TEXT:  
  Hecatombe 
   
   
   
   
   
  A mini-solo adventure for Tunnels & Trolls 
  By A.McDougall 
   
   
   
   
  
  Hecatombe 
   
   
  A Mini-Solo Adventure 
  For use with Tunnels & Trolls 7.5 
  For 1st Level Characters with fewer than 10 Combat Adds 
   
   
  Written by 
  Al McDougall 
   
  Artwork by 
  Al McDougall 
   
   
  All text and images Copyright ©2010 by A.McDougall 
   
   
   
  
  House Rules 
  � 
  This adventure is designed for use with the 7.5 edition T&T rules, but will also work with 
  earlier versions. 
  � 
  You may only enter this adventure with a first level character with fewer than 10 combat 
  adds.  It is suitable for a newly generated character or one with little experience. 
  � 
  You may use any character type or breed. 
  � 
  Parties are not allowed – only one character at a time may enter. 
  � 
  Each character may only enter this adventure once. 
  � 
  You may make use of adventure points at any time you wish during the adventure, to 
  enhance your attributes, as per the 7.5 edition rules.  Hint: try saving up your AP’s, then 
  apply them to increase the attribute of your choice at a time of need. 
  � 
  Don’t forget that you earn AP’s equivalent to all saving rolls, regardless of whether you make 
  or miss the roll.  Saving rolls must be made on the current value of the stated ability. 
  � 
  You may award yourself AP’s equivalent to the MR of anyone or anything you kill, unless you 
  are told otherwise. 
  � 
  You do not receive AP’s for GP’s or treasure. 
  � 
  You may find it helpful to keep track of which paragraphs you have visited, in case you are 
  told to return to the previous paragraph. 
  � 
  Some MR’s are given as a dice roll, for example MR 2D6+5.  You must roll to see what the 
  MR is before starting combat.  In this example, roll 2D6, add 5, and that gives you the MR. 
  � 
  The  spite damage rule must always be used. 
  � 
  You must never read any paragraph other than the one you are directed to. 
   
  Multiple Opponents: 
  When faced with multiple opponents, you should use their total MR to work out their attack dice 
  and adds.  For example, if faced with three opponents with respective MR’s of 3,6,5, their total MR is 
  14, so they get 2D+7.  Unlike a single opponent, the number of dice as well as the adds will decrease 
  as you defeat them. 
   
  Magic: 
  The following 1st level spells may be used in combat situations: call flame, call water, DBGR, HTP, 
  OGA, TTYF, Vorpal Blade.  WIZ points do not recover during play as there is no opportunity to rest 
  adequately in this adventure. 
  When you are ready to begin, turn to the Introduction on the next page. 
   
   
  
  Introduction 
  The journey to your next port of call takes you through a deep forest, known to be perilous to 
  travellers.  You have heard tell of ferocious beasts that dwell there, huge and ferocious, able to tear 
  whole limbs from a fully grown man in one bite.  Then there are the stories of the warrior druids.  
  These once peaceful sun-worshippers were driven from their homes by Uruks.  The horrors carried 
  out by the invaders turned the minds of the druids, who became wild and bloodthirsty savages, 
  wandering the land seeking only death and destruction . . . 
  But you don’t really believe those silly tales, and to go around the woods would take too long, so you 
  plough ahead, chanting your mantra “I am a hero, nothing scares me . . . I am a hero, nothing scares 
  me . . .”.  There seem to be many paths and you try to navigate by the sun, but the thick overhead 
  foliage makes it difficult to tell where the sun is.  You notice that the further you go, the more silent 
  and dark the forest seems to become.  You pause for a moment to listen, and realise that you can 
  hear no sounds at all, not even a ripple of wind to stir the branches and leaves. 
  Suddenly, you hear an animal noise ahead.  You crouch down, and creep slowly forwards until you 
  reach the edge of a clearing, desperately trying to control your breathing and not make a sound.  
  The animal noises are louder now, very nearby, but from your hiding place you can see nothing. . . . 
  turn to paragraph 1A to decide what course of action to take. 
   
   
  
   
  1A 
  Do you: 
  Draw your weapon and charge into the clearing – go to 5A 
  Circle round the clearing to try and get a better view – go to 3B 
  Retreat back into the forest to continue your journey – go to 7C 
  Wait where you are and see what happens – go to 15E 
   
   
   
  1B 
  It’s nothing.  Go to 11A to continue the fight. 
   
