your 
  CHR is cut in half as long as you remain inside 
  the vaults. (If you use this character outside the 
  vaults you will automatically fail (roll 1, 2) all 
  CHR saving rolls.) Now you must decide if you 
  are going to leave, or take one the Great Mask. 
  To leave, go to  32. To move on and take the 
  Great Mask, go to 40. 
  The lesser vampire is a scrawny and hid-
  eous travesty of humanity. It has human 
  form, but is barely 5 feet tall. An ancient piece 
  of gray cloth draped around the neck covers 
  its body. The fabric may have been a dress at 
  one time. The vampire’s flesh is a pale grayish-
  white in color, like dirty snow. The face and 
  limbs are gaunt to the point of emaciation. The 
  eyes are two burning red coals sunken into 
  deep dark sockets. The teeth are large and yel-
  low, with canine fangs that protrude at least 
  halfway down over its receding chin. The skull 
  is entirely devoid of hair. 
  Trann is in the lead and intercepts the leaping 
  creature. Then it is a tangled wrestling match 
  of a fight with the vampire trying to bite and 
  gouge Trann’s rocky flesh, while Trann isn’t 
  quite sure whether to punch it, or rip its head 
  off. The vampire has a monster rating of 100 
  (11D6+50) while Trann has a monster rating of 
  125 (13D6 + 63) He also has 10 points of armor.. 
  “I can handle this, boss,” Trann growls. “Don’t 
  waste your magic.” However, you use the mo-
  mentary respite of the first combat round to pre-
  pare a spell, just in case. Write down the spell 
  you have readied and keep it handy in case you 
  decide you must help your trollish friend. (Note 
  that Trann is a being of living stone — his very 
  skin serves as 10 points of armor, but he can 
  still be hurt. Spite damage will hurt him magi-
  cally, and those points of damage will not re-
  generate during the course of this adventure.) 
  Do the combat. If the fight lasts more than 5 
  combat rounds without Trann destroying the 
  creature, it will break free and flee back down 
  into the darkness, screeching all the way. If the 
  troll reduces the vampire’s monster rating to 
  0 in 5 rounds or less, go to 28. There is no 
  room on the narrow stairway for you to enter 
  the combat physically, but if you decide to use 
  a combat spell to help the troll, calculate the 
  damage and make a L3SR on INT. Only a fum-
  ble could possibly fail for you here, but check for 
  it, before adding your damage to Trann’s for the 
  round. In the event of a fumble, add your spell 
  damage to the vampire’s total to use against 
  Trann. Depending upon how big your spell is, 
  that could be very dangerous for your minion. 
  If you have destroyed the creature, go to 28. 
  If it has escaped, go to 27.
  If the vampire should somehow beat the troll in 
  combat, it will rest only for a few seconds, and 
  its wounds will rapidly regenerate until it has 
  its full monster rating of 100 again. If that hap-
  pens, go to  31.
  9.
  7.
  8.
  PARA 7 - 9
  
  51
  K’horror takes on a different aspect 
  after dark. The skeleton folk aban-
  don the streets and cluster around campfires 
  built at the entrance to their dwelling places. 
  Clouds roll in from the sea, and the air becomes 
  chill and dank. Trolls see very well in the dark, 
  and a simple Cateyes spell upon yourself will 
  deal with the visibility problem. You enter 
  K’horror on the main east-west road, but soon 
  turn off on a side street leading south. Some-
  thing large flaps heavily overhead. Roll 2D6. 
  If you roll a 6 you must fight the Drake or 
  the Griffin on page 64. If you win the com-
  bat, return to this paragraph and continue. 
   
  In the distance hunting wolves howl, a noise 
  that makes most men’s blood run cold. Trann 
  moves quickly through the darkness, and you 
  must trot to keep up with him. He pushes his 
  way through some bushes and stops beside a 
  ruined wall about 12 feet tall. Go to 2.
  The door in front of you is a massive 
  wooden thing, fastened to the stone 
  wall on the right side with three huge iron hing-
  es that are riveted right into the stone. There is 
  neither handle nor lock upon it as far as you 
  can see. The surface of the door has been worked 
  to show a massive humanoid figure holding a 
  hammer. To get through it, all you must do is 
  push. If Trann is with you, he can easily push it 
  open — go to 6; if the troll is not with you, then 
  you will need to make a L5SR on STR to open it. 
  (40 – STR). If you succeed, go to  6; if you fail, 
  go to  4 and choose a different option.
  You enter a large open room carved 
  out of mottled stone with the ceiling 
  shrouded in cobwebs. It looks like there are 
  bodies hanging in the webs about 20 feet over-
  head. The walls are covered with ghastly death 
  masks. Legend states that the ancient skel-
  eton men of K’horror made death masks of the 
  people they killed in combat. The masks pres-
  ent in this room are testimony to that legend. 
     (continued next column)
  12 continued - (A death mask is a mask 
  made from a person’s face just at the point of 
  death or shortly after.)
  You realize at once that this is the jackpot — 
  the kind of magical artifacts that you were sent 
  to find. Your ability to sense magic goes wild —
  as if a banshee were howling directly into your 
  ear at point blank range — the sense of malevo-
  lent magic here is so powerful that it actually 
  pains you. (Take 1 point of CON damage. Each 
  time you enter this room or touch another mask 
  you will take 1 point of CON damage — they 
  are cursed. There are about a dozen masks on 
  each of 3 walls of the room, but the 4th wall 
  only holds one.
  A quick search of the room shows it is empty 
  except for the webs and whatever hangs within 
  them, the masks on the wall, and a second door 
  in the far corner. There is a sign on that door 
  that states: ONLY THE DEAD MAY PASS 
  THIS PORTAL. The door emanates some of the 
  most malevolent high level magic you have ever 
  felt — you instinctively realize that the magic 
  is far beyond your own level of mastery.
  If Trann is with you, he quickly turns and 
  walks back out of the room after only entering 
  a short distance. He tells you that he will wait 
  and watch from the relative safety of the cor-
  ridor, but that he wants nothing to do with the 
  cursed masks. Now go to 12B.
  PARA 10 - 12
  10.
  11.
  12.
  
  52
  PARA 12b - 17
  You walk around the room once 
  again, 
  not 
  touching 
  anything 
  but the floor, and examining the masks more 
  closely. One wall is full of elven faces; another 
  is full of beasts, including a few that are obvi-
  ously uruks; and the third is full of human and 
  skeleton masks. They all reek of blood, magic 
  and curses. The fourth wall is even worse. This 
  mask is painted with gold and turquoise runes, 
  and seems ten times more malevolent than the 
  lesser masks. 
  These masks are exactly the kind of thing that 
  Menslar sent you to find and bring back, but 
  you sense that they are deadly and perilous. 
  There is no need to take them all, one of the 
  lesser masks and the Great Mask would be 
  quite a haul. (If Trann is with you, then he calls 
  out, “Leave that junk and come out of there.” If 
  he isn’t, of course, this doesn’t happen.) What 
  will you do? If you take a lesser mask first, go to 
  7; if you take the Great Mask first, go to 29; 
  if you decide to simply leave the masks alone 
  and leave the chamber, go to  32.
  You travel back about 20 feet. A corri-
  dor branches off to the right. (you have 
  been this way before — it leads to the exit and 
  the other passage). It also continues straight 
  ahead. To turn right, go to 16; to go straight, 
  go to 61; to take the last route, head to the 
  door and go to  4.
  You emerge in a narrow corridor ap-
  parently hewn through solid rock. It is 
  only 5 feet wide and approximately 8 feet high. 
  The passage leads off to the left and right. As 
  you step into the tunnel you feel the rock un-
  derfoot shift and wobble a little bit. This im-
  mediately makes you think that the passage 
  may be trapped. If Trann is with you then you 
  can have him go first, and anything that hap-
  pens will happen to the troll. If you are alone, 
  you will slow down and tap each step before you 
  take it with a staff or some other long thin tool 
  like a sword or spear before you put your weight 
  on it. Alternately, you could cast Oh There It 
  Is ahead of you to see if anything appears that 
  is hidden. If you cast the spell now, go to 19. 
  If you don’t, and decide to go left, go to 21; if 
  you go right, go to 22.
  No mere skeleton is going to bother a 
  mighty rock troll like Trann. None of 
  them want to mess with a 20-foot tall rock troll 
  (Trann) and its companion (you). Trann leads 
  you to the location of the secret entrance he 
  discovered on his last visit to K’horror and 
  manages to discourage or elude all pursuit 
  by the inhabitants so that you arrive there 
  alone. Go to  2 and hope your luck holds out.
  The tunnel goes straight for 15 feet and 
  then turns left. After about 12 more 
  feet you find the mark you made on the wall 
  indicating the hidden stairway. If you wish to 
  exit now, go to  37. If you wish to keep walk-
  ing and see what is in the other direction, go 
  to 22. Or you can turn around again and go 
  back to the last intersection, go to 21.
  Seeing there is nothing worth taking 
  in the golem’s room, you wisely leave it 
  alone and step back outside. For that you get a 
  one-time award of 100 adventure points. If you 
  ever return to this paragraph, you do not get 
  any more adventure points. You are in the halls 
  again. You can go straight ahead for about 15 
  feet and enter a large open room by going to 
  12. Or you can turn right and retrace your 
  steps by going to  13.
  15.
  16.
  17.
  13.
  14.
  12B.
  
  53
  The quickest 
  way to search 
  the room is by cast-
  ing Oh There It Is. 
  (Spell list starts on pg. 
  105 of the dT&T rules.) 
  A purple radiance fills 
  the room for a few sec-
  onds and then fades 
  away, except for one 
  floorstone in a corner 
  opposite 
  where 
  the 
  golem is chained. A 
  closer look shows that 
  the stone is loose and 
  can be removed. You 
  pull it out of the way 
  and beneath it you 
  find an iron box. In-
  side the box is an an-
  cient scroll. The ink 
  has faded almost to il-
  legibility, but you think you can make out the 
  words. This seems to be a spell to control the 
  golem. If you wish to try reading the spell out 
  loud and gain control of the magical slave, make 
  a L2SR on INT. If you make it, go to  57; if 
  you fail, go to 36. If you just tucked the scroll 
  into your pack, or if you leave it in the box, go 
  back to 6  and make a different choice.
  Your spell discovers no traps in this 
  passage. It does bring out very faint 
  images of skeletons and bats with human faces 
  painted on the walls with some brown pigment. 
  Onward! If you go left, go to 21; if you go 
  right, go to 22.
  Your disguise is successful. If you 
  chose to be invisible, no one notices as 
  Trann leads you to some ruined buildings on 
  the south edge of the city. If you remained vis-
  ible and simply chose to look awesome, then 
  several of the skeletons spotted you, but gave 
  you a wide berth. None of them want to mess 
  with a 20-foot tall rock 
  troll (Trann) and its 
  companion (you). 
  [Remember to give your-
  self a.p. for the kremm 
  spent in casting your 
  spell.] Trann leads you 
  to the location of the 
  secret entrance he dis-
  covered on his last visit 
  to K’horror and man-
  ages to discourage or 
  elude all pursuit by the 
  inhabitants so that you 
  arrive there alone. Go 
  to 2.
  The 
  passage 
  goes 
  forward 
  for 15 feet then turns 
  abruptly to the right for 
  another 15 feet where it branches into tunnels 
  that go both left and right. If you wish to go left, 
  go to 4; if you go right, go to 61.
  The corridor goes about 15 feet, 
  makes a sharp right turn, goes 5 feet 
  and ends in a door. There is a plaque on the 
  door with ancient runes carved into it. You 
  recognize it as an archaic form of the Common 
  Tongue. Make a L11SR on INT to correctly 
  translate it. If you make the saving roll, go to 
  38; if you miss the saving roll, you think the 
  plaque says “I, Emberholm the Mighty, curse 
  everything in this room, and all who enter to 
  steal my stuff.” Now you must decide. If you 
  enter the cursed room, go to 62. If you turn 
  back go back to 19 and take the option that 
  leads to 21, or you may choose to exit at that 
  point by going to 37.
  22.
  21.
  19.
  20.
  18.
  PARA 18 - 22
  
  54
  The vampire has run off to its master 
  to get help. Start counting. You have 
  20 paragraphs before something happens. If 
  you reach the count of 20 on paragraphs ex-
  plored, drop whatever you are doing, and go to 
  67. Right now, you must decide whether to 
  continue into the vault by going to 14, or re-
  turn to the surface and cancel the expedition by 
  going to 37.
  Now that it is inanimate (dead would 
  be the wrong term for such a creature 
  — it was already undead), it’s hard to believe so 
  much fury was contained in such a small pack-
  age. If you don’t look at the ghastly face, you’d 
  think this is just a small beggar child. Do you 
  wish to search the body? If yes, go to 33; if 
  no, then keep going downstairs — go to 14.
  Having resisted the temptation to put 
  on the Great Mask, the temptation to 
  wear a lesser mask is almost negligible. Never-
  theless, make a L1SR on CHR to resist putting 
  on a lesser mask when you choose one and start 
  to put it in your sack. If you resist the tempta-
  tion you will feel that it is time to leave. Go to 
  32. If you fail the saving roll, then you will 
  put on the first lesser mask you touch — in that 
  case, go to 35.
  You have decided to attack and de-
  stroy the golem, even though it isn’t 
  bothering anything. Since you are a wizard, it 
  only makes sense to attack it magically. Spells 
  that you think might work include: Blasting 
  Power, Boom Bomb, Death Spell #9, Freeze 
  Please, Hellbomb Burst, and Take That You 
  Fiend. Choose one of those. Decide what level 
  to cast it on. Write down the spell, the level, the 
  damage it should do, and how much kremm you 
  expend in casting it. The golem looks strong, so 
  you’d better hit it pretty hard. If Trann is with 
  you, he says, “Bad idea, boss.” But not in time 
  to keep you from casting. Go to 39 for the 
  result.
  Trann has no difficulty picking up the 
  hammer. It is an enchanted weapon 
  and while he is fighting with it, he will 
  add another 10D6 to his combat. Return to 6 
  and choose something else.
  Trann cannot enter the vaults. He is 
  simply too large to fit. You prepare 
  yourself. (You ready a light source, and make 
  sure any weapon you may be using is easily 
  grasped. Your magic is at full strength, and your 
  CON is at maximum.) You cautiously approach 
  the invisible portal and stick one foot through 
  it. You feel a step going downwards. You feel 
  around the edges of the portal and discover the 
  doorway is only about 5 feet high and 3 feet 
  wide. It is a tight fit even for you. You stick your 
  head through and squeeze inside. There is total 
  darkness on the other side. You activate your 
  light source — a sunstone that now gives off a 
  golden radiance that drives the darkness back 
  a few feet. In front of you is a winding stairway 
  that leads deep into the earth. You start walk-
  ing down. Go to 3.
  You run into a lesser vampire on its 
  way upstairs to get out of the vault 
  and try to feed. It is surprised to see you, but 
  you have blood, and look like food. The vampire 
  leaps at you. If Trann is with you, go to 9; if 
  you are alone, go to 34.
  29.
  25.
  26.
  28.
  23.
  24.
  27.
  PARA 23 - 29
  
