THE MURREN MOORS

This is a Tunnels and Trolls adventure in the Castle Calahony series.

Hill with ruins of tower

Three groups of 6 skeletons come out of the basements. You battle each group before the next comes out.

Group 1:

11) Dwarf skeleton, Str 15 Lk 22 Con 22 Dex 14 (combat adds +15) war hammer 5d+2. The warhammer has a vorpal blade which is defective, it works only if the weapon rolls less then 15.

12) Elven skeleton, Str 4 IQ 14 Lk 12 Con 5 Dex 11 Pow 13 (combat adds -3). This elven mage has a shield takin a total of 15 hits (total, not per round) before it is destroyed and worthless. He carries a common magic staff, and will cast a level 1 TTYF and then fight with a dirk worth 2d+1.

13) A human rogue, Str 6 IQ 7 Lk 11 Con 6 Dex 9 Pow 5 (combat adds -6). He wields a terbutje (3d+5) which is tripled every other combat round (first round, third round, and so on).

14) a human warrior Str 5 IQ 4 Lk 6 Con 7 Dex 8 Pow 0 (combat adds -8). He carries a bludgeon worth 3d6.

15) the twin brother of this warrior: Str 5 IQ 4 Lk 6 Con 7 Dex 8 Pow 0 (combat adds -8). He carries a bludgeon worth 3d6.

16) a hobbit skeleton: Str 3 IQ 12 Lk 5 Con 33 Dex 12 Pow 0 (combat adds -10). He carries a bludgeon worth 3d6.

You have sa short opportunity to grab a fallen weapon when the second group bursts out of the basements. No time to heal.

Group 2:

21) A leprechaun skeleton. Str 4 IQ 12 Lk 11 Con 7 Dex 14 Pow 17 This guy will cast a Hidey Hole around this group, which makes your combat total halved. One combat round only.

22) A human warrior skeleton. Str 9 IQ 8 Lk 9 Con 12 Dex 12 Pow 0. (combat adds 0) Wields a terbutje (3d6+5) with  a skill of +9.

23) A hobbit skeleton. Str 5 IQ 12 Lk 9 Con 33 Dex 22 Pow 0 (combat adds +6). Has a dirk worth 2d+4. Instead of fighting normally, he will try to duck. To do so, he (you!) chooses one guy from your group, and tries to make a SR on dexterity on YOUR level. If he makes it, he does full damage to your con, and that character may not add his combat total to that of the group. If he fails, your player adds his total normally to that of the others and the stab of the hobbit goes amiss.

24) A dwarf skeleton. Str 23 IQ 7 Lk 15 Con 24 Dex 16 Pow 0 (combat adds + 18). He has a doubled bladed war axe doing 6d+3 of damage. The blade has been enchanted to do double damage when at least one opponent is fighting with a sword.

25) Another dwarf skeleton: Str 21 IQ 8 Lk 14 Con 34 Dex 19 Pow 0 (combat adds + 18). He also fights with a war axe, 6d+3, and has a skill of +14 with this weapon. The weapons is tripled when the owner rolls a '1' on 1d6.

26) A human rogue. Str 6 IQ 6 Lk 9 Con 9 Dex 9 Pow 9 (combat adds -3). Fights with a black sword worth 3d+3. This sword cannot be broken by magic below 7th level. 

As the last skeleton falls motionless to the ground, you realize with horror that these skeletons are only a dim shadow of what they have been when still alive.

Group 3:

31) A dwarf warrior skeleton. Str 25 IQ 9 Lk 9 Con33 Dex 12 Pow 0 (combat adds +13). He wields a two handed broadsword worth 6d+5. It automatically triples its worth when fighting against other swords.

32) A human warrior skeleton. Str 9 IQ 9 Lk 9 Con 9 Dex 12 Pow 0 (combat adds 0). Wields a long sabre (3d+9) with a skill of +28. Has a round shield that stops 12 hits per combat round + 24 hits of TTYF per spell.

33) An orcish skeleton Str 20 IQ 12 Lk 9 Con 12 Dex 14 Pow 0 (combat adds +10). Swings a war hammer doing triple damage when at least one member of the opponents group knows magic. To add additional misery, this orc has a skill of +15 with this weapon.

34) An elven mage Str 6 IQ 26 Lk 9 Con 9 Dex 19 Pow 29 (combat adds +4). he holds an ordinary magic staff, and will cast vorpal blades at the mightiest sword untill he is exhuasted. He is fourth level.

35) A half orc skeleton. Str 26 IQ 16 Lk 5 Con 18 Dex 14 Pow 0 (combat adds +12). Holds a double bladed broadsword 'Soulstealer" 6d+18 that will quadruple against humans. He has a skill of +55 with this weapon. If the combt total as hi side is greater, this soulstealer will steal 1 con point from an opponent (permanent) and add it permanently to an attribute of wielders choice, AND to its own worth (6d+18 becomes 6d+19). If the fight does NOT end with opponents death, 2 points will be permanently subtracted from the wielder.

36) a human skeleton, a mage, and the incarnation of Mr Murren, master of these moors: Str 16 IQ 96 Lk 49 Con 59 Dex 48 Pow 129 (combat adds -3). Somehow he comes out with his de luxe magic staff. He has been hidey souled in one of the skeletons, and been locked up for many generations.He is a fifteenth level wizard. Thanks to you he has escaped from the trap that Bramble set him. A great danger is out again. he does not fight personally. He does help his slave skeletons. He hides them in a hidey hole the entire fight (halves your combat total). From the second round on, he

You may surrender to him, or fight to the death (return.)