   
   
  1C 
  As you walk hesitantly between the parallel rows of red eyes, you hear a noise behind you and turn 
  just in time to see the armoured warrior charging you, screaming the words “I never surrender!!!”.  
  Return to 8F and continue the combat until one of you is dead. 
   
   
   
  1D 
  Your next opponent has MR 1D6. 
  After one combat round, he is joined by another with MR 4+1D6 
  After another combat round, if any remain, another joins the fight with MR 6+1D6 
  After another combat round, if any remain, another joins the fight with MR 8+1D6 
  If at any point you would like to try and flee, go to 8E. 
  If you kill all your opponents, go to 11A.  
  If you are killed, close the book. 
   
   
   
  1E 
  . . . . . no fewer than twenty red-robed warrior druids lying asleep around the smouldering remains of 
  a camp fire.  In the middle of the camp, a small dog, little bigger than a hamster, is pouncing around 
  and yapping – it must have been alerted by your approaching scent and is trying to wake its owners.  
  Roll 1D6 and add 19 to find how many warriors are in the camp (i.e. between 20-25).  As the sleeping 
  beauties are slow to stir, you have a chance to begin laying into them before they can fight back – do 
  you attack immediately (go to 2C), kill the dog before any of them awaken (go to 4D), try to calm the 
  dog and wait for the druids to awaken so you can talk to them (go to 15C), or tiptoe out of the camp to 
  try and escape (go to 7C) 
   
   
   
  1F 
  If you killed the dog earlier, go to 12C.  If not, go to 14B. 
   
   
  
  2A 
  You feel . . . . hungry – it is a recipe for rabbit soup.  You stow it in your pack for later and continue 
  the fight.  Turn to 11A. 
   
   
   
  2B 
  Although you run as fast as you can, the cries get closer until you can almost feel the breath of your 
  pursuers on the back of your neck.  Do you surrender (go to 4C), or turn and fight (go to 6F). 
   
   
   
  2C 
  Roll 2D6 to see how many of the druids you are able to dispatch with before any wake up.  You creep 
  round, cutting throats quickly and efficiently.  Take 10AP for each one you kill, and make a note of 
  how many are left. 
  A warrior near you is now rising with weapon in hand – do you run for it (go to 4A), or stand and 
  fight (go to 6E). 
   
   
   
  2D 
  . . . . several red-robed warrior druids lying asleep around the smouldering remains of a camp fire.  In 
  the middle of the camp, a small dog, little bigger than a hamster, is pouncing around and yapping – it 
  must have been alerted by your approaching scent and is trying to wake its owners.  Roll 1D6 and add 
  4 to find how many warriors are in the camp (i.e. between 5-10).  As the sleeping beauties are slow to 
  stir, you have a chance to begin laying into them before they can fight back – do you attack 
  immediately (go to 13F), kill the dog before any of them awaken (go to 4D), try to calm the dog and 
  wait for the druids to awaken so you can talk to them (go to 15C), or tiptoe out of the camp to try and 
  escape (go to 7C) 
   
   
   
  2E 
  It’s a jar containing red jelly-like goo, the label says “healing salve”.  It contains 3 applications, each 
  can heal 2D6 hits.  Go to 1A and make another choice. 
   
   
   
  2F 
  If you have been to this paragraph before, then return to 11A and roll again.  Otherwise, read on. 
   
  You are faced by a druid in red armour, he seems larger and stronger than the rest.  He carries a 
  fearsome sword – a 5 feet long double-edged triple-pointed vein slicer.  His red eyes burn like 
  glowing coals.  He lifts the weapon above his head with both hands and charges at you screaming 
  with what seems like a hundred voices. 
  Do you stand and fight – go to 8F , or 
  If you turn and run – go to 7C, or 
  If you have a missile weapon you would like to use, go to 12F 
   
  
  3A 
  Make a L1 SR on Luck.  If you succeed, go to 5B.  If you fail, go to 9C. 
   
   
   
   
  3B 
  If you have tried this option before then go back to 1A and make another choice.  If this is your first 
  time here then make a L1 SR on Luck.  If successful, go to 15B.  If unsuccessful, go to 12B. 
   
