Deluxe T&T Deathtrap Equalizer
Deluxe T&T Deathtrap Equalizer
Deluxe T&T Deathtrap Equalizer
Written by
KEN ST. ANDRE
Illustrations by
LIZ DANFORTH & STEVE CROMPTON
Cover by
BRIAN TALBOT
ISBN : 0-940244-02-0
Product# 8102
2
A Foreword by the Dungeon Designer
I n 1976, Rick Loomis of Flying Buffalo, Inc., designed the first programmed solitaire
dungeon for players of Tunnels & Trolls. Called Buffalo Castle, and limited in scope to first
level warrior characters, it was nevertheless something of a breakthrough in fantasy
gaming. For the first time in the short history role-playing fantasy games, a person could sit
down and play a full game of T & T, even if there was not another gamer around for a hundred
miles. Furthermore, for a new player trying to introduce even newer players to the hilarious
art of dungeon-delving, Buffalo Castle can serve as a simple dungeon already created, thus
saving the new dungeon designer hours of work in designing his own dungeon, and in
providing a wealth of good ideas to springboard the imagination of the new designer when he
gets around to digging his first tunnel complex.
Now Rick has asked me to do another programmed dungeon for solitaire players. I call it
the Deathtrap Equalizer Dungeon. This is not a beginner’s dungeon for warriors only, but
instead is a full-fledged house of horrors for player-characters of all types and levels. As you
might suspect, when trying to design a sophisticated dungeon with a finite number of choices
for players to make, instead of the infinite possibilities available when you have a game master
to moderate, the most difficult thing to predict and control was magical actions initiated by
the players. If I wanted to spend several years and hundreds of pages, I suppose I could have
accounted for every conceivable magical reaction to any stage of a given situation, but I
wanted to produce a playable game booklet, not an encyclopedic work for budding magic-
users. Thus, I have arbitrarily limited the available magic to the first five levels of spell-
casting, and not even all of them. While you may try to employ any of the first five levels of
magic, only those spells which I considered most logical for use in each situation can actually
take effect. All irrelevant magic is either useless or automatically cancelled by higher sorcery
built right into the dungeon walls.
Like Buffalo Castle, the Equalizer Dungeon depends upon the honor system to make it
work. If you are going to cheat, you might as well not even play, because the only person you
are cheating is yourself. This dungeon contains 15 situations drawn from the mythology of
heroic fantasy. There is at least one or more logical solutions to each problem that your
characters will face, even if it is as simple as fighting your way out. I have tried very hard to
devise tests and traps that will challenge every part of a player’s character, luck as well as
cunning, wisdom as well as swordsmanship, caution as well as daring. The traps are fiendish,
and you may find many of your favorite characters going down to humiliation or death, but
the rewards are high, and when through some fortunate combination of circumstances you
get a character who really achieves some heroic feats, you will be all the prouder of him or
her. In order to play this game you will need a copy of the Tunnels & Trolls rules, a few dice,
some paper, and a lot of good sense. Now, if you are ready, please turn to page 1 and meet
your host, Umslopagaas of the Shiny Teeth, and happy delving!
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Second introduction (many years later)
O k, that’s what I said back in 1976. While preparing the Deluxe edition of T & T in 2013,
I thought it might be fun to revise and re-issue my first real solo adventure. The
situations in this adventure remain the same, but the wording may have changed a bit,
or I may make other small changes. This adventure should be played using the Deluxe rules.
Player characters may have Talents. The minimum saving roll is no longer 5--it may be as low
as 4. A roll of 1, 2 is always a failure, no matter how good the character’s attribute may be,
and is considered a catastrophic failure. There are some other minor changes and additions.
When asking for a saving roll, I will use this format: L5SR on LK (which means level 5 saving
roll on Luck). The attributes and levels requested will vary, but they should all be in that
format. Some character names may change. This is an adventure for humanoid characters
only (that is: humans, elves, dwarves, hobbs, and perhaps uruks and urukin.) Other kindreds
such as leprechauns, fairies, trolls, ogres, goblins, centaurs, will not be admitted here. When
this dungeon was first created, I assumed your player would be a human. It doesn’t have to
be, but at least it should be humanoid and roughly the right size.
The year in Trollworld was about 1000 A.K. when the Deathtrap first opened for business.
The current year is about 1250 A.K. Attribute all differences between the earlier edition and
this later one to the passage of time. Some things haven’t changed. Immortals tend to last a
long time.
You will need a character, paper, dice, something to write with, and perhaps the Deluxe rules
for T & T. When you are ready to play, please turn to page 1, and read the introduction. If you
do not have the Deluxe rules, go ahead and play by any edition of T & T rules that you do have.
Your character may have Talents. If you have not assigned any Talents to the characters you
use in this book, and come to a situation where a specific Talent or kind of Talent might help,
feel free to give your character the Talent that might save its life. Characters get one Talent
per level. Rogues also have the Roguery Talent based on the highest attribute among INT,
LK, and CHR. Good luck!
Special thanks to Mark Evans (AKA: Mahrundl) for his proofing assistance.
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Welcome...
1A
The fellow on the next page is named Umslopagaas of the Shiny Teeth. He is
your host in the Deathtrap Equalizer, and it is he who gives out the rings for
those who want to try their luck in this dungeon. There are some rules that you
as players must conform to in order for this game to work. First: the regular rules of
Deluxe Tunnels & Trolls apply in the situations inside. Second: a delver must go alone.
Sorry, no groups. Third: you must use your imagination and sometimes do the dice rolling
for the monsters as well as for your own character. Some monsters use the monster rating
system, and some fight as individual characters. Saving rolls are made on a variety of
attributes, but the minimum saving roll will always be 4, and a roll of 3 (1, 2) is a
catastrophic failure no matter what the character’s attribute may be. Now, let’s pick up on
what Umslop (as his friends call him) is saying.
“... Most of you will be taking the Frog trip; that is, you get into one situation, solve it, and
come back out where I can award adventure points, patch up minor wounds, and what not.
More ambitious players will try the Monkey trip. Each time you solve a situation you will
randomly go on to another one until the randomness sends you back to one you have already
done. If that happens you will return here, and your adventure will be over.” (If you are
supposed to return to Umslop, then always go to 2A.) “Those who think they are heroes will
use the Lion ring, and will go in sequence through all 15 of the Equalizer situations. I
wouldn’t try it myself, but the rewards are tremendous if you make it. Each time your ring
lights up, you go on to the next adventure.” (Instead of going to 2A you go to the next A
paragraph up through 18A, which is the last situation.) “Step right up and take a ring.’’
Umslopagaas continues his pitch. “Now, as you all know, this is an equal opportunity
dungeon, licensed by the Chamber of Commerce of downtown Khosht, and in reality it is
more of a pocket universe in a closed time loop than a conventional complex of tunnels
and chambers. Everyone has the same basic chance of getting rich or getting dead. It
depends on you. We allow you to take any magical weapons, protective charms, armor, etc.
that you might already possess. There is only one catch. In situations where there is a
conflict of interests or instructions, the Equalizer instructions take precedence. (If you
have a magic weapon that is supposed to be unbreakable, and we say it breaks, then we
broke your magic weapon.) Also, those of YOU who are shape-shifters will find that you
are limited to humanoid form while inside.”
“Some words of caution. The Equalizer was designed to kill fools. Be wary of your
5
choices, but be not afraid to fight when you must. You
would be wise to take some means of making a light, and
some money in case you might want to buy anything
within. Remember that courtesy may be as important as
skill with weapons. Now goodbye and good luck. I’ll be
watching, but you’re on your own.”
Choose now whether you are taking the Frog trip,
Umslopagaas
the Monkey trip, or the Lion trip. If it is Frog or of the Shiny
Monkey, roll 3D6 and go to the A paragraph
indicated by the number you rolled. If you rolled
Teeth
a 7, you would turn to paragraph 7A. If you
are taking the Lion trip, go directly to
paragraph 3A. Read each paragraph of
information carefully.
You may read a whole paragraph before
going to another paragraph unless
specifically instructed not to. Make your
choices promptly and fight your battles
quickly. You may never exercise more than
1 option at a time.
Wizardry lost in spell-
casting recovers at a rate of
1 point per numbered entry
finished. An entry like 17E
may actually have 2 or more paragraphs in it,
but you would only recover 1 WIZ point for
it. Wounds do not heal naturally inside
the Equalizer, and other lost attributes
will not revert to their normal base
numbers unless the wording
actually says so.
So roll those dice and
get started, or if you’re
doing the Lion
Trip, go to 3A
6
2A
“Welcome back!” cries Umslopagaas. “I’ve been watching you in this magic mirror, and
you have done well!” He says that even if you come back defeated. At least you are still
alive. Umslopagaas does some wizardly chanting and laying on of hands and you are
awarded adventure points based on your achievements.
