Swamp of lost pilgrims

Nightblair 2013

This Tunnels & Trolls solo adventure is written with 7.5 rules in mind, but of course, can be converted easily for the other versions. It will work best with fresh and wimpy characters of level 1.

You knew that you are in trouble as soon as you entered that town. Putrid smell from nearby swamp filled foggy streets. Sickly looking people walked like zombies. You wondered if the rare herbs and bog iron is justifying enough to live like this, but then you reminded yourself. You are here for work. Your tools of trade are dangerous and not pleasant too.

Mayor of this town welcomed you and told you about the monster lurking in the swamps, killing the swamp collectors. Several people reported that they have seen the monster themselves, but reports vary. Some of them seen lots of tentacles, other some sort of large bear, walking on two legs and finally also beautiful siren luring them to swamp. Swamp workers are afraid to go deeper to the swamp and that is hurting business.
Your job should be hunt this abomination and bring its head. You will be provided of a map to navigate you safely through the swamp. Your reward will be 500 gold pieces.

Prepare yourself for the quest.

If you wish to go to swamp, go to 1.

1

Small path is leading into depths of the swamp. According to map you are now at the abandoned house. Ruin of old house consists only of mossy rocks. Only few pass this old house and venture deeper into the swamp, most folks stay in the swamp fields nearer the town.

The path is forking to two directions now.
You can go left to place described as "Devil's teeth" 19.
Or go right to "Green lake" 12.

 


2

If you are fairy, or very small kindred then disregard this part: You've managed to get through the bush, however you are hurt by the thorns. Make level 1 CON SR. If you failed, reduce your CON by 1d6.

Go to 15.

 


3

Nymph's hands change into tentacles! You must fight the nymph which has MR40.
Battle tactics can be used. You can do each of them only once.
Cut the tentacle would cost level 1 STR or DEX or SPD SR. Nymph will lose 20MR even when you lose combat round. Roll for combat normally.
Overpowering blow would cost level 1 STR SR and will cause double damage.
Blade shield will swing your weapon quickly to form shield and prevent tentacles from getting on you. Would cost level 2 DEX or SPD SR and will double your dice.
If you have the head of furry monster you can also throw head on nymph which cause it will feed on it momentarily causing one turn of not throwing dice (but adds remain).

When you defeat nymph in lake you cut its green head and bring it back to mayor. This must be the correct monster which slain so many people. 20

 


4

You've returned back to town knowing that the monster still lurks at the swamp. You inform the mayor about the nymph at least. He gives you 20 gold coins for your information.

The end.

 


5

You've returned back to town and thrown the head of the furry beast on the mayor's table.
"So, beast after all! And you've slain it. Wait here for a while until I get the money," mayor smiled and leaved.
After a while there is a huff on the street, the peasants are carrying dead body. Mayor returns and informs you that there has been another attack, so the beast you've slain is not the correct one.
Mayor hands you 10 gold coins for your trouble at least.

The end.

 


6

You are standing among the rocks, studying various marks.

You can't touch same symbol twice:
Touching the crow like sign 7.
Touching the triangular sign 16.
Touching the sword sign 21.

If you are finished with touching rocks you can return to forked road and examine the lake. 9
Or examine thicket, if you haven't already 25.

 


7

You touch the crow symbol. At first nothing happens, but then you hear screeching sound. There is giant black feathered bird in the sky. It has something in the claws and from the angry screeches, it does not expected to see you.
You must fight the giant crow with MR20.
Battle tactics can be used. You can do each of them only once.
Ranged attack before crow strikes you in close combat would cost level 2 DEX SR to hit successfully.
Calculated strike would cost level 1 DEX SR and will do double damage.
Overpowering blow would cost level 1 STR SR and will do double damage.

If you killed the crow the crow continue reading:
The beast lies dead finally and you can see that it was holding wand with tentacles engraved on it. You receive 50 adventure points.
Go to 6.

 


8

Rocks are standing firm and are placed in the dirt. They are four or five meters high. These rocks are certainly not work of nature. Upon close examination you recognize strange marks on them. Some of these are even glowing by faint reddish light.

Make an level 1 INT SR. If you make it, go to 13, if not go to 6.

 


9

The swamp is emanating putrid smell which probably comes from the green lake nearby.
Even with the map, you must watch your step carefully. The lake has sick green color, but there are few plants growing in it.

Lake surface bubbles for a while and then green woman dressed in swamp weed rises from water.

"Greetings valiant adventurer," nymph greets you with tempting voice.
"If you will come closer, I can show you my... treasures."

If you have tentacle wand it begins to pulsate in your pocket. If you wish to use it now go to 18.
Do you want to come closer? 3
Or rather abandon your quest. 4.

 


10

Nymph transforms herself into small green clam. When you want to use her again in battle, you must point tentacle wand on clam. She transforms back into the nymph form and has MR40. This works only when placed in water though. Nymph obeys anyone who holds the tentacle wand.

You've decided to not return to town after all and with this new evil companion you leave the smelling town.

The end.

 

 

 
11

As creatures saw your crystal they exchange some grunts and go back to corners. You grab the item from altar and you are sucked to another portal 26.


12

The swamp is emanating putrid smell which probably comes from the green lake nearby.
Even with the map, you must watch your step carefully. The lake has sick green color, but there are few plants growing in it.

Lake surface bubbles for a while and then green woman dressed in swamp weed rises from water.

"Greetings valiant adventurer," nymph greets you with tempting voice.
"If you will come closer, I can show you my... treasures."

Do you want to come closer? 3
Or return back to explore other path 19.