   
   
   
  3C 
  You find a flask of healing potion, which cures 1D6 hits.  Now go to 11A. 
   
   
   
   
  3D 
  You feel a stabbing sensation in your back.  That is because you have been stabbed in the back.  
  Armour has no effect – take 1D3 hits (half 1D6, rounding up).  You turn and fight.  The druid now 
  facing you has MR 10+1D6. 
  After two combat rounds, whether you have killed your opponent or not, you are attacked by another 
  druid with MR12. 
  If you defeat both, turn to 4E.  If you die, close the book. 
   
   
   
   
  3E 
  You find the little fella likes to have his tummy tickled.  He turns over and rolls his eyes in delight as 
  you play with him.  You feel as though someone is watching you, and turn round to see a pair of blue 
  eyes burning out from a red hood!  Do you attack (go to 6E), or try to run (go to 13A). 
   
   
   
   
  3F 
  All the remaining red-robed warriors are now awake and form a corridor down which you may pass.  
  If you have killed a dog in this adventure, go to 16A.  If not, make a L1 SR on Luck.  If you fail the 
  SR, go to 1C.  If you pass the SR, go to 13B. 
   
   
   
   
   
  
  4A 
  Roll 1D6 
  1-3  Go to 6B 
  4-6  Go to 8E 
   
   
   
  4B 
  Several red-robed warrior druids sitting around a blazing camp fire, eating, talking, and laughing.  In 
  the middle of the camp, a small dog, little bigger than a hamster, is pouncing around and yapping – it 
  must have been alerted by your approaching scent.  Roll 1D6 and add 4 to see how many warriors 
  there are (i.e. 5-10).  Do you attack them (go to 11A), or try to escape (go to 7C) ? 
   
   
   
  4C 
  Make a L1 SR on Intelligence.  If you succeed, go to 10A.  If you fail, go to 6F. 
   
   
   
  4D 
  You step lightly over the sleepers until you reach the tiny terrior in the middle of the camp, and 
  quickly put it to sleep with your blade.  Take 1AP, and make a L1 SR on Luck.  If successful, you 
  have a chance to either escape (go to 7C), or kill some of the warriors before they awaken (go to 2C).  
  If you fail the SR, the warriors are already waking up . . . go to 11A.   
   
   
   
  4E 
  You notice a flask sticking out from under the robes of one druid.  You try the drink and find that it 
  restores 2D6 hits immediately.  Now go to 11A. 
   
   
   
  4F 
  It’s a mouldy old biscuit.  If you want to eat it, go to 16B.  If not, go back to 1A and make another 
  choice. 
   
   
   
  4G 
  Whilst you are waiting you hear someone yawning nearby, and look up to see two burning blue eyes 
  staring down at you from the dark folds of a red cloak.  The frightening figure of a druid warrior 
  looms above you.  You see several figures sitting or lying on the ground beyond.  Go to 8E. 
   
   
  
  5A 
  You draw your weapon, ready yourself, take a deep breath, and race out from the bushes into the 
  clearing.  As the leaves and branches fall away infront of you the whole clearing comes into view and 
  your eyes widen in surprise as you see . . . . roll 1D6 and turn to the paragraph listed below: 
  1  2D 
  2  4B 
  3  14A 
  4  8C 
  5  10E 
  6  1E 
   
   
   
  5B 
  You realise that by some miracle the rest of the camp is still asleep! 
   
  If you want to try and escape, go to 7C. 
  If you want to search the bodies for treasure, go to 9E 
  If you want to continue the slaughter, go to 7A 
   
   
   
  5C 
  If you have already killed half or more of the druids you started with, make a L1 SR on Strength.  If 
  you succeed, go to 16C.  If you fail, go to 11A.  If you have not yet killed that many, then go to 11A. 
   
   
   
  5D 
  You manage to find a way through the trees and undergrowth and gradually the noise from the 
  clearing subsides until you hear only the birds and the wind in the branches.  You breath lightly again 
  as you realise you are safely away.  You find another path to continue your journey.  Now close the 
  book. 
   
   
   
  5E 
  You awaken to find yourself in the middle of the clearing, surrounded by druid warriors dressed in red 
  cloaks.  There are between 4-9 of them; roll 1D6+3 to determine how many.  You are facing one who 
  seems larger than the rest . . . go to 2F. 
   
