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Entry Pits

One Page SCRAWL 3

Special rules

This adventure can take place when entering a town.

You need a light source to explore the Entry Pits.

Codewords to tick off

Guide □
Background

In the past, the town of Highwal was caught up in a vicious


war between two lords. To solve the problem of constant
Image source:
attacks and spies in the town, the mayor decided to build a https://pixabay.com/vectors/medi
high wall around the town. Except anyone who wanted to eval-town-village-145618/
enter or leave the town had to use tunnels that went under the
wall. The gate was permanently closed. The entry points to
the tunnels were put under heavy guard. The town still uses
such tunnels, but ne’er do wells have built there own and use
them to catch unsuspecting travellers. To enter the town, you
need to have your wits about you!

Turn to 1.

1: You walk past a tunnel to your left. Inside, you see a man in leather armour, beckoning you over. If you
go to him, turn to 7. Otherwise, you walk on. Turn to 2.

2: As you walk past the tunnel, you hear cries of help. If you have the codeword Guide ticked off, turn to 12.
If not, if run to help, turn to 8. If you don’t, you walk on. Turn to 3.

3: You walk past a tunnel. There seems to be no one in the room at the end. If you investigate, turn to 9. If
not, turn to 5.

4: The room contains mining equipment. You may take any number of the following items: Pick (enc 2),
shovel (enc 2), torch (enc 1), lantern (enc 1), flint and steel (enc 0), climbing gear (enc 2). When you have
finished here, you carry on. Turn to 5.

5: You see a man in an official looking uniform down the tunnel. He is calling you over. If you have the
codeword Guide ticked off, turn to 15. If you don’t, you can either approach him (turn to 16) or ignore him
(turn to 6).

6: You approach the gate with two stern looking guards. If you have the codeword Guide ticked off, turn to
17. If you don’t, turn to 18.

7: ‘Hello friend! My name is Zam. These tunnels can be dangerous! I will guide you for a mere two gold
pieces.’ If you pay him, turn to 10. If not, turn to 11.
8: A woman is lying on the floor. Over her stands a thief with a club. You prepare to attack the thief, but as
you engage him, the woman leaps up and slashes at you with a shortsword! You have to fight them both at
the same time!

THIEVES Type: Humanoid Difficulty: 3 Damage: 3 Vitality: 8 Special: First Strike Experience: 3

If you kill them both, they have some treasure. Roll once on the treasure table. Then you move on. Turn to
3.

9: You walk into a room with a door. It seems deserted. Then you hear a ping as the arrows from the trap
are fired at you. Make two ability tests with a difficulty of 4 (Perception, Dodging). Each time you fail, lose
1 Vitality point. If you survive, you can either investigate the door (turn to 14) or leave and continue
onwards (turn to 5).

10: ‘Thankyou, my friend! Tick off the box for the codeword, Guide. You continue onwards. Turn to 2.

11: ‘I thought you were smart, my friend! But you clearly aren’t! Fine! Go on and get robbed and killed!’ If
you pay him turn to 10. If you leave him to shout at you from a distance, turn to 2.

12: ‘Don’t go down there! It’s a trap!’ says Zam. If you carry on with him, turn to 3. If you ignore him and go
down the tunnel, turn to 13.

13: ‘Fine! Don’t call for me if someone tries to murder you!’ Shouts Zam. Delete the tick from the codeword
Guide and turn to 8.

14: You need to get through the locked wooden door. You may use a special key to open the door. If you
don’t, you can make an ability test with a difficulty of 4 (Lock Picking, Strength).

If you get through the door, turn to 4. If you fail, you continue down the corridor. Turn to 5.

15: ‘We should go down there.’ Says Zam ‘This is the office of the gate captain.’ If you go down there, turn
to 19. If you refuse, turn to 20.

16: You approach the man. Make an ability test with a difficulty of 3 (Melee Combat, Strength, Hardiness,
heavy armour, large shield). If you succeed, turn to 20. If you fail, turn to 21.

17: Zam suddenly looks nervous ‘Well there you go. See you later! Bye!’ He shouts as he runs back to the
entrance. Turn to 18.

18: The unsmiling guards open the gate and let you into the town. You are in! What adventures will you
have inside?

19: You go down the tunnel and approach the captain. As you do, you hear the noise of a sword being
unsheathed and look behind you. Zam has readied his weapon. The “gate captain” has done the same. It’s
a trap!

THIEVES Type: Humanoid Difficulty: 3 Damage: 3 Vitality: 8 Special: First Strike Experience: 3

If you kill them both, you take some of their treasure. Roll twice on the treasure table. You then head
towards the gate. Turn to 6.

20 The man looks you over before deciding that you can go on. You head towards the gate. Turn to 6.

21 As you approach, the man draws a sword and attacks you.

THIEF Type: Humanoid Difficulty: 3 Damage: 2 Vitality: 4 Special: None Experience: 1

If you kill the thief, you search him to find some treasure. Roll once on the treasure table. You then head
towards the gate. Turn to 6.

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