Kandroc Keep

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KANDROC

KEEP
A SOLITAIRE DUNGEON
BY
BRIAN K. ASBURY

Special 2022 digital edition


INTRODUCTION
In the land of Aryxia, there once stood a stronghold of evil known as Kandroc Castle, where Molg the Tyrant
sat and brooded as he held the peoples, of the surrounding countryside, in his grip of iron, maintaining a reign
of terror unparalleled in the history of Aryxia. Then Molg was overthrown and his castle razed to the ground,
but the keep and its dungeons survived the holocaust...
That was over a hundred years ago but, in recent weeks, rumours have been circulating concerning Kandroc
Keep – of people disappearing mysteriously in its vicinity, and of adventurers descending into its dungeons in
search of fortune and never being seen again!
The local Patriarch is naturally concerned over these rumours and, since you owe him a favour (not to mention
a certain quantity of gold, which he is willing to forget about, if only...), you have been delegated to investigate
Kandroc Keep and, if possible, stop any further disappearances (or else!). You have travelled forth on your
mission and fruitlessly explored the Keep itself, finding nothing of interest. You now stand at the top of the
stairs leading down to Kandroc Keep’s dungeons. Dare you descend?
*******************************************************************************
Hello and welcome to Kandroc Keep. This is a solitaire dungeon complex, designed for use with Fantasy Role-
playing Rules. While Kandroc Keep has been created with the most popular and widely-used set of rules in
mind. it should be possible to play through it using most sets of FRPG rules. To this end, I have avoided,
where possible, using instructions in terms exclusive to just one set of rules – as you will see later.
Kandroc Keep is presented in a programmed form, similar to the format of certain ‘Teach Yourself’ books
and virtually identical to the format of the earlier publication, The Solo Dungeon. Thus, a player should begin
at paragraph A on page l, read it through and proceed to where directed by this.
Most instructions give a number of choices; select the action you intend to take and go to the number indicated
to find the result of your choice. If you already have The Solo Dungeon, you should be familiar with the
technique.
If not, don’t worry – it’s easy!
It is of great importance that you do not read any paragraph to which you have not been directed. Each one
read in advance may spoil a surprise later, so remember... No Peeking! If you do look, you are only cheating
yourself, and there are less expensive ways of doing that!
Apart from this book and a suitable set of FRPG rules, you will need a set of dice, some paper and a pencil for
mapping, and some pieces of card or something similar, to cover up paragraphs other than the one you’re
reading at any one time. It is intended that you be able to map your progress, so dimensions of all the rooms
and passages are given in the appropriate paragraphs. At the foot of each page (well, most, anyway) you will
find a map. There are maps of all the rooms and some (but not all) of the corridors, intended to help you with
your own mapping. Beware! To stop cheats working out where to go from adjacent sectors, many of the maps
are fakes, so only use that to which you are directed. Most corridors are 5’ wide, doors about 5’ wide by 8’
high and ceilings are 10–12’ high. All directions given as N, W, S, E (North, West, etc.) so that E–W means
‘East to West’ or NE–SW means ‘North-East to South-West’, etc.
You must work out the results of combat yourself, using whichever system you prefer. In many cases, the use
of Magic is allowed for but, in some, lack of space prohibits this. In such cases, compute the results of magic
yourself, awarding the opposition a Saving-throw.
In some places you will meet monsters which are not ‘standard’ and, in these places, I have included a
description of the monster’s capabilities.

As explained previously, this has been done in such a way as to make possible the easy adaptation of the
monster to any set of rules which you may be using. For example, the Grunge Beast (which you won’t be
meeting!) might be described thusly: “This creature has armour equivalent to plate mail, is a level 4 monster
and attacks three times per melee round, each attack doing the same damage as a two-handed sword blow.” In
the terminology of the most commonly used rules, this would translate as, “Armour Class 3, 4 Hit Dice, attacks
3 times per melee round, doing 1–10 points of damage.” Get the idea?
When you either kill a monster or acquire treasure, ignore any further references to it. This includes Wandering
Monsters. It also helps to make a note of all the numbers you have been to as some of the paragraphs end in
the phrase, “Return to the number you just came from”. Obviously you cannot do this if you haven’t made a
note of the number! Treat any rooms which you have ‘cleaned out’ as empty the next time you pass through
them.