If you have completed the Trip of the Lion you get a bonus of 10,000 adventure points. You
should have already recorded your points for saving rolls and combats survived within the adventure.
For the Trip of the Monkey, you get 500 adventure points for each A paragraph that you visited.
For the Frog trip you just get 500 adventure points.
If you return wounded, Umslop will heal you using the Poor Baby spell to bring your CON back to
its normal maximum. He will not do anything to change or restore other attributes that were
affected during your trip into the Equalizer.
You may, of course, return to the dungeon (by rolling 3D6 and going to that numbered A
paragraph), but a prudent person would probably take the rest of the day off and/or try another
adventure somewhere else.
2B
If your CON is between 0 and -9, you look dead, but are not beyond saving. Umslop will
use his wizardly powers to heal you. He will also charge you all the money you may currently
have for doing so, and will take back the dungeon’s ring. If your CON is at -10 or less, then
you are truly dead. Do not use this character ever again. But don’t be discouraged. You can always
create a new character and have new adventures, either here or in other solos and modules. The End.
2C
If you have the Frog Ring, go to 2A. If you have the Monkey Ring, roll 3D6 and go to the
A paragraph indicated. If you have been to that paragraph once already, then your trip is
finished and you will go to 2A instead. If you have the Lion ring, go to the next highest A
paragraph in sequence (example: if you just finished the adventure starting at 9A, you would go to
10A. If you have finished the adventure starting at 18A, your trip is complete - go to 2A.
2D Ursla has taken a twisted revenge and sent you into another universe. Roll 1D6 to see
where you find yourself.
1. You are standing on the sands of the Arena of Khazan, facing Ursla’s sister sorceress. Go to 6B
in that solitaire and fight as best you can. If you survive, you may leave Arena after that one fight.
2. You are suddenly transported into the Khazan Gauntlet of Criminal Justice and Retribution.
Go to 12A in Naked Doom. Survive that if you can.
3. You find yourself underground in the Sewers of Oblivion. Ignxx the demon is standing beside
you. Start there at 18C.
4. When your vision clears you are at 18A here in the Equalizer Dungeon.
5. Your eyes are open, but you are in darkness. Go to paragraph 8A in the solitaire Beyond the
Silvered Pane.
6. You hear the roar of a crowd in the stands. Go to paragraph 11E in the solitaire City of Terrors
and fight. If you survive, you can explore further or leave the city afterwards.
If you don’t have the solitaire you are sent to, Ursla takes a more personal revenge. She grins
ferociously and casts a spell that cuts all your attributes in half, round down. Go to 2C because your
ring is glowing.
2E
Something collides with the wall of force that surrounds you. You hear the clacking of
enormous mandibles or perhaps teeth. With some relief, you notice that your ring has
started to glow. Go to 2C.
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3A
You are in a large dark room. High overhead the
wind whistles softly and eerily. Do you wish to
make a light? (You may use a Will-o-Wisp spell
here, or simply light a candle, torch, or lantern if you
brought one.) If you make a light, go to 10B; if not,
go to 15B.
Or, providing you have such magical powers,
you may put a Cateyes spell upon yourself. That
will allow you to see well enough in the darkness
to go to 10B, but ignore the first two sentences.
3B
Only a Protective Pentagram could
save you in this situation. If you wrote
anything else, go first to 7B and from
there go directly to 21B. If you called up a
Pentagram, go to 2E.
3C
You hit it. Compute the number of hits and
compare to its Monster Rating. If you killed it,
go to 2C. If not, make a L2SR (level 2 Saving roll) on
either LK, DEX, or any Talent like Dodge or Acrobatics. If you make the saving roll, you
nimbly dodge the monster and may continue to fight--return to 8C. If you miss the saving
roll, you are not quick enough, and the thing bites you. Go to 2B.
3F
If you wrote Take That You Fiend!, go to 22B. If you wrote Hold That Pose, go
to 22E. If you wrote Blasting Power or Freeze Please, go to 22D. If you wrote
Protective Pentagram , go to 22E. If you tried anything else, it failed, and the bat
got 80 hits on you. If you are dead, go to 2B. Should you still live, go to 30B.
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4A You are in a large, square, dimly-lighted room. The floor is strewn with
human bones. If, on general principles, you wish to cast a Hidey Hole spell
on yourself, go to 12B. If you choose to do nothing but wait, you will
spend several minutes standing there. You may roll 1D6 to see how many WIZ
points return. Then go to 25B. If you decide to explore the room and examine
the floor more closely, go to 14B.
4B He tells you his name is Lakov the Necromancer, and that he is weary of
living, but that his dark gods will not allow him the boon of being undead
without a fight. He politely requests that you attack him. You don’t have to.
If you don’t want to fight this magical fellow, go to 30A. Or, if you do attack him
with the scimitar he offered you, go to 15F. Should you prefer to use your own
weapons while attacking him, you may do so--go to 23E. And, if you choose to
attack him magically, write down your spell and go to 18C.
4D
If you blast with fire, go to 35E. If you choose to use ice, go to 17C.
However remember this instruction as it takes precedence over the instruc-
tions at 17C, if you fail to slay it immediately at 17C, turn directly to 8C.
4E
You cautiously do not make a light, but you have been in the dark long
enough. The place lights up anyway with no harm to you. You receive 10
adventure points for your exemplary caution. Now go to 10B and ignore the
first two sentences.
4F No physical defense will save you from these swords. Unless you try magic,
go to 2B. If you try magic, write down your spell, and then go to 25C.
4G
Something large, hairy, and heavy lands on you, and bites a big hole out
of your face and neck. You feel a terrible pain-everything goes black. Roll
3D6 and set that negative number equal to your current CON. Go to 2B.
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5A You are in a large dark room. With your first step, you feel brittle bones
crunching under your feet. Make your first level LK saving roll (20 - LK).
If you make it, go to 17B. If you fail, go to 4G.
5B
Ursla decides she likes
your looks and invites
you for an evening’s
dalliance. You look once from her
to her bears, then make a decision.
If your decision is to stay with her,
go to 34F. If you decide to tell her
you’re tired and would rather
leave, go to 24F.
5C
In combat, Muskah
gets 6 dice for his two
weapons, and 15 adds.
He will not go berserk, though
you may if it will help.
His Constitution is only 10. Fight until either you or he dies. If you go berserk and
your Strength falls to 5 or less, you pass out and he kills you. If he wins, go to 2B.
Muskah takes all your possessions and throws your body out for the dungeon rats
to gnaw on. If you kill him, go to 26B.
5D
Vashtari’s ratings are: STR: 64, CON: 73, DEX: 26, SPD: 12, INT: 16,
WIZ: 24, LK: 16, CHR: 20. It gets 8 dice in combat and 67 adds. You may
take your first attack directly off its Constitution. If you killed it, go to 33A.
If you are using fighting spells such as Take That You Fiend! or Blasting Power,
you will stay here and fight. Score your hits first, and then if it isn’t dead on the
2nd combat turn, figure its hits on you. If your Constitution drops to 0 or less, go
to 2B. If your weapon is magical in any way, stay here and fight until either you or
Vashtari is slain. If you win, go to 33A. If you lose, go to 2B. If your weapon is
not enchanted in some way, go to 9E.
5E
If your total is 50 gold pieces or more, go to 26C. If less, your ring begins
to glow. You may either leave go to 2C, or gather more treasure go back to
11A, or search for secret doors go to 28A.
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6A You are in the bedroom of a very lovely lady. She has a thin oval face, a
voluptuous figure scantily clad in an outfit of fur, and long glossy black
hair. She also has 2 large white bears in the room with her (each with a
Monster Rating of 54). The walls are hung with mirrors, and even if you are a
warrior, you sense tremendous magical energies nearby. What is your Charisma?
If it is 8 or less, read no further, but turn to 20A.
If your Charisma is 9 or higher, you have 3 options. If you want to attack her,
go to 3D. If you speak nicely and apologize for breaking into her boudoir, go to
19C. If you want to be invisible, and cast a Hidey Hole upon yourself, go to 7B.
6B
You may cast any 1st - 5th level spell in your power. Write down which
spell you use, and then go to 8B.
6C
You have called up a giant blood bat with a Monster Rating of 100.
You must defeat it to get away with your life. (In combat it gets 11D6 and
50 adds). If you fight with magic, write down your spell and go to 3F. If
you use weapons, go to 9C and ignore the first sentence. Note that the bat always
gets 11 dice, but its adds will go down as you weaken it.
6D Behind the door is a cockatrice. It sees you before you see it and turns
you to stone with its glance. Go to 2B.
6E Make your L1SR on Luck. Muskah has rigged a trap to protect his
treasure. If you miss the saving roll, you open his treasure box the
wrong way and release a cloud of poison gas. Roll 3D6 and change your CON
attribute to that negative value. Go to 2B. If you make your saving roll, go to 19D.