  55
  The Smaller is Smarter spell re-
  quires a minimum INT of 31 and a 
  minimum DEX of 28. If you do not have attri-
  butes of that magnitude or greater, you simply 
  cannot do the spell — go to 25 and proceed 
  without your troll. The kremm cost is 50 points 
  of kremm. You may reduce that cost by your 
  own level number if you are using a magical 
  staff or focus of any sort. If you have all 3 at-
  tributes sufficient for casting the spell and you 
  know it, then you are granted special dispen-
  sation to focus it on the amount of reduction 
  that you wish to achieve. To make Trann small 
  enough to enter the portal you must shrink him 
  to ¼ his current size.  Doing that will reduce his 
  monster rating from 500 to 125. In combat he 
  will only get 13D6 + 63 combat adds and he will 
  only regenerate 13 hits per combat turn. Even 
  though Trann has been reduced to ¼ of his orig-
  inal size and strength, he will still be able to 
  carry his bludgeon which will remain a 13D6 
  weapon, as reflected in his new MR. [Remember 
  to give yourself a.p. for kremm expended on this 
  spell.] For purposes of kremm regeneration and 
  keeping track of time, you may consider each 
  paragraph that you read to be a game turn of 10 
  minutes.  The spell will wear off in 24 hours or 
  144 paragraphs. You will probably not last that 
  long underground, but keep track of time.
  When Trann is the proper size, you have him 
  step through first and activate a light source 
  — a sunstone that you brought with you. It ra-
  diates a golden glow that drives the darkness 
  back a few feet. He enters and after a few sec-
  onds you follow him. Go to 3.
   
  The undead creature beat the troll. 
  You can see it regenerating from the 
  damage that Trann did to it before your eyes, 
  and you know that in seconds it will rise and at-
  tack you again. Choose quickly: fight or flight. 
  If you fight, choose a spell and compute how 
  much damage it will do; then go to 58 to see 
  what happened. If you decide to flee, then turn 
  and get back up those stairs as quickly as you  
    can, go to 63. 
  You are in a corridor. In one direction 
  is the room of masks; the other direc-
  tion goes 15 feet and turns to the left. You feel a 
  strong compulsion to re-enter the Mask Room. 
  Make a L8SR on INT. (55-INT). If you fail it, re-
  turn to 12; you must re-enter the Mask Room 
  and choose a mask. If you made the saving roll, 
  you found the strength of will necessary to walk 
  away and you soon find yourself in front of the 
  wooden door you have seen before — go to  11.
  When you pull the rag off the body, you 
  find a small copper amulet on a string 
  made of thin gold, not much more than a wire. 
  The amulet is magical, of course, and it shows a 
  crude image of a wolf on one side and a strange 
  hieroglyph on the other. It doesn’t seem to do 
  anything to you. Including the gold wire, the 
  value of this piece of trash is perhaps 5 gold 
  pieces, but it might be worth more to Menslar. 
  You tuck it into a pouch and resume your jour-
  ney downstairs. Go to 14.
  You have been taken by surprise. You 
  just have time to snap off one spell—
  the most basic combat spell you know: Take 
  That You Fiend! Calculate how much damage 
  you do, and turn to 58.
  When the mask seizes control of your 
  features, you feel a surge of conflicting 
  emotions: exultation mixed with despair, glee 
  mixed with horror; confidence mixed with fear. 
  It occurs to you that putting on the mask was 
  unwise, and that you should take it off now. 
  This is a choice, but you only get this one chance 
  to make it. If you decide to take the mask off, 
  make a L2SR on INT. If you make it you can 
  pull the horrid thing off your face and take 
  only 1 point of CON damage; now you must 
  decide if you are going to leave, or take the 
  Great Mask. To leave, go to 32. To move on 
  and take the Great Mask, go to 40. If you 
  let the mask stay on your face, or failed the 
  INT save, go to 8.
  35.
  30.
  31.
  33.
  32.
  34.
  PARA 30 - 35
  
  56
  Perhaps you mispronounced some-
  thing. Perhaps the evil magic that 
  permeates this chamber cloaked some kind of 
  ward that you have broken by your mere pres-
  ence. Whatever, something very bad is happen-
  ing now, something completely unexpected. Go 
  to 67.
  You find yourself on the stairway lead-
  ing out.  You easily climb up and out of 
  the vault.  If Trann is with you, go to 63; if he 
  is waiting for you outside, go to 45.
  A good translation of the plaque would 
  say: I, Emberhelm the Mighty, am not 
  truly dead, and I will return from the darkness 
  to slay anyone attempting to take my treasure 
  or steal my weapons. Return to 22 and choose 
  to either enter the tomb room or turn back. 
  If the spell you cast was Death Spell 
  #9, go immediately to 41. If the spell 
  was any of the others you will have done X num-
  ber of hits to the golem (fire, ice, lightning, ex-
  plosion, psychic — doesn’t matter what kind of 
  damage so long as it was damage). If X = 250 or 
  more, go to 42; if less than 250, go to 43.
  As you approach the Great Mask you 
  feel an almost uncontrollable urge to 
  take it down and put it on. Some part of your 
  brain is screaming: “No, this is evil, this is 
  wrong!” but you really, truly want to do it. Make 
  a L10SR on CHR (65 – CHR) to resist the im-
  pulse. If you make the saving roll, go to 56; if 
  you fail, go to 55.
  The golem is not alive. A death spell 
  cannot kill it. The spell rebounds on 
  you. Make a L9SR on Luck. If you succeed, go 
  to 44; if you fail, go to 47.
  Your spell was powerful enough to de-
  stroy the golem. The rocky body disin-
  tegrates into small rocks and grains of sand and 
  a huge enchanted fire opal the size of your hand 
  falls to the floor. A gem that big and magical 
  could be worth 8000 gold pieces. You can sense 
  that it is strongly cursed. Do you choose to take 
  the gem or not? If you take it, go to 51; if you 
  leave it, go to 52.
  The golem attacks you. It gets 26D6 
  and as many combat adds as its current 
  monster rating would give it. To compute the 
  monster rating, subtract however much dam-
  age your last spell did from 250 and divide the 
  remainder by 2 to determine its combat adds.) 
  If Trann is not with you, you must take all that 
  damage to your CON immediately.  If that kills 
  you, close the book. If Trann is with you, he will 
  step up and fight the golem for you.  He gets 
  13D6 + 63 combat adds. (Trann gets an extra 
  10D6 if he picked up the hammer.) Because he 
  is a troll, Trann regenerates 13 hits per combat 
  turn. If you wish to let the combat simply play 
  out between the troll and the golem, then sim-
  ply keep rolling those dice until one of them is 
  destroyed. If you and Trann win this combat, 
  go to 54. If you decide to help Trann, return 
  to 23 and play through the loop again using 
  the revised monster ratings from this round of 
  combat. If Trann is not with you (or currently 
  not strong enough to fight for you), and you sur-
  vived the golem’s attack, then return to 23 
  and play through the loop again — you really 
  won’t have time to flee, and the golem is sur-
  prisingly fast, blocking your exit, and relent-
  lessly attacking.
  36.
  37.
  38.
  39.
  40.
  41.
  42.
  43.
  PARA 36 - 43
  
  57
  As the magic hits you, you feel vio-
  lently ill, your heart stops beating, and 
  you fall to the floor. Everything goes black. But 
  you can still think. With your last conscious 
  thought, you cast Poor Baby on yourself, using 
  half your remaining magical energy. It works. 
  You survive a spell that should have killed you. 
  Your CON is now equal to one half the amount 
  of energy you put into that Poor Baby spell. 
  If you wish to cast another healing spell upon 
  yourself, you may do so at this time. The golem 
  just remains unmoving in its chains. Six com-
  bat turns (1 hour) have gone by while this was 
  happening. Return to 6.
  The spell triggers again as you jump 
  through the door, and you lose another 
  50% of your CON. You run back down the corri-
  dor until you reach the point where you entered 
  these tunnels at 14. You should probably 
  make a different choice there, but If you decide 
  you wish to exit, go to  37. You may also stop 
  and expend kremm on Poor Baby spells to re-
  pair your CON if you wish.
  That was not very smart. You just 
  killed yourself — no way out. If Trann 
  is with you, he will recover your body and return 
  with it to Khazan to report on what happened. 
  At that point you may or may not be revived. 
  Menslar can’t do it, but he might be able to talk 
  Lerotra’hh into bringing you back. If Trann is 
  outside the vaults, the world will probably nev-
  er know what happened to you. In either case, 
  this is the end of the adventure for you.
  Simple invisibility is not enough to 
  make an escape here, but either flight, 
  teleportation, or moving at enhanced speed 
  would do it. If you wrote down Fly Me, Wink 
  Wing, Little Feets, or Blow Me To, then you 
  managed to flee the scene and reach the safety 
  of the woods beyond town. When Trann sees 
  that you have escaped the battle, he manages 
  to bash his own way free, and rejoin you on the 
  road back to Khazan at the pre-arranged meet-
  ing point. The mission is a success — go to 50. 
  If you tried to use any other spells to make your 
  escape, things like Hidey Hole or Illusions, 
  then you were caught and slain. The skeleton 
  men have their own wizards — low level, to 
  be sure, but several of them working together 
  could take you down.
  44.
  46.
  47.
  As you approach the top of the stairs, 
  you hear noises from above, noises that 
  sound a lot like combat. Apparently skeleton 
  men or some other foes have discovered your 
  troll and are attacking him. You must decide 
  whether you want to fight or flee when you 
  reach the surface. If you are going to fight, then 
  ready your most effective combat spell, figure 
  out how much damage you will do, and go to 
  49. If you decide to flee, write down the most 
  important spell that you will use to get away, 
  and go to 48.
  45.
  48.
  PARA 44 - 48
  
  58
  The fight could be long and complicat-
  ed, but let’s simplify. If you do enough 
  damage to cause your foes to panic and run away, 
  then you will escape. If you did not do enough 
  damage to rout the skeleton men, then more 
  will come and you will be overwhelmed and die. 
  The only 3 combat spells that could do enough 
  damage over a wide enough area are Blasting 
  Power, Freeze Please, and Hellbomb Burst. 
  If you legally cast one of those, then many foes 
  are slain, the rest are routed, and you escape tri-
  umphantly — go to 50. If not, then you are 
  slain, the mission fails. Trann probably escapes 
  and reports back to Menslar, but without any of 
  the treasures you were carrying.
   You return to Khazan safely and report 
  to Menslar, Head of the Wizards Guild. 
  You get an additional 1000 adventure points for 
  completing the mission successfully. You turn 
  over all the artifacts that you brought back, and 
  are paid for them: 3000 gold pieces for a less-
  er mask and 10,000 gold pieces for the Great 
  Mask. This is not technically selling them, so 
  any curses that might be activated by selling 
  them do not occur.  Congratulations! You have 
  done well, and the Goddess may call upon you 
  again some time. (See Agent of Death if you’d 
  like another, more challenging, mission.)
  You take the gem and put it in your 
  pack. Whatever the curse may be, it 
  will not affect you at this time. (To learn the 
  consequences of your act, read the description 
  of Room 8 in the GM version of this module). 
  If Trann is with you, he may take the Golem’s 
  hammer. It counts as an enchanted weapon and 
  will add an additional 10D6 to Trann’s combat 
  using his monster rating. There is nothing else 
  of interest in the room. You exit by the same 
  door that you entered by and find yourself back 
  in the hall. You can either go toward the large 
  room you can see some 15 feet ahead of you by 
  going to 12, or you can head back toward the 
  entrance/exit by going to13.
  There is nothing else of interest in this 
  room except the golem’s hammer. If 
  Trann is with you, he can attempt to take it by 
  going to 24. When you are ready, you exit 
  by the same door that you entered by and find 
  yourself back in the hall. You can either go to-
  ward the large room you can see some 15 feet 
  ahead of you by going to 12, or you can head 
  back toward the entrance/exit by going to 13.
  The side walls of Emberholm’s tomb 
  are lined with huge vases full of ancient 
  gold coins (each one being worth 5 times the 
  value of a current gold coin) and beautiful gems. 
  The gems, however, are all glass and paste — it 
  seems that Emberholm had no way of knowing 
  when merchants were cheating him, so each is 
  worth no more than a gold piece itself. You may 
  take as many as you can carry, but if you use 
  up all your carrying capacity on treasure, you 
  won’t be able to take anything else. The only 
  other notable treasure is Emberholm’s four-
  bladed axe. (80 Weight Units.) It is a magical 
  weapon — anyone can use it including you. The 
  weapon is in fact a bound demon, and it more 
  or less fights on its own, but it has to be swung 
  by somebody in order to fight. In the hands of 
  anyone but Emberholm it only does damage 
  equal to the user’s STR rating in D6. (Example: 
  character with STR of 15 gets 15D6 of magical 
  damage when fighting with the axe.) You may 
  rest and recover kremm in this chamber as long 
  as you wish, but every 10 minutes counts as a 
  turn, and the clock is running.) When you have 
  finished looting and examining the room, there 
  is only one way out. Go to 46.
  You had to shatter the golem to defeat 
  it. The rocky body disintegrates into 
  small rocks and grains of sand and a huge en-
  chanted fire opal the size of your hand falls to 
  the floor. A gem that big and magical could be 
  worth 8000 gold pieces. You can sense that it 
  is strongly cursed. Do you choose to take the 
  gem or not? If you take it, go to 51; if you 
  leave it, go to 52.
  50.
  51.
  52.
  53.
  54.
  49.
  PARA 49 - 54
  