   
   
  5F 
  You find a bag of medical supplies.  There are bandages, salves, and dressings.  You quickly patch 
  yourself up best you can – healing 2D6 hits.  Now go to 11A. 
   
   
  
  6A 
  The giant warrior suddenly stumbles, and drops his sword.  He staggers from side to side a little as if 
  off-balance, then topples like a plank to the ground, sending up a shower of dust and leaves.  You 
  approach cautiously to examine him, and find him dead.  Perhaps he suffered a weak heart that gave 
  way in the stress of battle ?  You may never know for sure, but you are grateful for your life.  Go to 
  7F. 
   
   
   
  6B 
  You flee into the forest as fast as your feet will take you.  The warrior who was waking up has a 
  chance to loose an arrow at you – roll 1D6 and on a 1 or a 6 you are struck, for 1D6+6 hits of damage 
  (armour has no effect).  If you survive, you disappear into the forest and escape with your life.  Take 
  50AP and close the book.  If you are killed, then just close the book! 
   
   
   
  6C 
  Hécatombe (French) = noun, fem.  Mass destruction or slaughter. 
   
   
   
  6D 
  A pair of dirks are lying in a puddle of bright red mud.  Dirks are throwing daggers, 2+1 dice, 10’ 
  range, require Dex 10 to throw, or can also be used as a hand-to-hand weapon.  Now go back to 1A 
  and make another choice. 
   
   
   
  6E 
  The warrior has MR19.  You must fight to the death.  If you survive, make a note of how many 
  warrior druids are now left and go to 11A.  If you are killed, close the book. 
   
   
   
  6F 
  As you turn, the druids see your weapon.  Without breaking stride, they launch a volley of arrows, 
  throwing knives, spears, blowdarts, slingshots, sticks and stones.  You are peppered and hammered, 
  mangled and mashed, impaled and sliced.  You are dead, close the book. 
   
   
   
  6G 
  Nothing happens.  Go back to 1A and make another choice. 
   
   
   
   
   
   
  
  7A 
  Roll 1D6.  That is the number of throats you slit before any more waking warriors round on you.  
  Make a note of how many remain and go to 11A. 
   
   
   
  7B 
  You have a second to get your breath, and turning round notice something of interest . . . . 
  Make a L1 SR on Luck. 
  If you fail the SR, go to 1B. 
  If you pass the SR by 0-3 points, go to 3C 
  If you pass the SR by 4-6 points, go to 5F 
  If you pass the SR by 7 or more points, go to 9F 
   
   
   
  7C 
  Make a L1SR on Luck.  If you succeed, go to 5D.  If you fail, the forest seems to have closed in and 
  you can’t find a way out – you must return to the paragraph that sent you here and make a different 
  choice. 
   
   
   
  7D 
  As the red-robed figure falls to the floor, it’s weapon held infront, it lands on another, impaling its 
  sleeping comrade through the chest.  A spray of blood shoots up like a fountain, drenching them both.  
  Make a note of the kills, and go to 11A. 
   
   
   
  7E 
  You turn round just in time to parry a knife attack.  Your opponent has MR 10+1D6. 
  After three combat rounds, whether you have killed your opponent or not, you are attacked by another 
  with MR12. 
  If you defeat both, turn to 4E.  If you die, close the book. 
   
   
   
  7F 
  The armoured warrior lays slain at your feet.  You may take his weapon.  It is a 5 feet long double-
  edged triple-pointed vein slicer.  It has 4D+10 hits, and requires STR 14 and DEX 10 to use.  As you 
  lift it, you feel a surge of strength.  The weapon is magic and has the ability to heal all your hits when 
  you most need it.  After this has happened, it must recharge by taking the blood of enemies before it 
  can heal again.  It will be fully recharged again after taking the lives of foes worth a total of MR200 
  for every level of your character.  For example, when your character is level 3 it will need MR600 
  before it is recharged.  You cannot choose when the weapon will heal - it can only heal when fully 
  charged, and will automatically restore you back to full hits just when you need it – i.e. when your 
  CON falls to zero. The weapon has been fully charged by the death of its previous master.   Now go to 
  11A. 
  
  8A 
  You see two more red robes rising – they have MR1D6+3 and 1D6+7 and you must fight them both 
  together.  If you survive, make a note of how many warriors are left and go to 11A.  If you are killed, 
  close the book. 
   
