Tuesday, January 27, 2026

Antarctica Adventure Jam Dungeon 3

 Starting to get a little bit under the pump at home and hobby. That unfortunetly means the dungeons are having to be shortened, with only the juiciest parts and the spaces between.

### 302-565

A deep pit that is never filled with water. Three towns and travellers dump their rubbish there. Since there are hollows in the walls, it must be an opening to a network of caves and so is notorious for a place to hide for man and monster.

              The visitors throw trash from the top, landing in the stagnant pool some 40 feet below. There is a pinch at 20 feet which obscures the lower level from view, and it is not mentioned. A ramp descends in a spiral from the lip. All caverns are 10 feet high, roughly fashioned from hardpacked dirt and loose rock, vaguely circular and lightless. Unless otherwise noted.

### Any dimensions not stated are assumed to be 10 feet. The ceiling is assumed to be 10 feet high. Unless otherwise stated, all doors are stuck but can be retried once per turn.

Descriptions in the Before language/writing are labelled BFTXT

## Level 1 (2nd Level Dungeon)


### One enters from the South/Top side of Room 11 and progressed down in a spiral to Level 2 Room 13.

### Random Encounters

1 – 1d6 Robber Flies, replace with 1d4 Draco Lizards if Room 1 cleared, if defeated, reroll

2 – 1d8 Pit Vipers

3 – 2d4 Zombies of berserkers and gnolls

4 – 1d6 Gnolls scavenging, replace with 1d6 Berserkers if Room 14 cleared, replace Berserkers with 6+1d6 Wild Dogs (Wolf) if Room 15 cleared as well.

5 – 8+1d8 Bandits exploring rumours of treasure, if defeated, reroll

6 – 4+1d4 Red Wyrms of Rage (Giant Centipede)

1.       The cave end stinks of rotting meat and a deep buzz can be heard.

Five Robber Flies nest here, the pieces of fleshy detritus thrown or killed in the pit occasionally sticking to their extremities. Amid the rot is 28gp, chewed but not digested.

2.       In the blackness, a fierce roaring and fire greets the first character to enter the chamber. Entering causes an illusion of first sinister, glowing reptilian eyes, then the head of a foul dragon or the hydra itself, spewing fire and fury (Antarctica Adventure Jam Bestiary). Engaging the characters.

The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.

The illusion is caused by the patterns of stones upon the ground forming a network of interlocking herringbone patterns and loops.

Scattered among the debris, thrown by fleeing explorers is 600sp, 300gp and a clay pot containing a Potion of Speed.

3.       A dank chamber, where obscene graffiti, proclaiming the doom of the pale sun is spread over the walls. Each white or yellow sun rising to head height, is thrown down by an ill-defined humanoid figure and converges as a red skull at the far end, ringed with black serpents.

Studying the red skull gives a find secret doors roll and leads to Room 12.

4.       A dry cave entrance facing the rising sun, stretching back into the limestone. A scattering of loose scree and tough grasses make the ground uneven. Nestled inside are 6 Pit Vipers. If it just after dawn, they are clearly visible as they sun themselves.

5.       A chimney descending some 10 feet below and at a slant of 90 degrees. Wide enough for 3 people, with no handholds on the melted smooth rock. The bottom 3 feet are stained a deep ochre and there is a thickened yet powdery residue on the wall and floor.

The cave bottoms out into a space about 5 feet wide and high with a crawlspace to Room 6.
A party knowledgeable about slimes and oozes would be able to deduce this is the remnants of an Ochre Jelly which succumb to something here.

6.       Any pooling water from the walls is absorbed into the patches of cave fungus, otherwise not even dirt. The rock is very straight and regular except for a jagged and collapsed celling vault.

7.       The walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A circle of white stone is embedded in the floor here; it seems to be marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 2, Room 8.