6F
You ward off that first blow and break free with only a minor wound.
Reduce your CON by 1/3, rounding down. The troll gets 6 dice and 25
adds each combat turn, and has a CON of 50. You are no longer able to
dodge and duck, but must stand and fight by the normal rules. Whoever’s
Constitution goes to zero first, dies. If you win, go to 2C (the troll is worth 50
adventure points). If you die, go to 2B.
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7A You are standing with your back against a wall in a large red circle. This
room is 30’ square; on the walls are mirrors and paintings. There is a
table and a chair in the center of the room, carpets on the floor, and
couches near the side walls.
In front of the door stands a great hulk of a warrior, 6’6” tall, 250 lbs. of muscle.
He is armed with a broadsword in his right hand; instead of a left hand, he has a
double-bladed war axe (6 dice plus 3).
He speaks jauntily. “Hello, buster. Muskah is my name, and robbing people is
my game. Har, har! Don’t bother going for your magic - none of it will work in this
room. Now either lay down your cash, or pull out your weapons.” Muskah grins
ferociously through strong yellow fangs and
advances upon you.
If you choose to fight, go to 17D. If you
surrender, go to 20B.
7B
It doesn’t work. Unless you have
received other instructions, return to
the paragraph you just came from.
7C
As long as you do nothing, the
situation remains unchanged. Go back
to the paragraph you just came from.
7D
Deluxe staffs are indestructible.
You wedge yours between floor and
ceiling, and the roof grinds to a stop.
Very clever of you. For quick thinking you get
75 adventure points. The door pops open. You
may take the emerald if you wish (roll for its
value on the Jewel Generation chart). You have
lost your deluxe staff. Return to 11A.
The ring is now glowing. You may either
gather treasure (follow the instructions in 11A),
leave (go to 2C), or exit by the other secret
door (go to 6D).
7E
You may either grope around with
your hands--go to 25A, or use an Oh
There It Is spell on the walls around
you--go to 23D.
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8A
You are in a very dark place. You
see what appears to be the night
sky full of stars directly in
front of you and close enough to
touch. If you are a magic-user, you
sense magic all around you. If
not, you deduce that magic may
be involved.
If you want to try an Omni-
potent Eye, go to 23C. To make
some light (either naturally or by
magic), go to 14E. If you step
forward, or turn around and try to
walk away, go to 32C. If you don’t
move and just wait for something to
happen, go to 25E.
8B
If you wrote Mind Pox or Protective Pentagram, the bats will be baffled
and will fly away, leaving you safe. Go to 12D. If you used any other spell,
it was not enough to stop all 8 monsters. They got you. Roll 3D6 to see
how far below zero your CON is when you appear at 2B.
8C
The spells you can use are: Hold That Pose go to 37A,Take That You
Fiend go to 3C, Blasting Power or Freeze Please go to 4D, Smog go to
14C, or Protective Pentagram go to 23A. Nothing else will work this time.
8D
The door opens into a small room 10 feet by 10 feet. At the far end of
the room in a niche in the wall is a large emerald. You sense no magic in
the room. If you enter, go to 29F. If not, return to 30C.
8E You sense very powerful magic about this fellow and his weapons.
It is enough to make you listen to what he has to say. Go to 4B.
8F
First, you receive a magic purse that always has 5 new gold pieces in it
at dawn. Then, if you are a warrior, she gives you a 3-dice sword that will
take as many hits for you as it dishes out on any combat turn.
Furthermore, even if you are beaten in combat, when using this sword, your hits
will always count against the foe. If you are a magic-user she gives you a special
bear-claw necklace that reduces the WIZ cost of any spell you throw by half. If you
are a rogue or a warrior-wizard, she offers you a choice of one or the other (the
sword or the necklace). You also get 100 adventure points for everything you’ve
learned from her. Go to 2C.
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9A
You have come to the Equalizer Room. Magical rainbow-colored energies
swirl dizzily all around you. Tremendous forces tear at your body - each of
your attributes is altered by 18th level sorcery to 20. Any attribute,
whether it was higher or lower than 20 before, is now at 20. Go to 2C.
9B Make your L3SR on INT. If you make it, go to 30B. If you fail, go to 13D.
9C
Altogether the bats get 9 dice and 40 adds. Make weapons rolls and
compare your total to theirs; the loser takes the difference in hits. Keep
fighting until either your CON or their monster rating has been reduced
to zero. If you lose, go to 2B. If you win, go to 12D.
9D
Make your L1SR on LK. If you
make it, you elude Muskah and
get out of the room, still naked
and unarmed. Your ring begins to glow.
Go to 2C.
If you fail to make your saving roll,
Muskah gets one slash at you with his sword.
Roll 2 dice and add 12. Take that number of
hits off your CON, and take half that number
permanently off your Charisma. If this kills you,
go to 2B. If you still live, Muskah laughs at you and
throws you out of his chamber. Go to 2C.
9E
Non-magical weapons will inflict hits once
only on Vashtari. In doing so, they shatter and
become useless. Go to secondary weapons if
you have them. All non-magical weapons will still
shatter after the first use. If you are a magic-user,
you may switch to combat spells like Blasting Power,
by going to 5D. If you are reduced to fighting with
your hands, you get 1 die plus your adds.
If you kill Vashtari, go to 33A. If it kills you, go to 2B.
9F
As you deliver the fatal blow, Lakov cries out, “Free at last! I reward
you!” Then he is dead. You get 500 a.p. You also acquire the power to ask
simple yes/no questions of dungeon masters in other games (up to 5 per
game) without using a Dear God spell. The scimitar is an enchanted weapon whose
merest touch (1 hit) will destroy any undead monster (vampires, zombies, etc.).
Go now to 2C.
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10A
You are in Weland’s Sword Shoppe: Proprietor,
Aloishius W. Dwarfi. To buy a magic sword, go to
24C. To go out through the back door and into an
adventure, go to 4A. To attack Aloishius, go to 31B.
10B
I assume you have a means of producing a light,
such as torch, lantern, or magical ability for a
Will-o-the-Wisp spell. If not, read no further, but
go to 15B.
Okay, you make a light, and can see the room. It is
circular and is 300 feet in diameter. In the center of this vast
room is a pit 50 feet across and 50 feet deep. The bottom is
full of spears. Magically suspended in mid-air 10 feet above the pit and directly
over its center is a huge bat-shaped emerald. You have several options:
1) You can make a closer examination of the walls and floor. Go to 19A.
2) If you can, you may fly yourself to the jewel and take it. It weighs 50 weight units
and is worth 10,000 gold pieces. Go to 22A.
3) If you have a rope, you may improvise either a lasso or net and try to pull the
jewel to you. Go to 21A.
4) You may do nothing at all. Go to 7C.
10C
You become invisible. Muskah throws his
sword down, falls on his knees, and begs you
not to kill him. He is helpless. You may kill
him if you wish, but he offers you 100 gold pieces to spare
his life. If you kill him, go to 26B. (He is worth 37 a.p.)
If you take the ransom, he leads you outside, shows you a
vase down the hall, and then jumps back in the room and locks his door.
There are 100 gold pieces in the vase. Your ring begins to glow. Go to 2C.
10D
What an optimist! What a fool! Roll 2 dice for Ursla. Doubles add and
roll over. If she gets a 6 or less, you take her by surprise. Go to 16D. If
not, the weapons fly right out of your hands. Go to 21C. If you hit her,
but with less than 20 hits, go to 21C anyway. If you kill her, go to 16D.
10E
Beneath the moss you find a loose stone which you can pull out with
your bare hand. If you want to see what is there, go to 32E. If you don’t
care to look, go back to 25A.
15
11A
You are in a brightly-lighted, marble-walled room 50 feet square and
100 feet high. The floor is covered with gold and silver coins. A wave of
nausea rolls over you if you have magical abilities, and you know you
will not be able to cast any spells while in this treasure room. The logical thing to
do would be to gather up some coins or search for a secret door leading out. If you
gather coins, write down how many of what kind and go to 5E. If you want to
search for concealed doorways, go to 28A.
11B
If you choose to fight with magic, write down your spell and go to 3B.
If you flail blindly with weapons, you must inflict 50 hits on it to kill it.
You get one-half of your weapons roll each combat turn, but you must
also make your L1SR on LK each time.
If you miss your saving roll, go to 4G. If you kill the
thing, go to 2C. It is worth 50 a.p. and the adventure
as a whole is worth 100.
11C
POOF! A cold ball of radiance hangs in
the air, and you can see what you’re up
against. Go to 13C.
11D
You should not have tried to attack a witch in her own house. None of
your magic works, but Ursla knows that you tried, and you have made
her angry. She sics her bears on you. You find yourself fighting for your
life with only your physical weapons -- go to 16D.
11E
You are temporarily safe. You may apologize and go either to 2C or 4A
(your choice).