   
   
  8B 
  Roll 1D6 
  1-2  Go to 10D 
  3-4  Go to 15D 
  5-6  Go to 5E 
   
   
   
  8C 
  There are several red-robed warrior druids lying asleep around the smouldering remains of a camp 
  fire.  In the middle of the camp, a small dog, little bigger than a hamster, is pouncing around and 
  yapping – it must have heard you and is trying to wake its masters.  Roll 1D6 and add 4 to find how 
  many warriors are in the camp (i.e. between 5-10).  You then notice that one of the warriors has their 
  eyes open and is looking at you!  Your eyes meet for a moment . . .do you attack (go to 6E), try to 
  escape (go to 7C), or go over and pet the dog (go to 15F). 
   
   
   
  8D 
  You find a small sac containing some first-aid supplies.  You can treat up to 30 hits of injuries with 
  this equipment, in any combination e.g. one application of 30; 3 applications of 10; etc.  Now go to 
  1A and make another choice. 
   
   
   
  8E 
  You are unlucky – the warrior sounds the alarm and the whole camp sets off after you!  You have a 
  head start, but the thunderous sound of their feet and frenzied cries carry through the trees and fill you 
  with fear.  Make a L1 SR on Speed  . . .  quickly!!!  If you succeed, turn to 10B.  If you fail, turn to 
  2B. 
   
   
   
  8F 
  The warrior gets 4D+10 for his weapon and has a further +1 personal combat adds.  His armour takes 
  4 hits, and he has a Constitution of 12.  If you reduce his CON to 8 then you may make a L1 SR on 
  Charisma.  If you succeed, go to 12A.  If you fail, you must continue the combat. 
   
  If you reduce his CON to 4 then you may make a L1 SR on Luck.  If successful, go to 6A.  If 
  unsuccessful, you must continue the combat. 
   
  If you are victorious, go to 7F.  If you die, close the book. 
   
   
   
  
  9A 
  Roll 1D6 to see how many warriors attack 
  you.  [If you roll more than the number of 
  warriors remaining, then roll again].  Each 
  has MR 1D6+2.  They all attack together, 
  screaming and cursing, their red robes dark 
  with the blood of the fallen.  If you survive, 
  make a note of how many remain and go to 
  11A.  If you are killed, close the book. 
   
   
   
  9B 
  You feel all your strength returning – all your 
  hits are cured, and your constitution increases 
  permanently by 1 point.  Go to 11A. 
   
   
   
  9C 
  Make a L1 SR on Luck.  If you succeed, turn 
  to 7E.  If you fail, turn to 3D. 
   
   
   
  9D 
  As you finish off the warrior, one more rises 
  immediately behind it, almost as if the fallen 
  druid has been reborn as another.  It’s sword 
  held high, it attacks at once.  This one has 
  MR 1D6+10.  If you die, close the book.  
  Otherwise, go to 11A. 
   
   
   
  9E 
  You notice a flask sticking out from under the 
  robes of one druid.  You try the drink and find 
  that it restores 2D6 hits immediately.  Now go 
  back to 5B and make another choice. 
   
   
   
  9F 
  One of the dead is clutching a scroll in his hand.  If you want to leave it alone, go to 11A.  If you want 
  to read it, go to 11B. 
   
   
  
  10A 
  You drop your weapon, raise your arms and slow to a standstill.  Your chest is burning and your 
  throat is on fire with the effort of your run.  The druids encircle you and gradually close in.  Their 
  hoods are up and you cannot see their faces, only so many pairs of burning blue eyes.  They are 
  almost upon you, and their hands start to reach out, you feel hot, so hot, burning, your head is 
  spinning, your legs are failing under you . . . the world turns dark and your last image is a bright blue 
  sky made of eyes. . . go to 8B. 
   
   
   
  10B 
  With fire in your legs you sprint through the forest like a racing deer, leaping over bushes, swinging 
  from vines, and sliding down banks.  Gradually the sound of your pursuers fades away and you realise 
  with great relief that you are safe!  You find another path to your destination and proceed with your 
  journey.  Take 50AP and close the book. 
   
