OF DEATHTRAP DUNGEON. Before embarking on your adventure, voumustfirst determine your own strengths and weaknesses. You have rn your possession a. ruthenpress.info (file size: KB, MIME type: application/pdf) This is an amateur conversion of Deathtrap Dungeon gamebook for Advanced Fighting Fantasy. The Warlock of Firetop Mountain (book) Titannica. Deathtrap Dungeon Based on the Fighting Fantasy™ book by Ian Livingstone Credits Author: Jamie Wallis Editor: Sean Borthwick Producer.
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D20 Deathtrap ruthenpress.info - Download as PDF File .pdf), Text File .txt) or read online. Deathtrap Dungeon | Gamebooks | Fighting Fantasy, PDF · Print · E-mail Deathtrap Dungeon is the third book in the successful Fighting Fantasy gamebook. Sound Set Up. Customize Your. Controller. The Brain. The Denizens Of. Deathtrap Dungeon. In Game Menu. The Start Button.
Please log in to add or reply to comments. Megan R. The book begins by explaining its history: Nathan C. Greywood Publishing struck gold when they decided to mine the treasure troves of adventures left behind by the previously defunct fighting fantasy game. Published in the 80s, the fighting fantasy games were one shot RPGs in a box. The complete adventur [ See All Ratings and Reviews.
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Both download and print editions of such books should be high quality. To use them, you must activate your Adobe Reader software. Click here for more details. Doors are al items if you wish to pass through my Deathtrap wooden good , unless otherwise stated in the text. All Dungeon successfully. The dungeon is lit at ft. Locks: Average lock; Open lock DC25 2.
Pointing the Way? EL0 Listen checks: All Listen check DC are calculated for When the characters reach the junction, read them the the characters standing in the adjacent square to the following: door 2 ft. If the char- On the wall ahead you can see a white painted acters actively listen at a door presses his ear to the arrow pointing west. Encounter stats: All encounter statistics have been Damp air from outside penetrates the dungeon to calculated presuming that the creature is using a one- this point making it possible for characters to see if handed weapon with one hand.
If the DM decides that other contestants have passed this way. A close exam- the creature will use its one-handed weapon with two ination of the floor will reveal that four people have hands it will gain 1 times its Strength bonus to dam- passed this way, three turned west at the junction the age provided it has a bonus. Anchor effect that will prevent any magical travel 3.
Gas Spore EL1 from within the Dungeon to outside of it. The door in If the characters travel east from the junction, read the room 57 represents the furthest point of the spell following: effect. Blocking your advance along the passage is a large 1.
The Walk EL1 brown mass. The 'object' stands 4ft. Large crystals hang from the ceiling at about ft. If the characters attempt to climb over the fungus intervals, radiating a soft light; just enough for you they must make a skill Climb check DC The air in the Dungeon is cold, Although the fungus is soft it will hold the characters moist and dank.
After walking slowly down the tun- weight comfortably. On the table are six boxes, each with keyholes. One of the boxes has your name painted on the lid.
Room with a Pit EL1 When the characters arrive at the door they will notice that there is a small, sliding metal panel on it. If they 7 slide the panel aside and look into the room, Read the following: You can see that directly beyond the door is a pit.
Hanging on the far wall are two hooks. A rope hangs on one of the hooks. The pit is 8ft. If the characters want to jump the pit, they will have to do a standing jump since there is not enough room to make a running jump.
If the characters decide to jump the pit they must make a successful skill Jump check DC If they fail they will fall into the 30ft. If the characters enter the room without checking, they must make a Reflex save DC15 to avoid falling into the pit. Characters that do fall down the pit will have to make a successful skill Climb check DC10 to climb out. The rope hanging on the far side of the pit is 50ft.
When the characters are within 15ft. If they are successful they can hear talking coming from around the corner. The voices are low, but the charac- ters will easily recognise the language as Orc if they speak that language, although they cannot make out what is being said.
If the two Orcs have heard the characters approach- ing they will wait around the corner and attack the characters at the most opportune moment Orcs, Medium humanoid 2 Ftr3 both : CR 3 each; Size M 6 ft. The silver goblet weighs 2lb Improved initiative, Weapon focus Morningstar.
Equipment: Morningstar and Splint mail each. One of the Orcs has 1gp see MM for more information on 7. A Neanderthal EL1 Orcs. If the characters look along this corridor, read them the following: Standing in the corridor is a large humanoid wear- If the characters open the door, read the following: ing hide armour and carrying a club.
The door opens to reveal a gruesome sight. A wood- The Neanderthal is facing north when first encoun- en frame with long spikes has sprung up from the tered. If he spots the characters he will attack. A recess in the far dor at the nearest character. Hide The Barbarian is dead. He has no equipment except Armour 30ft. Languages Spoken: None.
If the characters approach the goblet, read them the Equipment: Hide Armour, a Club.
Trap: If anyone picks up the goblet they will release four rat skulls hanging from it. The wristband is cursed.
If any character wears the cursed wristband a switch that will fire a poison dart from within one of they will lose 4 temporary points of Dexterity. This the table legs. The Bell of Quaking! Equipment: Shortsword each In the leather bag is a corked earthenware jug con- Trap: The bell is the magical Bell of Quaking see taining a pint of strong acid. If a character drinks some Appendix 2 - New magic.
If a character rings the bell of the acid he will suffer 1D6 damage. Any glass with- the following: in the area of effect will shatter without a save potion Ahead you can see a strange obstruction: a line of bottles etc. The bell must be covered with something twelve wooden poles across the tunnel.
