Lair Of The Troglodytes

Lair Troglodytes - D&D / Pathfinder Archive - Posted: 22nd Nov, 2008 - 4:30pm

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14th Nov, 2008 - 6:19pm / Post ID: #

Lair Of The Troglodytes

QUOTE

Lair of the Troglodytes

This is an 80 reference microadventure with YOU, the reader, starring in the ill-advised role of a Troglodyte warrior (hey, small adventure, small subject), recovering after a night on the floor. 

Rules

You start this escapade with the following statistics =

SKILL 5  STAMINA 5

Pick your jaw up. And yes, no LUCK. Sorry"¦Combat remains the same, unfortunately for you, with the following exception - if you fight without a weapon, subtract one from your Attack Strength. You also have no equipment to begin with, but make sure to jot down whatever you pick up. The local currency in this Trog hovel is the canine teeth of victims, known affectionately as 'tusks". Keep an eye on these when you acquire them - they are important. Lastly, although it shouldn't really be said, think like a Troglodyte. Small, mean, and very nasty"¦

Background

Since the dawn of time, say the priests of the Small Demons, the Troglodytes had dwelled in the dwarven halls of the Mountain of Fire. Pickings were rich and the dwarves "fat and complacent" - easy prey for a few well armed Trog hunters. Then the wizard came from the south and the dwarves fell before him. Great in his evil, he scoured the halls for recruits and the Trogs suffered under his bullying minions. One clan, led by the devious Akhuz of the Golden Spear, fled the Mountain of Fire, across the plain of green blades. Here, the clan came across a faint stench of evil wafting up from an outcrop of rock and Akhuz investigated, discovering an ancient crypt. They took up residence and the Clan of Akhuz was born, a warren of tunnels infesting a dank backwater room of the crypt. They were not alone however, for haunting the central tomb was an evil malicious spirit that the Clan soon learned to avoid. In addition, numerous beasts wandered in from the waving green blades, making their lairs in other rooms, and if this wasn't enough, the occasional Big Folk ventured into the stone chambers, killing some of the resident creatures but causing the Trogs to seek shelter in their tunnels. The most powerful of these Big Folk, a bearded sorcerer with a gilded staff, came across Akhuz one day, who was out on a solo hunting expedition, back in the days when Ilkya the Hag was but an apprentice priestess. Akhuz, confidently brandishing his Golden Spear, challenged the sorcerer and was slain for his troubles. His magical spear was lost and the tribe floundered under a series of despotic chieftains following his death. The latest in this long line of ratbrained tyrants is Chief Vurg, an old yet ruthless Trog of ever-increasing girth. His last dictate was to send the three greatest heroes (some would say Vurg's three greatest rivals) on an expedition to explore the nether reaches of the crypt in a bid to recover the Golden Spear, that Vurg claimed to have seen in a holy vision. These heroes, Bosha the Bad, Gazoul, and Kursh Notch Ear, failed miserably, with only the now insane Gazoul returning, screaming about flaming eyes and magical rings. He disappeared shortly after, presumed drowned in the Well. YOU are Skuznut, the fourth greatest hero of the Clan of Akhuz, although somewhat given over to drunkenness following the deaths of your comrades, and your mission is simply to survive a day in the life of a failed, has been Trog warrior. Turn to 1.

1

You wake up with a shocking headache and the vaguest memories of arguing with the Chief about something trivial. You must have taken to the Shroomshine Grog shortly after that as your mouth is coated with a sickly sweet slime and the whelp currently pounding your head with a rock doesn't show any sign of stopping soon. You chance it and open an eye"¦
Your cave is a shambles. A foul smell that doesn't bear close contemplation wafts evilly from one corner of the room, and the floor is covered with the rubble of broken clay gourds. From these dribbles a trickle of green fluid that has already attracted a growing horde of ants. You flick a couple into your mouth and munch on them hopefully, pondering your next move. Breakfast is a must in this state, but before you wander down to the Fungus Gardens for a snack, you could visit Badduz the Brewer, to see if he's got something to kick you into shape. Especially since it's his Shroomshine that's causing your present discomfort. Or, to pass the time and shake off the nausea, you could go and see Shunga and the lads, who are no doubt gambling their fortunes away right now. You grab your possessions (add the following to your Adventure Sheet = a copper nugget, a flint knife (this counts as a weapon), and a pouch containing 4 tusks), and lurch out of your chamber, into the main tunnel. Other Trogs are beginning to awaken in other caves, although you"d be surprised if any were in quite as bad a state as you.
Where will you go: follow the main tunnel up to Shunga's Gambling Den (turn to 47) or downwards to Badduz the Brewer (turn to 65)?


