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  
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  
  Deluxe Tunnels & Trolls Version 
  by Ken St. Andre 
   
   
   
   
   
  Illustrated by David A. Ullery 
  TROLLHALLA PRESS 
  
  4 
   
   
  Khara Khang's Random Rainbow Maze, 1st edition 
  copyright ©2011 by Ken St. Andre. 
  Khara Khang's Random Rainbow Maze: Deadly 
  Combat: Deluxe Tunnels and Trolls version 
  revised edition copyright © October 2020 by Ken St. 
  Andre. 
  Original illustrations copyright © 2011 by David A. 
  Ullery. 
  Copyright renewed October 2020. 
   
   
   
   
   
   
   
   
   
  
  5 
   
   
  An Alternate Combat Method for 
  Tunnels and Trolls or MONSTERS! 
  MONSTERS! 
  by Ken St. Andre 
   
   
   
   
  Players: Read this twice, maybe 3 times. It's a little 
  tricky, but it's intuitive and I think you will figure 
  it out. 
  It has often been suggested that we use Saving Rolls 
  for combat instead of rolling all the dice and 
  comparing totals.  Actually, Saving Rolls have been 
  used in combat since the beginning, but only for 
  accomplishing specific feats, such as dodging an 
  attack, or running away.  One can make the story of 
  the game considerably more interesting if Saving 
  Rolls are added into the combat mix. 
  The problem of using Saving Rolls as the entire 
  combat mechanism is a bit more difficult.  What do 
  the players and GM make their Saving Rolls against?  
  
  6 
   
  Which attribute or Talent do they use?  When we use 
  the Monster Rating system to tell how dangerous the 
  monsters are, they don't even have attributes.   The 
  Saving Roll system doesn't work very well with 
  Monster Ratings. 
  But I have been thinking about it, and it involves 
  adding a new attribute called Combat Essence (ESS).  
  Essence is a derived attribute, and for player 
  characters Essence is defined as the current average 
  of the character's 8 primary attributes.  Add Strength, 
  Constitution, Dexterity, Speed, Intelligence, Luck, 
  Wizardry, and Charisma and then divide by 8.  This 
  number is Essence and it is used exclusively for 
  Saving Rolls in combat.  For example, Fang, Daughter 
  of Terror, has an Essence rating of 11.25.  That would 
  round down to 11. Fang really isn't a very good 
  fighter.  For things with monster ratings, Essence 
  would equal MR/2.  The same would be true for npcs 
  with Human Ratings in the MONSTERS! MONSTERS! 2d 
  edition rules.  Essence equals HR/2. 
  Essence is a composite number that represents 
  everything a character could bring to a battle: 
  intelligence, training, health, skill, luck, speed.  Test 
  them all at once for each combat round. 
  When it is time to fight, each character would simply 
  make a Saving Roll using their Essence Rating as 
  determined by the number or difficulty of each 
  opponent.  See the following chart: 
  
  7 
   
   
  Number 
  of Foes 
  Essence 
  Rating 
  Saving Roll 
  Required 
  1 
  1-20 
  1 
  2 
  21-40 
  2 
  3 
  41-60 
  3 
  4 
  61-80 
  4 
  5 
  81-100 
  5 
   
  …and so forth. 
  The chart works by multiplication.  Multiply the 
  number of foes times the Saving Roll required for 
  different Essence ratings to find the level of the Saving 
  Roll needed for each round of combat.  One foe with 
  an Essence rating of 35 would require a L2SR for each 
  round of combat. (1 x 2). Most of the time combat 
  should be one on one.  Remember that all Saving Rolls 
  in this new combat system are made with the new 
  computed attribute Combat Essence (ESS). 
  NPC characters/monsters that are fully statted would 
  have Essence scores just like player characters. 
  