  59
  The Great Mask is that of an ancient 
  dwarven warrior king. As soon as the 
  Mask touches your face it bonds to it and re-
  places it. At that moment, all magic leaves your 
  body and mind. Your STR and CON are imme-
  diately doubled. However, you will remember 
  your mission, and that you were once a great 
  mage, and this will fill you with sorrow. If Trann 
  is nearby, he will immediately rush in and pick 
  you up, and run for the exit. He’s not sure what 
  happened, but he’s sure it’s bad news. If Trann 
  is with you, then you will exit safely without 
  further complications — go to 50. If Trann 
  is not with you, then you will be stunned for 5 
  counts of your paragraph count, and then you 
  can continue your mission. Remember that you 
  are a warrior now, and all cases that require you 
  to cast spells are invalid. You can only fight with 
  whatever weapon you may be carrying and your 
  combat adds in such situation — fight or run. 
  Return to 12B and make another choice.
  With a great effort of will, you simply 
  take the Great Mask off the wall and 
  place it in your pack. Somewhere in another 
  part of the vaults, Vakshmi, the master vam-
  pire of these pits, becomes aware that one of his 
  treasures is being stolen.  It takes him a while 
  to rouse from his unholy dreams, but rouse 
  he does, and he will go to investigate. Add 10 
  counts to your master count. If the count has 
  reached 50, go immediately to 67. If you 
  are not at 50 yet, then it may be time to exit 
  this chamber — go to 32. But if you haven’t 
  picked up a lesser mask and would like to take 
  one, go to — go to 29.
  The incantation works and the great 
  golem becomes your personal servant. 
  It will now follow behind you, and if you are 
  attacked by anything or anyone, it will fight on 
  your side. It has a monster rating of 250. (26D6 
  + 125 in combat.) If there is a hammer in the 
  room, the golem will take it, but the hammer 
  does not increase its fighting ability. There is 
  nothing else to gain in this room. You exit and 
  you are in the halls again. You can go straight 
  ahead for about 15 feet and enter a large open 
  room by going to  12. Or you can turn right 
  and retrace your steps by going to  13.
  If your combat spell (something like 
  Take That You Fiend, or Blasting 
  Power, or Fire at Will) did more than 100 
  points of damage to the vampire, then you 
  blasted it, and destroyed it. You get adventure 
  points equal to 100 plus the WIZ cost of your 
  spell. Trann is gone. Being a rock troll, he will 
  probably regenerate some time in the future, 
  but he may not remember much. In this case, 
  he has been removed from this adventure. You 
  may either continue your explorations by en-
  tering the vaults proper at 4, or you can turn 
  around and get the hell out of this cursed dun-
  geon by going to  37.
  55.
  56.
  57.
  58.
  PARA 55 - 58
  
  60
  Before you can even get a spell cast 
  Vakshmi leaps upon you and tears out 
  your throat with one vicious chomp. Your life’s 
  blood erupts from your jugular vein in a gory 
  fountain. The vampire bathes in it, and laps it 
  up with an unnaturally long tongue. The last 
  thing you hear is “Ahhhhh, so delicious.” Then 
  all goes black. . . . 
  But this is not the end for you. Some time in the 
  future you will awaken. You will find yourself 
  lying upon a stone slab in a dark room some-
  where else inside the vaults. You will feel a 
  craving, and you will know that what you want, 
  and what you need is fresh blood — preferably 
  fresh human blood. You have become an undead 
  vampire. Your attributes have changed. Turn 
  to page 183 in the dT&T rules and apply the 
  vampire modifiers to your character. You re-
  tain the knowledge of magic that you had when 
  beginning the adventure. You have a vulner-
  ability to direct sunlight. It will burn you like 
  fire doing 6D6 hits of damage for each combat 
  turn (or 2 minutes) that you are exposed to it. 
  You hear the sibilant voice of Vakshmi in your 
  mind. “You are my creature now,” the vampire 
  gloats. “Do what you will, but come to me when 
  I call.” Eventually you will find the exit from 
  the vaults, and new horror will be unleashed 
  upon Trollworld. The End. 
  Note to the player: your character is now a 
  vampire. You may play it as you wish, unless 
  a Game Master invokes the power of Vakshmi 
  and gives you commands in His Unholy Name. 
  You must tell your game masters that you are 
  a vampire, but you only have to reveal your ori-
  gin and vulnerability to command if she asks 
  you how you became a vampire. You are cursed, 
  and you radiate evil magic that any other wizard 
  can easily detect. You now have the strengths 
  and the weaknesses that affect any vampire 
  Have fun! — Ken St. Andre
  BAMMFFF!  You teleport yourself 
  to a prechosen place of safety — per-
  haps the sanctum sanctorum of your home. You 
  brought whatever you were carrying with you. 
  When the shaking of your body subsides and the 
  sheer terror that almost paralyzed your mind 
  fades, you realize that you have somehow sur-
  vived. You must return to Khazan and report to 
  Menslar. The world must be warned about the 
  incredible evils lurking in K’horror. When you 
  feel fully recovered, go to  50.
  60.
  59.
  After 10 feet, the tunnel turns left 
  abruptly and there it comes to an end. 
  About 20 feet up the passage, the ceiling has 
  caved in, and a recent massive rockfall com-
  pletely fills the corridor. Given time, one could 
  dig through this blockage, but you do not have 
  that much time. You must turn back. Return to 
  13 and make another choice. 
  Ken’s note to the players: this passage was 
  supposed to lead you into room 9, but the ad-
  venture is too long already — I had to cut it out. 
  You have the GM adventure. Check that to see 
  what you missed. — (evil grin)
  61.
  PARA 59 - 61
  
  61
  As you walk through the door, you are 
  hit with a malevolent spell that reduc-
  es your CON by 50%. Each time you go through 
  the door that will happen. However, the spell 
  will have no effect on Trann if he is with you. 
  The chamber inside is quite large.  At one end 
  of it is a marble throne. Seated 
  upon that throne is what looks 
  like an old skeleton warrior in 
  plate armor. Since all you can 
  see of his body is his face, and 
  that appears to be a skull, you 
  assume he is a skeleton warrior.  
  His jaws rattle as he stands up 
  and grabs a large quadruple-
  bladed axe.  You assume he’s 
  saying something, but it’s just 
  clackety-clack-clack 
  to 
  you. 
  The undead thing charges at 
  you.  If Trann is with you, he 
  will step forward to fight it. 
  If the golem is with you, you 
  can command it to fight Em-
  berhelm, and it will do so, us-
  ing its hammer and getting its 
  full  26D6 + 125 combat adds. 
  This is the lich of Emberhelm 
  the Mighty. He has a monster 
  rating of 300 (31D6+150).  Emberhelm simply 
  wants to destroy you for disturbing his medita-
  tions. Emberhelm can only be harmed by magi-
  cal attacks, although he can be warded off with 
  ordinary physical combat.  You will just have 
  time to snap off one spell before Emberholm is 
  on top of you.  Trann and the golem if you have 
  it will fight for you. (If you don’t have a golem in 
  your party, don’t worry about it — it’s a long sto-
  ry, and you haven’t gotten to that part of it yet.)
  You have four options: 1. Jump back through 
  the entrance into the corridor outside and flee. 
  If you do that, go to 46; 2. Attack it with a 
  magic spell. If you do that, go to 64; 3. Use 
  a defensive spell to avoid the attack. If you do 
  that, write down the spell you used and go to 
  65; 4. Engage in physical combat or let your 
  minions fight for you. If you do that, go to 66.
  Since Trann was not topside to be 
  found, there is no one waiting for you 
  when you come out. You slip out of town even 
  more easily than you entered it, and are soon 
  back on the road to Khazan. Go to 50.
  Cast your combat 
  spell. Do your dam-
  age. If you have managed to 
  do more than 300 points of 
  damage, then you stopped 
  Emberholm cold — go to 
  53. If you didn’t stop him 
  in a single blast, then he hits 
  you with his full combat dam-
  age. That should be fatal to 
  you. If you’re dead, close the 
  book. If you somehow lived 
  through that, return to 62 
  and choose again for the next 
  combat round.
  The only defensive 
  spell that will stand 
  up against Emberholm’s fu-
  rious and sorcerous attack 
  is Protective Pentagram. If you wrote that 
  down, and had the necessary attributes to cast 
  it, then you find the angry lich battering fu-
  tilely at the glimmering barrier of magical force 
  that surrounds you. Hidey Hole won’t hide you 
  from his undead eyes; Little Feets won’t en-
  able you to move fast enough to dodge him; the 
  various Wall spells will be smashed aside as 
  fast as you cast them. 
  If you didn’t cast Protective Pentagram, then 
  Emberholm hits you with his full damage, and 
  that should be the end of you. If you still live, 
  return to 62, and go through it again, be-
  cause the situation hasn’t really changed. You 
  just used a lot of your magical energy to buy a 
  brief respite.
  64.
  65.
  62.
  63.
  PARA 62 - 65
  
  62
  Emberholm is only vulnerable to magi-
  cal attacks. The golem’s hammer is 
  magical and will damage him in the hands of ei-
  ther Trann or the golem. If you only have Trann 
  and he has no magical weapon, then all Trann 
  can do is hold the mighty Emberholm off for a 
  while. If the troll is defeated or slain, then your 
  death will not be far behind. Fight the fight. At 
  the end of each combat round you may escape if 
  you wish by going to 46. If you do that, and 
  Trann still lives, he will also make a run for it, 
  and get out alive.
  But if you hang in until the bitter end and your 
  guardians lose the fight, then you will die also. 
  Note that after the first combat round, you 
  could choose to enchant Trann’s weapon. He 
  has a bludgeon that will do 13D6 in combat and 
  if you whammied it, it could do 39D6 magical 
  damage for each turn that you cast the spell.
  On the other hand, if Trann and/or the golem 
  defeat Emberholm you may loot the room by 
  going to 53. 
  Suddenly the air goes freezing cold. You 
  sense a presence behind you. Turning, 
  you see a mist filling the passageway/room.  It 
  condenses into the form of an ancient vampire. 
  Vakshmi the Vampire, Lord and ruler of these 
  ancient vaults has come to you.  You sense a 
  power greater than any you have ever known, 
  perhaps a power even greater than that of the 
  Goddess (Lerotra’hh) herself.  The ancient vam-
  pire leers at you and speaks in a voice scarcely 
  louder than a whisper. “It’s a little wizard, and 
  it has brought me fresh blood in its own body. 
  How kind of you. For such a generous act, I 
  grant you the privilege of serving me forever.” 
  Vakshmi floats toward you, his feet not touch-
  ing the floor. His canine fangs seem to enlarge. 
  If Trann is with you, he turns and flees as fast 
  as he can go in the other direction, back toward 
  the exit.  If the golem is with you, it will do 
  nothing to protect you. 
  You can’t look away from the vampire’s burning 
  red eyes; you feel your will to resist dissipating; 
  your knees start to tremble and you fall back 
  against a wall to stay upright. You realize that 
  flight is your only chance. If you have the abil-
  ity to cast “Blow Me To” (Requires INT of 31, 
  DEX of 28, and if you have a focus object like 
  a staff, then a minimum WIZ of 32), then cast 
  it on yourself and go to 60. If you are not 
  strong enough to do that, go to 59.
  66.
  67.
  The end   
  PARA 66 - 67
  
  63
  Use this character for the solo adventure if you do not have any that are high enough level.
  63
  
  64
  Here’s an extra for your own character.
  
  65
  As part of the Kickstarter for this book, we 
  gave T&T players the chance add their own 
  characters to this book as NPCs. Some of them 
  are potential allies you could join forces with, 
  while some are rivals or creatures that could 
  be used as wandering monsters or  enemies you 
  might encounter on your way to K’Horror. Here 
  is a wandering encounter chart that you can 
  use with the solo or the GM adventure. 
  On the following pages are descriptions and stats 
  for these characters to make it easier for you to 
  use them or assign to other players to play. 
  Finally there are the dreaded Vampire Lords. 
  (and others) We’re listing them separately from 
  the other characters as they are unlikely to be 
  wandering, will be found only in their tombs and 
  or are too powerful to be wandering NPCs. 
  BONUS Wandering CHaracters
  Courtesy of the Kickstarter bacKers! 
  WANDERING NPC/MONSTER LIST
  Roll two 6-sided dice to determine who the 
  players (or yourself) meet.  Stats and details on 
  each character are on the following pages.
  If a wandering character comes up a second 
  time during an adventure and it doesn’t make 
  sense for them to do so, add +1 to your roll and 
  go to the next NPC on the list. If you roll a 6 
  you can choose either 6a, 6b or both. 
  ROLL  Character/Type
  2   
  B’shae Hoggsnoogle - 
   
  Dwarven Female Rogue
  3   Memlath - Male Octo-Human Wizard
  4   
  Madiya - Female Human Rogue
  5  
  Sofia - Female Fairy Wizard
  6a  Golden Death Drake - Creature
  6b Blue Moon Griffin - Creature
  7  
  Kyle the Red - Red Death Knight
  8  
  Talia Briarthrone - Female Leprechaun 
  9   
  Mensa Bar Samuala - Male Dwarf 
  10    Marigold “the Blunt” - Female Dwarf
  11    Arbalax the Souless - Male Human
  12    Tann Tallith - Male Hobb
  