11F
She is perfectly willing to talk to you. She respects your caution, and
offers to do one of three things, either
1) increase your INT by 5 points;
2) give you a charm which wards off 30 non-magical combat hits; or
3) let you make love to her. If you choose option 1 or 2, you’ve got it,
and you go to 2C. If you desire her body, go to 35D.
16
12A
You stand at the bottom
of a circular well, knee-
deep in water. Far up
above you is a dim circle of light,
and a great roaring windy noise.
Slimy blue algae encrusts the walls.
The floor underwater is soft and
porous but undeniably rock. If you
want to further explore your
surroundings, go to 7E. If you just
want to get out of this
uncomfortable hole, go to 27C.
12B
You are now invisible
until you leave this room.
If you are attacked, the
monsters will only get half their
combat roll against you.
Return to 4A.
12C
By dropping to the
floor and rolling away,
you gain a moment of
grace, but that’s all. You still have
these options: fight blindly go to
11B; make a light go to 4C; put a
Cateyes on yourself to see in the
dark go to 13C.
12D You may go through the door. If you do, go to 19B. If not, go to 21B.
12E
It is totally dark in this room. Not even a cat could see anything.
You wasted your magic on that one. Return to 15A.
17
13A You meet a tall, thin, bearded man dressed in black, including a black
turban. He offers you one of the two scimitars he is holding. Are you a magic-
user, a warrior-wizard, or a rogue? If you are, go to 8E; if not, go to 4B.
13B
You are too nervous, my friend. When the shriek surprises you, you flinch
and tumble into the 100-foot deep shaft. Make a L3SR on LK. If you make
it, you land in deep water, and the fall does not kill you--it just does 2D6 of
stun damage to you that temporarily reduces your CON--if it reduces it below zero,
you are knocked out and will drown. If you are still conscious, go to 16C. If you fail
the saving roll, you land on stone instead of water. Ouch. Go to 2B.
13C
Whether you have a light or Cateyes, you now see that you are in a large
triangular room 20 feet high. The ceiling is a mess of cobwebs, and so is
the angle with the door in it. Your foe is a rather small spidertroll with a
Monster Rating of 50. To get out alive, you must kill it. If you wish to fight with
magic, go to 8C. If you use weapons, go to 17C. If you have an open flame and want
to set the webs on fire, go to 35E.
13D
The door slides open
and in swoop 8 blood
bats rating at 10 MR
each. They attack you. If you
fight with magic, go to 6B. If you
use your weapons, go to 9C.
13E
You probably should
have left when you
had the chance. We
told you Vashtari was immortal.
Before your horrified eyes, you
see the gargoyle pull itself back
together. It is stronger than
before. All of its attributes have
increased by one point each. The
only way to get out alive is to kill
it again. Go to 5D, but remember
to increase its Attributes by 1
point each and add 4 to its
combat adds. The rewards for
slaying it do not double.
18
14A You are in front of the booth of the Tin Trader, who is a Dwarf. He
seems to be made entirely out of glittering tin. He offers to trade you one
of his special tin weapons for any one of yours. If you agree, go to 34B. If
you refuse, go to 29B. If you do neither, but would like to attack this metallic
merchant, go to 36B.
14B
You discover some gold coins scattered among the bones. You also find a
crawl passage hidden in one dim corner of the room. If you start to gather
up some coins, go to 26A. If you wait with weapons ready to see what
comes out of the passage, go to 27B. If you crawl into the passage to see what is
beyond it, go to 27D.
14C
The spidertroll begins to
choke. Reduce its monster
rating to 25. However,
you are in a small room with a lot
of smog, which also affects you.
Your STR and CON are halved
for the next 6 paragraphs that
you read. Return to 8C and
make a different choice.
14D
Make a L1SR on
DEX. If you make
it, then you will
succeed in making a light
go to 13C. If not, go to 4G.
14E
You have triggered
the solar corona trap.
There is a tremendous
flash of light and heal from all sides.
You get a sunburn that will peel the first
three layers of skin off your body in about 2
days. Right now it just feels like the worst burn
you’ve ever had. Reduce your CON attribute permanently by 4 points, and cut your
DEX in half because you are temporarily blind. Go to 29C.
19
15A You are in a totally dark room. If you want to make a light, go to 29D.
If you prefer to grope around in the dark, go to 33C. If you are willing
and able to use a Cateyes spell on yourself, go to 12E. If you do nothing,
you will quickly notice that the room remains perfectly still and quiet. Go to 7C.
15B
You have chosen to remain in the dark. If you change your mind, go to
10B. If not, you may sit tight by going to 7C, or begin to explore. If you
choose to explore in the dark, make your L1SR on LK. If you make the
saving roll, go to 20C. If you fail, go to 10B--but ignore the instructions there and
continue to 2B because you fell into the pit in
the middle of the room.
15C
A careful search reveals 232 gold
pieces scattered among the bones.
Take them if you wish. Your ring
begins to glow -- go to 2C.
15D
You discover a hidden door in
the far wall. It is unlocked and
will slide open if you wish. If you
open the door now, go to 13D. If not, return
to 10B and do something different.
15E Make a L3SR on LK. If you make it, go to 12B. If you miss it, the spell
fails. Too bad! Go to 2B.
15F
The scimitar is a 4D6 weapon. When fighting with it, you also get to
use your personal combat adds. Lakov gets 4D6 for his weapon, and he
has 22 personal combat adds. He has a CON of 100, but is wearing no
armor. Once the fight starts with scimitars, no other weapons may be employed,
and no magic may be cast. Fight it out until one of you is dead. If you die, go to
2B. If you kill him, go to 9F.
20
16A You are underwater and unable to see
anything, not only because your eyes
are closed, but also because there is no
light. Your ears hurt due to the water pressure.
If you are wearing armor and carrying any weapons
larger than a knife, go to 24E. If not, go to 31E.
16B
You come shooting up out of the
well. There is a troll at the top with a
club. It takes a swipe at you; Make a
L2SR on LK. If you miss the saving roll, take 20
hits. If that kills you, go to 2B. If it didn’t kill
you, the blow will knock you out of the air and
you will have to fight. Go to 25D.
If you make the saving roll, the troll misses
you cleanly. You may either fly away or try to
defend yourself. If you try to fly away, go to 37B.
If you wish to attack the troll, you must land to
attack it--go to 25D.
16C You swim strongly with the current and enter a narrow tunnel
sloping down. The grade gets very steep and the current is tremendous.
Make a L2SR on LK to avoid being knocked out as you are battered
against the walls by the raging water. If you fail the roll, glub, glub, glub -- go
to 2B. If you make it, then try for a L2SR on CON to see if you can hold your
breath long enough to reach safety. If you fail that one, go to 36F. If your lungs
are strong, go to 19F.
16D
You must fight two bears to the finish, but only one at a time.
Each one has a monster rating of 54. No magic will work against them,
but you may enchant yourself if you have the ability. If you beat them
both, go to 18D. If they beat you, they eat you -- go to 2B.
16E
Make a L2SR on LK. If you make it, you get out the back way
successfully, and go to 4A. If you fail it, then you get chopped up.
Go to 2B.
.
21
17A
You are sitting face to face with
the most beautiful person you
have ever seen, male or female.
This being shifts its form to the gender
most appropriate to your preferences … this
is your ideal mate. If you want to make love
to this person, go to 35D. If you want to
attack, go to 32F. If you’d simply rather talk
with this gorgeous being, go to 11F.
17B
Something swishes by you in
the dark. You feel the long,
coarse hairs on its body brush by
your neck. There is a loud click, as of
clashing mandibles, and a burning liquid
splashes on your tunic. Your options are: fight blindly go to 11B; drop to the floor
and roll away from the thing go to 12C; make a light quickly go to 4C; use a
Cateyes spell on yourself to see in the dark go to 13C.
17C
Now that you can see, your blows do double damage to its soft body -
but its bite is still deadly. It has a rating of 50 and gets 6 dice and 25
adds in combat. If it beats your roll by 10 or more at any time, you have
been bitten. The poison is incredibly virulent and reduces your CON to -100.
Go to 2B. Otherwise, you hit it every time. If you kill it, go to 2C.
17D
Are you fighting with weapons go to 5C or with
magic go to 24B? Remember, Muskah told you that
magic wouldn’t work.
17E
Despite the pain, you are tough enough to hold on.
When you draw back your hand, you find you are
holding an enchanted diamond. It has turned your
hand into living diamond, adding 7 to your STR and doubling
your LK and DEX.
The jewel is no longer magical, but it is still worth 1000 gold
pieces. Your hand will now always glow in the dark like a star. It
is also a 4D6 enchanted weapon when you are fighting at close
quarters. Your hand is worth 5000 gold pieces if someone slices
it off your wrist, but that would be fatal for you. The entire
experience is worth 100 adventure points. The night sky has
vanished into limbo and your ring is glowing. Go to 2C.