 


13

From the symbolic language you can decipher that the glowing sings are activating magic inside the rocks.
Crow sign will probably mean that some beast will come and bring something.
Triangular sign will open portal to somewhere.
Sword sign will cleanse you with "lightning sword".

Now go to 6

 


14

You stand over the corpse of the beast. It must be that bear like creature that mayor spoken about. However, the bones scattered around are only animal so this is not the killer. After examining the mound you've found the nest of the beast and inside something glimmering. It is small glowing crystal. You could get 50 gold for that in town.

Looks like there are also coins scattered here and there.
Make an INT SR.
For failed roll, you found 1d6 gp.
For level 1 roll, you found 2d6 gp.
For level 2 roll, you found 3d6 gp.
For level 3 roll and higher, you found 4d6 gp.

You can cut the head of the beast if you want. Note that in the inventory.
If you like to bring it to fool mayor and end your quest, go to 5.
Otherwise return back to Devil's teeth rocks. 8

 


15

After a while the bush ends and you step on a clearing. At least you've made bigger hole in the thicket, so you can crawl back without further injury.

Pleasant smell of herbs welcomes you. There is some sort of mound with things you can't recognize littered around it. You hear snorting sound.

If you wish to investigate the mound 24.
You can shoot the mound with ranged weapon/spell. If you are attacking by ranged weapon, make level 1 DEX SR. If you succeeded, you've scored a hit, note the hit total number and go to 27. If not, you can try again, or abandon the attempt.
If you make level 1 INT SR you can collect healing herbs scattered around. These are able to heal you 5 points of CON.
You can go back and examine rocks 8.

 


16

You touch the triangle symbol. Portal emerges nearby and sucks you inside and teleports you into blackness. You can light up torch, or if you have glowing crystal in your inventory this will provide enough light to see your surroundings.

If you have light go to 23.
If you have no light source go to 22.

 


17

You've hacked through the bush, however the tool now needs to be sharpened again. Reduce the hacking tool adds by 1 until it is sharpened again.

Go to 15.

 


18

As you touch the wand it points itself to the nymph. She twists a bit and you can see her hands changed into tentacles.
"Yes master, what is your wish," she asks.

Your reply:
"Die." 20
"Go with me." 10

 


19

There is more of solid ground here. You can see some sort of rocky structure ahead, it looks like tall elevated stones. There is also thicket nearby.

If you wish to search the thicket 25.
If you like to examine rocky structure instead 8.

 


20

Nymph is dead and her cut and carried by you, you march victoriously into the town. You throw the head at mayor's desk and he smiles.
"I knew it! Wait a moment until I get the money!"
He returns with 500 gold pieces and thanks you for your good deed. You receive also 300 adventure points.

The end.

 


21

You touch the sword symbol. Immediately lightning strikes you from top of one of the rocks.
Make level 2 CON SR. If you fail reduce your CON by 2d6.

After the blow you feel... different. Raise all your attributes by one.

Go to 6.

 


22

You stand in the blackness, but something moves quickly around you. You can feel slight drift.
Make three level 1 LCK SR. For each failed SR reduce your CON by 1d6.

If you survive, you are sucked to another portal and you found yourself at the rocks 6.

 


23

You are standing in a room with no exit, nor windows or any opening. In the middle of the room is altar with an item and in the corners small black creatures with reddish eyes are watching you and slowly advancing.

If you have the glowing crystal go to 11

If not, fight the creatures. They are four and each have MR5.
Battle tactics can be used. You can do each of them only once.
Grab the item! And lose dice roll for one combat round. You can apply adds.
Outrun them would cost level 1 DEX SR. Creatures lose whole combat round completely.
Defend would cost level 1 DEX SR and will add 5 points of armor.
Overpowering blow would cost level 1 STR SR and will do double damage.

After three combat rounds go to 6 if you have not grabbed the item. And to 26 if you have it.

 


24

As you got close to the mound you recognize the things scattered around as bones. These are animal, not human bones though. The mound has opening and there is something furry inside, snorting and abruptly sound stopped.

Leave it be! Run! Onwards to rocks! 8.
Attack! 27

 


25

The plant is hard to bend and have large thorns. Something walked through the bush though as there is small path visible. Unless you are fairy, this is too small for you to squeeze through without getting scratched by thorns. This won't be without blood, unless you've had some edged tool with you.

If you wish to go back and examine rocks instead 8.
If you have some sort of edged tool which can hack the bush go to 17.
If don't and still wish to explore the bush, go to 2.

 


26

Roll d6 to see what item you've brought with you from the room.
1 - two strong healing potions. Each heals 10 CON. (cost 500 each)
2 - magic sabre. d3+5 (STR 9, DEX 10), cost 500gp, weight 50. It is dealing double spite damage.
3 - runed silver athame. d2+5, (DEX 7), cost 400gp, weight 25. It is dealing double damage to all undead, magical and were-creatures.
4 - ring of fitness. CON+5, cost 600gp.
5 - throwing star of targetting. d4 (STR 2, DEX 10), 500gp, weight 3. Gives bonus to ranged SR+5.
6 - boots of quickness. SPD+5, cost 500gp.

Go to 6.

 


27

The furry animal emerged from the mound and is rushing to attack you! It is standing on two feet. You are now facing the furry beast with MR25. It has large claws and deals 2 points of spite damage. (You can reduce it's MR with the damage done in ranged attack now).

Battle tactics can be used. You can do each of them only once.
Dodging the animal and attacking from behind would cost level 1 DEX SR and if succeeded beast will be helpless in next round. If failed, you will be helpless.
Overpowering blow would cost level 1 STR SR and will do double damage.
Intimidation requires level 1 CHR SR and will make the beast shocked with fear (losing turn).

If you win grant yourself extra 50 adventure points and go to 14.