  66
  B’Shae Hogsnoogle
  ST: 23   
  IQ: 14   
  LK: 18   
  DX: 12 
  CON: 31  
  CHR: 11  
  SPD: 13  
  WIZ: 10 
  Combat Adds: +19 
  Type: Rogue  Kindred: Dwarf female 
  Level: 3
  Armor Points: 6 
  Armor Carried:   
  Leather plus greaves, 
   
   
   
  Steel cap plus buckler 
  Weapons: Cutlass 3d6 +3, short spear 
  Talents: Diggin’ and Sniffin’ (Ability to track and 
   
     locate buried items)
  Spells: Vorpal blade, Knock knock, Oh there it is 
   
  Notes: Along with her badger companion, Mr. Mighty, 
  Betsy travels far and wide searching for adventure. She 
  is headstrong and sassy, and don’t take no guff, much 
  like her animal namesake. Betsy’s magical steel cap is 
  adorned with a badgers hide, and grants her full immu-
  nity to the first spell cast at her on a given day. 
  Languages: Common & Dwarven
  Location: You are likely to encounter B’Shae while travel-
  ling across the ruined lands, on your way to or from K’Horror.  
           Character created by Thessaly Chance Tracy.
  B’Shae "the Badger” 
  Hogsnoggle
  Memlath
  ST: 18   
  IQ: 40               LK: 27         DX: 17       
  CON: 25    
  CHR: 10  
  SPD: 13       WIZ: 28 
  Combat Adds: +26 
  Type: Wizard  Kindred: Talktipus 
  Spells: 1st level: all. 2nd level: all. 3rd: all. 4th: Dum dum, Shield me, 
  Shield you, Smog, Spirit mastery
   
  Talents: Horrification, Chemistry, Poison tolerance, Arcane Knowl-
  edge, Deception, Trivia. 
  Notes: Memlath is a strange octo-humanoid with a spiny purple sea 
  urchin familiar. His alien mind cannot be fathomed by the likes of 
  men, so Memlath remains aloof unless someone proves their utility. 
  He is motivated primarily by his search for new arcane lore, and arti-
  facts. Memlath’s body is rubbery and can squeeze through unimagin-
  ably tight spaces. 
  Languages: common, mermaid, elven, kuda, dragon 
  Items: Memlath carries a wand that fires a geyser of boiling water 20’ 
  for 10d6 and goggles of cateyes, enabling him to see in the dark. He car-
  ries potatoes enchanted with boom bombs to shoot from his blunderbus
  Location: You are likely to encounter Memlath near the Vaults or in another location where mystical artifacts are 
  likely to be found. He might become an ally or a rival depending upon the actions of the adventurers and the dif-
  ficulty of obtaining the treasures within.                                   Character created by Thessaly Chance Tracy.
  2
  3
  
  67
  Madiya
  ST: 12   
  IQ: 24     
  LK: 14      DX: 21  
  CON: 8  
  CHR: 21  
  SPD: 12    WIZ: 42 
  Combat Adds: +11
  Type: Rogue        Kindred: Elf          Level: 4
  Spells: 1st level: Oh Go Away, Beast Master
  Talents: Streetwise II, Charming, Cleverness, Stealth, 
  Sharpshooter (sling), Disguise 
  Weapons: Rapier - 4d6 + 14, Sling 2d6
   
  Back story: Madiya’s mom, Ermoriel, was a bar maid 
  and her father is an elven lord, hence her high Wizard-
  ry. Madiya has met her father thrice and knows him 
  only as “Uncle”. Her dad secretly helped Madiya and 
  Emoriel for years. Ermoriel was murdered protecting 
  her daughter from a pimp. After the murder, Madiya 
  lived on the streets, fighting for survival.  
  During this time an old, drunken wizard saw her wiz-
  ardry and taught her the two spells she knows. 
  Sofia the Sanctified
  ST: 12       IQ: 15  
  LK: 30           DX: 18    
  CON:  11   CHR: 20     SPD: 15         WIZ: 31 
  Combat Adds: +25 
  Type: Wizard  Kindred: Fairy
  Spells: 1st level: All. 2nd level: All.  3rd level: All. 4th level: Pro-
  tective Pentagram, Rock-A-Bye, Too-Bad Toxin, Wing Wink, 5th 
  Level: Dryad, ESP.  
  Talents: Arcane Knowledge, Healing
   
  Notes: As a young fairy she was always different. It wasn’t that 
  she didn’t like the light or the warmth of the sun, it was that she 
  felt a compulsion to explore the darker places. One fateful day 
  she came upon the final resting place of an ancient fallen fairy 
  The residual aura from the dark magics once employed in those 
  caverns drew all kinds of evil spirits and demons, and one of 
  those demons saw the young innocent fairy as a vessel to directly 
  affect this plane. Upon return to her village it was thought she 
  had fallen ill but it quickly became clear this was no natural 
  illness. It just so happened that a cleric was on a pilgrimage 
  through her forest at that same time.  He expelled the demon, 
  but the ordeal left her unconscious. Before she had awoken he 
  had departed without a word. When she did awake she was hold-
  ing a small golden wand. It gave her strength and a new compul-
  sion. The dark was not enough anymore, she needed to bring her 
  light to the dark. And that is what led her to K’Horror. 
  Character created by Paul Velez.
  On the anniversary of her mother Ermoriel’s murder, Madiya “found” a rapier named “Vivamus” gifted to her by her 
  father. She murdered the pimp within a week. Madiya sees the rapier as the last connection to her mom.
  Location: Madiya is a city dweller and is going to be found in a town or village, probably living in an abandoned 
  building. She is likely to steal food or supplies from the adventurers but could be persuaded to join the group with the 
  promise of gold or Spell training by an elven magic-user.                     Character created by Charles Isaacs.
  4
  5
  
  68
  Golden Death Drake
  Golden Drakes have long been known for their predilec-
  tion to lair amongst all things gold and shiny and these 
  are no different than their cousins in that respect. But 
  while many will just see beauty in the lustrous hue these 
  drakes have adopted, the experienced adventurer will 
  note these drakes are something different (and hopefully 
  they will note this before it is too late!). This particular 
  breed of drake appears to have become corrupted by their 
  long tenure buried beneath the ruins of K’Horror. While 
  they certainly remain among those we would classify as 
  “the living”, they have adopted much more here than just 
  the metallic tones of their favored environment. Sunken 
  eyes, elongated fangs and golden scales that appear more 
  necrotic than tarnished. While Golden Drakes generally 
  appear most interested in the precious metal in which 
  they cherish, these drakes are clearly more interested in 
  your death!
   
  Combat: Each Drake has an MR of 50. Roll one die for 
  # of drakes encountered (1-3 = easy fight, 4-5 = marginal 
  threat, 6 = medium threat).
  Character created by Paul Velez.
  Blue Griffin
  These griffins are black as night at birth. The fur and 
  feathers of this majestic menace take on an iridescent 
  indigo sheen into maturity. It is only by the light of the 
  moon that one is likely to catch a glimpse of this stealthy 
  stalker. Rarely seen, encounters are even more rarely 
  survived. Night Griffin’s see very well in the dark and 
  bright lights and fires can sometimes deter the creatures 
  from attacking groups of people. They prefer to swoop in 
  and attack single individuals who are alone in the dark.    
  Location: These nocturnal predators predominantly 
  dwell in the Drybones Mountains south of K’Horror and 
  travel alone, except during mating season. With the re-
  cent surge of adventurers to their north, these reclusive 
  hunters have expanded their feeding grounds and devel-
  oped a taste for the flesh of the northerners -- horse and 
  human alike! They often live in caves on high mountains 
  and go searching for prey just after sunset.  
   
  Combat: Each Griffin has an MR of 75. At beginning of 
  encounter each player character must make an appropri-
  ate level SR on Dex to avoid initial stealth sneak attack 
  (failure takes x-dice damage before round 1 begins). The 
  Griffin attacks with beak and claws. 
  Character created by Paul Velez.
  6b
  6a
  
  69
  Kyle the Red
  The Red Death Knight
  As a young squire he was enthralled by the color red. He 
  changed his family’s coat of arms to red. His fancy for red 
  became a fascination for blood. Enemies on the battle-
  field became like lambs at a slaughter. He knew no quar-
  ter, only to kill and release that sweet flow of red unto the 
  world. He never fell in battle, but he fell from his lord’s 
  grace and was banished. Across the Plains of Tomb-mee 
  and through the Forest of Doom, a bloody path of death 
  lie in his wake until a misstep in Grimtooth’s Realm left 
  this fallen knight at death’s door with an arrow in one of 
  his vital spots. But the Death Empress Lerotra’hh inter-
  vened and made him her own. In life he was a knight of 
  death but in “undeath” he’s become the Empress’s Death 
  Knight. His armor and blade shining an unholy crimson 
  red, he has made his way to K’Horror to serve his Em-
  press in the manner he knows best.
  Combat: MR of 90. Any damage taken (not including hits 
  absorbed by armor) requires SR on Con to resist temporary 
  localized paralysis (failure halves dex for one round).
   
  Location: The Red Knight might be found anywhere in 
  the Ruined Lands, killing Skeleton men and Vampires. 
  Character created by Paul Velez.    
  Talia Briarthorne 
  Level 2 Female Leprechaun Wizard 
  STR: 3 CON: 7 DEX: 28 SPD: 10 LK: 26 IQ: 13 WIZ: 26 CHR: 11 
  Combat Adds: 30 
  Height: 1’8”  Weight: 14 lbs   Age: 27 
  Hair: Auburn, Eyes:  Blue, Money: 107g.p.
  Talents: Acrobatics, Stealth 
  Spells: Talia has all level one and level two spells.
  Weapons: Dagger (2d6) 
  Notes: Talia was going to follow in her father’s footsteps as a spy for 
  the kingdom, using her Leprechaun abilites to gather info and report 
  back to the court. Her father Alric had other plans, using his court in-
  fluence to send Talia into the Rasmere school of sorcery. Talia was the 
  first leprechaun to join this prestigious human school, for sorcerers. 
  Shortly after she graduated, word came that her father was missing 
  from lands of K’horror. He’d been sent to observe strange happenings 
  and report. Talia left, determined to find what happened to her father.
  Playing Talia: She is rather optimistic and confident, her size 
  makes her a perfect candidate for sneaking and she is light enough 
  to be carried, making her a good candidate to ride in a pack and 
  shoot of a few TTYF spells into combat making her compliment a 
  fighter where foes might not expect such a surprise. While she is 
  an earnest and honest soul she is not behind using deception to get 
  what she needs. 
  Location: Likely to be found in a town or on the road to K’Horror.
                                  Character created by Jamie Hubert.
  8
  7
  
  70
  MENSA bar Samuela
  Level 3 Male Dwarven Warrior 
  STR: 22     CON: 26      DEX: 11        SPD: 16 
  LK: 35        IQ: 5            WIZ: 10        CHR: 24                         
                                                           Combat Adds: 30 
  Height: 3’10”  Weight: 250 lbs   Age: 146 
  Armor: Leather armor 5 points, Horned helmet 3 points 
  Weapons:  Pretty Axe 3+2, Spiked throwing stick 2+1, 
                      Madu 1+3, War Shovel 3+1
  Languages: Dwarven, Common
  Talents:  Breaking things (STR+4), Metalcraft, Axe throwing
  Notes: Gristlegrim Dwarf. Curious, naive, babbles when ex-
  cited. Mensa travels with a wolf (whom he is certain is his old 
  friend ‘Wulfe’ who was changed into a wolf by an evil mage. 
  Mensa remembers nothing of where he came from, or his life 
  before he was zapped in a magic explosion during a battle a 
  few months ago. He knows his name, has all his fighting and 
  survival skill and he hates goblins.(“gobbles”) But his past is a 
  mystery and he constantly struggles to remember it. 
      Arbalax 
       the Soulless 
  Level 2 Male Human Rogue
  STR: 13 CON: 15 DEX: 15 SPD: 12 LK: 22 
  IQ: 10 WIZ: 19 CHR: 7                         Combat Adds: 14 
  Height: 5’6”  Weight: 125 lbs   Age: 36   Hair: Blonde
  Equipment: Hardened leather armor (full suit, 4 hits)
  30 ft. rope, Lockpicks, Poison bottle, Three days of ra-
  tions, Fire-starting equipment, Healing potion, Sun stone
  Talents: Roguery (LCK) +3, Lockpicking, Demonology
  Gold: 2818 g.p.
  Spells: Knock knock, Clown nose gas mask - (custom spell)
  Notes: Arbalax grew up comfortable in Jepik, but dab-
  bled in roguery on the side. His first dungeon-delve 
  went badly wrong when the demon Refikul* stole his 
  soul. Arbalax the Soulless now knows no fear, and in 
  fact has no feelings at all! This means he has little em-
  pathy for other characters and will often take risks that 
  few others would ever dare.
  Character created by Jason Ninneman.
  Location: Mensa is likely to be found travelling or camping along the road to K’horror. He is not certain where he is go-
  ing and can be easily convinced to join adventures on a quest. His wolf does show signs of understanding what is being 
  said and will follow Mensa as well. The wolf has an MR rating of 45. It fights with claws and teeth genderating 3d+ 4 hits. 
                                                                         Character created by Grandpa Chet Cox.
  9
  11
       Marigold 
       "The Blunt" 
  Level 7 Female Dwarf Rogue
  STR: 22 CON: 78 DEX: 17 SPD: 10 LK: 15 
  IQ: 17 WIZ: 13 CHR: 7                         Combat Adds: 18 
  Height: 5’6”  Weight: 125 lbs   Age: 36   Hair: Blonde
  Weapons: Bludgeon (5D6), Dirk (2D6)
  Armor: Buckler (3 hts), Open Helm (2 hts)
  Gold: 2818 g.p.
  Spells: Knock Knock,
  Talents: Roguery (LCK) +3, Knife Throwing (DEX) +3
  Notes: Marigold has been blessed with strength and 
  tremendous stamina (rolled a triple-triple for CON), she 
  hasn’t been blessed in terms of appearance, however. 
  She lacks female characteristics even for a dwarf; she 
  has a square rather masculine face and is flat-chested. 
  To compensate for this she always has her hair in 2 
  elaborate plaits worn either long or curled into Prin-
  cess Leia style buns. For all her desire to be feminine, 
  she swings a mean bludgeon and has spent many hours 
  practicing knife throwing. Her forthright manner and 
  lack of sophistication has earned her the soubriquet 
  “The Blunt” but she is a loyal companion to any who 
  choose to go adventuring with her.
  Character created by Sid Orpin.
  10
  
  71
     Tann Tallith 
  Level 1 Male Hobb Rogue
  STR: 9 CON: 11 DEX: 13  SPD: 10 LK: 15  IQ: 14 
  WIZ: 14 CHR: 17                              Combat Adds: 4
   
  Height: 3’2”  Weight: 110 lbs   Age: 36   Hair: Dk. Brown
  Weapons: Khopesh (Stats as Sickle), Dirk, 8 small Caltrops
  Armor: Leather Jerkin, Buckler Shield, Cap-Leather
  Spells: Detect Magic, Knock Knock
  Talents: Roguery, Wilderness Survival, Sleight of Hand 
  Notes: Tann was taken in by a travelling performing 
  troop after he’d been orphaned. His life soon became 
  part of the ‘circus’ troop where he developed skills he 
  still uses either to charm and entertain, or to extricate 
  himself from tricky situations.  
  Some years ago he rescued a kitten near to the dan-
  gerous Darklands. Greysquire grew into a larger than 
  average feline, and has become his lifelong companion, 
  rarely leaving Tann’s side; a noble feline of mysterious 
  lineage, with unusual talents of his own. 
   
