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Khara Khang - S Random Rainbow Maze

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Khara Khang's

random rainbow Maze

Ken ST. Andre


Khara Khang's random
rainbow Maze
Diabolically devised by
Ken st. andre

Fiendishly illustrated by
David A. Ullery

Trollhalla Press

Khara Khang's Random Rainbow Maze is a production of Trollhalla Press.


Words and layout by Ken St. Andre

Illustrations by David A. Ullery

Text copyright December 2010 by Ken St. Andre

All art copyright December 2010 by David A. Ullery

All rights reserved.

______________________________________________________________________________

This little adventure is dedicated to the members of Trollhalla, 2002-2010. They were the
best Tunnels and Trolls players in the world, and a finer group of companions would be
sought in vain. --Ken St. Andre, a.k.a. the
Trollgod
<A> You have just walked down a long, You are facing two doors, one is labeled @
twisting path lined with incredibly detailed and the other has a # sign on it. If you go
statues of all the humanoid kindreds, but through the one marked @, go to <B>, If
you didn't pay much attention to them. you go through #, go to <F>. If you get
You are now standing on a small patch of smart and exit right now, go to <E>
ground at the corner of a large square stone
building, and the Maze Master is explaining
your task. "All you have to do is enter the <B> You step into a room about 20 feet
maze here, walk through it, kill any foes square. It has red walls the color of blood
you meet, and exit at the other end. The and a high ceiling. There is something red
maze is a magic free zone, but the walls do on the floor in front of you. It looks like an
change colors, hence the name rainbow animal carcass, but as you step closer, it
maze. Any treasure you find is yours to rises to its feet, and you see a creature
keep." unlike anything you have ever seen before.
You look at the old wizard coldly. He is a It is about the size of a dog, but it has the
small black man with skin the color of head of an eagle, the body of a spider, and
polished ebony. "I can do this. I hope you the claws of a lobster. It scuttles toward
don't mind if your maze gets destroyed in you and attacks.
the process." He just grins through his
grisly gray beard. "Start when you're
ready!"

There is no choice but to fight. The creature


has a monster rating of 10 (2D6 + 5). The
body is lightly armored, and the first point
of damage will bounce off it. Fight! If you
win, go to <C>. If you lose, you're dead.

(If you have been in this room before there


is a dead creature on the floor--it has
nothing of value, because you already took
the pouch. Go to <C>, but ignore the part
about finding money. You already found
it.)
<C> You are locked in a red room with a
dead creature. When you search the
creature, you find 1D6 worth of gold pieces
in a small pouch on its underbody. Why
would such a monster carry gold? Could it
have been intelligent? The door behind you
is locked, but after a few minutes you hear a
click and it unlocks. Exiting, you find
yourself at <A>. (If you have been here
before, there is no pouch.)

<D> As you go through the door, you hear


it lock behind you. You are in a small room
with yellow walls, and also in that room is a
froglin--half frog, half goblin, all trouble. It
has a big jagged bronze knife in its hand,
and it's coming down on you. Luckily, your
weapon is in your hand, and you're ready
to fight. The froglin has a monster rating of
22 (3D6 + 11). If you win the fight, go to
<H>. Otherwise, you're dead. (If you have been in this room before, the
froglin is still dead--go to <H>.)

<E> You walk out of the Maze, and the


Maze Master asks you, "What are you
doing? This is the beginning, not the end.
You may either leave the adventure or go
back into the maze at <A>.