There is one piece of non-standard vocabulary used in this book which merits detailed explanation here. In
various places, you are told that one or more of your characters must “Save versus Dexterity,” “Save versus
Constitution,” “Save versus Strength”, etc. In such a case, you must roll the Requisite under test or less, on
the dice with which it was originally rolled. For example, let’s suppose that Fred Smith is using a set of rules
under which Character Requisites are rolled on three 6-sided dice (3D6). He rolls these to obtain the Dexterity
score of Fingus the Thief and scores 14. If Fingus has to Save versus Dexterity then Fred rolls three 6-sided
dice (3D6) and, if the score is 14 or less, Fingus has made his Saving-throw successfully. The same procedure
applies whether Characteristics are rolled on one 20-sided die (D20), percentile dice, seven 12-sided dice
(7Dl2) or whatever.

In Kandroc Keep, some of the traditions of The Solo Dungeon have been maintained. In particular, the practice
of directing you, the player, when your characters die, to special paragraphs where your characters might be
resurrected (You’ve got to be kidding!!) or become the subject of ghastly, sickening puns (Much more likely!).
Also, while Alignment (Law/Chaos) is not generally important, you might well get into trouble if you act out
of Alignment too often and too much. For those of you suffering from wandering eyes, there are a few passages
designed to remind you that you are supposed to be reading only those to which you have been directed.

When exploring this dungeon, try as much as possible to keep your characters together; this will not always
be possible but, if you do get separated, don’t try to work out what is happening to each group simultaneously.
Compute the fate of the character or group in the greatest danger first, then refer back to the others when you
have dealt with the first. This makes it much less complicated to sort out.

Now, your party (I’ll bet you wondered when I was going to get around to them!). You may use a party which
comprises a maximum of twelve levels of characters. These may include a maximum of four second level
types and a maximum of two third level types, e.g. a typical party may comprise two 3rd level characters and
three 2nd level characters, or one 3rd level, four 2nd level and a 1st level, or twelve 1st level characters, or
any other such combination. Split or multi-class characters (e.g. Fighter/Magic-user Elves) are not allowed;
neither are Bards. Your characters may not take Magic items down with them. You may not use characters
higher than third level.

There is a way out of all situations which might arise, whether obvious or not. Anything which is normally
possible in a dungeon is possible here, whether it be Magical or Physical occurrences. So, Beware !

Anyway, you’ve been bored long enough, so roll yourself a few characters, gather together the rest of the stuff
you need and go to paragraph 1A to commence your exploration of Kandroc Keep...

BRIAN ASBURY, JUNE 1979.

*******************************************************************************
PUBLISHER’S STATEMENT
KANDROC KEEP was published by Games Publications of 45 Summer Row, Birmingham, B3 1JJ. All
enquiries to this address. Designed by B. K. Asbury. Cover by B. K. Asbury. Illustrations by C. Holmes.
Copyright © 1979 Games Publications, L. H. Miller, J. J. Miller & C. J. Walton. All rights reserved.
Reproduction in whole or in part, without written permission, is prohibited.
Original edition printed in Great Britain by Prontaprint Ltd.

This digital edition is Copyright © 2022 by B. K. Asbury.


1
A. The stairs lead down and north for 25’, and beyond them is a 5’ wide passage which runs N for
15’, and ends in a door, which is silent. If you wish to pass through this door, go to 3B. Should
you have cold feet, go back up the stairs and out, chicken!

B. You find yourselves in a corridor, 5’ wide and running E-W for 35’. There is a door at either
end. To listen at the E door, go to 6C; to listen at the W door, go to 25A.

C. It opens, and you find 400 gold pieces inside. Go to 16F.

D. You find nothing at all inside. Return to 45A and choose again.

E. Beyond the door is a 5’ wide corridor, running S for 15’. Beyond this is a 5’ wide flight of steps,
leading up and S for 25’. To ascend these go to 50A. Otherwise return to 3B and choose again.

F. You can try to Sleep them, in which case go to 2A, or you can use some other spell, in which
case you can compute the results yourself. If you manage to dispose of all of the gnolls in one
fell swoop, to search the room go to 30B, or 17H to leave. If you fail to dispose of them, with
magic, go to 20G to fight those remaining.