Thanks for the break guys and Gals I hope also to find time to lift off on the super hero rpg we have two registered a third would be nice but it has been sitting a long time. So do drop in and look at the item please.


Basics here folks I roll 1d6 add attack and high roll makes hit tie no one hit. Fight to zero and die. Pretty straight forward.



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Post Date: 14th Nov, 2008 - 7:02pm / Post ID: #

Lair Of The Troglodytes
A Friend

Troglodytes The Lair

I say we go down to the gambling den and see what is going on there. Maybe we can win a few tusks.

Post Date: 14th Nov, 2008 - 10:38pm / Post ID: #

Lair Of The Troglodytes
A Friend

Lair Of The Troglodytes Archive Pathfinder / D&D

I would say we go visit Badduz and shake an antidote out of him--hair of the Shroom that bit you and all that. We wouldn't have argued with the chief if we hadn't been so drunk.

14th Nov, 2008 - 11:58pm / Post ID: #

Troglodytes The Lair

I am for going to see Badduz and clearing this foggy head before venturing to the gambling. Need a clear head or we may lose our last copper.



17th Nov, 2008 - 5:53pm / Post ID: #

Troglodytes The Lair

Glad you stopped in lisanne! always nice to see Kalr and alsakann back again. Perhaps farseer will come in time as well as alaskLDS.

So off to find the antidote it is.

QUOTE


65

Whilst your stomach gurgles away in drunken hunger, you stagger down the main tunnel, passing other Trogs lower on the pecking order and off to work in the Fungus Gardens. They wisely keep out of your way, though whether through fear or disgust you can't tell. After a small eternity you arrive at the warm, smelly chamber of Badduz the Brewer, and promptly collapse on the floor.
""¦.urgh"¦." you croak, or something to that effect.
Badduz, a pot-bellied Trog with hands stained green from a lifetime of distillation, shambles over from one of the huge clay vats he"d been inspecting.
"Skuz! You"re looking a little seedy this evening. Enjoy the Shroomshine did we?"
""¦.aargh"¦." you reply.
"Excellent! Thought you would. What can I do for you tonight then?"
""¦.oof"¦." you exhale.
"Right, sounds like you need a pick-me-up my friend." Badduz walks off to the back of the chamber and returns with a tiny clay cup. He lowers it to the floor, your current operating level, where you peer inside dubiously with one bloodshot eyeball. You have a quick glimpse of some viscous purple syrup, before your nose catches a whiff of the stuff and you almost gag.
"What is it?" you cough.
"Well," chuckles Badduz, "at least you can speak now."
He gestures at the cup.
"It's a new one and it"ll cost you one tusk. I call it Spleen Eleven because I make it by taking .."
"I don't want to know what's in it!" you interrupt.
"Well, do you want it or not?" says Badduz, miffed at not being able to finish his explanation.
If you want to drink a cup of Spleen Eleven, cross one tusk off your Adventure Sheet and turn to 37. If however, you think you"ve drunk enough for a while, you can decline by turning to 51.



To spleen or not to spleen that is the question. Remind me not to fall asleep near that brewer!



Post Date: 18th Nov, 2008 - 8:09pm / Post ID: #

Lair Of The Troglodytes
A Friend

Lair Of The Troglodytes

Since we came all the way here it would be a shame not to drink the drink. Mark off one tusk. **Leans back and falls over while drinking.** laugh.gif

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21st Nov, 2008 - 8:15pm / Post ID: #

Lair The Troglodytes

QUOTE

37

You reach into your money pouch and hand one tusk over to Badduz. Taking the cup he offers you, you knock it back in one gulp. For a moment you think you"re going to retch, but it passes, and you"re rewarded by a warm glow spreading outwards from your guts. You"re also drunk (Write "DRUNK" on your Adventure Sheet and deduct one point from your SKILL score until you find a cure.)
"Great stuff!" you hiccup.
"Glad you like it," smiles Badduz. "Do you want another one?"
"Free?" you say hopefully.
"Come off it! It"ll cost you another tusk you fool!"
If you would like to drink a second cup of Spleen Eleven, cross one more tusk off your Adventure Sheet and turn to 22. Otherwise, if you think your liver has absorbed enough punishment for the moment, you bid Badduz goodbye and lurch down the main tunnel to the Fungus Gardens. Turn to 42.


Seem the cure is as bad as the disease. So do we gulp another?



Post Date: 22nd Nov, 2008 - 4:30pm / Post ID: #

Lair Of The Troglodytes
A Friend

Lair The Troglodytes D&D / Pathfinder Archive

No we do not need to make ourselves worse off than we already are. Lets stagger our way to the gardens.

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