<F> You are in a long corridor that turns at


right angles several times. The walls here
are painted orange. At one end of the hall is
a door with a $ on it--if you go through it,
you are back at <A>. Halfway through the
hall, there is a door on the wall marked %-- <J> You are in an L-shaped character with
if you go through it, go to <D> At the four doors in the dark gray walls. At the
other end of the hall is a door marked with south end of the corridor the doors are
a ^--if you go through it, go to <G> opposite each other. One door is marked
with a *--if you go through it, go to <G>.
Across from it is a door marked []--go
<G> You are in a long straight corridor through it to <N>. At the other end of the
with four doors on it. There is a door at one corridor is a door marked !!--go through
end marked with ^--if you go through it go that to <Q>. Nearby on the northern wall is
to <F>. On the green wall and close to the a door marked @@--go through it to <P>.
^ door is another door marked with &--if
you go through it, go to <I>. On the blue
wall at the other end of the hallway are two
doors, one marked with * and the other
marked with {. If you go through * go to
<J>. If you go through {, go to <K>.

<H> Another foe lies dead at your feet, and


once again you find yourself locked in a
small room. (If you have been in this room
before, the froglin is still dead. If you didn't
take his stuff the first time, you may take it
now.) You search the froglin and find a
bronze dagger worth 2D6 + 1 in combat,
and a small pouch with 2D6 gold pieces in
it. After about ten minutes, you hear a click,
and you can open the door again. Coming
out of the room, you find yourself back at
<F>.

<K> You are in a room 40 feet long and 20


<I> After you step through the door you feet wide. Also in that room is a Lion-man--
find yourself in a small green room. There humanoid, but about 8 feet tall with a big
are 3 doors in this room. The one marked mane of hair surrounding his head and
with { takes you back to <G>. If you go shoulders, and the face of a big cat. He
through the one marked with } then go to wears leather armor and is armed with a
<L>. If you go through the one marked huge broad-bladed spear. He has a monster
with +, then go to <M>. rating of 58 (6D6 + 29), and his armor will
take 6 points of damage for him. Fight to to <I>. The door at the other end of the hall
the death. If you win, go to <T>. If you is marked with a ## sign--entering there
lose, close the book. takes you to <U>.

<L> You find yourself in a twisty corridor


with mirrored walls. One end of the
corridor has a door marked with a }--if you
go through it you are back at <I>. After
walking for a long time you see something
that isn't your own reflection. It is an
Urookin. (If you have been here before, it is
a dead Urookin--go directly to <O>.) The
savage warrior has a heavy iron tulwar in
his hand, and has a monster rating of 34
(4D6 + 17). He is wearing leather armor
that will take 4 hits for him, and has a small
shield that will take another 3--thus he has 7
points of armor. With a horrid shriek, he
charges you. Fight to the death. If you win,
go to <O>. If you lose, you're dead.
<N> When you open the door, a savage
jungle troll jumps you. The good news is
<M> You are in a very long corridor with that this big green troll-thing is not made of
olive-green walls. The corridor is so long living stone. The bad news is that it
that it will take you nearly 20 minutes to regenerates 1/10 of its current monster
walk from one end to the other. Make a rating each combat turn. (It starts with a
L2SR on Luck every time you are in this monster rating of 60 (7D6 + 30--and it
corridor to see if you set off a trap. If you always gets 7D6 each turn in combat). It is
make the saving roll, nothing bad happens. fast and strong, loud and gruesome, and
If you miss the saving roll, then a chunk of determined to kill you and get out of this
the stony wall suddenly flies out and hits room. Fight. If you beat it down to a
you with considerable force. (Take damage monster rating of zero, the troll will look
equal to the number of points by which you dead and stop attacking you. (If you have
missed the saving roll. If you only missed entered this room before, guess what, the
the saving roll because you rolled a 3 (1, 2) troll has regenerated and is 10 points higher
then take 10 points of damage, and you in monster rating than it was the last time--
have a bloody head wound and a you must fight again.) If you defeat the
concussion if you are not dead.) The door troll, go to <V>. Otherwise, it devours you,
by which you entered this hall is marked and that's the end of that. It also gets out
with a + sign. If you go back through it, go into the dungeon, but that won't matter to
you unless you'd prefer to continue playing have to literally shatter it into pieces. If you
the adventures of a troll. win the fight, go to <S>. If you don't, then
close the book. (If you have been in this
room before, there is nothing but diamond
<O> The Urookin had an iron tulwar worth dust to be found--go to <S>.)
4D6 in combat and a shield that will take 3
hits of damage. You may have them if you
wish. He also had something else--go to the
Random Treasure Generator to find out
what and then return here. (If you have
been here before, you probably already
have his stuff. If you don't, you may take it
now, or leave it behind. Retracing your
steps though the long twisty, mirrored
passageway will bring you to a door
marked with {--go through it to <I>.