  Despite his diminutive size in the world of men, Tann 
  is an attractive character to people of all races and alli-
  ances.  He uses this to his advantage when required, but 
  can be relied on to aid his friends and allies, and even 
  strangers when he feels a wrong needs to be righted.
  Character created by Madeleine (Maddie) Pursey.
  12
  Good Luck in the Vaults...
  You're Going to Need it!
  Tann 
  Tallith
  
  72
  Groghis Kahn Maximus 
  Type: War/Wiz   
  Kindred: Alien Psychic   
  Level: 5 
   
   
   
  Vampire  
  ST: 40       IQ: 30          LK: 30       DX: 50 
  CON: 20   CHR: 20      SPD: 50     WIZ: 30 
   
  Combat Adds: +122 
  HT: 9’10     WT: 300 lbs     Age: 450
  Spells: he knows all spells up to 5th level.
  Talents: Psionic Life leech, Psionic Mind Probe, Psion-
  ic Domination, Psionic Telekinetic Crush, Alien Kung 
  Fu Alien Alchemy, and Technology 
  Weapons: he carries a bladed staff 4d+6 which holds 
  a 20pt Take that you Fiend Spell in it, that he can fire 
  every turn in addition to his using another spell.
  Notes: Groghis Kahn Maximus comes from the un-
  known reaches of space. He was stranded on Trollworld 
  after his spacecraft crashed and sank in the swamps. 
  Groghis is very batlike, with dark grey skin, long 
  pointed ears, red eyes, long white hair, fangs and black 
  talon-like claws. Very strong, but not obviously so, as 
  he is more taught and wiry. Very quick and devious, 
  he has often played the part of the hooded man behind 
  the throne, as a mysterious agent/enforcer to persons 
  of power.  
  Maximus still holds out hope that he might yet find a 
  way off Trollworld and researches magic that can cre-
  ate portals to other realms and worlds.  He is also inter-
  ested in any rumors of spacecraft or alien visitors from 
  other planets in hopes he might  be able to get back to 
  his own world of Groghis.
  Location: Maximus (what the skeleton men call him) 
  dwells in the vaults under a large ruined castle located 
  just south of K’horror. He emerges at night in search of 
  the blood of the living and any items he might find use-
  ful.  (Examples might include torches, good weapons, 
  magical items, tomes or technological devices.)
  It is possible for the party to run into him at night while 
  he is looking for prey or valuables. He is very dangerous 
  and should be avoided by most lower lever adventurers. 
  Character created by Gregory Huelsenbeck.
  VAMPIRE LORD
  Maximus’
  Vault
  
  73
  Elexulia 
  Type: Wizard   
     Kindred: Elf/Vampire   
  Level: 9 
   
   
   
  ST: 41       IQ: 54          LK: 42       DX: 54 
  CON: 67   CHR: 93      SPD: 50     WIZ: 122  
  Combat Adds: +139 
  HT: 5’10     WT: 120 lbs     Age: 7369
  Spells: She knows all combat and mind control 
  related spells up to 10th level.
  Talents: Seduction+7, Enthrall+7, Paralyze+7
  Weapons: She carries a bone dagger 2D6+99
  Notes: Born an elf, Elexulia spent her younger years explor-
  ing every indulgence and vice possible. When she grew bored, 
  she decided to change things up. She found a vampire, lured 
  him into a seductive trap, then murdered him, drinking his 
  blood, becoming a vampire herself. She has spent multiple 
  lifetimes committing horrible atrocities, wiping out entire 
  villages, just to amuse herself. She enjoys luring unsuspect-
  ing heroes into her clutches, then spending endless hours 
  listening to their screams for mercy. In short, Elexulia is an 
  unrepentant villain. A sociopath. So dangerous, even her fel-
  low vampires give her a wide berth. However, she looks like a 
  beautiful, albino elf and so many are fooled into trusting her.
  When the heroes encounter her tomb, they trigger silent 
  alarms. These alarms both awaken Elexulia and cast spells 
  at the trespassers. These spells are charms and allures de-
  signed to give her an edge when the heroes encounter her. 
  She awakens just as they enter her private sleeping cham-
  bers. She appears wide-eyed and afraid. Elexulia immediate-
  ly begs the heroes not to kill her. She says her name is Ta-
  lanja and she was forced to become a vampire bride against 
  her will by Vakshmi the Terrible. “If you kill Vakshmi, his 
  curse will be lifted and my vampire curse will be lifted!” She 
  knows where Vakshmi rests and she will pretend to help the 
  heroes kill him, using the opportunity to either escape their 
  presence or assist Vakshmi to kill and/or capture the heroes.
  Keep in Mind: Elexulia is an ancient vampire. She’s seen it 
  all. She knows how to trick mortals such as these. She isn’t 
  a dupe or a rube. She’s a deadly trap (Grimtooth approved) 
  waiting to spring on the players when they are weakest. Use 
  her appropriately. She sometimes can be mistaken for a dark 
  elf ,rather than a vampire, due to her striking beauty. 
  Character created John Wick.
  VAMPIRess
  Elexulia sometimes tells adventures that her coffin is 
  the 2nd one in room 23, though she actually spends 
  her time in room 22, as she likes its better condition.
  #2
  #2
  
  74
  Sven Silvermane 
  Level 6 Male - Cleric
  Type: Paragon (War/Wiz)  
  Kindred: Human   
  ST: 62       IQ: 33         LK: 58      DX: 50 
  CON: 56   CHR: 43     SPD: 39    WIZ: 30 
      Combat Adds: +161 
  HT: 6’1     WT: 207 lbs     Age: 34
  Spells: he knows all combat and healing spells 
  up to 6th level.
  Talents: Tracking, Healing, Weapon repair, 
  Undead/Vampire mythology. Elven Lore.
  Weapons/Armor: Sven wears Plate armor and 
  carries a hammer that has been handed down 
  through generations of the Silvermane clan. This 
  as his main weapon. Other Clerics may have heard 
  of the Silvermane Hammer, as it has been used in 
  many  battles over the last several hundred years.
  Notes: Sven spends a fair amount of time on mis-
  sions for his order, the Clerics of Kalban. Kalban 
  was a legendary wizard from Trollworld’s distant 
  past and is believed to be the first Cleric. The order 
  is pledged to protect the world against the undead, 
  both zombies and vampires. Sven fights in the Ru-
  ined lands, helping the Khazani army to keep the 
  Vampires and Skeleton men from encroaching any 
  further East. He considers the Skeleton men to be 
  undead (although they really aren’t.
  He has a wife named Brittany who is an Elf mage 
  healer and a young daughter named Emily, a Half-
  Elf who likes to sing.
  The family operate an apothecary and magic sup-
  ply store at Khazan outpost 9 (see map). Most of 
  their customers are travelers heading into the Ru-
  ined Lands to the West. When home, Sven does 
  work from the shop repairing weapons, helping to 
  create magic potions or whatever needs doing.
  Sven looks very imposing, but is actually fairly 
  friendly and good-matured. However he is very 
  protective of his wife and child and does not trust 
  anyone who might be or looks like they are undead 
  or Necromancers. 
              Character created by Sven Berglowe. 
  VAMPIRE FIGHTER
  
  75
  GHAURTH’AHM 
  Level 10 Male - Specialist
  Type: Wizard   
  Kindred: Troll 
   
  ST: 66       IQ: 46         LK: 34      DX: 18 
  CON: 101   CHR: 30    SPD: 12   WIZ: 56 
      Combat Adds: +82 (+164) 
  HT: 8’4     WT: 487 lbs     Age: Unknown
  Key Equipment: “No Place Like Home” Amulet. 
  This amulet holds a single teleport spell, locked to 
  the Greeting Hall within the Vaults of Ironfang. 
  Lesser Staff of Umslopagaas - Acquired (stolen, 
  if you will) during his escape from the DED, this 
  functions as an improved Staff Ordinaire. In com-
  bat, it is a 4-die weapon. As a kremm battery, it 
  has a capacity of 50 WIZ.
  Talents: Combat Foresight: Make an IQ saving 
  roll at the level of the opponent, adding one for 
  each additional foe. If successful, halve the oppo-
  nent’s combat adds for the duration of the battle.
  Defensive Stance: When fighting defensively, dou-
  ble the Loreseeker’s combat adds. No damage is 
  delivered upon opponents (excluding Spite Dam-
  age). The remaining talents can be whatever the 
  GM deems necessary, but should focus on survival 
  and knowledge.
  Magic: As a Loreseeker, Ghaur has access to 
  many “lost” spells. The following list is limited to 
  the DTT basic listing, and GMs are encouraged to 
  use him to introduce spells from other sources into 
  their game. Fifth level spells should be limited, as 
  Ghaur barely has the necessary dexterity.
  1st level – knows all. 2nd level – knows all. 3rd 
  level – lacks Fly Me, Hollow Tree, Little Feets. 4th 
  level – Pet Rock (Tree Friend but a stone golem), 
  lacks Upsidaisy. 5th level – knows ESP, Gotcher 
  Back, Second Sight, Stone Fist.
  Notes: Ghaur started out as one of Uncle Ugly’s 
  feared Zoot Suited Trolls. His adventuring career 
  began when he was one of the few denizens to 
  survive the near-total destruction of the Under-
  ground by the infamous group of delvers known as 
  “The Band on the Run.” A series of mis-adventures 
  into the Deathtrap Equalizer left him stripped of 
  much of his combat prowess, but awakened his la-
  TROLL Loreseeker
  tent magical abilities. His rescue of the ringless Gimor Ironfang 
  resulted in a true friendship, a new purpose – and the eternal 
  enmity of Umslopagaas.                  
  In the Vaults of K’Horror: : Ghaur is here to study and gather 
  the truths of K’Horror, seeking neither fame nor treasure. He 
  can be used to give hints to delvers, a barter of information, even 
  offer some small succor – his small encampment seems toler-
  ated by the Great Vampire Lords. He knows much, but the wise 
  delver knows that Ironfang deals equally with good and evil, for 
  truth lies within the eye of the beholder.
  Character created by Kurt Romig 
  
  76
  “Let it be known to all who enter the 
  Vaults that there are those who have survived 
  its perils. So there is hope. We honor those 
  survivors on this wall by carving their names 
  at the Shrine of Gorath.”   —  Anonymous
   
  SURVIVORS
  Bryant T Biek
  Allan E Bray
  Mario M Butter
  Johannes Cabal
  Benjamin Chee
  Doreena Clark
  Hanno Conring
  Andrew Cotgreave
  Byron “Baragoon” Crane
  demonsaxe2
  Roberto J. Devoto
  Richard Fogarty
  Noble Hess
  Mike Jarvis
  Jerbear
  Keith A Justus
  Jody and Christian Lindke
  Michael G Little
  Mark Maloney
  Scott Meredith
  Derek Miller
  Seven Deadly Dwarves of Normaalimiekka
  Daniel Petersen
  Peter Prinesdom
  qivux
  David Reid
  Vern Roberts
  Liz Roth
  Marcin Segit
  matt selter
  Dr Rich Staats (“Dr Games”)
  SATO Takuya
  Prof. Dr. Oliver M. Traxel
  Jennifer Trog
  Jeff Troutman
  Harold John Vogel
  Kristopher Volter
  Judah Warshaw
  Paul Wastney
  bradley g wherry
  John Williston
  Mark Woolsey
  Mark Wrynn
  Thanks to all of you!
  Survivors IN the Vaults of K'Horror
  NPC Contributors
  Grandpa Chet Cox
  Hil Harman
  Jamie Hubert 
  Charles Isaacs
  Jason Ninnieman
  Sid Orpin
  Madeleine Pursey
  Thessaly Chance Tracy
  Paul Velez
  Vampire Lord Contributors
  Sven Berglowe
  Gregory Huelsenbeck
  Kurt Romig
  John Wick
  