G. The globe floats gently down to you, revealing that on one side of it is a small panel in which
are set three buttons. One of these is red, one is blue and the third is yellow. As you watch, a
mouth opens beneath the panel. This speaks the following words: “O Adventurers. Before ye
is the Sphere of Serranor. Contained within is a great treasure, but to win it, ye must first pass
the Test of Serranor, of which this is the first part. Press the correct button, and the second part
will be revealed. Choose incorrectly and doom may befall ye. This shall be your sign: I am the
Light of the World.” The mouth closes; you may now choose to press a button. Go to 6A if you
choose red, 49E if you choose blue, or 15C if yellow is your choice. Alternatively, you may try
to smash the sphere by going to 13G. If you decide not to bother, go to 2B to leave the room.

H. “Myohmyohmyningaubullatthegateninetentpolecatchyousidebyside,” says one of the women.


Return to 34C and choose again.

I. The reader loses 1–4 points from his/her prime requisite score. The page vanishes. Return to
19B and make another choice.

J. You enter a short corridor, 5’ wide, running N–S for 10’. There are doors at either end. To listen
at the doors, go to 2C for the S, or 4E for the N. There are no secret doors here.

Sample diagram:

A door

SCALE: 1 cm = 5 feet
2
A. Ten of the gnolls fall asleep. This means that there are six left, whom you will now have to
fight, since they have realised what is happening and you won’t have time to try another spell.
Go to 20G to fight or, if you do not wish to do so, you may retreat back through the door you
entered by. Go to 1B if you came from the west, or to 3C if you came from the north.

B. You may leave by the north door (4B) or the south door (7D ). Both doors are silent.

C. You hear a mumbling sound. Go to 34C to open the door; otherwise go back to 1J and choose
again.

D. Inside you see, lying on the floor of the wardrobe, a number of gold pieces. To pick them up,
go to 4C. If, for some reason, you decide to close the wardrobe door and not bother, return to
45A and choose again.

E. He says: “How dare you invade the privacy of Vosarco the Alchemist? Get out of here at once,
or suffer the consequences of your folly! He beckons to the south door. If you wish to leave, go
to 1J to pass through that door. To remain, to either see what he does or to talk to him, go to
5A. To attack him, go to 18B.

F. You are in a corridor, 5’ wide, running N–S. The W wall is 65’ long, the E being 60’. At the S
end, the corridor ends in a door; at the N end, it is displaced 5’ to the E then continues N. There
is a door in the E wall, 40’ from the S end of the corridor. See diagram 2X, rotated 90 degrees
clockwise. To go north, go to 7D. To listen at the S door, go to 4D. To listen at the E door, go
to 8C. To search for secret doors go to 16C.

G. The reader must lose one magical item. He/she may choose freely which item is lost, if there is
a choice, but the item lost must not be cursed or a potion. If the reader is not carrying a magic
item, s/he will lose one of his/her spells, if he has any; otherwise, an item will be lost from
another member of the party, determined at random. That page has disappeared. Go back to
19B and choose again.

H. You are in a corridor, 5’ wide, running N–S. It is 45’ long with a door at the S end. It bends to
the W at the N end; there are openings on each side (i.e. E & W) 15’ from the S end. See
diagram 2Y, turned through 90 degrees clockwise. To go N (4F); to go W (6E); to go E (40G);
to listen at the S door, go to 4G.

X. North

Y. North
3
A. You are in a short corridor, 5’ wide, running N–S for 10’. There are doors in the N and S walls.
To go through the N door, go to 34C. To listen at the S, go to 12A. There are no secret doors.

B. You enter a large room or chamber, which is 40’ N–S, and 45’ E–W. There are four doors;
one each in the centres of the N and S walls, one in the E wall, 15’ from the S, and one in the
W wall in a similar position. There are four pillars in the room; one is 10’ from the W wall and
10’ from the N, and the others are in similar positions in the other three corners. See diagram
3X. The room has no occupants, but in its centre is a huge marble statue of a goat, standing on
a black carpet. You may investigate the goat and carpet by going to 5B. To listen at the doors,
go to 8D. To pass through a door without listening, go to 1E for the S door, 41A for the N, 21B
for the W, or 4F for the E. To search for secret doors, go to 18A. To investigate the pillars, go
to 12E.