8.       A tunnel terminates some five feet in a door. The door is emblazoned with the polar constellations of the modern age, raised from the surface. On Uldore, this is various animals and farming tools. Pressing the different constellations has a 2 in 6 chance each time of triggering the scythe trap to swing from the left. A few rusted daggers and wooden stakes doing 1d8 damage. The fake door is just pushed against the rock face.

9.       A dry cave entrance lit by the noon and evening sun. Highlighting the limestone darkness beyond. Uneven footing between the scree and tough grasses. Nestled inside are 5 Pit Vipers. If noon, they are clearly visible as they sun themselves.

10.   A cave straight walled but crumbled ceiling. It stinks of rotting flesh and 13 figures stare at the walls. 7 humans and 6 mantis-headed gnolls. Now all Zombies, who attack immediately after detecting entry. The human bodies have guts ripped from the inside.

11.   This large ramp of earth winds around the inside of the rubbish pit. Dipping beneath the lip, as the rock gives way to scree and dirt. Held together with shrubby plants arranged in noonday alignment. Regular large cave entrances can be seen from the descent, otherwise hidden from the lip. At the bottom of the spiral, is the second lip, and a steeper decline.

12.   A narrow tunnel with sections only wide enough for a single person. The running from Room 3 to Room 13. Lots of crude skull motifs, though they are generations old and flake from breath.
There is a branch halfway along, big enough for a person to crawl through. This is the entrance to Room 15.

13.   The room contains a transition between straight-cut walls and natural cave. Fading into rough stone as it progresses away from Room 16. The tunnel entrance to Room 12 is some five feet above the ground and behind a fold in the rock. Visible only from reaching the far end.

14.   A cave entrance into the limestone. With only partial light from even the noonday sun, the interior is smelt, heard and felt rather than seen. Unwashed bodies, clicking and malice.

Squatting in the back of the cave are 15 Gnolls. Chewing on what look to be human bones and insect chitin.
If they fail to detect the party, they are all observing a tunnel winding deeper inside.
At their feet are 2000gp of indigestible trinkets. Mostly coins, armbands and necklaces.

15.   Here fitfully sleep and pace 9 Berserkers. Occasionally running into each other and twisting on the ground as the wyrm writhes inside them. As per the Bestiary, the Red Wyrm of Rage will burst from them if they are slain (Giant Centipede).

Some wear tattered armour and fine clothes; others dress in disintegrated rags. They are all focused on the entrance to Room 16.

Amid the gnoll-blood they still wear some treasure. 1000cp, 4000sp and 1000gp in coins, armbands and clasps. Jewellery: 3 x 800gp, 2 x 900gp and 1200gp and a Sword +1 in the hand of one.
That Berserker is dressed as though he is from across the Sunrise Strait and his body has a blue diamond tattoo on the shoulder.

16.   This cave is worn straight and regular, with a carefully constructed vault above. Carved depictions of strange beasts decorate the wall. Though a widely travelled character might recognise them as dragons and dinosaurs of the Before Kingdom.

In the centre of the room is the powdered remains of some yellow-brick benches and a raised pool. Seemingly lifted out of the surrounding rock but lined with yellow brick on the inside. There are 1d4 draughts of iridescent yet clear liquid remaining. There is a 50% of a Potion of Gaseous From and 50% of a Potion of Poison with each draught.

17.   A tunnel, wide enough for two abreast takes several tight turns. Each turn is stained with blood, and the tunnel smells like iron and death. A dead gnoll blocks the way on the final turn to Room 16. A side-passage, viewable from Room 16, leads to Room 20.

18.   In this chimney some 10 feet high is 300sp and 400gp in a wall nook. In the form of coins from across the Sunrise Sea, trade bars and figural jewellery (cow, pig, penguin, fish, horse). A bandit hoard who no one ever reclaimed.

19.   This tunnel is only big enough to admit one person crawling at a time. The tunnel widens to a small space where a human can stand and turn around. A Detect Secret Doors roll will reveal a nook in the ceiling containing Room 18.