  8 
   
  Characters that only have Monster Ratings would 
  need to calculate an Essence Rating before combat 
  started. For example, a troll with a monster rating of 
  100 would have an ESS rating of 50. If that troll was  
  fighting 3 player characters with a combined Essence 
  of 90, it would have to make  a L15 Saving Roll to 
  damage them all on the same turn. (3 x 5).  The target 
  for level 15 is 90.  The troll would have to roll 40 on 2 
  dice (DARO) to hurt them all. However, that troll 
  could just attack 1 of the 3. Let's say it attacked the 
  strongest one who had an Essence rating of 40.  Then 
  it would only need a L2SR (Target 25--an automatic 
  success for something/someone with a combat 
  Essence of 50 unless it rolled a fumble).  For any of 
  them to hit the troll with its Essence rating of 50 and 
  damage it would require a L3 Saving Roll (1 x 3).   
  Damage would only be rolled if the attack Saving Roll 
  was made successfully.  Damage depends on weapon 
  dice plus combat adds just as it normally would, 
  except that no totals are compared and subtracted.  If 
  you do damage, you do major damage--the whole 
  thing.  You do not need to roll for spite in a case like 
  this.  Alternately, you may specify at the beginning of 
  combat that you only want to do stun damage. Stun 
  damage is computed exactly the same way as Kill 
  damage, but it never kills the target.  If enough 
  damage is done to bring the target's CON to zero or 
  less, the number of negative points below zero is how 
  many combat turns (assumed to be 2 minutes each) 
  that the victim will be unconscious and helpless.  
  
  9 
   
  Unconscious characters recover CON points at a rate 
  of 1 point for every 2 minutes of game time.  
  Characters taking stun damage may be severely 
  damaged, but they don't die. 
  If combat is unopposed as in the example of 3 to 1 
  against a troll, every player character would still have 
  to roll against the troll's Essence rating of 50 in order 
  to hit it, but they would be using their own Essences 
  in the fight. So let us say the 2nd strongest character 
  had an Essence of 30, and the weakest character had 
  an Essence of 20.  Character number 2 has a target 
  number of 30, and it already has a combat Essence of 
  30, so it hits on anything that is not a fumble, and does 
  full damage to the troll's monster rating.  Let's say he 
  did 50 points of damage. 100 minus 50 = 50 for a new 
  monster rating on combat turn 2, and that equals a 
  new Essence rating of 25 for the troll.  Character 
  number 3 also has an unopposed attack, but he still 
  needs a L3SR to hit and damage the troll.  The target 
  is 30 for level 3. His combat Essence is 20. He needs to 
  roll a 10 or better on 2D6. Let's say he has a typical 
  roll of 7 (6, 1). He 
  missed and 
  does no 
  damage on 
  that combat 
  turn.  
   
  
  10 
   
  But what happens after the Saving Rolls have been 
  made (or missed)?  Misses are easy. That character 
  does no damage. What happens when the Saving Roll 
  is made? Weapon damage would then be calculated, 
  and the target must take damage. In a two person 
  fight, if Fang makes her combat Saving Roll and 
  Gringrin the Goblin misses his, then Fang does full 
  damage. And vice versa. But if they both make the 
  Saving Roll, things get tricky. How is damage 
  allocated? It could be gruesome but they both take the 
  full damage that the other dishes out? Wicked! Lots of 
  casualties that way. Of course, armor would still take 
  damage and help protect in such situations. 
  Going back to the example of the troll fighting 3 
  characters--it chose to fight only one, the toughest 
  one.  It easily made the L2SR to hit. It hit that tough 
  guy for 11D6 + 50.  That would probably kill the tough 
  guy.  Yikes! In normal T & T combat three fairly tough 
  characters have a good chance to beat a troll with a 
  monster rating of 100 and suffer only spite damage.  
  Not any more.  Oh my!  Combat just got real 
  dangerous. 
  But how about big melee combats? Ouch! How would 
  the Saving Rolls even be calculated? Could the Game 
  Master manage 20 different Saving Rolls for each 
  round of combat? Does he break it down to one-on-
  one fights? Or maybe two or three-to-one? Typical 
  situation: 8 bandersnatchi vs. 5 midlevel characters.  
  The bandersnatchi have monster ratings of 60 each.  
  Each bandersnatch would have an Essence Rating of 
  
  11 
   
  30, requiring only a L2 Saving Roll to hit. But if 
  characters faced 2 bandersnatchi at once, the total 
  would be 60 and that would require a L3 Saving Roll 
  from the pc in order to do damage to both. The 
  characters' Essence average only about 30 each.  
  That's a piece of cake--only fumbles keep them from 
  hitting.  On the other hand, both of the monsters only 
  need L2 Saving Rolls to hit--automatic for them unless 
  they fumble their Saving Rolls.   Ouch indeed!  
  I don't think most players would ever switch to this 
  style of combat.  It would actually be slower to 
  execute than the original style. On the other hand, for 
  small melee situations, it could be a blast.  I'm going to 
  redo some of my earlier solos using this style of 
  combat and the MONSTERS! MONSTERS! 2d edition rules. 
  Bwa ha ha ha ha ha haaaaaaaaa! 
  End 
   
