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[...]... 24 THE CITY OF TERRORS Introduction Welcome to the City of Terrors This is the first open-air solitaire adventure It is set in the Cityof Gull on the sun-baked tropical island of Phoron You come by ship, disembark, and are taken by carriage to the hotel You take a room and tip the clerk 20 g.p.'s to make sure that your things don't get ripped off Between adventures, you may drop stuff off in your room,... of same or lower orders Throws bolt/fountain of fire at foes This blast gets same number of dice as user's level number, plus caster's combat adds Throws sheet of ice at foes Blast gets same number of dice as user's level number, plus caster's combat'adds Allows user to fly (running speed) 1 turn Cures any kind of disease LEVEL 4: Requires minimum IQ 16, DEX 11 Cost 1500 g.p each Cures the effect of. .. 20, DEX 13 Cost 2500 g.p.'s each Wall of Fire (26) Puts a sheet of flame up between caster and foes Will deliver caster's IQ times his level to anyone walking through the wall, unless the person is immune to fire Wall of Ice (26) Places a wall of ice between caster and foes Will take caster's I Q times his level in hits to breech Wall of Thorns (14) Puts a wall of thorns up-between caster and foe It... rules to Tunnels and Trolls, and maybe a deck of cards Paper and pencil are vital as well Good luck Be wary The City of Terrors can live up to its name Keep your weapon handy, a hand on your money belt, and go to 115 to begin -Michael A Stackpole A Special Note: At the back of this adventure are the Wandering People (see page 95) You may wish to keep track of the points the Wandering People amass, and... at the caster's level to avoid falling asleep for 1-6 days Wall of Stone (20) Places an impassable wall of stone up between caster and foes Must be chopped through to avoid Wall of Iron (23) Places a wall of iron between 20 caster and foes Impassable unless one can melt or warp iron All the walls are immobile and appear within reach of the caster The walls must be a rectangle or square and cannot... received the training to control the psi-forces that power the arcane world of magic Only youngsters with a reasonably good Intelligence (IQ of 10 or better) and decent Dexterity (DEX of 8 or better) will be trained by the elder wizards of the all-pervasive Wizard's Guild All the Level 1 spells (detailed later) are the basic heritage of wizard characters Spells beyond that level must be purchased from the... remember Weight Carried Keep track of the weight of purchases and the weight of any money the character carries The column of "Dice + Adds" pertains to the weapons' combat effectiveness The greater the numbers in these categories, the more deadly the weapon is Specifics are discussed under "Conducting Combat" Wizards may not use weapons with more than 2 dice (but any number of adds) in the Dice + Adds column... It is capable of (2) grasping like a monkey's tail It can hold up to a two-die weapon, and you can get three dice worth of striking or strangling from it (3) The auditory system of a bat is given to you You can hear a monster breathing through up to a foot of solid oak door You can also understand and communicate with bats, though not necessarily with vampires (4) The olfactory nerves of a dog are... takes from you your most valuable piece of treasure He puts it into a machine which makes 2 dice worth of exact copies of the item Any magic will not be copied, but the material value of the items is still there, and they will still be accepted as legal tender anywhere Continuing on your way to the Master Rogue's house, you go to 44 You may, if you wish, return to the city square by going to 115 Since you... Mind Pox (39) Causes mental confusion; the victim cannot attack or defend Lasts 3 turns Can affect any number of beings up to level of caster Dear God (30) Allows one to ask 3 yes-or-not questions of the Game Master, to be answered truthfully Extra Sensory Perception (20) Detects true intent of man or monster Second Sight (25) Allows one to distinguish between illusion and reality for 1 turn Fracture . SERIES THE TUNNELS AND TROLLS RULE BOOK CITY OF TERRORS THE AMULET OF THE SALKTI/ARENA OF KHAZAN CAPTIF D'YVOIRE/BEYOND THE SILVERED PANE NAKED DOOM/DEATHTRAP EQUALIZER DUNGEON City of Terrors Michael. "Weight" of a weapon is given in weight units - remember Weight Carried. Keep track of the weight of purchases and the weight of any money the character carries. The column of "Dice. arcane world of magic. Only youngsters with a reasonably good Intell- igence (IQ of 10 or better) and decent Dexterity (DEX of 8 or better) will be trained by the elder wizards of the all-pervasive