ACREW ← Solitaire Assist

🏰 Buffalo Castle

CHAD-enhanced Solitaire Assist

🎲 OPEN DICE ROLLER ⚔ OPEN BATTLE RESOLVER 👹 WM TABLE
WM — Wandering Monster Table

Whenever a Wandering Monster appears, roll 2d6 and use the matching result.

After killing a WM, gain experience equal to its MR. Then roll its treasure chance and use the T&T treasure generation table if successful.

2 — GIANT: MR 80. Special: L1SR on DEX to dodge each attack; a failed dodge means you are smashed flat. After successful dodges you may inflict your combat-roll hits. Treasure 1–5.

3 — BLOOD BATS: Roll 1d6 for number; if 1, roll again and add 1. Each MR 10. Treasure 1–3.

4 — KILLER BEES: You cannot defend. Roll 1d6-1 for damage. If hit, you become immune to bee/wasp/hornet poison. No treasure.

5 — OGRE: MR 20. If it rolls three sixes in combat, you are knocked down and your next combat damage is halved. Treasure 1–3.

6 — GIANT SNAKE: MR 16. If it hits, roll 1d6; 4–6 means poisonous and your STR is halved for the rest of the dungeon. Immune to poison. After kill, roll 1d6; on 1, mate attacks. Treasure 1–3.

7 — ORC: MR 16. Treasure 1–3.

8 — GIANT JELLYFISH: Surprise ceiling attack: take 1d6+5 hits, reduced only by head armor. After kill, cleaning weapon takes a turn and triggers a WM check. Treasure 1–2.

9 — GIANT SPIDER: MR 16. First combat turn make SR; fail = caught in web and fight at half strength until spider dies. Treasure 1–4.

10 — GIANT RATS: Roll 1d6 for number. Each MR 12. Treasure 1–3.

11 — TROLL: MR 24. Treasure 1–4.

12 — RABID DOG: MR 18. If it causes at least 1 damage, you get rabies: future damage taken is tripled. Treasure 1–3.

ACTION REQUIRED: Roll 2d6
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