22
18A
You are in an octagonal room, totally dominated by a ferociously ugly
statue of a gargoyle. It has 4 arms, wings, feet, horns, fangs, talons and a
spiked tail. At its feet is a hundred-weight-unit block of mithril worth 1000
gold pieces. You notice that its eyes are alive and watching you. It begins to speak.
“My name is Vashtari. I am immortal, and you can be immortal by slaying me in
combat. That also happens to be the only way out of this room. It takes an attack
(of any kind) to activate me, but you will never get out of here while I am alive. So
do your worst, mortal fool. I yearn to rend your feeble flesh.”
If you attack Vashtari, go to 5D. If you just stand there in mortal fear, go to 7C.
18B
If you use: Take That You Fiend!, go to 28C; Blasting Power or Freeze
Please, go to 33B and fight; Hidey Hole, go to 29A; Mind Pox, go to 30D.
If you tried any other spell, it didn’t work and you will have to fight the
ape-demons. Each one has a monster rating of 25, and they fight separately. If you
slay them all, your ring will start to glow, and you may go to 2C. If they kill you,
go to 2B.
18C
Sorry, no magic works against this guy but his own. He begins to carve
you up. You take 29 hits. If this kills you, go to 2B. Otherwise, you
realize that your only chance is to fight with the scimitar he gave you.
Grab it and go to 15F.
18D
You stand triumphant amid the corpses of a dead witch and 2 large
bears. Your ring is glowing but you may plunder Ursla’s house first, if
you wish. You find 500 gold pieces and the 3 magic gifts described in 8F.
After collecting your loot, go to 2C.
23
19A If your Luck is 12 or higher, go to 15D. If not,
return to 10B unless you are a magic-user and
wish to try an Oh There It Is. In that case, you
would also go to 15D.
19C
You start a rather formal conversation and learn that her name is Ursla.
She is a high-level sorceress, and has a few other advantages, like her two
pet bears. She has been sizing you up. Make your L1SR on CHR. If you
are male and make the roll, go to 5B. If you are female and make it, go to 22F. If you
miss the roll (regardless of your gender), go to 20A.
19D
You open the treasure box from the hidden panel on the bottom. Inside
you find a ruby worth 300 gold pieces, a magical black pearl worth 500
gold pieces (it allows the holder to see in the dark), and 13 copper pieces
of a semi-magical nature. If you want to leave the copper pieces behind, go to 2C.
Otherwise, go to 24A.
19E
Just how smart are you? If your INT
is 16 or higher, go to 7D. If your INT
is 15 or lower, go to 24D.
19F
You shoot out of a mountainside and
go over the falls, a mere 30 foot drop.
You execute a perfect swan dive into
the pool below, surface easily, and swim to shore.
Roll 3D6 (TARO) and multiply by 100 to find the
value of the gems you picked up. Then go to 2C.
24
20A
Ursla doesn’t like you. She tells you to give her all your money and
weapons and to get out. You may either attack her or comply. If you
attack, go to 3D. If you comply, you lose all your money and weapons;
go to 2C.
20B Muskah tells you not to try anything tricky, or he’ll cut you to
gobbets and feed you to the barracuda. He directs you to lay all
weapons, magic staffs, clothing, money, jewels, etc. on the table. If you
rebel and attack him, go to 17D. Otherwise you get naked and helpless and go to
23B. However, Muskah does leave you your frog (or lion, or monkey) ring.
20C
You have found the edge of a pit. A deep voice cackles laughter and
says, “Make a light, you fool, or you will surely die!” If you now make a
light, go to 10B. If not, go to 4E.
20D The pain is too much for you. If you missed by 10 or more, go to 2B.
If you missed by less than 10, go to 22C.
20E
The Yuurrk looks like a worthless piece of tin, but it
has 17th level magic on it. It gets no dice in combat and
will be destroyed if you try to fight with it, but it will
absorb any hits not inflicted by magic while you wear it - up to 100
per combat turn. Go to 2C.
20F
It was a long way to the top, and guess what? There’s
no air up here, either. Make a L3SR on CON to see if
you’ve run out of air yet. If you miss it, go to 36E. If
you are a magic-user, and you made your saving roll just now, you
have one chance to save your life. Write down what spell you try,
and go to 34D. If you can’t use any magic here, but still have a little
air left, go to 36E.
25
21A Make a L2SR on DEX to net
or lasso the jewel. For each
time you try and fail, subtract
1 from your STR. Strength lost in this
fashion will return at a rate of 1 point per
paragraph when you stop trying to rope
the jewel. You only get adventure points
for the first time you attempt the saving
roll. If you can’t get the jewel, return to
the options section of 10B and try
something else. If you net the jewel and
pull it in, you summon its demon
guardian. Go to 6C.
21C Ursla’s 2nd level Take That You Fiend puts 64 hits on you. Take them
directly off your CON. If that kills you, go now to 2B. If incredibly, you
still live, she lets her bears finish the job. Go to 16D.
21D
You crawl right into the hands of a ferocious carnivorous ape. With
tremendous strength, it rips your head off before you can even react.
Go to 2B.
21E
Make your L1SR on LK to avoid injury when falling. If you miss it,
take the difference you missed by directly off your CON, and subtract 3
from your STR. If either CON or STR has been reduced to 0, go to 2B.
If not, go to 25A.
26
22A
Before you grab the jewel, you sense operational
magic on it. If you suspect a trap and don’t want
to touch it, fly back to solid ground and return to
10B. If you go ahead and take the jewel, go to 9B.
22B
You hit it. If you got 100 hits or more, it is
dead. If you didn’t get 100 or more, it also hit
you. Compute the new monster rating (i.e. 100 -
X where X is the damage you just did). It gets 11D6 + 1/2 its
current monster rating in adds, and you must take that damage. If your CON is
now zero or less, go to 2B. Otherwise, subtract the WIZ for your spell and return to
3F. If it is dead, go instead to 2C.
22C
You find that your hand now glows in the dark. It has been turned
into a living diamond. Add 7 to your STR. Your hand is now a 4D6
enchanted weapon. Your diamond hand is worth 5000 gold pieces, but
if it is cut off you will die. You get 80 adventure points for your magical hand.
Your ring was on the other hand, and it is glowing now. Go to 2C.
22D
Roll you attack and subtract the hits you did from 100. The creatures
shies off and does not hurt you. If you have done more than 100 points
of damage, then you have slain it--your ring is glowing, go to 2C. If not,
subtract the WIZ from your attribute and return to 3F.
22E You are safe for now; the blood bat cannot harm you. Your ring
begins to glow. Go to 2C.
22F
Ursla decides she likes your looks and wants to be better friends with
you. She tells you to pull up a bench and tell her about your life,
because she likes to hear a good tale. Let’s hope your tale weaving is up
to it, even if you have to invent most of the story! Roll 2D6, doubles add and re-roll.
3-8
8: After a few minutes of your hemming and hawing, Ursla snorts in disgust.
She tells you that you must have led a boring, trivial, piggish life, because you are
such a boring, trivial person. With a wave of her hand, she turns you into a pig,
and chases you out her back door into a sty. That’s the end of this character; close
the book; Odysseus won’t be along later to rescue you.
9-1
11: You manage to keep her attention, and she has a few anecdotes to tell in
exchange. These provide insights you may be able to use in the future, so take 50
adventure points. Eventually she gets bored, and sends you home to 2C.
12 or higher: She is entranced with your witty stories and wild adventures.
You have a long and lively conversation with her. Overcome with affection, she
offers you presents for enlivening a long evening. Go to 8F to see what you receive.
27
23A In your Pentagram you are protected. You now have 2 turns of relief
before the Pentagram wears off; think of something else because the
spidertroll is still out there. Return to 8C.
23B
Now that you are humiliated and helpless, Muskah will indulge in
some cowardly villainy. (In case you hadn’t noticed, he is a truly
loathsome character.) If your CHR is 8 or less, he merely kicks you out of
the room; your ring begins to glow, and you go to 2C. If your Charisma is 9 or
higher, Muskah will try to kill or disfigure you while you are helpless. Go to 9D.
23C
As soon as you cast the spell, you hear the voice of Umslopagaas
chanting at what seems like a great distance:
Reach far,
Great pain!
Take star,
Great gain!
If you wish to grab a star, go to 31A. If not, return to 8A.
23D
Two things begin to glow a faint purple beneath the moss. One is
obviously a series of finger and toe holds. If all you want to do is climb
up and out, go to 25A and read from the second sentence on. The other
thing you see looks like a loose stone, not cemented in like all the rest. You scrape
the scum off and see it is small enough to come out in your hands. If you wish to
see what is behind it, go to 32E.
23E
Your weapon (even if it is the most powerful enchanted weapon in the
world) shatters into little tiny pieces on first contact with his scimitar.