  IMPORTANT NOTE:  The combat in these fights can 
  be fairly complicated.  Be sure to read the whole 
  paragraph without taking any action first. For 
  example, the text may tell you to do 3 combat rounds 
  at the beginning of the paragraph, but it may also say 
  if either fighter's CON goes to zero or less, then go to 
  some other paragraph.  Those instructions clearly 
  take precedence over doing 3 combat rounds.  Be sure 
  you understand the whole situation before you start 
  rolling dice and making Saving Rolls. 
  
  12 
   
  Talent Saving Rolls:  This solo may allow you to use 
  a Talent to improve your chances of making a Saving 
  Roll. Most Talents have a value of 3, but may have any 
  value depending on how you developed your 
  character. To make a Talent Saving Roll, simply add 
  the Talent value to the attribute that you are using to 
  get a modified attribute as the base of your Saving 
  Roll attempt. 
  Player Character Survivability 
  Since Deadly Combat is so likely to kill our players 
  very quickly, let's do something to improve their 
  chances of surviving in the solo game. In face to face 
  play, the smart players would be trying stunts to 
  avoid taking damage, so let's assume that also 
  happens in solo play.   
  Stunting Rule: If a player character is about to take 
  damage in combat, they can stunt out of it by making 
  a Saving Roll at the level of the attacking character's 
  ESS.  They can make this on any attribute of their 
  choice except WIZ or CHR.  Thus, if an attacking bear 
  had an ESS rating of 50 which would require a L3 
  Saving Roll to hit, then consider it a level 3 character, 
  and the Saving Roll the player must make to avoid 
  damage would be level 3 with a target number of 30.  
  Let's imagine the player character is a dwarf with a 
  best attribute of 24 in STR. The player chooses 
  Strength and tries to roll a 6 or better on 2D6 to avoid 
  damage.  Rolling a 9 allows the player to mentally say 
  something like "I jumped out of the way and took no 
  
  13 
   
  damage."  The player would also acquire 27 
  adventure points. Rolling a 5 would fail, and the 
  player would have to take the full damage dealt by the 
  bear.  This salvation rule only works for player 
  characters, and never works for nonplayer characters. 
  Thus, the GM doesn't have to spend a lot of time 
  making Saving Rolls for all of his monsters. 
  The Stunting Rule will not be mentioned in the 
  adventure that follows. It's up to the player to 
  remember that he or she might have a way of 
  avoiding certain death.  As always, we rely upon the 
  player's honor to use this new rule fairly and 
  sometimes let the bad guys win. 
  Ken St. Andre.  10/2/2020 
   
  ADVENTURE INTRODUCTION: Is this adventure too 
  deadly for your character?  If so, you may wish to try 
  again just using regular Deluxe T&T combat rules. 
  Both sides roll their combat dice, add their combat 
  adds, compare totals and the loser takes the 
  difference. Spite rules would be in effect, and every 6 
  rolled is an extra point of damage that always gets 
  through. 
  If your character is ready to go, and you have decided 
  which style of combat you are using, turn now to 
  paragraph <A> and begin the test. 
  
  14 
   
  Restriction:  This adventure is for humans, elves, 
  dwarves, and hobbs only. It is not meant to be played 
  by uruks, trolls, ogres, goblins, minotaurs, or any 
  other kind of monster creature. Monsters face 
  different tests in Khara Khang's Random Rainbow 
  Monster Maze. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  15 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  <A>  You have just walked down a long, twisting path 
  lined with incredibly detailed statues of all the 
  humanoid kindreds, but you didn't pay much 
  attention to them.  You are now standing on a small 
  patch of ground at the corner of a large square stone 
  