C. You are in a long corridor, 5’ wide, running N–S. The E wall is 65’ long and unbroken. The W
wall is the same length, but there is a 5’ gap in it, 25’ from the S end. See diagram 16X, rotated
90 degrees clockwise. There are doors at the N and S ends of the corridor. To listen at these, go
to 6F. To go through the gap, go to 46G.

D. The chest opens, but an irresistible force will suck the opener inside unless he/she saves versus
strength. It will then disappear, whether it has sucked the opener inside or not. If you have just
lost the last survivor of your party, go to 48C. If not, return to 25F, ignoring all references to
the chest.

E. ’Ello, ’ello, ’ello! Wot’s goin’ on ’ere, then? Readin’ paragraphs you haven’t been directed to,
eh? I’m appalled, and so are the gods, who instantly strip you of all treasure and magic and
teleport you back to the entrance. Go to 1A.

F. You find nothing. Go back to 45A and choose again.

G. It just sits there and does nothing. Go back to 46F.

North
X.

P = Pillar
4
A. You enter a short corridor, 5’ wide, running E-W for 10’. There are doors at either end. To
listen at the E door, go to 17A. To listen at the W, go to 5D. To go through the doors without
listening, go to 45A for the E, or 32D for the W. There are no secret doors here.

B. You are in a short 5’ corridor going north. At the S end is a door; the E wall is 5’ long, and the
W is 10’ long. At the N end, the corridor bends to the E. To go through the silent S door, go to
23C; to go E around the bend, go to 18E. To search for secret doors, go to 32A. See diagram
4X.

C. As you approach, ten of the gold pieces seem to rise into the air and hurl themselves at you.
They will hit random members of the party (roll dice yourself to see which.) they will have the
same chance of hitting you as would a 3rd level monster, and each one that hits will do a single
point of damage. The following melee turn you see ten more gold pieces rise into the air. You
realise (with a little help from the gods, who like to keep you informed) that the wardrobe is
occupied by a poltergeist, which will continue to hurl the gold at you, ten pieces per melee turn,
until it has thrown them all. There look to be a total of 500 coins in the wardrobe. You can stand
there and remain a target until you have been pelted with all 500 (Go to 32B), do battle with
the poltergeist (Go to 28A), or close the wardrobe door (Go to 38E). To leave, go to 8B.

D. You hear nothing. To go through the door, go to 42E. To do anything else, go back to 2F and
choose again.

E. You hear a very faint scratching sound and a slight gurgling. To open the door, go to 21A.
Otherwise go back to 1J.

F. You are in a 5’ wide corridor, running E-W. Its N wall is 20’ in length, the S wall being 5’
shorter; the corridor bends to the S at the E end, and ends in a door at the W. To listen at this
door, go to 8F; to pass through without listening, go to 3B. To go around the bend to the S, go
to 2H. There are no secret doors here.

G. You hear a grunting sound. Go to 30E to open the door; otherwise go back to 2H.

H. Are you lawful? If so, go to 52F. Otherwise go to 31F.

I. You find nothing at all of value, and emerge rather smelly. Go back to 9G and leave the room.
Unless of course you like it there... it takes all sorts....

J. You find one, at the NE end of the passage. To listen at it, go to 12J. Otherwise return to 24B.

X. North
5
A. He ignores anything you try to say to him and becomes angrier and angrier. Finally, he stands
up and rubs a ring he wears. You hear a crashing sound from somewhere beyond the S door.
He says; “I have now summoned my pet, Thrag the Terrible. Go now arid I will send him back.
Stay, and your doom will be sealed.” You may leave by the S door (10D), remain and see what
happens (25B), or attack him (150).

B. Tapping around the goat, you will find no secret panels. You can try to pull the carpet out from
under it by going to 10E. Or, you can try to burn the carpet by going to 43B. Or, you can try
standing on the carpet and wishing for something, in which case write down exactly what you
intend to wish for and go to 26E. If you don’t wish to try any of these, go back to 3B and choose
again. The goat is too heavy to move, too big to get out through the doors, and it will not break
if you try to smash it.