You then take 29 hits. If this reduces your CON to 0 or less, go to 2B.
If not, you realize you had better use the weapon he gave you. Grab that gift and go
to 15F.
28
24A They are 13 Indian Head pennies (which are perfectly meaningless to
your character, but which indicate that there are magical connections
between Trollworld and modern Earth). If you are a magic-user, you
may use each one to buy one spell (from 1st to 7th level only) from the Wizards
Guild if you get out of the Deathtrap. The members of the Guild are very curious
about objects such as these that clearly didn’t originate in Trollworld. Warriors may
take them to sell to others who can use them. Go to 2C.
24B Muskah lied. He has no protection against most magic spells. Write
down the spell you would like to try on him, and go to 28B.
24C Aloyshius shows you a bunch of swords, telling you to pick only one.
Your choices are as follows:
Caliburn--cost 10 gold pieces--go to 26E.
Bloodlover--cost 20 gold pieces--go to 27E.
Glitterglint--cost 30 gold pieces--go to 28E.
Oiving--cost 50 gold pieces--go to 30E.
Broadleaf--cost 60 gold pieces, wizards only--go to 18E.
Yuurrk--free--go to 20E.
You must pay for the sword and go to 2C before reading about the weapon at one
of the locations given above. Wizards may buy and use any of the weapons listed,
but only Broadleaf is really intended for them. If a wizard tries to use any of the
other weapons it will drain away 10 of her WIZ points per use.
24D You were crushed to a pulp, and your CON was reduced to -20.
Go to 2B.
24E
Too much weight!--you begin to sink. Make a L1SR on DEX to get
out of your armor before you run out of breath. You must also drop any
weapons larger than a dagger. If you make the saving roll, go to 36C; if
you fail it, you take enough drowning damage to reduce your CON to -5 -- go to 2B.
If you aren’t wearing any armor, simply drop your weapons and choose a direction
to swim. Go to 31E.
24F
Anger flashes in her eyes, mixed with frustration. “Get out of here!”
she growls in disgust. “I’m not sure I feel like expending the magic
power to give you the punishment you deserve for scorning me. Leave
by that door! “ She points to the far wall. Go to 2D.
29
25A Make a L1SR on LK. If you make it, go to 10E. If you miss, you find
below the algae some shallow finger and toe holds. You must remove
your boots or shoes to use them. It takes Strength to climb up out of
this hole. Make 5 L2SRs on STR in order to climb all the way out and avoid falling
back to the bottom. If you fall, go to 21E. If you manage to climb all the way up
without falling, go to 35A. If you have a special Talent for Climbing, you may use
that instead of the STR attribute for your five saving roll tests.
25B
Four minutes later three large carnivorous apes crawl into the room
through a large hole in a dark corner. They each have a monster rating
of 25, and they attack you. You must fight. If you use magic, write
down your spell, and go to 18B. If you use your weapons, go to 33B.
25C
If you wrote Protective Pentagram, go to 11E. If you wrote Curses
Foiled, go to 15E. Anything else had little effect. Chop, chop! Go to 2B
at -12 CON.
25D If you defend yourself with magic, go to 36A. If you use ordinary, or
even magical weapons, go to 6F.
25E
After several minutes you hear a voice whispering, “Walk forward, or
reach for a star.” If you walk forward at all, go to 32C. If you reach for a
star, go to 31A.
25F
You have reached the bottom. Groping around, you feel some large
sharp stones. You may pick up as many as 10 of them. Write down how
many you take (you don’t have to take any). You also feel a strong
current moving along the bottom. If you came to this paragraph from 34D, you
may return there successfully by making a L2SR on LK to see if you can find the
air pocket again in the dark. If you came to this paragraph from any other
paragraph other than 34D, you may either go with the current by going to 16C,
swim desperately for the surface by going to 20F, or try to swim against the
current by going to 36E.
30
26A You have time to gather up 72
coins when suddenly 3 ape-demons
appear. You must defend yourself.
If you use magic, write down your spell and go
to 18B. If you use weapons, go to 33B.
26B
You kill the stupid bandit. Take
37 adventure points. You may either
leave or search his quarters. If you
wish to depart, go to 2C. To conduct a quick
search of the room, go to 6E.
26C
POOF! You have called up the
guardian of the treasure by your
greediness. It is a 30 foot tall giant
armed with a huge club. He intends to smash
you with it. He gets 12D6 and 38 adds, and has
a CON of 47. You cannot cast any spells. Giving
back the money is not sufficient. You must kill
the giant to get away. You may dodge his blows
and score hits of your own by making a L2SR on
SPD or on a Talent such as Dodge, Evade, or
Acrobatics if you have one. Continue to fight and dodge until either you or the
giant is slain. If you die, go to 2B. If you kill him, you get 200 adventure points and
may take as much gold or silver as you can carry. Then go to 2C.
26D
The one logical escape spell is Fly Me. If you wrote down anything
else, consider the kremm wasted to no effect. If you flew out, go to
16B. If you can’t fly out and must climb, go to 25A.
26E
Caliburn requires only minimum STR and DEX to wield. It gets 4D6.
If you roll a 6 when using it, add and re-roll that die. This sword is
fragile, and after each use you must make a L3SR on your LK to see if
it was broken during the fight. Go to 2C.
31
27A You find a secret door in the east wall. There is also a sign in small
letters cut into the wall that reads, “49 is safe.” The door gives you a
kind of inexplicable bad feeling. If you ignore the feeling, and wish to
open the door and leave, you can do it now, or any time in the future by merely
declaring that you do so, and then going to 6D. If you want to pick up some coins,
go to 11A.
27B
You are waiting when the
first carnivorous ape sticks its
head out. If you have any
weapons worth 3D6 or more in combat,
you may take it at a disadvantage and
attack it directly without harm to yourself.
The same trick will also work on the other
two. Each ape has a monster rating of 25.
If you must use magic to fight them, or fail
to kill one of them in 1 round after the
ambush, you will be bowled over and all
the rest of the apes will get into the room
with you. If that happens, go to 18B.
If you kill them all, one by one from
ambush, go to 15C.
27C If you can use magic, write down the spell you want to use for escape
and go to 26D. Otherwise, go to 7E.
27D
To sneak by, you must be invisible. Cast a Hidey Hole on yourself (if
you can) and then go to 32A. Otherwise, go back where you came from,
because you need to try some other idea.
27E
Bloodlover is a cursed vampiric blade. Any damage it does to the CON
of a foe is given back to is wielder in the form of extra STR on the next
combat round (thus temporarily raising your adds). It gets 3D6 in
combat. No matter how badly you may be wounded, short of death, Bloodlover gives
you the power to fight on. It also reduces your INT by 1 point for each time you
fight with it. If you try to abandon this sword or give it away, the curse on it will
kill you instantly, but you may sell it as long as you get more than you paid for it.
Go to 2C.
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28A
Make the highest level saving roll on LK you can. Roll 2D6 and
compare the total to what you would need for a L1SR, a L2SR, a L3SR,
and so forth. If you don’t even achieve first level, go back to 11A--there
are no secret doors for you. If you make just a 1st level roll, go to 27A. If you make
2nd level, go to 30C. If you make 3rd level or higher, go to 31F. For adventure
points take the multiplier of the highest level that you make.
28B
If you wrote Hidey Hole, go to 10C. If you wrote Take That You
Fiend!, Freeze Please, or Blasting Power, go to 26B. If you wrote
anything else, Muskah was correct and is immune to your magic. Make
your L2SR on LK to avoid his return attack. Take 20 hits on CON and armor if you
miss the roll. If that kills you, go to 2B. If it didn’t, return to 5C.
28C
You stop one demon, but the other two start tearing you to pieces.
Make a L3SR on LK or take 40 hits on CON and armor. If that kills you,
go to 2B. Otherwise, return to 18B.
28D
Roll 2 dice and cross-reference the result of the first one to the second
one on the chart below. If you have picked up more coins than the
number on the chart, then you have picked up a magically poisoned coin
(which works even through gloves and armor). You may choose either die to
represent the columns with the other one being the rows, so choose wisely. Take
the difference between your total and the chart’s total as hits from your totaled
attributes. Divide the remaining attribute points evenly among your 8 attributes,
placing remainders where you wish. You may keep as many coins as your new STR
will allow you to carry. If you die (less than 8 attribute points remain for
distribution), go to 2B. If you survive, go to 2C.
1 2 3 4 5 6
1 1000 32 47 145 366 225
2 82 800 333 579 1 1515
3 99 71 600 9 13 111
4 127 26 818 400 271 604
5 8 144 1066 1903 300 53
6 56 4 28 1947 2013 500
28E
Glitterglint is very showy, but the ruby in its pommel is paste, and the
steel in its blade is of low quality. It is worth only 3D6 in combat, and
you must make
your L1SR on LK to keep it
from breaking each combat
turn that you try to use it.