20.   A wide cave where water has begun to erode the straight walls and celing back to a natural cave. This has destabilised the roof and for each character who enters, there is a 2 in 6 chance of a falling block hitting that character. Doing 1d10 damage if they do not Save vs Petrification.

21.   In the dim light are people milling around. If hailed they turn as one and advance to attack. Stumbling around and butting heads until then are 13 zombies, 8 humans with tore bowls and 5 gnolls. Remnants of a previous stage of the fight.

22.   This straight-walled room is dustless. A decoration of screaming cows, pigs and human faces surround the door beyond.

Spread out on the floor is a Grey Ooze, which rises to attack whatever walks upon it.

23.   This straight-walled room consists of eight yellow-brick vats, rising to waist-height. Though one has a broken side, spilling grey powder on the floor. The grey ooze dwelt here, but was displaced by a past earthquake, which broke the vat and release a toxic gas.

Any who step inside this room must Save vs Poison or die.

24.   This straight-walled room has a jagged and tenuously ceiling. Buttressed by its own weight between the half-fallen blocks.

Whichever door is opened causes a cave-in as the falling blocks seal off that passage. Once the character explore halfway into the room.

## Level 2 (3rd Level Dungeon)

### Random Encounters

1 – 1d6 Tiger Beetles, if Room 13 cleared, replace with 6+d6 Robber Flies, if defeated, reroll

2 – 1d6 Harpies, if Room 5 cleared, replace with 1d4 Medium on the prowl for threats, if Room 10 is cleared, replace with 8+1d4 Red Wyrms of Rage (Giant Centipede)

3 – 1d6 Crystal Statues, pretending to be bodies of beetles and dogs on the floor, if Room 12 cleared, replace with 3+2d3 Giant Geckos

4 – 1d8 Shadows, moaning in strange languages and fearfully avoiding inhabited rooms. Reroll if in a room that is or was inhabited

1.       Narrowing into the rock is a path. First wide enough for a crawl then a tight squeeze for even a small being. Finally, it ends in a dead end and anything that has gotten this far must be pulled out or pass a Save vs Petrification once per round to escape.

2.       A shaft descends for 10 feet before abruptly stopping, the bottom 5 feet filled with stagnant water. Halfway down is a crawlspace leading to Room 1.

3.       A Chimney that rises 15 feet from Room 8 to Room 5, at a 45-degree angle. Requiring rope or two hands to climb. The walls were once smooth and notched. But something has clawed and worn away at the holds.

4.       Natural walls and ceiling but the otherwise empty cave has a worked smoothed floor. A door at the end is fake if examined.

Halfway into the cave is a trapdoor that activates when more than 1 person enters the room, the whole floor tips into a slide that deposits those in the room into Room 5.

5.       This cave reeks of insect droppings. No matter what the walls and ceiling were once like, everything not fouled with waste is covered in claw and mandible marks. If the characters surprise the 5 Harpies. They find them willowy destroyers in separate nests of sticky powder, bone fragments and scrub. Otherwise, the insectoids descend from the ceiling, making their discombobulating harmonics.

In the nests are gems worth 3 x 10gp and 500gp of gold coins and trinkets.

6.       A smoothed room where some carvings have been defaced by the harpies. Whatever information could have been gathered has been vandalised beyond recovery.

7.       A rough cave with a crude idol depicting a strange combination of fish and mammal
If approached within a couple of feet (effectively touching or closely inspecting) it speaks in the language of the Eastern sailors.
“Beware! This is a land of birds!”

8.       The long walls and ceiling are straight and orderly, forming a series of vaults above and obviously non-natural. A series of circles embedded in the floor are defaced with a single cleave in the stonework, except one. All are marked with curving grooves.

A Cleric or Magic User with an Intelligence of 12 or higher automatically knows these are marking for the rise and fall of the moon. Stepping onto the circle teleports the individual to Level 1, Room 7.