  16 
   
  building, and the Maze Master is explaining your task.  
  "All you have to do is enter the maze here, walk 
  through it, kill any foes you meet, and exit at the other 
  end.  The maze is a magic free zone, but the walls do 
  change colors, hence the name rainbow maze.  Any 
  treasure you find is yours to keep." 
  You look at the old wizard coldly.  He is a small black 
  man with skin the color of polished ebony. "I can do 
  this.  I hope you don't mind if your maze gets 
  destroyed in the process."  He just grins through his 
  grisly gray beard.  "Start when you're ready!" 
  You are facing two doors, one is labeled W and the 
  other has a Ysign on it.  If you go through the one 
  marked W, go to <GG>,  If you go through  Y, go to <F>.  
  If you get smart and exit right now, go to <E> 
   <B>  There is a dead medusa here.  But even though 
  she is dead, her looks are still fatal.  Make a L3SR on 
  INT (30 - INT) to see if you can avoid looking at her 
  face (except in your mirror).  If you fail, you catch a 
  glimpse of her, and are petrified.  If you succeed, you 
  may roll once on the Random Treasure Generator.  If 
  you gain treasure, you may leave the room by going to 
  <V>. 
  <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 
  
  17 
   
  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.) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  18 
   
   <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) (ESS 
  = 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 Q on it--
  if you go through it, you are back at <A>  Halfway 
  through the hall, there is a door on the wall marked §-
  -if you go through it, go to <D>   At he other end of the 
  hall is a door marked with a $--if you go through it, go 
  to <G> 
  <G>  You are in a long straight corridor with four 
  doors on it.  There is a door at one end marked with $-
  -if you go through it go to <F>.   On the green wall and 
  close to the $ door is another door marked with &--if 
  
  19 
   
  you go through it, go to <I>.  On the blue wall at the 
  other end of the hallway are two doors, one marked 
  with J and the other marked with £.  If you go 
  through J 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>. 
   
  <I> After you step through the door you find yourself 
  in a small green room.  There are 3 doors in this room.  
  The one marked with £ takes you back to <G>.  If you 
  go through the one marked with Ð then go to <L>.  If 
  you go through the one marked with ç, then go to 
  <M>.  
  <J> You are in an L-shaped hallway with four doors in 
  the dark gray walls.  At the south end of the corridor 
  
  20 
   
  the doors are opposite each other.  One door is 
  marked with a J--if you go through it, go to <G>.  
  Across from it is a door marked Y--go through it to 
  <N>. At the other end of the corridor is a door marked 
  &--go through that to <Q>.  Nearby on the northern 
  wall is a door marked S--go through it to <P>. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  21 
   
  <K>  You are in a room 40 feet long and 20 feet wide.  
  Also in that room is a Lion-man--humanoid, but about 
  8 feet tall with a big mane of hair surrounding his 
  head and shoulders, and the face of a big cat.  He 
  wears leather armor and is armed with a huge broad-
  bladed spear.  He has a monster rating of 58 (6D6 + 
  29), (ESS = 29) and his armor will take 6 points of 
  damage for him.  Fight to the death.  If you win, go to 
  <T>.  If you lose, close the book. 
  <L>  You find yourself in a twisty corridor with 
  mirrored walls.  One end of the corridor has a door 
  marked with a  Ð--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). (ESS = 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. 
  <M>  Put a dot by the letter M. You are in a very long 
  corridor with olive-green walls.  The corridor is so 
  long that it will take you nearly 20 minutes to walk 
  from one end to the other.  Make a Saving Roll on Luck 
  every time you are in this corridor to see if you set off 
  a trap, the level of the Saving Roll should be the same 
  
  22 
   
  as the number of dots by the letter M.  If you make the 
  Saving Roll, nothing bad happens.  If you miss the 
  Saving Roll, then a chunk of the stony wall suddenly 
  flies out and hits you with considerable force.  (Take 
  damage equal to the number of points by which you 
  missed the Saving Roll. If you only missed the Saving 
  Roll because you rolled a 3 (1, 2) then take 10 points 
  of damage, and you have a bloody head wound and a 
  concussion if you are not dead.)  The door by which 
  you entered this hall is marked with a ç sign.  If you go 
  back through it, go to <I>.  The door at the other end 
  of the hall is marked with a þ sign--entering there 
  takes you to <j>. 
   