C. The reader gains a magical weapon of his/her own choice and alignment. The weapon will give
a 1/10th (+2) better chance of hitting. Go back to 19B and choose again. N.B. The weapon
gained will have no special abilities other than its hit bonus. The page just read has vanished
forever.

D. You hear the sounds of grunting and of clashing weapons. To open the door, go to 32D.
Otherwise return to 4A.

E. You are in a 5’ wide corridor, running E-W for 20’. There is a door at either end. To listen at
the E door, go to l4C; for the W, 29D. To pass through a door without listening, go to 37L for
the E or 46F for the W.

F. How clever of you. You now have a lot of broken pieces of wood to play with. Vandals! If there
had been anything in the boxes, it must have vanished when you started to break them up. Oh
dear. What a pity. How sad. Return to 12D.

G. The chest opens, but all it contains are a miserable 50 copper pieces. As you remove these, the
chest disappears. Return to 25F.

H. If you aimed some sort of ‘missile’ spell, go to 43E. If you used a Dispel Magic spell, go to
35D. Any other spell will have no effect, so go back to 18D. You still have time to fire arrows,
but not time to cast another spell.

I. You hear nothing. To open the door, go to 5E. To listen at the other door go to 47E. To search
the room, go to 49F.

J. Ahem! It’s a book on the sexual habits of kobolds. If you know any kobolds, you might be able
to sell it to them for a few gold pieces, but otherwise it’s worthless. Go back to the number you
just came from.

X. North
6
A. A jet of flame shoots out at whoever pressed the button, doing two six-sided dice worth of
damage to him. Go back to 1G and choose again.

B. You hear nothing, but while you are listening, an ochre jelly happens to come along from the
north. You must fight this before you continue, as it now has your scent and will follow
wherever you go. Fight the battle yourself. If you win, you may pass through the door (39J). If
you change your mind, go back to 2F and choose again.

C. You’re not going to believe this; you hear a noise which sounds something like a couple of
hundred football hooligans having a punch-up at a Sex Pistols concert! To open the door, go to
8E; otherwise return to 1B and make another choice.

D. Well done. Ignore any further references to the creature from now on. Slitting its abominable
gut open, you find a +1 mace, 500 silver pieces, 100 gold pieces and a gem worth 1000 gold
pieces. Any characters outside the room may now re-enter. Now, you may investigate the door
through which the creature came (go to 15A), or continue to investigate the room you are in, in
which case return to 36A and choose again.

E. You are in a very short corridor, 5’ wide, running E-W for just 5’. At the W end is a door; to
open this (it is silent) go to 25F. At the E end, the passage forms a crossroads with another
corridor running N–S. To go E, go to 2H. There are no secret doors here.

F. At the N door you hear nothing. Go to 28E to open it. For the S door, roll a six-sided die. On a
roll of 1–3, go to 46D. On a roll of 4–6, go to 19D.

G. You are in a 5’ wide corridor, running N–S for 20’. At the N end, it comes to a dead end; at the
S, it forms a ‘T’ junction with another corridor running E–W. There is a 5’ wide gap on the E
wall, 5’ from the N. To go S, go to 18E. To go through the E gap, go to 9E. To search for secret
doors, go to 45C. See diagram 6X.

H. You have time to release two arrows. Each arrow that hits will burst a bubble (the bubbles have
armour equivalent to leather). When you have fired two arrows, you must either retreat to 21D
if you came from the E, or 9E if you came from the W, or fight the bubbles by going to 31A.
You no longer have time to use magic, as they are practically on top of you.

North
X.
7
A. Lucky you! You find an elven cloak and a pair of elven boots to boot. There is nothing else in
the wardrobe of interest, so go back to 45A and choose again.

B. You find nothing .... but while you search, there suddenly comes a resounding crash as the south
door bursts asunder, and through it flows a loathsome mass of slimy ebony flesh, bristling with
spines, hooks and claws, and gurgling horribly. At the sight of it, each of your characters must
save vs. magic. If they fail to make their saving-throws, they must run from the creature in fear.
Roll a six-sided die. On a roll of 1–2, they will flee through the W door (40G), on a 3–4 they
will run through the N door (1J), and on 5–6 they will go E (46G). All characters Feared must
run through the same door, and will cower in terror in the corridor beyond until it wears off (in
4 turns). Characters who make their saving-throws may either follow those who run away, or
stay and fight the creature, in which case go to 19A. If all of your characters leave the room,
then should you re-enter at any time, you will find that both the creature and the people who
were on the divans have gone!