<P> This is a very long and twisty corridor.


The walls on one side are dark purple, and
on the other side a pale chartreuse. There
are doors at each end of the corridor and at
the eastern end there is also a door on the
northern wall. The door at the western end <R> This is a long twisty corridor open to
is marked with a @@--if you go through the sky and overgrown with tall greenish-
that, go to <J>. The door at the eastern end yellow grass. At one end of the hallway is a
is marked with #%--if you go through that door marked with #%--if you go through it,
go to <R>. There is another door on the go to <P> As you walk through the grass,
purple wall marked with $#--if you enter make three L3SRs on Luck (30 - LK). Each
there, go to <Q>. time you make the saving roll, you step on a
serpent in the grass and kill it. Each time
you fail, a poisonous serpent strikes at your
<Q> You find yourself in a rectangular foot or leg. If you are wearing metallic leg
room with mauve walls--mauve the color of armor, the bites will bounce off. If not, each
madness. Also in the room is a Jewel-Ogre- bite will do 1D6 damage to CON. If this
-humanoid and about ten feet tall. It is no reduces your CON to zero or less, you're
friendlier than any of the other inhabitants dead. At the other end of the corridor the
of this maze. It has a monster rating of 80 hallway ends in a door marked with &*. If
(9D6 + 40), and its diamond-like skin will you go through &*, then go to <V>.
take the first 10 points of damage without
being hurt. To beat this creature you will
<S> The broken Jewel-Ogre has shattered a *** on it that will take you to <Y>. The
into 2D6 shards of diamond worth 100D6 other has a &&& on it that will lead you to
gold pieces each. There is also a lot of dust <Z>.
and tiny fragments too small to bother with.
<W> You have just joined the Goddess's
After about 10 minutes the door unlocks
Elite Guard. Your duties will be to take on
and you find yourself back at <P>.
assignments from the wizard Khang when
he needs you. You will be contacted
magically when such an assignment is
<T> The Lion-Man is dead. You've ruined
available. In the meantime, you may do
his armor, but the spear is useful. If you
whatever you wish, and you can go spend
take it you will gain a large 6D6 weapon.
the purse of 500 gold pieces that Khang just
Careful searching of the body discovers a
gave you as a recruitment bonus. Say
pouch hidden beneath the Lion-Man's
thanks to the kindly wizard, and exit this
bushy beard. Go to the Random Treasure
adventure. --The End.
Generator on the last page to see what you
found in it. (If you have been here before, <X> You are in an emerald green room
you find nothing new) After about ten with a huge dead red spider. Since you
minutes the door behind you unlocks and have been taught to search everything, you
you can go to <G>. search the spider, and to your surprise find
a leather pouch in a webbed-up corner of
the room. Roll once on the Random
<U> There is a giant red spider, about the Treasure Generator to see what you found.
size of a sheep, in this emerald green room, Then exit the room by going to <M>.
and it is attacking you. It has a monster
rating of 44 (5D6 + 22) It's venom is mildly
poisonous, for each hit of damage that you
take, lose 1 combat add. If you slay it, go to
<X>. If it slays you, then remember the old
saying, "You are what eats you." If you have
been in the room before, the spider will be
dead, but you can make a L2SR on Luck to
search the place. If you make the saving
roll, go to <X>. If you miss the saving roll,
exit at <M>. Close the book. <Y> Inside the door is a small alcove and
another door. Hanging on the wall is a
<V> You are in a long passage that curves
circular mirror about a foot in diameter.
back upon itself. One wall is white with
Beneath it is a sign that says, "Use this!"
black stripes; the other is black with white
Make a L2SR on INT. (30 -INT). If you
stripes. It hurts your eyes. At one end is a
make the saving roll, go to <CC>. If you
door with a &* that leads to <R>. At the
miss it, go to <DD>.
other end of the hall are two door. One has
<Z> You are in a long straight corridor.
The northern wall is bright yellow; the
southern wall is bright blue. There are
doors at each end of the hallway. At the
western end the door is marked with a
&&&. If you go through it, go to <V>. At
the eastern end the door is marked with a
%%%--if you go through it, go to <EE>.