9.       A worked room stripped bare and rubble pushed into corners. Alone in the middle is a large crystal shard crudely imbedded into a pot. When anyone enters the room, the crystal flashes once. Expecting a counterflash. If not, the crystal glows and the pot shatters, releasing a cloud of poisonous gas that fills the room. Save vs Poison o die.

10.   This worked room is well lit, with wooden furniture in recent styles of the interior of Uldoore. Among the bedstands, chests and clothe stands, is piles of scrolls and clay tablets.

Seven men and woman are busy if surprised, consulting various documents by candlelight or washing robes.

These 7 Mediums will demand an explanation for why they have been intruded on and will act in a haughty manner to disguise the fact they are a monastic cult, centred on the creature in Room 11. If the characters insult, refuse to leave or accuse them of being a sinister cult, the mediums attack.

In total, they have 67sp stashed in their chests.

Each carries a crystal they use to counterflash the shard in Room 9. It requires some form of magical class to activate.

The scrolls and tablets describe the mechanisms of the teleporters in Level 1, Room 7 and Level 2, Room 8. They also reveal this used to be a Before experiment site, where teleportation magic was used to acquire and send samples from anywhere on the continent and the waters girting it. When the Titans buried the complex with the new sun, only one researcher, the Reverend Mother survived to see new angles to the universe and achieved immortality.
Each knows only one of these spells: Read Magic x 2, Ventriloquism, Detect Magic x 2, Floating Disc, Sleep.

11.   Lavish and well lit, with tables, curtained bed and chests, many gewgaws and mirrored metal on the walls. So, servants can speak without suffering.

An oracle of the past and a foreteller of the future is the leader of this obscure group. A shapely ornate robe and veil do not hide the stilled movement of unnatural age. This is another obscuration; the Medusa is inhuman fast. Should she suffer more than half her HP in damage, she screams and surviving 5 Crystal Statues from Room 12 or the 7 Mediums from Room 10 arrive next round.

On a table is a Crystal Ball, centrepiece of study. On the wall is a Shield +1, made of reflective green glass. Behind is a crawlspace to Room 17. A foreign pot on the chest holds a Potion of Invulnerability. Inside the chest are two Spell Scrolls written in the language of Before.
BFTXT: Long Night Survival For Spirit Summoners – Create Water, Curse, Remove Curse, Bless, Resist Cold
BFTEXT: Sun Studies – Contact Higher Plane, Detect Magic (MU), Levitate, Clairvoyance, Continual Light

12.   A dark room worked but dusty. A series of statues line the walls, five in total, each in some form of pose of grief or anger. On the centre of the floor, picked out in homemade clay paint is the words: To Not Die, Command Them With Authority.

This is a lie; the 5 Crystal Statues obey no one but the Medusa in Room 12 ad attack as soon as they are interacted with or the party reaches the middle of the room.
These statues in the light are less crystal and more crystallised, the same few frames of finality repeated in a stuttering loop. The Oracle’s displeasure and her survivor’s curse.

13.   Here is the bottom of the pit, an hourglass funnel where the edges are hidden in darkness from the central shaft. The ground is covered in stinking and rotting refuse and mould. Strange mushrooms twist around rubble and mould obscures the sucking mud.

Movement is reduced by 20 feet for all characters and humanoids.

The 6 Tiger Beetles which feed on the detritivores and falling scraps have no restriction and scuttle forward into the light to feast.

14.   A long rising passage, whoever goes first hears a pop like a bubble of soap at the halfway mark.
They must make a Save vs Petrification or suffer 1d10 damage from the falling stones ahead of them pouring down.

15.   This rough chamber bears faint cracks all around, as if from a freeze-thaw cycle. Each player who enters has a 2 in 6 chance of hearing a popping noise, followed by a long thin bone scything out of a crack in the ceiling for 1d8 damage.

The bone has no means of support, but for each strike it drops out of the crack until it has struck 6 times. When it falls to the ground, inert.