The poles are soft to stop the effect or it will continue to ring for 1D4 set into the walls at 3ft. If any The bell is secured to the ceiling by a solid metal ring weight is applied to the pressure plate, the darts will that is set into the stone. Any character who attempts fire. Any character stood on the pressure plate to remove the bell must make an ability Strength between the first and twelfth poles will be hit by 3D6 check DC35 to succeed. Fighting Hobgoblins EL5 The first, second, fourth, fifth, seventh, eighth, tenth, Any character that comes within 20ft.
If able to support lbs in weight. The third, sixth and they are successful, they can hear punching, grunting ninth poles are painted wax and will break if any and shouting coming from the corridor ahead. If If the characters enter the the most opportune moment. There Ahead, in the dim light, you can see two humanoid is a large Idol in the centre of the cavern, standing creatures fighting, punching and kicking each other approximately 18ft.
In its eye sockets are gems furiously. If the characters make a skill Spot check DC10 Standing either side of the Idol are two statues of they will see a leather bag lying against the west wall bird-like creatures.
These creatures stand about 9ft. The Hobgoblins are arguing over whom should have The statues are Winged Guardians. Unless the right the leather bag and its contents. If the The Idol is in the shape of a fat human sitting in the Hobgoblins spot the characters they will draw their Lotus position. The Idol is made of metal and is pol- Shortswords and attack.
If the characters stop to watch the fight and are not If any character attempts to climb the Idol to get to spotted by the Hobgoblins read the following: the eyes, they must make a successful skill Climb The fight seems quite even with both creatures check DC One of the Hobgoblins Trap: The right eye looks like a fist sized emerald but holds up his hands in defeat.
The victorious creature is in fact made of coloured sugar glass and is very del- goes to the bag and picks it up. Both creatures then icate. Any attempt to remove the 'gem' and it will shat- shake hands and start talking.
If a character falls Both creatures will have suffered 15 points of subd- unconscious due to the Demon Breath Poison, she will ual damage each. If the characters shout an insult to Sukumvit the voice will answer, but this time in a far less threaten- ing tone, "Good, my master likes those who show spir- it.
Take this gift; it is a magical ring that will protect you". The ring will appear from out of thin air at the characters feet and the door will open.
Fly's Nest EL2 If the characters open the door they will see that it leads into a high cavern 30ft. If the characters enter the cavern, read them the following: As your eyes adjust to the dim light, you can see that the walls are covered in a green algae and running with moisture.
The floor is strewn with straw. The atmosphere is warm, damp and fetid. If the characters make a successful skill Listen check DC10 they can hear a low buzzing noise ema- nating from somewhere high up in the cavern.
The noise is being made by a Giant Fly which lives in a cave near the cavern roof: the cave is 15ft. If the characters make a successful skill Spot check If the left gemstone is removed the Winged DC14 they can see a shallow pit towards the rear of Guardians will come to life and will fly up to attack the cavern, the contents of which appears to be mov- the characters on the Idol. If any characters fight the ing. If the characters investigate the pit, read them the creatures while still on the Idol, they will loose their following: Dexterity bonus to AC due to their lack of manoeu- vrability.
The pit is full of writhing worm like creatures. Some Winged Guardians 2 : hp 27, 30 see Appendix 1 - of the creatures are 3ft. The undulating mass of New Monsters worm-like beings is swarming around a dagger that The left eye is a large emerald that is worth gp. The emerald is used to open the door in encounter 57 The worm-like creatures are in fact Giant Fly larvae. Any character can reach in and pull out the dagger Take the Test EL6 without a skill or ability check. If the characters retrieve the Dagger, read them the following: The door to this room is open the door opens inwards.
The room is empty but several small holes The hilt of the dagger is cased in black leather and can be seen on the west wall. The blade is fashioned from a Trap: DM's note: If the door is blocked in some way reddish-black metal that you have never seen before nothing will happen.
A voice high-pitched to be detected by the characters. The will speak to the character or possibly characters sound will alert the Giant Fly, it will then fly down caught inside the room, "Welcome to the Deathtrap and attack the characters Dungeon, the ingenious killer labyrinth that was Giant Fly: hp 18 see Appendix 1 - New Monsters devised by my master.
I trust you will pay your Tactic: The Giant Fly will attempt to grab one of the respects to my master by shouting out his name? It will praise to Sukumvit in some way the voice will answer, then continue its attack as normal. My master has a special gift for such a loathsome Water starts to pour into the room from the holes in the wall. The characters have just 2 minutes if they are successful they can hear a rumbling noise before the room is filled with water and they start to coming from behind the wall.
The noise gets louder by character that makes a successful skill Spot check the second. DC18 will notice the rope has been severed. Any The noise is being made by an approaching Rock weight applied to the rope will snap it. If a character Grub that is about to burst through the wall. If the character grabs the rope, it emerge they will be showered by collapsing rock will snap and send them plummeting to the bottom of causing 4D6 damage, Reflex save DC14 for half dam- the pit which is 30ft.
Rock Grub: hp 35 see Appendix 1 - New Monsters If the characters either fall to the bottom of the pit or If the characters kill the Rock Grub they are free to lower themselves they will find the floor littered with explore the borehole it has created. The borehole is not humanoid bones. If the characters make a successful lit and is very dark. Characters without Darkvision skill Search check DC12 they will find an Orb made will require a light source to see.
When the characters get within Climbing out of the pit requires a skill Climb check 20ft. The First Trialmaster EL10 they can hear something large moving along the bore- If the characters open the door, read the following: hole towards them. The noise is another Rock Grub the first Rock Grub's mate.
It has heard the charac- The room is lit by 's of candles and full of the ters and will charge down the borehole to attack. Just beyond location 14b there has been a cave-in This room belongs to Horath the Trialmaster. Horath that blocks any further advance along the borehole. Horath will wait until the first second Rock Grub will not advance beyond location character enters the room, he will then cast a Wall of 14b.
Force across the doorway preventing any other char- acters from entering. Horath will then jump out from