The good news is you have been granted an audience with the King Venmeer of the Kingdom of Elsnoor. The bad news is he is also know to be mad as a Hatter(whatever a Hatter is). You are in front of him today because King Venmeer has decided that his eldest daughter should be married and has devised a challenge for all would be suitors. The champion of the challenge shall be the one to wed his daughter. Suitors are chosen by random selection(and “by random” meant kidnapped from the street). You are Today’s lucky contestant.
“Your Majesty, though this is an honor, you must see that I am not what you would call good husband material.” You plead. “I mean just look at me.”
“Silence! This IS an honor. Please conduct your self properly.” The King says to you then turns to address the crowd. “Let the challenge begin! OPEN THE PORTAL!”
A bright shimmering opens in front of you, to bright for you to actually see into. You have no trouble smelling, however, the horror that wafts through.
“BAAAAAAA!” says an unseen voice coming from behind the King.
“Please Quadrina, I’ve told you this is how it must be.” The Kind replies to the voice.
“What was that?” You ask the King in confusion.
“That is my daughter, Quadrina, to whom you shall be wed, providing you survive of course.”
“But…she’s a sheep!”
“Throw him in.”
Two guards grab you by the shoulders and toss you into the shimmering hole in front of you.
You land in a stone room lit with torches. The hole you fell through dims and closes then opens briefly again spewing your weapon and armor to the floor before closing completely. You pick them up and equip yourself just as another portal opens before you. An unseen force shoves you through. Roll 2d6 to see where you end up.
2. You land in a stone room lit with torches. Roll for a wandering monster and see what vile varmint you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 8 and the other to 12.
3. You land in a stone room lit with torches. Make a level 2 SR on Luck. If you miss you sprung a trap. Roll on the trap table to see what despicable device you set off. If you make it two portals open up in front of you. One goes to 11 and the other to 2.
4. You land in a stone room lit with torches. Roll for a wandering monster and see what craven creature you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 6 and the other to 11.
5. You land in a stone room lit with torches. Make a level 2 SR on Luck. If you miss you sprung a trap. Roll on the trap table to see what contrived contraption you set off. If you make it two portals open up in front of you. One goes to 10 and the other to 3.
6. You land in a stone room lit with torches. Roll for a wandering monster and see what maniacal monstrosity you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 13 and the other to 10.
7. You land in a stone room lit with torches. Make a level 2 SR on Luck. If you miss you sprung a trap. Roll on the trap table to see what malicious machination you set off. If you make it two portals open up in front of you. One goes to 9 and the other to 4.
8. You land in a stone room lit with torches. Roll for a wandering monster and see what baneful beast you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 5 and the other to 9.
9. You land in a stone room lit with torches. Roll for a wandering monster and see what heinous hellion you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 4 and the other to 5.
10. You land in a stone room lit with torches. Roll for a wandering monster and see what foul fiend you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 3 and the other to 8.
11. You land in a stone room lit with torches. Make a level 2 SR on Luck. If you miss you sprung a trap. Roll on the trap table to see what atrocious ambush you set off. If you make it two portals open up in front of you. One goes to 7 and the other to 6.
12. You land in a stone room lit with torches. Roll for a wandering monster and see what villainous villain you will be facing. If you win roll on the treasure table to see your reward. Two portals open up in front of you. One goes to 2 and the other to 7.
13. The portal spits you out into a large room with four guards facing you, weapons drawn. Apparently you have found the exit, though it doesn’t appear to exactly what you thought it would be. The four guards start advancing on you. Suddenly you realize they are going to take you back to the King, and to your wedding. Make a level 1 saving roll on your Luck. If you don’t make it then today has become your wedding day and all of Elsnoor will celebrate with joy and laughter, mostly laughter. If you did make the roll, it dawns on you that you have two options to get out of this. If you want to try and talk your way out of it with the guards got to 14. If you just want to bribe them go to 15.
14. Make a level 2 saving roll against your Charisma. If you miss you can try bribing them(GO TO 15) or just enjoy your wedding day. If you you make the roll against your Charisma the guards are apathetic to your situation. They give you some robes and show you a secret way out of the castle, at the price of all the treasure you collected in the challenge. Thinking this is a fair trade, considering the alternative, you leave the castle with just the AP you gained(plus 50 AP for making it out alive) You are free, and very lucky man.
15. They quickly agree to the bribe. The problem is they want all the treasure you came out of the challenge with, leaving you with just the AP you gained(plus 50 AP for making it out alive). Considering the other option, you realize this isn’t a bad deal. The guards give you some robes, show you a secret way out of the castle, and you are free, and very lucky man.