   
   
   
   
   
   
   
   
   
  
  23 
   
  <N>  When you open the door, a savage jungle troll 
  jumps you. The good news is that this big green troll-
  thing is not made of living stone.  The bad news is that 
  it regenerates 1/10 of its current monster rating each 
  combat turn.  (It starts with a monster rating of 60 
  (7D6 + 30--and it always gets 7D6 each turn in 
  combat).  (ESS = 30) It is fast and strong, loud and 
  gruesome, and determined to kill you and get out of 
  this room.  Fight.   If you beat it down to a monster 
  rating of zero, the troll will look dead and stop 
  attacking you.  (If you have entered this room before, 
  guess what, the troll has regenerated and is 10 points 
  higher in monster rating than it was the last time--you 
  must fight again.)  If you defeat the troll, go to <V>.  
  Otherwise, it devours you, and that's the end of that. It 
  also gets out into the dungeon, but that won't matter 
  to you unless you'd prefer to continue playing the 
  adventures of a troll. 
  <O>  The Urookin had an iron tulwar worth 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>. 
  
  24 
   
  <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 is 
  marked with a S--if you go through that, go to <J>.  
  The door at the eastern end is marked with X--if you 
  go through that go to <R>.  There is another door on 
  the purple wall marked with F--if you enter there, go 
  to <Q>. 
  <Q>  You find yourself in a rectangular room with 
  mauve walls--mauve the color of madness.  Also in the 
  room is a Jewel-Ogre--humanoid and about ten feet 
  tall.  It is no friendlier than any of the other 
  inhabitants of this maze.  It has a monster rating of 80 
  (9D6 + 40) (ESS = 40), and its diamond-like skin will 
  take the first 10 points of 
  damage without being hurt.  
  To beat this creature you will 
  have to literally shatter it 
  into pieces.  If you 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 dust 
  to be found--
  go to <S>.) 
  
  25 
   
   <R>  This is a long twisty corridor open to the sky 
  and overgrown with tall greenish-yellow grass. At one 
  end of the hallway is a door marked with X--if you go 
  through it, go to <P> As you walk through the grass, 
  make three L3SRs on Luck (30 - LK). Each 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 foot or leg.  If you are wearing 
  metallic leg armor, the bites will bounce off.  If not, 
  each bite will do 1D6 damage to CON. If this reduces 
  your CON to zero or less, you're dead.  At the other 
  end of the corridor the hallway ends in a door marked 
  with D.  If you go through D, then go to <V>.  
  <S>  The broken Jewel-Ogre has shattered into 2D6 
  shards of diamond worth 100D6 gold pieces 
  each.  The pieces are large, awkward, and have sharp 
  edges. You can only take one safely.  Logically you 
  would take the largest one you could easily carry, but 
  you don't have to be logical. You do have to wait until 
  
  26 
   
  you escape the maze before you can roll to see how 
  much your diamond shard is worth. 
  There is also a lot of dust and tiny fragments too small 
  to bother with. After about 10 minutes the door 
  unlocks and you find yourself back at <P>. 
  <T>  The Lion-Man is dead.  You've ruined his armor, 
  but the spear is useful.  If you take it you will gain a 
  large 6D6 weapon.  Careful searching of the body 
  discovers a pouch hidden beneath the Lion-Man's 
  bushy beard.  Go to the Random Treasure Generator 
  on the last page to see what you found in it.  (If you 
  have been here before, you find nothing new)  After 
  about ten minutes the door behind you unlocks and 
  you can go to <G>. 
  
  27 
   
  <U>  There is a giant red spider, about the size of a 
  sheep, in this emerald green room, and it attacks you. 
  It has a monster rating of 44 (5D6 + 22) (ESS = 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." Close the book. 
  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>. 
   
  <V>  You are in a long passage that curves back upon 
  itself.  One wall is white with black stripes; the other 
  is black with white stripes.  It hurts your eyes.  At one 
  end is a door with a D that leads to <R>.  At the other 
  end of the hall are two doors.  One has a Œ on it that 
  will take you to <Y>.  The other has a € on it that will 
  lead you to <Z>. 
   
   
   
   
   
  
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  <W>  You have just joined the Goddess's Elite Guard.  
  Your duties will be to take on assignments from the 
  wizard Khang when he needs you.  You will be 
  contacted magically when such an assignment is 
  available.  In the meantime, you may do whatever you 
  wish, and you can go spend the purse of 500 gold 
  pieces that Khang just gave you as a recruitment 
  bonus.  Say thanks to the kindly wizard, and exit this 
  adventure. --The End. 
  <X>  You are in an emerald green room with a huge 
  dead red spider.  Since you have been taught to search 
  everything, you search the spider, and to your 
  surprise find a leather pouch in a webbed-up corner 
  of the room.  Roll once on the 
  Random Treasure Generator to see 
  what you found.  Then exit the 
  room by going to <M>.    
   