  Tunnels &Trolls is one of the easiest Role-Playing Games to play. Once 
  you know how, you can roll up a character in less than 10 minutes. T&T is 
  best known for all its solo adventures that ONE person can play. (You’ll 
  find a solo in this book on page 41.) And like any RPG, you can play T&T 
  with a group of friends. We also have a GM (Game Master) adventure in 
  this book you can run. (Those adventures are for higher level characters)
  This Mini version of the T&T rules will give you what you need to roll up 
  a character, customize them, get them equipped and ready for adventuring.  
  We’ll also give you a little info on how to run an adventure for your friends.  
  Remember that these are mini-rules and in the full Deluxe T&T Rulebook, 
  you have many more options and choices. These mini-rules will give you 
  just the basics, but plenty enough to enjoy some fantasy role-playing.
  You need a 
  Character sheet
  On page 83 and 84 are pre-rolled 
  player characters (PCs) that you 
  can use for playing. There are also 
  a blank character sheet on page 85 
  so you can create your own char-
  acters. In T&T, characters may 
  be any gender or kindred, and the 
  basic character is presumed to be 
  an adult Human. But you can also 
  be an elf, fairy or dwarf.  Below is 
  details on what all the info on the 
  character sheet means.
  Rolling up 
  a character
  For creating your character, you 
  need three 6-sided dice (3d6). Roll 
  the three dice and add up the total. 
  Now write that down on a separate 
  piece of paper. Do that 8 times. 
  The 8 numbers you have rolled 
  will be your character’s attributes. 
  T&T characters have 8 attributes: 
  4 physical attributes: Strength 
  (STR), Constitution (CON), Dex-
  terity (DEX) Speed (SPD); and 
  4 mental attributes: Intelligence 
  (INT or IQ), Luck (LK), Wizard-
  ry (WIZ), and Charisma (CHR). 
  It is best to assign the higher rolls 
  to STR, LK, DEX, and SPD if one 
  is going to be a fighter. If the char-
  acter is going to rely on magic, it 
  is best to assign the higher values 
  to INT, DEX, WIZ, and CHR. 
  However, you may assign them as 
  you wish.
  Super Rare: TRIPLES 
  When rolling all three dice, if you 
  roll triples (3 dice with the same 
  number) add their total up and roll 
  again. Then add that roll  
  total to the triples you just rolled. 
  This will make for a more
   powerful attribute, but it 
  doesn’t happen too often. 
  T&T INTRODUCTION
  By Ken St Andre & Steve Crompton
  77
  
  Each of the attributes is important (more or less so de-
  pending on the character class you choose) and may be 
  called upon in the course of play. Attributes also help 
  determine what weapons and armor may be used, or what 
  magical spells are known and can be cast. You’ll use 
  these attributes to cast spells, use weapons, and take other 
  actions while you play. 
  ABOUT DICE: You will see notations like “2D6” or 
  “5D6+2” in these rules. A “D6” is an ordinary, cube-
  shaped, six-sided die. The first number is the number of 
  dice to roll. Toss that many dice, and add up the spots. 
  The “+2” means to add two to the result of the 5D6 roll.”
  Choose your Kindred 
  (Human, Elf, fairy or Dwarf)
  A kindred is a race or species such as humans, elves, 
  dwarves, and so forth. Here we’ll only talk about 4 
  kindreds: humans, elves, dwarves, and fairies. (In 
  Deluxe T&T, but you can play lots of others including 
  monsters.) What kindred you choose can modify your 
  character’s attributes. A modifier is what you multiply 
  the base attribute by to get the final initial value. For 
  the mini-rules we’ll make the modifiers super easy, so 
  here’s what you should do to your character’s attributes 
  based on what kindred you pick. 
  Humans: All attributes are the same as you rolled 
  them, so they stay the same. However, humans get to 
  reroll saving rolls a second time (more about that later.) 
  Elves: Add 3 to your IQ, WIZ, DEX and CHR attri-
  butes. Subtract 2 from your CON. All other attributes 
  stay the same.
  Dwarves: Add 10 to you STR and CON. Subtract 4 
  from LK. All other attributes stay the same.
  Fairies: Subtract 4 from STR and CON. Add 5 to 
  CHR. Add 3 to LK and DEX. Add 4 to WIZ. All other 
  attributes stay the same.
  Characters also have physical characteristics such as 
  height, weight, hair color, age, etc. You may choose 
  these without rolling dice, as long as the choice seems 
  reasonable to the game master. Use the pre-rolled char-
  acter sheet on page 83 as a guide to the general height 
  and weight of the kindreds you chose. It doesn’t matter 
  whether a character’s skin or hair is black, white, red, 
  or green - choose whatever you would like them to 
  have. Player characters (PCs) are run by the players. 
  Non-player characters (NPCs) are run by the GM.
  You also get to decide what their personality is like.  
  Are they serious or playful, shy or outgoing? Do they 
  like to study/read or do they prefer the outdoors? YOU 
  get to decide all this as you Role-Play the character you 
  have created. (In dT&T you get to add talents to your 
  character, but we aren’t using them in the mini-rules.)
  PIck your Character Class 
  You get to pick what class your character is. Class gives 
  your character additional powers and bonuses while 
  playing. The character classes in the T&T mini-rules 
  are Warrior, Wizard and Rogue. The Deluxe rules have 
  even more classes, but these three are the main ones.  
  Any kindred can be whatever class you want.
  Warriors are superb physi-
  cal combatants, proficient with 
  most weapons, able to use armor 
  better than other character types, 
  and totally unable to cast magi-
  cal spells. Warriors get an extra 
  six-sided dice (D6) for combat 
  with each level they attain. Thus 
  a sword worth 3D6 in combat to most first level char-
  acters is worth 4D6 to a first level warrior. (Character 
  levels are discussed on page 78.)
  Wizards are spellcasters, pro-
  ficient in the theory and practice 
  of magic. Once a wizard learns a 
  spell, they know it forever. Spells 
  require energy. That comes from 
  the WIZ attribute. They also 
  require a minimum INT & DEX 
  to master. Note that wizards are perfectly able to wear 
  armor and fight with weapons, but due to their lack of 
  training, they do not get to use their combat adds with 
  any weapon worth more than 2D6. 
  Rogues are characters that can 
  do both—fight and cast magic. 
  Rogues never got the years of 
  training that make warriors so good 
  at combat, nor did they get the 
  magical training that all wizards 
  have. They don’t fight as well as warriors, or cast spells 
  as well as wizards, but they can do both. They do not 
  get any of the bonuses that Wizards and Warriors get. 
  People confuse Rogues with thieves, and play them that 
  way, but they usually are just street-wise survivors. 
  78
  
  HOW to do combat 
  The heart of any role-playing game is its combat 
  system. T&T has one of the simplest combat systems 
  around, but even it has complications. When judging 
  combat, the basic thing to consider is: What is reason-
  able under the circumstances.
  Almost all fights break down into Us vs. Them situ-
  ations. The players group (the adventurers) fight, and 
  their enemies (usually the monsters) fight the other 
  group. (When more than three characters are in a 
  fight, we call that Melee combat.) Both sides have 
  weapons, and weapons are rated with dice. For ex-
  ample: bare hands are worth 1 die, a dagger is worth 2 
  dice, a sword is worth 3 dice and so forth. We roll our 
  dice and get a total; they roll their dice and they get 
  a total. The totals are compared; the smaller is sub-
  tracted from the larger; and the losing party takes the 
  difference in hit points. Divide the hit points among 
  the monsters or the party (whichever side lost the 
  round. Hit points reduce a monster’s Monster Rating, 
  or a character’s Constitution (CON).
  Let’s do a very simple example: Cassio is lost in the 
  forest and gets attacked by Goblin Bugzi. Cassio has 
  a dagger worth 2D6. Bugzi has a spear worth 3D6. 
  They fight. Cassio rolls a 1 and a 1, so Cassio’s com-
  bat total is 2. Bugzi rolls a 4, 3, and a 2, so his combat 
  total is 9. Bugzi’s 9 minus Cassio’s 2 equals 7, so 
  Cassio is going to take 7 hit points of damage. Cassio 
  has a CON value of 10. So 10 -7 is 3. Cassio is badly 
  hurt, but he can still fight. Combat round 2: Cassio 
  does better, rolling 5, 2 for a total of 7. Bugzi is still the 
  better fighter with a better weapon. He rolls 6, 6, 2 for 
  a total  of 14.  14 -7 = 7.  Cassio has to take another 7 
  hits. 3 -7 = -4. Cassio loses and he is out of the fight.  
  T&T combat can get more complicated, but the basic 
  principle remains the same. You can do groups: say 3 
  humans vs. 10 goblins. Humans roll a grand total of 
  30. Goblins roll 45. Humans have to take 15 points of 
  damage. They divide the damage among themselves 
  however they can to avoid being killed. 
  what are combat adds ?
  Weapons are not the only thing that determines the 
  outcome of combats. One must also consider the 
  basic abilities and strengths of the fighters. These are 
  wrapped up in a number called combat adds. Combat 
  adds are added to the weapon scores. Combat adds 
  are derived from the 
  attributes that make 
  a character better in 
  combat. Strength, 
  because the harder 
  you hit, the more 
  damage you do; 
  Dexterity, because 
  the more skillful you 
  are in landing your 
  blows, the more damage you will do; Luck, because 
  well duh; and Speed, because the more blows you 
  manage to strike within a time limit, the more dam-
  age you will do. Anything above 12 in those 4 attri-
  butes produces combat adds. Strength of 15 produces 
  3 adds; Dexterity of 16 produces 4 adds; Luck of 12 
  produces 0 adds and Speed of 13 produces 1 add.
  Bearing that in mind, let’s do our simple example 
  again. Cassio’s pal Braksen is looking for Cassio in 
  the forest and he finds him a few minutes after Bugzi 
  beat Cassio up. Braksen has 10 combat adds—he is 
  both strong and fast. Bugzi has zero.
  Braksen also has a dagger worth 2 dice. Bugzi has 
  his 3 dice spear. Let’s fight! Braksen rolls 8 and adds 
  10 for his combat adds for a total of 18. Bugzi rolls 
  13. The goblin still has the better weapon, but he is 
  no longer the better fighter. Bugzi takes 5 hits on his 
  CON, which was only 8 to begin with. Seeing how 
  this is likely to end, Bugzi gets smart and runs away. 
  In a T&T combat, both sides have combat adds, even 
  if the value of the adds = zero. The combat totals are 
  determined by the sums of the weapons dice plus the 
  party’s combat adds.
  FIghting 
  against 
  Monsters
  Instead of attributes, 
  monsters often have a 
  simple Monster Rat-
  ing (MR). MR shows 
  the amount of damage 
  the monster can take before being defeated, and how 
  well it fights. See the table for how many dice (D6) the 
  monster rolls in combat. Its combat adds are equal to 
  half of its MR; these are reduced as damage suffered 
  reduces the monster’s MR. (But combat dice are not 
  NUMBER 
  OF DICE
  MONSTER 
  RATING   
  1 - 9
  10 - 19 
  20 - 29
  30 - 39
  40 - 49 
  etc...
  1 
  2 
  3
  4
  5
  etc...
  79
  
  reduced as the monster suffers damage.)
  Monsters who only have monster ratings also have 
  weapons and adds. If I tell you that you are attacked by 
  a lion, you know what the lion’s weapons are: teeth and 
  claws. So if the lion has a monster rating of 40 then we 
  know its weapons (teeth and claws) are worth 5D6 and 
  it has 20 combat adds. (see chart on previous page.)
   
  Combat with monsters work the same way. Braksen 
  is out walking in the forest when he is attacked by a 
  lion. The lion rolls (5 dice) 4, 3, 2, 2, 1 + 20 combat 
  adds. Braksen rolls 2, 1 + 10. 32 – 13 = 19. Braksen 
  had a robust Constitution of 14, but 14 – 19 = -5. 
  Poor Braksen! Eaten by a lion.
  SurpriSe attacks
  There are other factors involved in combat, and they 
  may change the outcome. Surprise happens when one 
  party attacks and the other does not get to make a 
  combat roll. Let’s say Braksen met that lion when it 
  was asleep and decided to attack it. He rolls his dice 
  (poorly) getting 1, 1 plus 10. Lion gets zero (because 
  its asleep). Braksen wins, inflicting 12 points of dam-
  age. Lion’s monster rating goes down from 40 to 28. 
  Lion wakes up and fights. It still gets 5 dice because 
  it started as a 5 dice monster, but only gets 14 combat 
  adds. Can you see that he has hurt the lion, but is still 
  probably going to die as the combat goes on?
  protective armor
  Armor can affect how combat goes. Armor is protec-
  tive clothing of any sort that will always stop some 
  of the damage from getting through. Armor is rated 
  in terms of how much damage it can prevent. For 
  example: a small shield can stop 3 points of damage. 
  Leather armor can stop 6 points of damage. Let’s do 
  an example: Ben is the friend of Cassio and Braksen. 
   Equipping your character
  To make things a little easier, let’s give your new 
  character 250 gold pieces (gp) that can be used to 
  buy weapons and armor for adventuring. Usually 
  there are STR and DEX requirements to use certain 
  items, but in the mini-rules we aren’t worrying about 
  that. Below is a very short list of some basic items 
  you can buy.  The Deluxe T&T rulebook has hun-
  dreds of detailed weapons and armor, if you want to 
  really customize your character. NOTE: if you are 
  a Fairy, assume that smaller versions of these items 
  are also available at the same price, but they all do 
  half the damage or take half the hits listed below.
  WEAPONS
  Weapon Item          Details       Damage    
  Cost
  Dagger  
        8 inches     2d6  
  10 gp 
  Short Sword        30 inches     3d6   
  35 gp
  Long Sword          38 inches    4d6  
  66 gp
  Spear        
        6 ft long    4d6     
  50 gp
  Axe 
         
