Table Of Contents
Guild Houses of Blood
One Small Detail
T. R. O. K. Awards
T&T Handler II Update
Graphical Dungeon
Poetic War
Trollhalla Coinage
 

Room 01
Room 02
Room 03
Room 04
Room 05
Room 06
Room 07
Room 08

Room 09
Room 10
Room 11
Room 12
Room 13
Room 14
Room 15
Room 16
Room 17
Room 18

 

 

 

 

Room 09

Doors:
    Door 01
   
    Door location:
East, 3 from north
        Door Type: Wooden, Simple
        Ease of use: Stuck
    Door 02
   
    Door location:
West, 3 from north
        Door Type: Wooden, Simple, Locked, Trapped
        Ease of use: Locked, Requires a level 3 SR on Intelligence, a level 3 SR on Dexterity, and a set of picklock's wire)
       
Trap Type: Needle Trap. (Requires a level 3 SR on Dexterity, and a level 3 SR on Luck to avoid when opening the door. The character who opens the door and fails the required saving rolls id hit with 1D6 + 2 Spikes with each spike doing 0D + 3 damage. Armour protects as normal at face value only (Warriors cannot double)
   
Door 03
   
    Door location:
North, 2 from west
        Door Type: Secret, Rotating Wall, Magic Word Trigger
        Ease of use: Magic Word. The word has been forgotten over the ages but a clue lies in the room somewhere.

Features:

    Nest (Animal)
    Sunken Area (North-East corner)
    Manger (in sunken area)

 


January 2004
May 2004

 

Graham Buckingham