   
   
  10C 
  A discarded red cloak you were about to step on leaps up in your face – a small druid was concealed 
  underneath.  Make a L1 SR on Dexterity.  If you succeed, you skewer the imp whilst in mid-air.  If 
  you fail the SR, you must fight.  The druid has MR16. 
  If you survive, note how many druids remain and go to 11A.  If you are killed, close the book. 
   
   
   
  10D 
  You awaken to find yourself tied to a stake in the middle of the camp.  All the warriors surround you, 
  and their hoods are thrown back.  Their faces are like devils – some with horns, some with pointed 
  ears.  They have red faces, blue eyes, and black hair.  They force you to be their slave for 1000 days 
  and nights, keeping you tied to a leash at all times.  You are subjected to frequent torture and 
  humiliation.  After that time, they abandon you with your original possessions, but your mind is never 
  the same again – you are forever tormented by visions and memories of the time spent in service to 
  the devils in red.  Permanently reduce your Intelligence by 2 points, and now close the book. 
   
   
   
  10E 
  The clearing is completely empty.  It must just have been the wind . . . take 10AP for your courage 
  and close the book. 
   
   
   
  10F 
  You step on a man-trap.  You can’t help but yelp with pain.  Take 1-3 hits damage (1D6 and half the 
  result, rounding up).  You manage to prise the trap off, but fear you have disturbed whatever awaits in 
  the clearing.  Make a note that if and when you arrive at paragraph 5A, you do not need to roll 1D6 
  but instead go straight to option 4.  For now, go back to 1A and make another choice. 
   
   
  
  11A 
  If all the druid warriors are dead, turn to 1F.  If only one remains alive, turn to 14D.  Otherwise, roll 
  2D6 and look up the paragraph to turn to below: 
  2 
  Go to 2F  
  3-4 
  Go to 8A  
  5 
  Go to 10C 
  6 
  Go to 1D 
  7 
  Go to 7B 
  8 
  Go to 16E 
  9 
  Go to 13D 
  10-11 Go to 9A  
  12 
  Go to 3A  
   
   
   
   
   
  11B 
  You prise it from the dead man’s fingers and unravel it.  The words 
  don’t seem to make any sense, but as you read them aloud you feel 
  . . . . . . roll 1D6.  On 1-5, go to 9B.  If you roll a 6, go to 2A. 
   
   
   
   
   
  11C 
  The dog doesn’t take to you.  It barks even more loudly.  The first warrior who is awake doesn’t look 
  friendly.  Go to 6E. 
   
   
   
   
  11D 
  You face the last remaining warrior druid.  You circle each other for a little while, then launch into 
  combat.  The druid has a weapon with 4D+8 hits, and gets a further +8 personal combat adds.   Your 
  opponent has CON 24, and armour worth 10 points. 
   
  You suspect this one is either old, sick, or both, because despite it’s strength when fighting, it stops 
  every other combat round to regain breath. 
   
  On the 1st, 3rd, 5th, etc. combat rounds, fight as normal. 
  On the 2nd, 4th, 6th, etc. combat rounds, you roll as normal but your opponent gets no roll – just deduct 
  their armour rating. 
   
  If you survive, go to 1F.  Otherwise, close the book. 
   
   
   
  
  12A 
  The warrior suddenly stops fighting and bows down at your feet, saying in a deep voice “You are 
  brave and strong, and have weakened me, but you will not escape my concubines.  If you spare me, we 
  will let you safely on your way”.   You’re not sure if you heard him correctly, but anyway – if you 
  want to continue attacking him, go back to 8F and carry on until one of you is dead.  If you would 
  prefer to accept his offer, go to 3F. 
   
   
  12B 
  You circle round through the trees, careful not to make a noise.  You can make out something red in 
  the clearing.  You think the animal noise might be a pack of large wolves.  Go to 1A and make a 
  different choice. 
   
   
   
  12C 
  You go over to one of the dead and draw back the hood to reveal . . . . the face of a woman.  You 
  check some others – they are all female, most young and beautiful.  So many dead . . . you are 
  horrified by your own actions.  To try and come to terms with your murderous acts, you bury the 
  bodies along with the dog, and plant a stone atop the mound.  You notice the dog has a nametag, 
  which you remove and hang over the stone.  One word adorns it – presumably the dog’s name – 
  “Hecatombe”.  You find a little gold amongst the remains of the camp (1D6 x 10 GP), and may take 
  200AP for surviving.  Now close the book. 
   