<AA> You have successfully completed the


Random Rainbow Maze. You can either
walk away with your winnings, or you can
take Khang's new offer. He wonders how
much you have learned, and offers to let
you try the maze again, but at double the
difficulty. Monsters encountered will be
twice as tough. Saving rolls will be at twice
the previous level. Treasures found will be
twice as much. (Example, if the treasure
would have been 100 silver pieces, on the
second try it would be 200 silver pieces. Or, <BB> You open the door and edge into the
if you are given one roll on the Random room sideways, taking care to angle the
Treasure Generator, you will be given two mirror shield in such a way as to see what is
rolls. Etc.) Damage done by traps will be inside. The image that greets you is
twice as great. Before you enter, you may horrifying enough--a warrior woman some
spend adventure points to increase your eight feet tall with a brace of hissing
attributes, or money to buy better serpents rising like a flame from her skull
equipment. You may not assume that you and neck. She has a symmetrical face that
remember which door leads to what. If you might have been lovely without the
actually do remember, that's fine. But, no backdrop of writhing snakes. Her skin is
fudging by saying, “Oops, I didn't mean to light green and scaly. Her armor is of
go that way.” This option may be exercised polished black enamel, and she is armed
as often as you wish, but each time you with a sword and shield made of some
send the same character through the maze, unknown green metal. She wears a bronze
you must double everything inside it-- cuirass and skirt of overlapping metal
saving rolls, monster ratings, traps, plates, and she clanks as she moves, but
treasures.--THE END. even so, she is swift and deadly. Her
monster rating is 90 (10D6 + 45), but her
Constitution is only 20--that is, if you can
score 20 hits on her, she goes down, and <EE> When you open this door, you see
you can finish slaying her at your leisure. bright sunlight and the outside world. You
Because of the difficulty of only seeing her have successfully navigated the entire
in the mirror, you must make a L2SR on maze. The same wizard who sent you into
DEX (25 - DEX) at the beginning of each it is waiting for you at the end. He
combat turn. If you make it, fight normally. congratulates you, and presses a bag of
If you fail, oops, you caught a glimpse of coins into your hand. It isn't any preset
her, and you turn to stone--that's the end of award, but just the first thing he found
the adventure for you. There is no escape when he reached into the Pocket That Is
from this fight once you begin it. She will Never Empty in his robe. Go to the
follow you through doors, and into the Random Treasure Generator and roll to see
halls, and she is faster than you. If you win what reward you were given for your
the fight, go to <FF>. If you lose it, you're courage. In addition, you may roll 1D6 and
hacked up and stoned. multiply by 100 to see how many adventure
points you gained for solving and surviving
the maze. The wizard tells you that his
<CC> You see the large mirror with a name is Khang, and offers you a position in
shield style grip on the back. You an adventuring group that he is forming. If
remember all the incredibly detailed you accept his offer, go to <W>. If you turn
statues of warriors that you saw as you him down, go to <AA>.
approached this Maze, and a light goes on
in your head. "What if the creature behind
the next door could turn me into stone just
by looking at it?" you mumble. In order to
fight it, I would need to watch its reflection
in this mirror and do everything in reverse.
That would be difficult. If you think that
challenge is too hard, go back to <V>. If
you think you can handle it, then open the
next door, and go to <BB>.
<FF> You have slain a medusa woman--an
<DD> The creature waiting inside the room
awesome feat. For treasure you may take
is a medusa warrioress. You didn't bring
her magical sword of green metal--it is a
the mirror with you, and you do see it
10D6 weapon. The shield is also a nice
clearly. That is the last thing you ever see.
piece of equipment--it will take 10 hits in
You feel your body hardening and turning
combat for you each round, and is
to stone. The last thing you have time to
incredibly light and easy to maneuver. If
think is "This is where all those incredibly
this is your second time in this room during
detailed statues of warriors come from."--
this trip, or if you wish to search the body,
THE END
go to <GG>.
<GG> There is a dead medusa here. She is Roll 2D6
dead, but her looks are still fatal. Make a
2--You found a jeweled item. Roll once on
L3SR on INT (30 - INT) to see if you can
the item table below, then once on the
avoid looking at her face (except in your
Jewels table, then once on the value table.
mirror). If you fail, you catch a glimpse of
Put the three rolls together to construct the
her, and are petrified. If you succeed, you
item.
may roll once on the Random Treasure
Generator. If you gain treasure, you may 3--You found a pouch with 1D6 X 100 gold
leave the room by going to <V>. coins in it.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ 4--You found a pouch with 1D6 X 10 gold
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ coins in it.
^^^^^^
5--You found a pouch with 1D6 gold coins
in it.