Go to 2C.
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29A Invisible, you can elude the ape-demons. You have three chances to slay
them by any spells of your choice, if you have sufficient WIZ. If you can
muster 75 points worth of attack, they are dead and you get 75 adventure
points for killing them. Go to 15C. If you kill one or two of them, go to 37C. If you
don’t have enough magic left to slay any of them, but would like to try and evade
them all by going down the passage by which they entered, go to 37D.
29B
The Tin Trader is also a potent wizard. For your discourtesy, he turns
you into a living tin statue, leaving only your clothes and weapons
untrans-formed. This spell cannot be overridden or cancelled. Your STR
and CON are reduced to 1/4 of what they were before your conversion. Your other
attributes remain unchanged. He will no longer even consider trading with you.
Go to 3E.
29C
Make your L1SR on Luck. If you fail, you will stagger away from where
you are standing. Go to 32C. If you succeed, your ring starts to glow.
Go to 2C.
29D
You make a light -- torch, Will-
o-the-Wisp, lantern -- it doesn’t
matter. The first thing you see is
the Mirror of the Tiger, so called because it
shows you your new reflection. You are now
a saber-toothed cave tiger with a MR of
186. You retain your old INT and the ability
to growl in the Common Tongue, but lose
all your other old attributes. Only by killing
and drinking the blood of a real tiger (in
the presence of witnesses in some other
dungeon) can you regain your human form. You must leave all your belongings
behind you in this room. A door now opens, showing you the way out. This will end
your Equalizer adventure, no matter which trip you were on. Go to 2C.
29E
The Nothing Sword is the plainest of the lot. It gets only 3D6 in combat,
but it can dig through stone or metal at 5 cubic feet per turn. Dragons
will flee from a Nothing wielder, or at least not attack you. Whoever holds
this sword is immune to all Take That You Fiend! and similar variant spells. Go to 2C.
29F
No sooner are you inside than the door slams and locks behind you. It is
too heavy and solid to break down. With a rumble of machinery, the roof
begins to come sliding down. Your magic, if you ever had any, still isn’t
working. If you have a deluxe staff, go to 19E. If not, go to 24D.
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30 A Disgusted with your cowardice and discourtesy, Lakov casts a spell
on you that reduces all your attributes by half (rounded down). This
spell cannot be cancelled by any other mage. He also activates your
ring to get you out of his universe. Go to 2C.
30 B
You have the jewel, but you have also called up a demon blood bat with
a Monster Rating of 100. Since you are a magic user, you must fight it
with magic. Write down your spell and go to 3F.
30 C
You find 2 secret doors, one in the east wall, and one in the west. They are
easy to open. If you wish to open the eastern door, go to 6D. To open the
west door, go to 8D. If you decide not to open either door, go back to 11A.
30 D
The apes are completely confused. They go off into a corner and
gibber, leaving you unmolested. If you wish to explore the room, go to
15C. If you want to leave by the way they came in, go to 2C. If you want
to attack the poor helpless beasties, go to 34A.
30 E
Oiving doubles as a tinderbox and first aid kit. (It throws 2 dice worth
of flame for a cost of 2 WIZ points, and heals 3 hits per combat turn.)
Used as a sword, it gets 6D6 in battle and is guaranteed for 3 full
combat rounds. After that you must make your L2SR on Luck each round you fight
to see if Oiving breaks. (It will break if you don’t make your saving roll.) Go to 2C.
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31A
Your fingers close around a star about the size of a large diamond.
It feels like you have clutched an ingot of white-hot steel. Make a L2SR
on STR. If you make it, go to 17E. If you miss, go to 20D.
31B
The sword seller knows the Protective Pentagram spell. You are unable
to harm him. We can’t have people robbing and assaulting legitimate
business establishments. A dozen magic swords levitate and begin to
attack you. If you wish to fight them, go to 4F. If you wish to apologize, you must
first throw down your weapons and then make a L3SR on CHR. If you make it,
Aloyshius accepts your apology and boots you out the back way. Go to 4A. If you
don’t make it, you must fight the magic swords. Go to 4F.
31C
Compute the effects of your Take That You Fiend! spell. If it exceeds
50, the troll is dead. Go to 34C and read from “You get 50 adventure
points...” If not, you take 41 hits. If you still live, go to 36A and try again.
If you were slain, go to 2B.
31D
You reach the bottom of the shaft 100 feet down. As you kick around
in the dark, you feel a lot of human bones and also piles of coins. A faint
glimmer of light begins to glow around you. It is the radiance of your
ring. You recognize the dull yellow glint of gold in the coins on the floor. If you
wish to leave without touching the treasure, go now to 2C. If you wish to pick up
some money, write down any whole number between 1 and whatever you can carry.
Then go to 28D.
31E You must decide if you want to swim up, down, or sideways. For up, go
to 20F; for down, go to 25F; for sideways, go to 36D.
31F
You find 2 secret doors, one in the east wall and one in the west. They
are easy to open. However, you have a very bad feeling about both of them,
especially the eastern door. If you wish to open the eastern door, go to 6D.
If you wish to open the western door, go to 8D. If you decide not to open either
door, go back to 11A.
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32A You can use a Fly Me to shoot past the troll, or if you must climb up
out of the well, go back to 25A. The troll will not discover you if you
climb out, so you will get away in either case. Go to 2C.
32B The magic swords were neutralized by your spell. Aloyshius offers
you another chance. Return to 10A and don’t attack him again.
32C
You just stepped out into interstellar space. There is no way back,
and no way to stay alive. You freeze instantly and take double your
CON rating in hits Go to 2B.
32D
Compute the effect of your spell. If it exceeds 50, the troll is dead.
You get 50 adventure points for killing it. If the troll isn’t dead, he
gets 41 hits on you. If you are slain, go to 2B. If not, return to 36A,
but remember to play the continuing combat with the troll’s rating and number
of dice to be rolled against you at its new reduced
Monster Rating (down from 50). The troll always gets
6D6 plus 1/2 its current monster rating.
32E
Behind the loose stone is a little niche in
which is a crudely carved statuette of a troll.
The statue is of pure mithril and is worth 1000
gold pieces. There is a magic spell on it. If you wish to
use an Omnipotent-Eye on it to find out about the
enchantment, go to 33D. If you can’t use that spell, or
don’t care, and just want to get out, then decide if you
want to climb or try magic. If you climb, go to 25A and
read from the second sentence on. If you’re going to use
magic, write down your spell and go to 26D.
32F
You are either very suspicious or very
foolish. There is a flash of divine lightning
and you have just taken one more hit than
you are able to take. You are a crispy critter. Go to 2B.
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33A You have slain the toughest monster in the Equalizer Dungeon. That is
worth 192 adventure points. Write this next part down on your character
sheet. By besting Vashtari, you have earned one reincarnation (he lied a
little bit; you’re not immortal). If you are ever slain, you will come back to life in a
new body. Your INT and identity (memory) remain the same, and you keep your
previous number of adventure points. You must reroll for all other attributes. You
do not come back in the same body you died in, so you do not have your old gold
pieces, weapons, clothing, or attributes, except for INT.
You may also take the block of mithril, which is worth 1000 gold pieces. You find
a trapdoor beneath the mithril. If you go through it, go to 2C. If not, go to 13E.
33B
You make your combat roll, and the apes make theirs (each has a MR
of 25). The loser takes hits as in any regular T&T combat. If they kill
you, go to 2B. If you kill all of them, go to 15C. They will not reappear.
33C
In the center of the room you find a shaft with an iron ladder inside it
leading downwards. Suddenly you hear a horrible shriek followed by a
blood-curdling moan from the bottom of the shaft. Make a L1SR on
CON. If you miss it, go to 13B. If you made it, you
have the choice of making a light or climbing down
the ladder. If you make a light, go to 29D. If you
climb down, go to 31D.
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34A
The apes are helpless and at the mercy of your attack. You show no
mercy. After they are all dead, go to 15C.
34B
He takes your weapon and gives you one just like it made of tin. It is
only good for 3 combat rounds. The first time you use it, it gets 10 times
its regular dice roll; the second time it gets 5 times its dice roll; the third
time it only gets its regular dice roll. After that it is worthless. Go now to 3E.
34C
The troll’s mind is blasted to silly putty. It has a CON of 50. If you can
muster any kind of killing spell that will exceed 50, you kill it and get
50 adventure points. If not, you may leave with 25 adventure points. In
either case, go to 2C.
34D
If you cast anything but Slush Yuck on the ceiling, you drowned. Go to
2B. If you used the Slush Yuck, the ceiling goes goosh around you and
you pop up into life-giving air. Your ring is now glowing. You may leave
by going to 2C, or swim down and explore the bottom of this pool by going to 25F.