   
  12D 
  The dog’s barking has woken the camp.   There are between 3-8 druids (roll 1D6+2).  Go to 11A, but 
  whatever happens next, remember that you are still fighting the dog as well – add it’s MR to that of 
  any additional opponents. 
   
   
  12E 
  You find a bottle containing a purple liquid from which a strange light seems to emanate.  The label 
  says “magic potion”.  You may drink it now, later, or even save it for a future adventure.  When you 
  do decide to drink it (but not before), turn to paragraph 14C.  Now go to 1A and make another choice. 
   
   
  12F 
  You may get in one shot before the warrior reaches you.  He is at point blank range.  Roll to see if you 
  hit and how much damage you do (his armour has no effect against missiles), then go to 8F to see his 
  statistics and subtract your hits before continuing. 
   
   
   
  
  13A 
  You turn and sprint, but trip up on another sleeping druid.  Your pursuer 
  is upon you and pins you to the floor.  The hood is thrown back and you 
  look upon the face of . . . one of the most beautiful women you have ever 
  seen.  She has brilliant blue eyes that burn with passion, and red painted 
  lips.  Her head appears to be shaved, perhaps a feature of her druidic 
  cult.  If you still want to fight, go to 6E, otherwise go to 15A. 
   
   
   
  13B 
  You walk hesitantly between the parallel rows of red eyes until you reach a path that leads away from 
  the clearing and back into the deep forest.  You don’t look back.  Take 100AP and close the book. 
   
   
  13C 
  You find the little fella likes to have his tummy tickled.  Then you notice out of the corner of your 
  eye, the warrior who was watching you rising up as if to attack . . . you panic and begin to flee . . . go 
  to 13A. 
   
   
  13D 
  Roll 1D6 for the number of warriors who attack you (with a maximum of the number left alive).  
  These are at a little distance, and if you have a missile weapon then you may have two missile attacks 
  before they engage you in hand-to-hand.  The first missile attack will be at easy range and the second 
  at point-blank range. 
  The next combat round, one warrior attacks you.  He is joined by another in every successive round 
  until they are all either engaged in combat or dead.  Each has MR 2D6 and 1 point of armour.  If you 
  defeat them all, go to 11A.  If you die, close the book. 
   
   
  13E 
  You find 2,000 GP’s and may also take 1000 AP’s, but unfortunately neither with be of any use to 
  you because you are a cheaty-cheat-cheater, yes you are, because no-where in this adventure sends 
  you to this paragraph.  Try to follow the rules in future. 
   
   
  13F 
  You creep round, cutting throats quickly and efficiently.  Roll 1D6 to see how many you are able to 
  dispatch with before any wake up.  Take 20AP for each one you kill, and make a note of how many (if 
  any) are left.  Next go to 11A. 
   
  
  14A 
  Several red-robed warrior druids are lying asleep around the smouldering remains of a camp fire.  In 
  the middle of the camp, an enormous hound is leaping wildly around, barking and gnashing its teeth, 
  straining at its leash.  Suddenly, the leash snaps and the giant dog bounds straight for you!  If you 
  have a missile weapon, you may make one attempt to hit it at “Easy” range, otherwise engage 
  immediately in hand-to-hand combat.  The animal has MR20 and thick skin equivalent to 2 points of 
  armour.  If you are killed, close the book.  If you kill the dog within six combat rounds, go to 16F.  If 
  you are both still fighting after six combat rounds, go to 12D. 
   
   
   
  14B 
  You go over to one of the dead and draw back the hood to reveal . . . . a horribly deformed face.  You 
  check some others – they are all in some way scarred, malformed, twisted or mutated.  You are 
  horrified by the monstrous  faces, and decide to bury them so no other passers-by will have to look 
  upon them.  You finish the mound, and plant a stone atop.  At that moment, the dog, who has been 
  yapping away all this time, breaks free from its leash and runs off into the forest.  It’s nametag falls 
  off as it runs, so you pick it up and place it over the grave stone.  One word adorns it – presumably the 
  dog’s name – “Hecatombe”.  You may take 100AP for surviving.  Now close the book. 
   