6--You found a vial of healing potion.


When you drink it, it will heal 1D6 CON
points.

7--You found a sandwich made of mystery


meat. If you dare to eat it, then make a
L1SR on Luck (20 - LK). If you make the
saving roll, the sandwich tastes good and
you gain +1 to CON and STR for the
RANDOM TREASURE GENERATOR remainder of the adventure. If you fail the
saving roll, the sandwich is tainted--you
You have found some treasure in the room
quickly spit it out, but you have been
or on the body of the slain creature. All the
poisoned. Roll 1D6 and subtract that from
treasures in this maze are relatively small,
your CON. If it kills you, then reduce your
and there is no explanation for why the
CON to 1 instead.
creatures have the treasure that they do.
You are in the City of Khazan, and the 8--You found a vial of weapon poison.
Monster Kindreds are welcome here; thus Spread it on any bladed weapon and
these creatures may be guards on the job, increase the weapon effectiveness by 1D6.
and when they are off duty, you could There is only enough for one dose.
possibly meet them within the city. As
such, they would need money, and what 9--You found a pouch with 10D6 silver
you are taking from their bodies, might coins in it.
have been their wages or life savings.
10--You found a pouch with 100D6 silver
coins in it.
11--You found a pouch with 1D6 gold, 10D6 Value
silver and 100D6 copper coins in it.
1. 1D6 gold pieces
12--You found a magical item. Roll once on
2. 3D6 gold pieces
the Item table and once on the Magical
effect table. 3. 10D6 gold pieces

4. 100D6 gold pieces


Items. 5. 1000D6 gold pieces.
Roll 1D6 to determine the item. 6. Roll once on the magical effects table and
roll over for value.
1. Ring

2. Armband
Magical Effects:
3. Weapon
Roll 1D6 for the magical effect of
4. Mask
wearing/using the item.
5. Goblet
1. Add 1D6 to STR while wearing/using
6. no item--just a jewel. this item.

2. Add 1D6 to CON while wearing/using


this item.
Type of Jewel
3. Add 1D6 to INT while wearing/using
Roll 1D6 to determine the type of jewel on
this item.
the item.
4. Add 1D6 to Luck while wearing/using
1. Turquoise.
this item.
2. Opal
5. Add 1D6 to DEX while wearing/using
3. Jade this item.

4. Garnet 6. Add 1D6 to CHR while wearing/using


this item.
5. Onyx

6. Glowstone.
T&T

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