Wandering Monster Table:
All the creatures were put in the dungeon by it’s creator, the evil wizard Zzabath. Some have been created in the vile labs of the sorcerer, while others were included at the insistence of King Venmeer.
Roll 3d6.
3 – Tiger MR 28
4 – Bear MR 30
5 – Dire sloth MR 25
6 – 1d6 of Rats MR 10 each
7 – A really big spider MR 20
8 – Pig-Man(A humanoid pig) MR 18
9 – A Mini-Taur(A half pint minotaur created in the dark labs of the evil wizard Zzabath) MR 28
10 – Toadling(Slimy humanoid creatures with frog like features) MR 20
11 – Giant Silverfish(A large centipede-ish bug that loves damp and dark places) MR 22
12 – Dust Golem (Waist-high golem that forms out of solid dust. It disintegrates when killed) MR26
13 – Ogre MR 30
14 – Doom Jelly(A greenish/yellowish blob that does an extra 1 die of damage when spite damage occurs) MR 20
15 – Dragonette (A dog sized lizard with a tough hide that takes 3 hits and powerful jaws) MR 28
16 – Will-o-wisp (A ball of electrical light. Player takes 1 hit of electrical damage when a hit on the will-o-wisp is made with a metal weapon.) MR 20
17 – Killer moth MR 16
18 – Auto-kremm-aton (A kremm powered machination of metal with spiked maces for hands and moves around on a ball instead of feet. Another creation of Zzabath the Wicked. It has a random sorcerous shield that absorbs 1d6 of hits.) MR 40
Trap Table:
Damage taken is the amount you missed by. Some traps are physical while others are magical.
Roll 2d6.
2 – Falling ceiling block. Make a level 1 save vs. Speed.
3 – Arrows shoot from the walls. Make a level 2 saving roll vs. Dexterity.
4 – Ward of pain. Make a level 1 save vs. Wiz.
5 – Flame burst. Make a level 2 save vs. Luck.
6 – Invisible punch of Kalibassa. Make a level 2 save vs. Strength to resist the force of an unseen fist.
7 – Illusionary apparition of frightful fear. Make a level 2 save vs. Intelligence or believe it’s real and take real damage.
8 – Gylph of internal inflammation. Make a level 2 save vs. Wiz.
9 – Spinning blade from the wall. Make a level 2 save vs. Speed.
10 – Swinging iron ball from the ceiling. Make a level 1 save vs. Dexterity.
11 – Infernal question of quizzical quandary. Make a level 1 save vs. Intelligence or the racking of your brain will rack your body as well.
12 – Ball of force. Make a level 1 save vs. Luck to see if it hits you. If you miss make a level 1 save vs. Strength to see if you can withstand the impact.
13 – The Gnawing. Make a level 3 save vs. all of your stats or feel the torment of The Gnawing!
Treasure Table:
Roll 3d6:
3 – A bag of 103 GP.
4 – A silver broach with crystals worth 58 GP.
5 – A potion that permanently increases Charisma by 1d6.
6 – A Belt of Protection that takes 9 hits of damage.
7 – 200 GP
8 – The Emerald of Fuurg. Looking into it shows you what the fat goblin Fuurg is doing, usually eating. Should be worth a lot but usually the owner ends up paying someone to take it from them.
9 – A potion that permanently raises your Intelligence by 1.
10 – A crown of diamonds worth 400 GP.
11 – A sling of Long Distance Accuracy. Automatically hits at long distance, but kind of useless here because of the close quarters of the rooms.
12 – A Ring of Gender Changing.
13 – A healing potion that restores 1d6 of Con. 1 dose only.
14 – A golden finger cuff worth 214 GP
15 – A shrunken head oracle. Ask it a question it will tell you no lie. Worth various high end prices in the right market, just don’t get caught with one.
16 – Rod of light. A rod with a crystal on the end that endlessly shines like a torch. A stud on the handle turns it on and off.
17 – A pouch of Herb’s herbs. 1 dose of the Grand Alchemist Herb’s special blend that doubles your Strength and Con for 1 round of combat when eaten. No matter how far in advance you eat the herbs, it will stay in your system until 1 round of combat is over. After that your Strength goes back to normal but your Con is fully regained to it’s original score. Don’t know how it works, it just does.
18 – A silver dipped slorr tooth worth 150 GP. Why someone would take the time to dip a slorr tooth in silver is beyond anyone’s guess. Your just glad these rooms are too small for a slorr to fit in.