   
   
   
   
  14C 
  You remove the cork from the strange little bottle of glowing 
  purple liquid, and drink it down in one gulp.  You feel lightheaded, 
  then nauseous, then weak.  You fall to the floor, perspiration 
  beading on your face, your vision blurred.  Go to 16D. 
   
   
   
   
   
   
  14D 
  Make a L1 SR on your current CON.  If you succeed, go to 11D.  If you fail, go to 16C. 
   
   
   
   
  
  15A 
  The skinheaded-beauty ties you up firmly and wakes the rest of the camp.  All are beautiful women, 
  except one armoured male warrior – you are not sure if he is in charge as he seems to do everything 
  the women tell him.  Regardless of your character’s race or gender, they decide to take you along with 
  them for a while as a dog-carer and camp slave.  You are forced to meet their every needs . . . well, 
  not forced exactly.  You are free to leave them any time you wish.  Take 200AP and close the book. 
   
   
  15B 
  Whilst moving softly through the undergrowth, you come across an object lying on the ground.  Roll 
  1D6: 
  1  Go to 2E 
  2  Go to 4F 
  3  Go to 6D 
  4  Go to 8D 
  5  Go to 10F 
  6  Go to 12E 
   
   
  15C 
  You tiptoe over to the dog and pet it.  Make a L1 SR on Charisma.  If successful, go to 3E.  If 
  unsuccessful, go to 11C. 
   
   
  15D 
  You awaken to find yourself lying in the forest.  Any gold and jewellery you carried has been taken, 
  but you still have your weapons and armour.  Consider yourself lucky!  Take 100AP and close the 
  book. 
   
   
  15E 
  Roll 1D6.  That is the number of rounds that pass.  For every round, make a L0 SR on Luck (i.e. target 
  15, remember a “3” is always a fumble).  If you pass all the SR’s, then go to 6G.  If you fail any, then 
  go to 4G. 
   
   
  15F 
  The warrior watches you suspiciously as you tiptoe over and pet the dog.  Make a L1 SR on 
  Charisma.  If successful, go to 13C.  If unsuccessful, go to  11C. 
   
   
   
  
  16A 
  You walk cautiously between the rows of druids towards the forest.  Without warning, you hear a thud 
  and feel a horrible pain between your shoulder blades.  A tortured cry comes from the armoured 
  warrior – a single word – “Heee. . .caaa. . . tombe!!!!”.  You turn to see him charging you, slaughter 
  in his eyes.  Apparently, you killed his dog.  Take 2D6 hits from the poisoned throwing blade that is 
  lodged firmly in your back, and if you survive that, you may continue the combat by returning to 8F 
  and fight to the death. 
   
   
   
  16B 
  The biscuit tastes rotten but you munch it down anyway.  It is old, mouldy, wet, and full of dangerous 
  bacteria.  You should have known better than to eat something you picked up off the ground.  Perhaps 
  you thought it was a magic biscuit, like the forests are full of magic biscuits just lying around waiting 
  to be eaten ?  The bacteria poison your brain – permanently deduct 2 points of intelligence and go to 
  1A to make another choice. 
   
   
  16C 
  Your fighting is so fierce that the remaining warrior druid(s) turn to the trees and flee!  If you killed 
  the dog already, go to 12C.  If not, go to 14B. 
   
   
   
  16D 
  The feeling quickly subsides and you are back to normal.  You feel as if you have had a year of 
  intensive strength training and have now recovered.  Your strength increases by 1 point permanently, 
  and by a further 1D6 points for the duration of this adventure.  You are also cured of any hits you 
  have taken.  Now return to the paragraph or place from where you came. 
   
   
   
  16E 
  You swing round just in time to see a warrior druid attacking you from behind.  He has MR 2D6+8, 
  and a shield worth 2 armour points.  If you are killed, close the book.  If not, make a L1 SR on Luck.  
  If successful, go to 7D.  If unsuccessful, go to 9D. 
   
   
  16F 
  The hound finally slumps to the ground, and with a last whimper and a shudder, dies.  Take 40AP.  
  You can now see that there are between 7-12 druids in the camp.  Roll 1D6+6 to determine the 
  number.  You have lost the element of surprise, and can either attack immediately (go to 11A), or try 
  to escape (go to 7C). 
   
  
SOURCE: textdata/thevault/Tunnels & Trolls/Tunnels & Trolls Adventures & Settings/Hecatombe (T&T).pdf