        5 lb head    5d6  
  73 gp
  Light Bow 
     +24 arrows    3d6  
  40 gp
  Throwing Stars    (15 stars)    2d6  
  30 gp
  Magic Wand (Wizards/Rogues)   0 
              80 gp 
  Magic Staff (Wizards/Rogues)  2d6           100 gp 
    
  armor
  Armor Item             Details           Hits    
  Cost
  Metal Gauntlets        Pair  
         2  
  30 gp
  Small Shield       3ft across          3  
  15 gp 
  Target Shield        5ft across         4   
  35 gp
  Small Helmet       top of head       1  
  20 gp 
  Mengu Helmet        full face          3   
  15 gp
  Chainmail Shirt    covers torso      4            170 gp 
  Studded Leather       full suit         5            130 gp
  Warrior Armor         full suit          9            300 gp 
  GENERAL SUPPLIES
  Adventuring Item    
   
        
            Cost
  Dry clothing and pack  
       
   
   5 gp
  1 day’s provisions (food, drink, “matches”)   6 gp
  5 ordinary torches (each lasts ten turns)  
   1 gp
  Small hammer & iron spikes                        18 gp
  20 feet of heavy twine (rope)      
   
   2 gp
  Vampire Hunter’s Pack 
     Includes 5 wooden stakes w/hammer, 3 torches
     5 matches, holy relic, & bag of garlic         10 gp 
  80
  
  He knows the forest is home to both goblins and 
  lions, so Braksen always carries a sword and shield 
  and wears his leather armor. His sword is worth 3 dice 
  in combat. One day he runs into two goblins carrying 
  spears and they attack him. Ben has 12 combat adds 
  — mostly because he’s always been very lucky. Ben 
  rolls his dice getting 6, 5, 3 plus 12 for a total of 26. 
  The goblins attack with their spears getting 6, 6, 6 and 
  6, 6, 4 — these are elite goblins! 18 + 16 = 34 and the 
  goblins won the combat round by 8 points. But Ben 
  has 9 points of armor. He is not harmed. 
  These are some basic examples. Things can get more 
  complicated with all the different things that can hap-
  pen in combat, but the thing to do is just work through 
  it in a logical fashion and simply determine what the 
  numbers are, and what would likely happen next.  
    IS YOUR Character READY?
  At this point, you should have a basic character rolled 
  up and they should have some equipment. From here, 
  we’re going to give you some more information on 
  HOW to use your character in game play, what saving 
  rolls do, where you can spend adventure points and 
  how wizards cast spells...
   
  WHAT IS A Saving Roll?
  A saving roll is the way we check to see if something 
  happens in T&T. Any character can make a saving 
  roll if the Game Master (or the text in a solo adven-
  ture) asks or tells them to do it. To make a saving roll, 
  you roll 2 dice and get a number. Doubles always add 
  and roll over. For example a roll of 1, 2, which equals 
  3, is a saving roll — a terrible one that always fails, 
  but a roll of 1, 1 would be doubles. Set the 2 points 
  aside and roll again. Let’s say you roll a 5, 3 on your 
  second try.  That’s 8 + 2 for a total of 10.
  Saving rolls are rated by levels of difficulty. 1st level 
  is something that could be difficult for the average 
  human as the target number is 20. 2nd level is some-
  thing that could be 
  very difficult for the 
  average human as the 
  target number is 25. 
  3rd level is some-
  thing that should be 
  impossible for the 
  average human as the 
  target number is 30. 
  The target number 
  goes up by 5 for each 
  additional level of saving roll.  However, no saving 
  roll attempt is ever actually impossible in dT&T. They 
  just get increasingly unlikely as the level of difficulty 
  goes up. In T&T, Doubles Add And Roll Over. We 
  call this the DARO rule.
  For example: Iris the Fairy wants to test a treasure 
  chest for traps. She announces that she’s checking 
  for traps. The Game Master tells her to make a level 
  one saving roll on her Intelligence to see if she finds 
  any. Iris has an IQ of 13. She rolls 5, 2 on 2 dice.  She 
  adds that 7 to her attribute of 13 to get a total of 20. 
  The target number for level one saving rolls is 20. 
  Iris just barely made the saving throw. The G.M. says 
  you found something that indicates a trap of some 
  sort will be set off when you open the lid. Now what 
  do you do?  The player might answer, “I want to try 
  and disarm the trap.” Now the G.M. asks for a level 
  two saving roll on Dexterity or a level 3 saving roll on 
  Luck. Iris has a DEX of 15. Her target is 25 for level 
  2. She has a Luck of 16. Her target is 30 for level 3.  
  Iris decides to try for the level 2 saving roll on DEX. 
  She rolls a 4, 2. 15 + 6 = 21, but her target was 25. 
  The trap goes off. Terrible things happen to Iris! 
  BUT, suppose Iris had rolled 4, 4 instead of a 4, 2. 
  15 + 8 is 23. Did Iris fail? No! Because 4, 4 is a 
  double and that adds and rolls again. On her 2nd roll 
  she gets a 2, 2 and she adds that to her total. That’s 
  enough to succeed, but is she done? No. 2, 2 is also 
  a double, so she rolls again getting a 5, 2 at the end. 
  Iris’s total roll was 8 + 4 + 7 for a total of 19. (15, 
  her DEX) + (19, her roll total) = 34. Iris made a 
  third level saving roll when she was only trying for 
  a second level one. Good job, Iris! (Because her roll 
  was so successful, a GM might allow Iris be able to 
  remove the trap mechanism, so that she could use it to 
  create her own trap to use on a monster). 
  Target 
  Number
  Level of
  Saving Roll   
  1 
  2 
  3
  4
  5 
  etc...
  20 
  25 
  30
  35
  40
  etc...
  Saving Roll Chart   
  81
  
  ARE YOU PLAYING A HUMAN? One other thing 
  to keep in mind if you are playing a human character 
  - you get to reroll a saving roll a second time if your 
  first attempt fails. You do NOT add those two attempts 
  together, the 2nd attempt is treated like a new saving 
  roll. This is a special bonus given just to human char-
  acters to reflect their dogged persistence and refusal to 
  give up despite the odds against them.
  Saving Rolls & 
  ADVENTURE POINTS (a.p.)
   
  One way that players are rewarded for their actions 
  during the game is by gaining adventure points. 
  Adventure points are awarded for slaying monsters 
  or foes, or for doing or saying something clever or 
  funny during the play of the game, or for solving dif-
  ficult puzzles and in-game problems, or for SAVING 
  ROLLS. Adventure points have only one purpose in 
  the T&T mini-rules. They help your character improve 
  by increasing their attributes. When the Game Master 
  says “Make a saving roll on (any attribute),” the GM 
  is giving you adventure points.
  As you play, keep track of the totals of any numbers 
  you rolled while trying to make a saving roll (whether 
  you made the roll or not). All those totals are adven-
  ture points.  A Game Master or a solo adventure will 
  also reward you Adventure Points at the end of the 
  game.  Add all those numbers together to see how 
  many adventure points you have earned. Now, let’s see 
  how you can make your character more powerful by 
  spending these adventure points...
     USE Adventure Points TO 
    increase your attributes
  So what are adventure points (a.p.) good for? They buy 
  attribute points. To raise an attribute by one point costs 
  10 times the current value of the attribute in a.p.  Our 
  hero Cassio has managed to accumulate 152 a.p. He 
  decides this would be a good time to bring his DEX up 
  by 1 point. Cassio tells the Game Master that he wants 
  to spend a.p. to increase his DEX. The G.M. sees that 
  Cassio has 152 adventure points—just enough. He 
  takes 150 of them away and Ji’belle’s DEX goes from 
  15 to 16. This is a permanent increase and his new base 
  value for that attribute.
  YOUR CHARACTER’S 
  HIGHEST Attribute 
  Determines THEIR Level
   
  In T&T, a character’s level of power is decided by 
  their highest attribute, Divide that by 10 and ignore 
  remainders. 
   
  Iris the Fairy has a highest attribute of DEX = 16, so 
  she is a level one character.  
  Braksen the Dwarf has a highest attribute of CON = 
  28.  He is a level two character.  
  Lalla the Elf has a highest attribute of WIZ = 35. She 
  is a level three character.  
  Cassio the Human has a highest attribute of STR = 33. 
  He is a level 3 character. (And so on...) 
   
  MAGIC in T&T
  (And how to use it)
   
  OK, now its time to talk about how to use Magic in 
  T&T. If you are playing a Warrior, you can skip this 
  section and come back to it when you roll up a Wizard 
  or Rogue. GMs should read this section so they know 
  how magic works in the game.
  Trollworld is an extremely magical place. The planet 
  produces a force, just like Earth produces magnetism, 
  called kremm that the peoples of Trollworld can tap 
  and use to change reality. That’s magic! Each spell 
  requires a certain amount of kremm energy (WIZ stat), 
  a certain level of intelligence and dexterity. The spells 
  almost always work (higher magic can sometimes 
  block other magic from working.) You use your WIZ 
  stat as the amount of magic that you can use to cast a 
  spell. If a spell costs 2 points to cast, you subtract 2 
  points from your WIZ stat. Note that you can only cast 
  one spell per combat round and you recover used WIZ 
  at 1 point per 10 minutes of game time.
  82
  PLAYING A VAMPIRE:
  If your character becomes a Vampire, here’s what 
  to change on their stats. Double their STR, WIZ, 
  and CHR.  (Add 5 pts to their LK & IQ  per level).
  Remember their Weaknesses: Vampires cannot go 
  out in the sun, and can be weakened by fire, garlic and 
  silver. No longer warm-blooded, they are cold to the 
  touch. If their head is cut off, a Vampire is dead. And 
  you must drink the blood of the living every day or so.
  
  Since this is the mini version of the rules, we’re going 
  to give you 11 spells to work with: 4 first level, 4 sec-
  ond level, 2 third level, and 1 fourth level. There are 
  118 spells available, but if you want to know them all, 
  you’re going need the Deluxe Tunnels and Trolls rules.
  To keep things simple, wizards know all the spells 
  up through their own level. A first level wizard only 
  knows first level spells. A fourth level spellcaster 
  knows all 11 spells shown below.
  Rogues can also do magic, but typically they do not 
  know as many spells as wizards do. Rogues get to 
  choose one spell to know per each character level they 
  attain. A first level rogue would know one spell; a third 
  level rogue would know three spells. Remember that 
  Rogues are not able to use magic staffs to help them 
  cast spells. Rouges can learn additional spells though.
  Learning Spells: To learn new spells, a Wizard or 
  Rogue needs to find a higher level magic-user (usually 
  a NPC run by the GM) that is willing to teach them a 
  spell. The cost is 1000 gp per level of spell. So a 2nd 
  level spell cost 2000 gp and a 4th level spell costs 4000 
  gp. Also your character has to have high enough WIZ, 
  INT and DEX to be able to cast the spell. (The dT&T 
  rulebook describes additional ways to learn spells.)
  Note that all 3 requirements must be met in order 
  to cast a spell. The magician needs to have enough 
  kremm (WIZ points), along with a high enough 
  Intelligence (INT) and dexterity. (DEX).
   MinI T&T 
  SPELLBOOK
  LEVEL 1:
  used or stored by objects (not beings), and the type 
  of magic it is. Trained wizards get a vague sense of 
  something magical in range, even without casting the 
  spell. Casting the spell gives them specifics.  
  Rogues particularly find this spell useful. 
  It’s Elementary
  Level: 1       Cost: 4 WIZ        Duration: Instant
  Range to Cast: 5’         Range of Effect: 5’
  Power up per level: Damage doubles per level.
  Description: Caster must specify fire (small flame), 
  water (splash), ice (icy gust) earth (pebble), or wind 
  (puff or air). Each is capable of 1 point of damage 
  depending on use.
  (These spells light torches and campfires, can chill a 
  mug of beer, douse campfires or provide enough water 
  to wash your face. Wind gusts can move a small light 
  object such as feathers, leaves or a layer of cloth).
  Knock  Knock
  Level: 1         Cost: 3 WIZ      Duration: Instant
  Range to Cast: Touch      Range of Effect: N/A
  Power up per level: Unlocks higher level locks —
  spell level = lock level (Yes, there can be a 5th level 
  lock that is 5 times as hard to unlock as a first level 
  lock. The world is complicated.)
  Description: Unlocks most mechanical locks or 
  magical locks of the same or lower level. Complex 
  mechanical locks may also require higher level spells.
  Take that, you Fiend 
  Level: 1      Cost: 6 WIZ      Duration: Instant
  Range to cast: Line of sight up to 200 feet
  Range of effect: N/A
  Power up per level: Damage X 2
  Description: Deals deadly (killing) damage equal to 
  the caster’s INT in hit points, but only affects a 
  single target.
  Level One Spells require a minimum of 
  10 points in both INT and DEX
   Detect Magic
  Level: 1      Cost: 1 WIZ    Duration: 1 combat turn        
  Range to cast: 5’ per character level
  Range of effect: 5’ radius per level around cast point.
  Power up per level: Doubles range of effect
  Description: Detects the presence of magic being 
  83
  
