This is a Tunnels and Trolls adventure in the Castle Calahony series.
All opponents in this adventure get gradually tougher. You should continue this even over different groups of adventurers. Thus the second time you play this adventure, continue with the opponent you left off the previous time you played it. In this way the adventure suits levels of all characters: just start out with first level nothings and continue until you've played it with 10 naked Doom unconquerables.
Mountain Troll
The first mountain troll has the attributes:
| Str | 53 |
| IQ | 9 |
| Luck | 9 |
| Con | 50 |
| Dex | 12 |
| Chr | -24 |
| Spd | 13 |
For each next troll, roll 2 dice. The first die indicates an
attribute: 1 = strength,
. , 6= Chr. The second die is the amount added
to that attribute. All effects are cumulative.
Each troll has a thick hide taking 5 hits per combat round.
All trolls are armed with either:
Roll 1 die to find which weapon they wield. The first troll
has 100 skill points with this weapon, the second troll 200, etc.
They carry 5d6 of gold pieces each, and have no magical items.
However, if you roll a triple while rolling for their gold, multiply with
10.
The first mountain orc has the attributes:
| Str | 12 |
| IQ | 10 |
| Luck | 11 |
| Con | 14 |
| Dex | 13 |
| Chr | -8 |
| Spd | 9 |
For each next orc, roll 1 die. This die indicates an attribute: 1 = strength, . , 6= Chr. Add 1 to the corresponding attribute.
The orcs wear a leather suit of armor, stinking, takes 6 hits
per combat round. They have a shield taking 4 hits per combat round. They
are all warriors, doubling this to 20 hits per combat round. They are armed
with a scimitar doing 4d6 + 1 of damage. This requires a str of 12 and a
dex of 9 to use. It is worth 20 Gps on the second hand market. Each had 2d6
of gold pieces in his purse.
For missile combat they are equipped with a small bow, worth
10 Gps, and doing 3d6+1 damage.
Roll 1 die. If it is 4 - 6, the orc has a magical object:
1 - a ring boosting strength with 5.
2 - the sword has a permanent vorpal blade when used against
humans. Worth 200 gps in the second hand trade.
3 - the sword has a permanent vorpal blade when used against
orcs. Worth 200 gps in the second hand trade.
4 - the sword has a 'Vorpal Babe' stored in it, which quadruples
its value in the first combat round. Worth 200 gps in the second hand
trade.
5 - the shield is tripled in combat. Worth 100 gps in
the second hand trade.
6 - the sword has always a Whammy on it in the first combat
round, tripling the value. Worth 150 gps in the second hand trade.