16.   The cave is cold, as if the long winter night has seeped in and never left. A small pile of clothes lay in a corner.

Here lies 1 Doppelganger, who has hidden from the sun for many years, venturing out in winter to acquire treasure and kills, as many men wished in their hearts they did. The false-thing is cunning and will take the form of whatever person it feels would get the most sympathy from victims. But always pretending to be a delving merchant or explorer who has become trapped by the fighting, now nearly hypothermic. And with sunken cheeks and belly pulled so taught from hunger they cannot seem to walk.

To show proof of intentions, it shows the 800gp piece of jewellery it keeps for such a purpose, an elaborate torc engraved with seals and penguins. It targets whoever takes it from them first with a seemingly mad savagery. As if reclaiming it. On death it liquifies into water then becomes vapour.

17.   A pit some 20 feet deep. Ten feet away is an entrance to another cave, the walls are rough. Hidden at the bottom of the shaft is a black cloak, visible only with 1 in 6 chances from above or if ones searches the bottom by hand.

Beneath it is: 3000sp, 600gp and Jewellery worth: 500gp, 900gp and 1000gp.

Monday, January 26, 2026

AD&D 2E Skills & Powers Racial Abilities

As D&D 2E stumbled through the 90s and TSR’s final collapse at the end, a curios idea took hold that would eventually bloom into 3rd Edition in 2000. Innovation based on what the players wanted. This ended up drawing a lot from Rolemaster, a more complicated game that itself had started as expanded critical hits and combat tables for AD&D 1E. Thus, the Player’s Options book line was born. A whole revision of D&D giving absolute control over building a character and the degree of complexity for a game. From grid combat to breaking each stat into two, there was a bevy of options, some of which got incorporated into 3E.

Quite a few people look back on them fondly but just as many people dislike them for taking a game that regulated itself with random rolls and removing that. This seems to be anecdotally split between players and DMs.

Well regardless of the original intent, TSR floundered and 3E was made by Wizards of the Coast, based again, more on Rolemaster with Feats and a roll over unified mechanic. But I wanted to know how much it was carried over from 2E. Based on an anecdotal comment that 3E’s party balance issues never came up in playtesting as the designers of 3E playtested it like a 2E game.

So, I read through all the starting Character Options, as those were closest to Feats with getting into the weirdness of Non-Weapon Proficiencies sometime being skills or what later editions would term feats.

Character races got a certain amount of Character Points, of which they could only keep some ad so were encouraged to spend them. They were presented with the different races and variants of those races. With a point breakdown of their racial abilities. And therefore, they could mix and match, to their hearts’ content. Notably Half-Orcs returned as a core option along with Half-Ogres, the race Gygax created in Dragon Magazine but never really took off.

Since many of these powers overlapped, I had hoped to establish a generic list and see if things changed between races. In classic TSR fashion, it wasn’t just that these abilities were cost differently between races, the abilities themselves were not standardized. Just being the original racial abilities from 2E and 1E with a rough point cost.

Generally, a +1 attack bonus with a specific single weapon was worth the minimum of 5 points. Unless you are an Elf, who gets the +1 to both Long and Short Swords for 5 points. The same for a +1 for damage from a specific weapon, but only Half-Orcs seem to be able to do that.

Elves get a cooshee or an elven cat for the same 10 points a gnome can use friendly burrowing animal. That’s two double-stacked points in favour of an Elf and Half Elves don’t even get either bonus.

Bonuses to Non-Weapon Proficiencies were worth about 5 points for +2, as was any racial ability that mimicked a level 1 spell or gave a +2 bonus to a non-combat effect. The few saving bonuses from AD&D were also priced at 5 points per +1.

Any ability was otherwise priced at 10 points, especially if it could be halved in effectiveness for another race for 5 points. Like Infravision being 5 for point for the Halfling subtypes that got 30 feet of it, and not the regular 60 feet of other races. Or Half Orcs getting fewer natural abilities to detect underground construction.