  Level Two Spells require a minimum of 
  12 points in both INT and DEX
  Boom Bomb
  Level:2          Cost: 7 WIZ  
  Duration: Item explodes on contact or 10 seconds 
  after being cast, which ever comes first.
  Range to cast: 5’
  Range of effect: 2 foot blast radius per level.
  Power up per level: Damage X 2
  Description: Infuses a small rock or pebble with en-
  ergy such that it explodes on any sharp impact. Does 
  10 points of damage to all targets within range.
  (Suitable as a sling stone or thrown object but not for 
  a bullet—it would blow up in the chamber. The blast 
  radius can affect friendly targets)
  Cateyes
     Level: 2       Cost: 6 WIZ 
  Duration: 30 minutes (or 15 combat turns)
  Range to cast: 10’
  Range of effect: Range of good vision - at 40‘ fades 
  out completely by 60‘
  Power up per level: Duration X 2.
  Description: Gives target the night vision of a noctur-
  nal animal. Does not grant vision in complete darkness 
  or through thick fog.
  Poor Baby
   Level: 2      Cost: 2 WIZ     Duration: Instant
  Range to cast: Touch  Range of effect: One person
  Power up per level: N/A
  Description: Restores 1 point of CON lost to wounds 
  or injuries. (Maximum up to original CON. Has no 
  effect on disease or poisons,. only on CON damage. 
  Vorpal Blade
  Level: 2    Cost: 5 WIZ    Duration: 1 combat turn
  Range to cast: 10’
  Range of effect: Affects entire weapon
  Power up per level: Duration X 2
  Description: Doubles base weapon dice roll for a 
  single weapon.  (The weapon must have a blade, i.e. 
  a cutting edge. The spell works on daggers, swords, 
  axes, polearms, spears, but not on clubs, mauls, maces, 
  bullets, etc. It doubles the dice roll, not the number of 
  dice rolled) Takes effect the same round it was cast, 
  doubling effect immediately. It also counts as enchant-
  ing a weapon in cases where only magical weapons 
  can do damage.)
  LEVEL 2:
  LEVEL 3:
  Level Three: Spells require a minimum of 
  14 points in both INT and DEX
  Dis -Spell
   
  Level: 3        Cost: 11 WIZ         
  Duration: Instant             Range to cast: 50’
  Range of effect: 10’ radius from Target Point
  Power up per level: Nullifies higher level magic
  Description: Negates and/or banishes magic of the 
  same or lover level. Works on all magic within range 
  (which may include friendly magic)
               Fly Me
   Level: 3      Cost: 7 WIZ     Duration: 10 minutes
  Range to cast: 5’            Range of effect: 1 being
  Power up per level: Duration X 2
  Description: Allows the target to fly at normal run-
  ning speed (or slower). Target may carry up to their 
  own weight. (Spell has no effect on dead or inanimate 
  objects)
  84
  
  Level Four: Spells require a minimum of 
  16 points in both INT and DEX
   Rock - A - Bye
  Level: 4        Cost: 11 WIZ
  Duration: 1d6 x 10 minutes
  Range to cast: 30’
  Range of effect: Affects single target
  Power up per level: Adds 1d6 duration per level
  Description: Causes target to fall asleep for specified 
  time if the casters total of IQ + WIZ + CHR is greater 
  than the target’s MR (or IQ + WIZ + CHR).
  the free WIZARD’S spell
  All wizards can sense magic—think of it as a sense of 
  smell for concentrations of magical energy. It is not 
  smell, but is instead a feeling, a certainty. Most of the 
  time the wizard must touch an object to sense it for 
  magic, but more powerful spells have a greater radius 
  of perception. Generally magic will fall into three 
  classes: beneficial, malevolent, and functional. Most 
  magic is functional—it does stuff. Beneficial helps the 
  person/thing being affected while malevolent magic 
  will always do harm. Rogues may learn the spell 
  called Detect Magic that only costs them 1 point of 
  WIZ to cast, but they never reach the point where they 
  can automatically detect magic.
  USing a Magic staff
  Focus objects—such as magical staffs or wands help 
  make it easier for Wizards to cast a spell. Wizards can 
  have them and use them. Rogues can’t use them for 
  casting magic, but can use staffs as physical weapons. 
  How they work: A wand or staff reduces the cost of 
  casting a spell by your character level. Thus a first 
  level wizard using a magic wand can cast a Take 
  That You Fiend spell for 5 points of WIZ instead of 6 
  points. A 3rd level wizard could cast the same spell for 
  only 3 points instead of 6. However wands and staffs 
  can never reduce the cost of the spell below 1. To 
  work magic, at least 1 point of kremm energy (WIZ) 
  must be used/expended by the spell caster.
  Magic IN COMBat
  LEVEL 4:
  Spells that do damage work the same way as normal 
  combat damage (unless the spell’s description states 
  otherwise). The spell is cast and whatever damage it 
  creates goes against the enemy being fought. Only one 
  spell per combat round can be cast by a magic user.  
  Recovery of 
  Energy/WIZ expended:
  Spellcasters naturally recover 1 point of kremm 
  energy for every 10 minutes of game time. If a long 
  period of time passes between uses of magic it is easi-
  est to simply let the wizard regenerate all used WIZ 
  points. On the other hand, if the action is happening 
  fast and furious, wizards will not have enough time 
  to recharge all their magical energy.  In such cases 
  wizards can and do run out of magic. (They can still 
  engage in regular non-magic combat though).
  Running T&T as GAME MASTER
  When you’re first starting, you want to run simple 
  short adventures that can be finished in 3 hours or 
  less. Do a larger campaign as your players level up.
  Let your players do things and shine. Reward them 
  for participation. If they’re shy, ask questions to draw 
  them out. Every player should have one or two oppor-
  tunities to excel in every adventure. 
  Did your players all lose that last fight horribly? You 
  don’t have to kill them. Let them be knocked out and 
  wake up as prisoners somewhere else. Suddenly the 
  adventure takes on a whole new direction.
  And remember that you are the Game Master—you 
  are in control of the game. Don’t let the game bog 
  down with arguments or rules questions. As GM you 
  can overrule any written rule in T&T. Do this to keep 
  the game fun, interesting, and moving right along.
  See next page for a treasure generator.
  85
  
  As a GM, there are occasions when you may not 
  want to write down what every monster in every 
  room is guarding in the way of treasure; also, several 
  of Flying Buffalo’s solitaire dungeon series suggest 
  the use of the Treasure Generator in some of the 
  dungeon rooms. Magic treasures have been stricken 
  from this Generator — GMs should create their own 
  magic items to suit a particular purpose, not merely 
  read them off a chart. This Generator will create 
  mostly coins, a few gems or weapons/items.
  Finer treasures should be created by the GM person-
  ally. To work the Generator, you’ll need up to three 
  dice (3D6.) Roll two dice first: What You Find: If 
  you roll 2, there is a jewel (or possibly a jeweled 
  item, see below). If you roll 3 — 11, its coins. A roll 
  of 12 means coins and a jewel.
   
  COINS
  If you have rolled a jeweled item, roll once more on 
  the Size list (if you get another ‘6’, disregard it and 
  roll again): if small, there will be 5 gems; if average, 
  4 gems; if large, 3 gems; if larger, 2 gems; if huge, 
  only 1 gem. 
  TYPE OF GEMS
  Now roll 3 dice to see what type of gem was found. 
  the total of the 3D6 reveals the gem type.
  MinI T&T Treasure Generator 
  By Ken St. Andre
  3    Sapphire        15 gp
  4    Jade               13 gp
  5    Serpentine     12 gp
  6    Aquamarine   11 gp
  7    Fire-opal     10 gp
  8    Opal 
        9 gp
  9    Ivory 
        6 gp
  10  Amethyst       5 gp
  Die 
  Roll
  Base 
  Value
  Gem 
  Name
  Die 
  Roll
  Base 
  Value
  Gem 
  Name
  11    Fire-opal         6 gp
  12    Aquamarine     8 gp
  13    Jade 
          9 gp
  14    Serpentine     10 gp
  15    Pearl 
        11 gp
  16    Ruby 
        13 gp
  17    Sapphire       15 gp
  18    Diamond       17 gp
   Jewleled items
  If you rolled a jeweled item, Roll 1 die to find 
  out what the jeweled item is:
   
  1    = Necklace 
  2    = Head-gear
   
  3    = Bracelet 
  4    = Ring
   
  5    = Belt 
   
  6    = Weapon
   jeweled weapons 
  86
  Weapons will always be made of some kind of metal.  
  If the weapon is found on a dead body, have it be 
  made of bronze or iron.  If the weapon is found in a 
  chest or near a noble, make it be silver. If the weapon 
  is near a King or a deity it might be hardened Gold. 
  Having generated a weapon, now roll 1 die to find out 
  what type of weapon it is.
  weapon type
  1    =       Dagger       4    = Hafted Weapon
  2    =       Sword   
   5    = Spear
  3    =       Polearm   6    = Projectile Weapon
  To determine which weapon it is in that class, roll 3 
  dice. Chose the weapon closest to that number in ‘ST-
  required’ — if 2 or more weapons fit this designation, 
  chose the heaviest.  
  As always, use your common sense, and as GM do 
  what is best to make the adventure fun and engaging.  
  If you find coins, roll 3 dice to find out how many 
  there are. Multiply the total of the 3 dice by 10 to get 
  the number of coins there.  Roll one die to see what 
  metal the coins are made of.
          1 =  copper coins  2,3,4 =  silver coins  
                           5,6 =  gold coins
  Jewel sizes
  If you have rolled and discovered a jewel, roll 1 die 
  to determine what size it is, or if it is a jeweled item. 
  The symbol x is a multiplication symbol; base values 
  of gems (in G.P.) are given with the gem names:
   
  1 =  Small:  
   5x base value.
   
  2 =  Average: 10x base value.
   
  3 =  Large:  20x base value.
   
  4 =  Larger:  50x base value.
   
  5 =  Huge:  
  100x base value.
   
  6 =  Jeweled item (see jeweled weapon list)
  
  CHARACTER stats of OUR ADVENTURERS
  Here are the stats of our four adventurers. Use them as a group in the GM adventures or choose one character from the group 
  to use with a solo adventure.  We’ve also included a blank character sheet so you can create your own characters.  
  See the T&T mini-rules on page 73. Use the complete dT&T rulebook for full details, magic spells, weapons and armor lists.    
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  SPELLS: _________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________
  LALlA the ELF
  LaLla
  Elf
  2
  wizard
  f
  5’8”
  130lb
  195
  white
  214gp
  10
  16
  8
  25
  17
  14
  18
  17
  +11
  1000
  300
            
  SHE can do all 1st 
  & 2nd level spells.  
  has magic staff
  (2d+6 weapon)
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______  WT: CARRIED: _______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________
  BRaksen
  Braksen
  dwarf
  2
  warrior
  m
  3’9”
  200lb
  123
  gray
  31gp
  22
  8
  26
  13
  10
  12
  15
  9
  +10
  2200
  1000
  lIGHT dOUBLE-
  BLADED AXE 7D+6.   
  FULL DWARVEN PLATE 
  TAKES 16 HITS  
  BUCKLER TAKES 3 HITS 
  Adventure 
  Points
  Adventure 
  Points
  10
  25
  87
  
  About These T&T CHARACTERs
  The information on these character sheets and the stats listed here are explained in the mini-rules on page 73.  
  Additional details on weapons and spells can be found in the Deluxe Tunnels & Trolls rulebook.  For playing the solos 
  you will not need to worry about some of the character information unless it is referred to in the solo itself.
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  Cassio
  Human
  3
  Rogue
  M
  5’10”
  153lb
  24
  BLONDE
  214gp
  11
  14
  30
  15
  23
  14
  12
  10
  +15
  1100
  400
  Sabre sword 4d+6
  Leather Jerkin: 1 hit 
  Greaves: 1 hit each
  Guantlets: 1 hit each
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______  WT: CARRIED: _______
  Cassio
  Iris
  Fairy
  2
  wizard
  f
   6 inches
   1 lb
  92
  green
  13gp
  3
  18
  4
  16
  16
  10
  26
  18
  +10
  30
  10
  Adventure 
  Points
  Adventure 
  Points
  IRIS the Fairy
  14
  8
  SPELLS: _________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________ 
  _________________________
            
              can do all 1st 
   & 2nd level spells.  
  has special maGic 
  wand that also 
  shapeshifts & has 
  sleep spell in it.
  88
  
  Create your own dT&T CHARACTERs
  These blank character sheets can be used to create your own characters for T&T games. Use the other characters on the previous pages 
  as a guide. The T&T mini-rules give you enough information to create some basic character types. The complete Deluxe Tunnels & 
  Trolls rulebook allows you to create characters of many different kindreds and with a large variety of weapons, armor and spells. 
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______  WT: CARRIED: _______
  Adventure 
  Points
  Adventure 
  Points
  SPELLS: _________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________
  89
  
  90
  Other solos for dT&T
  Deluxe Goblin Lake...............................36pgs...........$8.95
  Deluxe Agent of Death ..........................64pgs.........$11.95
  Deluxe Adventurers Compendium.......88pgs.........$14.95
  Deluxe Naked Doom......................... ....36pgs...........$8.95
  Deluxe Arena of Khazan.................. ....56pgs.........$12.95
  And more solos for Classic T&T
  (Note: these are also playable with dT&T)
  Sea of Mystery.........................................32pgs...........$8.95
  Gamesmen of Kasar................................40pgs...........$8.95
  Sea of Mystery.........................................32pgs...........$8.95
  When the Cat’s Away..............................56pgs...........$8.95
  Tunnels & Trolls sTuff!
  
  91
  Many of our books are also available at www.DrivethruRPG.com
  T&T Adventures Japan includes
  Solo, GM Adventures & Mini-Rules
  A collection of Solo Adventures, 
  Game Master Scenarios and 
  FRPG Manga all translated into 
  English, with the original Japa-
  nese illustrations and maps, from 
  the pages of T&T Magazine 
  in Japan! PLUS Ken St Andre 
  has developed a mini-version 
  of the rules especially for this 
  book, These T&T mini-rules 
  will allow first time players to be 
  able to roll up and start play-
  ing in just minutes. The perfect 
  book for new RPG players and a 
  must-have for fans of all things 
  Japanese or any T&T player!
  NEW!  Uncle Ugly’s Underground Doom GM adv.- $6.95
  
  92
  Back in print - all the original 
  Traps books with enhanced cov-
  ers, additional art and features all 
  done by Grimtooth artist-slave 
  Steve Crompton.  Each book 
  has  101 different traps you can 
  use for any role-playing system. 
  (Dungeon of Doom is an actual 
  Traps GM adventure).
  Available at fine game stores,  
  www.flyingbuffalo.com and at 
  Amazon.com.
  You can also download them as 
  pdfs at www.drivethrurpg.com 
  Get one or collect ‘em all to 
  scare the hell out of your players!
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - The Vaults of K'horror.pdf