C. You enter a 20’ E-W, 15’ N–S room. The only door is the one by which you enter, which is in
the westernmost 5’ of the N wall (See diagram 7Y). A horrible stench issues from the room,
which is occupied by a loathsome, ghastly creature; a writhing mass of slimy ebony flesh
bristling with spines, hooks and claws, and emitting a spine-chilling gurgling noise. At the sight
of it, each of your characters must save vs. magic or flee in terror back to the room with the
divans (return to 36A). They will cower there for four turns before they recover. Any characters
not affected have the option of following their comrades (the creature will not follow), or
remaining and doing battle with it. In the latter case, go to 10B.

D. You are in a 5’ wide corridor, running N–S, and ending in a door at the N end. The E wall is
25’ long, the W wall 20’. At the S end the corridor is displaced 5’ to the W, then continues S.
See diagram 7X. To go N, go to 23C to pass through the silent door. To go S, go to 2F. To
search for secret doors, go to 28B.

E. Four kobolds appear and swear allegiance to you. They then vanish again, but will reappear
any time you call for them, staying for one hour or until they die. Isn’t that nice? The page
vanishes; return to 19B and choose again.

X. North Y.

North
8
A. The chest has a combination lock, which uses the letters A to L. To turn the combination dial
to a letter, go to:
42C for A 46E for B
38C for C 1C for D
30D for E 23D for F
14B for G 40E for H
5G for I 3D for J
19C for K 27F for L
To try and break the lock, go to 13E. To try and smash the chest, go to 36C. To do anything
else, return to 25F and choose again.

B. You may safely leave by going to 30A for the E door, 23A for the S, or 4A for the W. However,
should you come back, don’t expect to find the floor strewn with gold pieces; the poltergeist
will have scooped them all up again by then.

C. Roll an 8-sided die. On a roll of 1−2, go to 6B. Otherwise, go to 13A.

D. You hear nothing at any of the doors. To open them, go to 1E for the S, 21B for the W, 41A for
the N or 4F for the E.

E. As you open the door, an almost deafening barrage of noise assaults your ears as you realise
you’ve just walked into the loudest Punk Gnoll disco in the world. The room is 20’ E−W, 35’
N−S, with a door in the easternmost 5’ of the N wall and one in the southernmost 5’ of the W
wall. See diagram 8X. In the room are about 16 armed, but outrageously-dressed, gnolls, 12 of
whom are dancing to a 4-piece band playing away in the centre on a dais. The gnolls all have
name-tags on their shirts, and include such notable personages as Sid Bog, Boot Aggro, Poxie
Stench and Scab Contusion. You can attempt to talk to them (Go to 11A), or you can attack
them (Go to 38B to use weaponry, or to 1F to use magic), you can enter the room and see how
they react (Go to 42A), or you can leave by the door you just opened. (1B if you came from the
W, or 3C if from the N).

F. You hear nothing, return to 4F.

G. Roll a 6-sided die. On 1−4, go to 28G. On 5−6, go to 23F.

H. You find one, on the W wall, 10’ from the N. To open it, go to 52L. Otherwise, return to 7D
and choose again.
North
X.
9
A. Well, they are 8’ off the ground, so unless you’ve got a ladder or a levitation spell handy, or a
thief who can climb the wall, whoever examines them will have to stand on someone else’s
shoulders. They cannot do this if wearing chain or plate armour, so they’ll have to remove it
first. Naturally, you’ll see very little with a mirror on a pole because although the boxes have
no lids, they are very dark inside. Right then, in that case you’ll have to poke around inside
them with something. To poke about in the left box, go to 25G. To do the same in the right box,
go to 28H. If you don’t want to bother, go back to 12D and choose again.

B. You find one; it is in the southernmost 5’ of the E wall. To open it, go to 48F. Otherwise, go
back to 14A and choose again.