34E
Make a L2SR on CHR. If you miss it, you may double any two of your
attributes and, as an additional gift, you receive a gold ring that leaves
another gold ring behind it each time you take it off your finger. If you
wish to make love again, go to 36G. If you’ve had enough, go to 2C.
If your CHR saving roll was successful, you have charmed the deity -- go to 36G.
34F
Roll two dice for your bedroom performance -- let's hope you're up on
your Kama Sutra! Doubles add and roll over.
3 -- 8: You are a truly lousy lover. She turns you into a lizard. That's the end of
this character -- close the book!
9 -- 11: You were fair and she was great. You get 50 adventure points for an
interesting night and breakfast. Go to 2C.
12 or higher: It was an evening to always remember. She gives you presents --
go to 8F.
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35A
Oh, horrors! An ugly troll reaches down suddenly as you near the top
of the climb, grabs you by the hair (or ears if you have no hair), and
jerks you out into the open air. She swings a huge club at you. Make a
L3SR on SPD (or any SPD based Talent) to see if you were able to react in time to
try and defend yourself. If you miss the saving roll, take 6D6 + 25 hits to your
CON, and if that takes your CON to zero or less, go to 2B. If you make the saving
roll, go to 25D.
35B You must decide if you want to fight the troll or sneak by it. If you
want to fight, go to 6F and ignore the first two sentences. If you want
to sneak past, go to 27D.
35C
You are invisible, but the troll is swinging wildly, and still might hit
you. Make a L1SR on LK to avoid being hit. If you make it, the troll
misses you completely. If you miss, you must take 20 hits. If your CON is
reduced to zero or less, go to 2B. Otherwise, return to 36A but remain invisible. In
each following combat turn, you must make your L1SR as above to avoid being hit.
35D
This is Sharana, the deity of love, and
he/she/it is pleased with you. Make a L1SR
on CON. If you make it, you are blessed for
your resiliency. Roll 1D6 and add that to either your
STR or CON--your choice. If you wish to make love
again, go to 34E. If you’ve had enough, your ring
begins to glow and you fade out to 2C. If you miss the
saving roll, you over-exert yourself and pass out. The
goddess worries about you, and gives you a divine gift
of 3 points of CON. Then she activates your ring, and you wake up at 2C.
35E
You have set the webs on fire, but now you are trapped in a raging
inferno that you must endure. The spider-troll flees up and out of the
chamber by a secret passage. Make a L3SR on CON. If you fail the
saving roll, take the difference between what you rolled, and what you needed in
burn damage, and you dash through the flames and through the door, unless your
CON went to zero or below, in which case you would go to 2B. If you get out the
door, your ring is glowing, and you’re at 2C. If you make the saving roll, the smoke
is actually good for you. You gain the spider-troll’s STR (your STR becomes 50), and
your CON increases by 5 points. Go to 2C.
40
36A
The troll has a monster rating of 50. It gets 6D6 and 25 adds. There
are only a few spells that make sense against it. If you try Take That
You Fiend!, go to 31C; if you try Blasting Power or Freeze Please, go to
32D; if you try a Mind Pox, go to 34C; if you try a Hidey Hole, go to 35C; if you try
any other spell, go to 37E.
36B
The Tin Trader yells, “No fair!” whether you attacked with magic or
weapons. There is a tremendous flash of light and heat. Your INT and
CHR both drop by 3 points (this is a permanent loss). The Tin Trader
and his booth vanish, leaving you alone in Limbo. Go to 3E.
36C You manage to shed your armor and heavy weapons just as you reach
the bottom of the pool. You still have a bit of air left. Go to 25F.
36D You reach a stone wall, but you are still underwater. Make a L2SR on
CON to see if you have run out of air yet. If you miss it, you drown--
reduce your CON to zero and then subtract as many points as you
missed the roll by to get a negative value. Then go to 2B. If you still have some air,
you had better swim up or down. For up, go to 20F. For down, go to 25F.
36E
Bad luck, adventurer! But, a god is kind. He hates to see a really good
person drown. Nuk-Nuk, the Fish God, changes you into a big white
fish. The ring falls off your flipper and is lost. Now, a whole new life
begins for you as a fish, but your old life as an adventurer is over. Close the book.
36F
A fisherman sees your body floating in the pool below the falls that
come out of the mountainside. He pulls you out and finds there is still a
spark of life inside you. Reduce your CON by half and your INT by 3
points because of oxygen starvation. If you have jewels (rocks picked up from the
floor of the black pool), the fisherman takes them from you before you regain
consciousness. Your ring is glowing. Go to 2C.
36G
The being is Sharana, the demiurge of love, and it confers the
ultimate boon upon you. Your body disappears in a puff of flame, and
your soul is merged with the deity forever. Close the book. This
character is evermore part of Love itself.
41
37A Your spell makes the giant spider forget what it’s doing and pause for
a few seconds. You may either have one free attack with weapons, or
cast another spell upon it. If you choose to cast a spell, return to 8C
and choose something else. If you switch to normal weapons, go to 11B and fight,
but assume that you know what you’re facing and get your full weapon’s scores.
37C
You may still fight invisibly. Roll your
weapons damage as normal, but when you
roll for the apes, cut their damage in half--it
is hard to fight an invisible man, even for apes with
keen senses of smell. Once the fight begins, you must
fight to the finish. If you finish slaying the apes, take 25 adventure points for each
ape killed. Your ring will be glowing, and you can go to 2C. If the apes kill you,
your CON will be at -30 when you get back to 2B.
37D You skillfully evade the ape demons and find the door by which they
entered. You slip through it, and if you have the WIZ left, you lock it
behind you with a Lock Tight spell. Once you accomplish that, your
ring will start to glow and you find
yourself back at 2C.
37E
If you are at this
paragraph, your
spellcasting did not work.
You will have to fight the troll to the
finish using just your normal weapons.
It has a monster rating of 50, and gets
6D6 + 25 combat adds. As the monster
rating decreases, its adds will decrease,
but it always gets 6D6. Fight! If the
troll knocks your CON down to zero or
less, go to 2B. If you cut it down to
zero or less, take 50 adventure points
and notice your ring is glowing -- go
to 2C.
42
Running Deathtrap Equalizer as a
G.M. Adventure instead of a Solo
D
eathtrap Equalizer was originally
planned as a one-person adventure. Not
just one person, but also just one
adventure at a time. Trying to do the Trip of
the Lion is clearly suicide, not least because
halfway through the solo, there’s an adventure
that turns any high-level overpowered
character, which is what it takes to win some of
the scenarios, into an average mid-level
character. Then there’s also the paragraph that
turns the player into a fish, so it’s a bad idea to
try and do the whole thing. But, if you aren’t
greedy, you can go in and come back out with
some nice magical enhancements.
There’s just one catch. The Frog ring is a random trip. How is the party going to
catch up with the thief by taking random trips of their own. They might get lucky,
but they might not. Maybe the players could make a deal with the dungeon
proprietor, Umslopagaas. Umslop could give them Monkey Rings, and rig it so that
they all went to the same situation on each time.
43
From that point, it becomes fairly simple to run Deathtrap as a GM dungeon. When
the party goes to an A paragraph, the GM simply reads it, and asks them what they
do? If there are monsters to fight, you get those dice to rolling. If there are
situations where magic may be needed, you no longer have to guess what spell I had
in mind for getting out of it. Try anything, and just take the logical conclusion for
the actions involved.
To make things even more interesting, let the fugitive set traps for his pursuers inside
the dungeon. Maybe the fugitive didn’t take a Frog Ring, but took a Monkey Ring
instead. If the players catch up too quickly, the fugitive simply vanishes into another
situation. The random nature of how the rings work make it hard to catch him.
Or maybe you can come up with some other reason to send your players in as a
group. Hey, I just set the scene. It’s up to the GM and players to provide the
imagination and fun.
“It’s all
Just remember the prime rule for Game Masters!
GIVEN THE SITUATION, WHAT WOULD LOGICALLY up to you
HAPPEN NEXT? now...”
Adventure points are awarded for saving rolls,
creatures slain, and good role-playing. I’d also
give the players at least 100 for each different
room they survived. As Game Master you should
be able to have some fun playing Umslopagaas.
This dungeon is his business establishment —
seeing a whole party enter at once
should be a good opportunity for him
to make some cash selling those rings,
or other magical assistance. He is a high
level wizard.
44
The Continent of Rrr’lff
45
Map by Ken St Andre, Steve Crompton, Liz Danforth & Bear Peters 2013
JOIN TROLLHALLA
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to join the greatest group of Tunnels & Trolls players in the world,
then you should visit TROLLHALLA at www.Trollhalla.com. You
can also follow T&T creator Ken St. Andre on Twitter or Facebook to
keep up with the even-changing T&T scene.
www.trollhala.com
46
Published
Published by
by Flying
Flying Buffalo
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