Suprise bonuses were all just as idiosyncratic and unchanged from AD&D.

The outliers of interest were the Human only ability to get an extra 10% XP for 10 points. Which is itself a common houserule for not capping Demi-human (not human) race levels. Humans can get the Half-Ogre ability of a natural 8 AC, something that has only ever appeared here, though at 10 points and not 5 points. Which I think is odd, because 10 points feels like the right amount for something as important as AC in AD&D. Maybe they just considered it to be a small combat ability as it's the opposite of a +1 to a weapon attack.

 

In summery, there is no real consistency, which explains why 3E basically copied Rolemaster’s ideas rather than go through thee rigmarole of straightening out 2E Skill and Powers.

Monday, January 12, 2026

Converting Tunnels & Trolls or Mercenaries, Spies and Private Eyes to Mothership

Last one for now and a bit later, next week will be a bit later as well. This is a horrible mess of trying to prize three different systems together.


You can probally get by with:
MR/20 = HD, apply conversion
(Damage Dice+Adds/3.5)/3 = Spread across several attacks

If no MR
Personal Adds/3.5x5 = COM
CON/6 = Wounds, CON = Health, apply conversion

14 - Armor Hits = AC, 9 - AC =  AR
No Armor Hits, use HD as AR


The worked process

Treat Level as HD when converting or CON as HP if not available and so using the same conversion rules when translating to Health. If no HD and so no Wounds, assign 1 Wound per 6 CON, rounding up.

OSE/OSRIC damage scale is roughly one-third that of Tunnels & Trolls. Bonuses or Penalties also are affected by a factor of 3. The same should be applied to the Attack Adds for their skills and weapons. Divide the ‘Adds’ by 3.5 to determine additional dice; only whole numbers count.  Any remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1 to be dealt with after division by three, which is ignored in Mothership conversion but here for completion.

What this means is that a target needs to have a +3 to hit bonus to get a +1 x 5% Mothership Combat bonus and a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6 sword, which becomes 2d10 in Mothership. Ignore STR and DEX requirements.


MONSTER RATING

Divide MR by 20 to determine the creature's HD, THACO and Instinct. Remainders are divided by 10 to get the HD bonus. If this reduces the new Health total to less than 10, round up to the nearest 5.

Then apply the OSE to Mothership Wound and Health Converter.


There was this cool OD&D to T&T sheet which listed out all the equivelent T&T stats and Armour, but I lost it somewhere, or never saved it.

So I'm using these instead

https://rolltodoubt.wordpress.com/2024/07/26/hit-dice-to-tunnels-trolls-conversion/

https://worldoftheburn.blogspot.com/2013/05/dungeons-and-dragons-from-tunnels-and.html


Special Attacks / Abilities.  Divide maximum damage by 3 as normal, then apply the Mothership Conversion.

Subtract Armour Hits (before doubling) from 14 to determine the Descending AC.  Values higher than 10 count as 10 AC.  Or with Ascending AC, add the T&T value to 10.  Apply Mothership Conversion.

For introducing AR for T&T monsters which lack it, I'd say the new HD = AR.

Going from a T&T source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a percentage chance that each Round of combat, someone will be subject to the attack. Make it 4 - number of dice as a percentage, so if the TN requires 3 6s to be rolled, the attack goes off if a 10 or less is rolled for the monster’s Combat check.

If a Saving Roll is required for any attack, follow the rules for DC conversion. SR inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.

Magic works the same as any other converted magic, it’s unlikely the players will get to use it.


Balrog Maximus Meany from the T&T 5E example section had a MR of 250 and does 26d+125 damage each combat round (if not magic)

This becomes MR/20 = HD 12.5

Therefore Wounds start at 12, HP is 12 x 4.5 = 54 (let's arbitrarily bump this to 55 for the 0.5 more), THACO 10 and Instinct is 85%

Combat = 21 -THACO + Any listed modifiers x5 +15, or Ascending Attack Bonus +2 + Any listed modifiers x 5 +15.