  <Y>  Inside the door is a small alcove and another 
  door.  Hanging on the wall is a circular mirror about a 
  foot in diameter. Beneath it is a sign that says, "Use 
  this!"   Make a L2SR on INT. (30 -INT).  If you make 
  the Saving Roll, go to <CC>.  If you miss it, go to <DD>. 
  <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 
  
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  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, if you are given one 
  roll on the Random Treasure Generator, you will be 
  given two rolls. Etc.)  Damage done by traps will be 
  twice as great.  Before you enter, you may spend 
  adventure points to increase your attributes, or 
  money to buy better equipment.  You may not assume 
  that you remember which door leads to what.  If you 
  actually do remember, that's fine.  But, no fudging by 
  saying, “Oops, I didn't mean to go that way.”  This 
  option may be exercised as often as you wish, but 
  each time you send the same character through the 
  maze, you must double everything inside it--Saving 
  Rolls, monster ratings, traps, treasures.--THE END. 
  <BB>  You open the door and edge into the room 
  sideways, taking care to angle the mirror shield in 
  such a way as to see what is inside.  The image that 
  greets you is horrifying enough--a warrior woman 
  some eight feet tall with a brace of hissing serpents 
  
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  rising like a flame from her skull and neck.  She has a 
  symmetrical face that might have been lovely without 
  the backdrop of writhing snakes.  Her skin is light 
  green and scaly.  She is armed with a sword and shield 
  made of some unknown metal.  She wears a bronze 
  cuirass and skirt of overlapping metal plates, and she 
  clanks as she moves, but even so, she is swift and 
  deadly.  Her monster rating is 90 (10D6 + 45) (ESS = 
  45), but her Constitution is only 20--that is, if you can 
  score 20 hits on her, she goes down, and you can 
  finish slaying her at your leisure.   
   
   
   
   
   
   
   
   
   
  Because of the difficulty of only seeing her in the 
  mirror, you must make a L2SR on DEX (25 - DEX) at 
  the beginning of each combat turn.  If you make it, 
  fight normally.  If you fail, oops, you caught a glimpse 
  
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  of her, and you turn to stone--that's the end of the 
  adventure for you.  There is no escape from this fight 
  once you begin it.  She will follow you through doors, 
  and into the halls, and she is faster than you.  If you 
  win the fight, go to <FF>.  If you lose it, you're hacked 
  up and stoned. 
  <CC>  You see the large mirror with a shield style grip 
  on the back.  You remember all the incredibly detailed 
  statues of warriors that you saw as you 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>. 
  <DD>  The creature waiting inside the room is a 
  medusa warrioress.  You didn't bring the mirror with 
  you, and you do see it clearly.  That is the last thing 
  you ever see.  You feel your body 
  hardening and turning to 
  stone.  The last thing you 
  have time to think is "This is 
  where all those incredibly 
  detailed statues of 
  warriors come from."--
  THE END 
  
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  <EE>  When you open this door, you see bright 
  sunlight and the outside world.  You have successfully 
  navigated the entire maze.  The same wizard who sent 
  you into it is waiting for you at the end.  He 
  congratulates you, and presses a bag of coins into 
  your hand.  It isn't any preset award, but just the first 
  thing he found when he reached into the Pocket That 
  Is Never Empty in his robe.  Go to the Random 
  Treasure Generator and roll to see what reward you 
  were given for your courage.  In addition, you may roll 
  1D6 and multiply by 100 to see how many adventure 
  points you gained for solving and surviving the maze.  
  The wizard tells you that his name is Khang, and 
  offers you a position in an adventuring group that he 
  is forming.  If you accept his offer, go to <W>.  If you 
  turn him down, go to <AA>. 
  <FF>  You have slain a medusa woman--an awesome 
  feat.  For treasure you may take her magical sword of 
  green metal--it is a 10D6 weapon.  The shield is also a 
  nice piece of equipment--it will take 10 hits in combat 
  for you each round, and is incredibly light and easy to 
  maneuver.  If this is your second time in this room 
  during this trip, or if you wish to search the body, go 
  to <B>. 
  <GG>  You step into a room about 20 feet square.  It 
  has red walls the color of blood and a high ceiling.  
  There is something red on the floor in front of you. It 
  looks like an animal carcass, but as you step closer, it 
  rises to its feet, and you see a creature unlike anything 
  you have ever seen before.  It is about the size of a 
  