C. Congratulations! The reader gains 15,000 experience points! That page vanishes forever.
Return to 19B and choose again.

D. You find a hollow spot in the side of the pillar; to open this, go to 31D; otherwise go back to
3B and choose again.

E. You are in a 5’ wide corridor, running E–W for 15’. At the E end it ends in a door; to open this
(it is silent), go to 18D. At the W end, the passage forms a ‘T’ junction with another passage
running N–S. To go W, go to 6G. There are no secret doors here.

F. The door opens. Go to 25F; you enter by a secret door in the westernmost 5’ of the N wall.

G. You enter into a room, 20’ E–W and 15’ N–S. There is just one door (the one you enter by),
which is in the N wall, in the westernmost 5’. See diagram 7X. The room has no occupants, and
contains nothing but old bones, slime, bits of mangled flesh, scraps of clothing, etc. If you wish
to search it, go to 4I. Otherwise, return to 15A.

H. It is a magic morningstar, giving a 5 percent (+1) better chance of hitting. As soon as he hands
it over, Jancorm says “F’zingg!” and disappears. Go to 29B.

I. You hear nothing. Go to 45A to open it, or return to 4A.

J. You find one. It is in the westernmost 5’ of the N wall. To open it, go to 11I. Otherwise go back
to 25F and choose again. The door is silent.

K. You find nothing. Return to 24B.

North
X.
10
A. A troll suddenly appears and attacks the reader. It will continue to attack until dead. Fight the
battle yourself, then go back to 19B and choose again. The page just read has vanished.

B. Well, you certainly don’t lack courage! The creature is so shocked that you have the audacity
to attack it, that you will have the advantage of surprise, i.e. each of your characters may have
a free hack at it, or release one spell, before it recovers. Its armour class is equivalent to chain
mail and shield; it is a 5th level creature (which means it cannot be slept). In melee, it delivers
from 2–5 blows, each one being equivalent to a dagger. It can attack more than one opponent
at a time. It is immune to Charm, but vulnerable to other spells. Having that information, you
can work out the battle yourself. If you win, go to 46B. If all your characters die, go to 26F. If
you lose the battle but still have characters outside the room, go to 36A. At any time, you may
retreat by returning to 7C.

C. You enter an oddly-shaped room, which I’m not even going to attempt to describe. It would be
much easier for you to copy it down directly from diagram 10X. The room is occupied by four
giant rats. To fight these, go to 38A. Also in the room is a boomerang mounted on the W wall
between the doors, and a pull-rope on the NW wall with a small sign next to it. You cannot
examine these items until you have defeated the rats. To leave the room, go back to the number
you just came from.

D. He slams the door behind you; you are in a 5’ wide corridor, running N–S for 10’. You came
through the N door; to pass through the S door go to. 48A. To go back and try to attack the
alchemist, go to 41C.

E. You succeed. On the other side, the carpet is intricately patterned, and you estimate that it’s
worth about 1,000 gold pieces. Go back to 3B and choose again.

F. Well done, you’ve just rolled up some wandering monsters! Three ghouls shamble in through
the south door. Fortunately, you’re not surprised. If you have a lawful cleric in the party, you’ll
have just enough time to try and turn them before they reach you. If you fail, you’ll have to
fight them. Remember, ghouls cannot be slept or charmed, and their touch will paralyse any
non-elf for 1–8 turns. Fight the battle yourself. They have no treasure by the way, and you
found no secret panels in the wardrobe. After the fight, go back to 45A and choose again.

X.
……….. = Construction line

West East
11
A. You shout yourself hoarse trying to make yourself heard... in vain. They take no notice. Return
to 8E.

B. He appears to be grateful for your aid. Work out the details of the fight yourself; he is a 4th
level cleric, and the hobgoblins are armed with swords. If you win the fight and the man
survives, go to 14G. If you win but he dies, go to 31F. If you lose the battle, go to 22F.

C. You hear a muffled scream; when you withdraw the stake, it is covered in fresh blood. If you
are lawful, go to 51A. If chaotic, go to 20H.