Instinct = HD x 10, becoming HD x 5 after 5 HD, as a percentage

COM is (21 - 10) x 5 +15 = 11 x 5 + 15 = 70%

Applying the rule - If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds. If this reduces the new Health total to 10 or less, add 5 to the Health. and round up to the nearest 5.

Wounds/HP become 12 - (2 x 4) and 55 - (10 x 4) = 4/15

For damage, 26d+125 is 26+(125/3.5) = (26+35)/3 = 20d6

d8, d10, 2d6 = 2d10

Doubling as you go

Once you get to 4d10, you have the option of changing it to 1 Wound if caused by massive damage.

So 2d10 x 10 or 4d10 x 5 or 5 Wounds. Tricky because T&T does all the damage as a single roll off.

I'd be tempted to say 5 attacks at 1 Wound each.

No mention of armour, which is a little annoying, but still

Maximus Meany

W2(30)

COM 70% Flaming Great Weapon 1W , Alternate Fire & Explosives and Gore & Massive

5 Attacks per round

INS 85%

AR 12

Can move faster than a human and can fly

Weapon loses fire effects when exposed to water.


Extraterrestrial Criminal from T&T Solo 9 - The City of Terrors, passage 95

ST 35, IQ 18, LK 20, CON 5, DEX 18, and CHR 15

Sonic sword cuts though any armour in 2 rounds

He has no armour, and his combat adds are 37. The sonic sword gets 3 dice plus 5 adds.

No level listed and no MR, so CON = HP = 5, at the rate of 1 Wound per 6 CON, rounding up, this foe has just 5 Health as listing a Wound of 1 is pointless.

The weapon is 3+5 or 3/3+5/3.5 = 1+1.4 = 2, that becomes 2d6 = 2d10 in Mothership

The low HD means the skill is too low, so 37/3.5 = 10 x 5  = 50% COM

Extraterrestrial Criminal

(5)

COM 50%, Sonic Sword 2d10

Sonic Sword cuts through any armour in 2 rounds

INS 50% to save time, as the foe never did anything but attack


Jub-Jub Bird (from 7.5E)

MR: 25 – 150 (roll 1D6 x 25) per head

Special Abilities: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ); all as cast by a 4th Level Specialist Wizard

WIZ 3–15 (10% MR rule) per head,

SPD 3D6+18

Armor Hits: 1-6 points (1 per 25 MR) per head


This is trickier, MR seems to be per head and it has spells at a level seperate to MR. The image has two-heads and so does it's listed insperation in the description.

I rolled a 1 and a 6, so MR 25 and 75 for each head with WIZ 2 and 7 and Armor 1 and 6 respectively
SPD is 28
Let's combine these: MR 100, WIZ 9 and Armor 7

100/20 = 5 HD and HP 17. Which becomes W3(7), which rounds to W3(10).
I think I'll take an executive decision to make that W2(15) for one per head.

COM 21-15 = 6 x 5 = 30%, 11+50 is 11+50/3.5 = 25/3 = 8d6, which is 4 x 2d10 or 2 x 1 Wound
INS 5 x 10 = 50%
Funnily enough, casting spells at the 4th Level is not high enough to get a seperate higher magic skill. But does already have the discount from the level accounted for. Accounting for the HD to wound conversion, if a target has les than 3 wounds, they save with [-].
SPD means they always act first, considering a normal human has 3d6 in T&T 7.5E

Armor Hits is 7, 14-7 = 7, 9-7 = 2

Jub-Jub Bird (medium threat)

W2(15)

COM 30% Beak 1W (Bleeding)
2 Attacks a round

AR 2

INS 50%
Can cast the following spells: Little Feets (2 WIZ), Befuddle (5 WIZ), Wink-Wing (7 WIZ) out of a pool of 9 WIZ

Faster than a person