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  dog, but it has the head of an eagle, the body of a 
  spider, and the claws of a lobster.  It scuttles toward 
  you and attacks. 
  There is no choice but to fight.  The creature has a 
  monster rating of 10 (2D6 + 5).(ESS = 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.) 
   
   
   
   
  
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  RANDOM TREASURE GENERATOR 
  You have found some treasure in the room or on the 
  body of the slain creature.  Most of the treasures in 
  this maze are relatively small, and there is no 
  explanation for why the creatures have the treasure 
  that they do.  You are in the City of Khazan, and the 
  Monster Kindreds are welcome here; thus these 
  creatures may be guards on the job, and when they 
  are off duty, you could possibly meet them within the 
  city.  As such, they would need money, and what you 
  are taking from their bodies, might have been their 
  wages or life savings. 
  Roll 2D6 
  2--You found a jeweled item.  Roll once on the item 
  table below, then once on the Jewels table, then once 
  on the value table.  Put the three rolls together to 
  construct the item. 
  3-- a pouch with 1D6 X 100 gold coins in it. 
  4-- a pouch with 1D6 X 10 gold coins in it. 
  5-- a pouch with 1D6 gold coins in it. 
   
   
  
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  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 
  remainder of the adventure.  If you fail the Saving 
  Roll, the sandwich is tainted--you quickly spit it out, 
  but you have been poisoned. Roll 1D6 and subtract 
  that from your CON. If it kills you, then 
  reduce your CON to 1 instead. 
  8--You found a vial of weapon 
  poison.  Spread it on any bladed weapon 
  and increase the weapon effectiveness 
  by 1D6.  There is only enough for one 
  dose. 
  9--You found a pouch with 10D6 silver 
  coins in it. 
  10--You found a purse with 100D6 silver 
  coins in it. 
  11--You found a large bag with 1D6 gold, 10D6 silver 
  and 100D6 copper coins in it. 
  12--You found a magical item.  Roll once on the Item 
  table and once on the Magical effect table. 
    
  
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  Items.  Roll 1D6 to determine the item. 
  1.  Ring 
  2.  Armband 
  3.  Weapon 
  4.  Mask 
  5.  Goblet 
  6.  just a jewel. roll on the jewel table. 
     
  Type of Jewel 
  Roll 1D6 to determine the type of jewel on the item. 
  1.  Turquoise.    
  2.  Opal 
  3.  Jade 
  4.  Garnet 
   
  5.  Onyx 
  6.  Glowstone. 
   Value:  Roll on this table to determine the market 
  value of any physical object other than coins.  If you 
  roll a low number for something that should 
  obviously be worth a lot more--such as a jewel or a 
  weapon, then assume that the object is small, flawed, 
  or broken in some obvious way such as to spoil its 
  value. 
  1.  1D6 gold pieces 
  2.  3D6 gold pieces 
  
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  3.  5D6 gold pieces 
  4.  10D6 gold pieces 
  5.  20D6 gold pieces. 
  6.  Roll once on the magical effects table and roll over 
  for value. 
   Magical Effects: 
  Roll 1D6 for the magical effect of wearing/using the 
  item. DARO applies. (DARO means Doubles add and 
  roll over) 
  1.  Add 2D6 to STR while wearing/using this item. 
  2.  Add 2D6 to CON while wearing/using this item. 
  3.  Add 2D6 to INT while wearing/using this item. 
  4.  Add 2D6 to Luck while wearing/using this item. 
  5.  Add 2D6 to DEX while wearing/using this item. 
  6.  Add 2D6 to CHR while wearing/using this item. 
  Note: Changing an attribute value will change your 
  ESS rating. Be sure to modify it if you gain any of these 
  treasures. 
   
   
  
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SOURCE: textdata/thevault/Tunnels & Trolls/Tunnels & Trolls Adventures & Settings/Deluxe T&T/Deluxe T&T Khara Khang's Random Rainbow Maze.pdf