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Page 1: Tunnels & Trolls Solitaire Dungeon #3 - Warehouse 23 · PDF fileTunnels & Trolls Solitaire Dungeon #3 written by Lee Russell based on a concept by Daedalus front cover by James Talbot
Page 2: Tunnels & Trolls Solitaire Dungeon #3 - Warehouse 23 · PDF fileTunnels & Trolls Solitaire Dungeon #3 written by Lee Russell based on a concept by Daedalus front cover by James Talbot

Tunnels & Trolls Solitaire Dungeon #3

written byLee Russell

based on a concept by Daedalus

front cover byJames Talbot

back cover byLiz Danforth

Revised May 1980

Produced by

a division of Flying Buffalo Inc.

Page 3: Tunnels & Trolls Solitaire Dungeon #3 - Warehouse 23 · PDF fileTunnels & Trolls Solitaire Dungeon #3 written by Lee Russell based on a concept by Daedalus front cover by James Talbot

INTRODUCTION

Labyrinth is an adventure with an ancient Grecian theme. Mythology, legend,and history are herein mingled with no regard for proper chronology. Absolutelyno medieval or modern characters or monsters abide in Labyrinth.And no Romanvariants of Grecian names or ideas will be found, either. (A Roman dungeonwould be fun too, but this is a Greek dungeon.)

Those of you who are learned in the stories of ancient Greece are asked to layyour serious scholarship aside in Labyrinth and just enjoy the fun. Those of youwho are unfamiliar with the stories of ancient Greece are happily invited todiscover a whole new world of wonders.

Only 1st and 2nd level human warriors mayenter the Labyrinth, and only one charactermay enter at a time. Advanced characters withadvanced weapons belong elsewhere. Andbarbarian magic simply doesn't work in theclear rational light of civilized Greece (nor inthe dark, for you hair-splitters). What appearsto be magic in the Labyrinth is actually divineintervention. From time to time, a charactermay be given a divine charm which functionsas a magical device and takes no wizardry orstrength to use. These charms may be takenout of the Labyrinth and will continue to work(unless nay-sayed by individual GMs).

To adventure into the Labyrinth, you willneed the usual assortment of pencils, paper,dice, and the T&T rules. All native fighters inthe Labyrinth have monster ratings and fightaccording to the T&T combat rules. Wheneveryou are told to roll for treasure, use theTreasure Generater in the T&T rulebook.

All saving rolls will be made at yourcharacter level. If you are a 1st levelcharacter, you'll always make first level savingrolls (20 -LK); if you are a 2nd level character,you'll make 2nd level saving rolls (25 - LK).

Invocations and saving rolls are the samething. Whenever the instructions tell you to"make an invocation" or "invoke the gods,"you make a saving roll. The reason for this isthat the Labyrinth contains gods andgoddesses. An invocation is a prayer forintervention in your behalf by a divine power.In most dungeons there are no divine powers,so blind luck must be invoked with a savingroll. It's the same thing, only in the Labyrinththe powers invoked have personalities.

Occasionally you will be told to make an

invocation based on some other attribute —such as Charisma or Dexterity. Just substitutethat attribute for Luck. (It's easy.)

The gods and goddesses in the Labyrinth are

immortal, and if they fight you, you can't killthem. But they will have both a "MonsterRating" and a "Gracious Loser Rating." Thegracious loser rating is a number on themonster rating scale. Whenever you reduce animmortal combatant to his/her/its gracious loserrating, the fight is conceded to you — you win.

There will be times when you will need tokeep track of turns in the Labyrinth. In non-combat situations, a turn will consist of thelength of time you spend on one paragraphbefore you turn to another paragraph. Fivecombat turns equal one regular turn. If youhave 10 go-rounds of combat at paragraph97A, that counts as 2 turns. Round off partialturns to the highest whole before going on (ifyou have 7 or 8 combat go-rounds at 97A, thatalso counts as 2 turns).

Any time you are drunk in the Labyrinth,you will stay drunk for 4 regular non-combatturns. Or, since activity and adrenalin burn thealcohol out of the system, 2 combat turns willsober you right up.

Both monsters and deities roam theLabyrinth as Wanderers. Whenever you aretold to meet one or to see if you've met one,consult the instructions on page 29.

While you are inside the Labyrinth, youshould keep a list of the paragraph numbersyou go to. Occasionally, you will be told to goback somewhere, and if you don't keep a listyou will be totally and hopelessly lost.

After you have read these instructionscarefully, go to the Entrance on the next page.

Page 4: Tunnels & Trolls Solitaire Dungeon #3 - Warehouse 23 · PDF fileTunnels & Trolls Solitaire Dungeon #3 written by Lee Russell based on a concept by Daedalus front cover by James Talbot

ENTRANCE

The Cretan soldier you have bribedto take you to Labyrinth has led you to acave-like entrance some distance fromthe palace. He has told you that if youcan find them, there are other ways outof the Labyrinth. He has also told youthat the clear light of ancient Greecepermeates, at least dimly, even into thedepths of the Labyrinth. He also tells youthat he thinks you are some crazy kindof barbarian for wanting to go into theLabyrinth and take a chance on runninginto the famous Minotaur.

Just after you step inside the Labyrinth,a minor earthquake (a prelude to themajor one that will someday destroy boththe palace and the Labyrinth) closes theentrance behind you. You can stay hereand try to get out until you starve — oryou can go to 25B.

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