D. You are in a corridor, 5’ wide. For the most part, it runs E-W there is a door at the E end, and
from this, the passage runs W for 17’; it then bends to the NW and continues for about 8’,
ending in a door. See diagram 11X. To listen at the E door, go to 47H. To listen at the NW
door, go to 51B. There are no secret doors.

E. Looking into the hole, you see a trapdoor at the bottom, which has a ring set in it. There are
footholds cut into the N side of the hole to facilitate climbing down into it. If you wish to climb
down into the hole, go to 47I. Otherwise, go back to 38D.

F. The bubbles burst harmlessly. You may now enter the room; go to 24H.

G. Roll a 6-sided die. On a 1 or 2, go to 4J. On 3–6, go to 9K.

H. You’ve got problems. If your stranded survivors include a thief, he can try to climb out.
Otherwise, things look pretty grim if you haven’t got a levitation spell handy, since the spherical
walls are very smooth, and apart from a ledge running around most of the room, there are no
projections to lasso. The room is made of a hard metallic substance, so you won’t even be able
to sink a grappling hook into the walls or ledge. If you do have some means of getting up onto
the ledge, go to 48B. Otherwise, you’re stranded there forever. Sorry about that. Have a look at
diagram 48X if you want to see where you’re entombed.

I. The door opens. Go to 3B. You enter by a secret door in the easternmost 5’ of the S wall.

J. As you happily hack away at it, you are suddenly disturbed in your vandalism. Go to 13J,
ignoring the first five words.

K. The door opens; go to 36B. You enter via a secret door in the centre of the E wall.

X.
North
12
A. You hear a sort of grinding noise, followed by a ghastly gurgle! Intrigued? Then go to 7C to
open the door, or return to 3A.

B. All of the doors are silent. Go back to 45A.

C. They put up no resistance as you run them through. They were all first level, so award yourself
the appropriate experience. Are you lawful? If so, go to 46C. Otherwise, return to 36A to
investigate or leave the room.

D. The door opens, into a room which is 25’ E–W, 10’ N–S. There is one door, in the westernmost
5’ of the N wall. The room has no occupants, but on the S wall are two boxes, made of white
wood, mounted about 8’ off the ground. To examine these, go to 9A. To smash them, go to 5F.
To search the room for secret doors, go to 42B. To leave the room, go to 34D. See diagram
l2X.

E. To investigate the pillar in the NE, go to 29C; for the NW, go to 9D; for the SE, go to 21C; for
the SW, go to 41D. To do anything else, go back to 3B.

F. The reader had better make a saving-throw against turning to stone, or that’s exactly the fate
which will befall him/her. The page vanishes; go back to 19B and choose again.

G. Vosarco the alchemist was always determined that he would never be taken alive to be punished
for his crimes, so he gave himself a post-hypnotic suggestion to die if ever Charmed. He drops
dead, therefore, and you have the experience for killing a 4th level alchemist. Return to 33D to
search either the room or the body.

H. You find none. Go back to 20C and choose again.

I. You hear nothing. Return to 37A.

J. You hear someone or something grunt. Return to 16K to open the door; otherwise, return to
24B.

K. You find none. Return to 33D.

L. To leave the room, go to 4B for the N door, or 7D for the S door. Both. doors are silent, and
there are no secret doors here.

M. Roll a 10-sided die. On a roll of 1 or 2, go to 39H; otherwise return to 24H. If you have above
average strength, you may add 1 to the die-roll, or 2 if your strength is very high.

X. North
13
A. You hear nothing. To open the door, go to 39J. Otherwise go back to 2F and choose again.

B. You find a concealed secret panel in the E wall, in the centre. To open it (it is silent), go to 41E.
Otherwise, return to 36B and choose again.

C. It takes absolutely no notice of your cleric whatsoever, and just sits there! Return to 46F and
choose again.

D. You hear nothing. To pass through it, go to 2F; otherwise, return to 42E and choose again.

E. Crunch! The lock breaks and falls off. This was probably the most sensible thing you could
have done. The chest opens, and inside are 500 gold pieces. After you remove these, go to 16F.

F. On the wall with the wall bars you will find a secret door. This is in the centre of the SW wall,
and is silent. To open it, go to 24B. Otherwise, return to 49D and choose again.

G. Whatever you try to do has no effect upon the sphere, except that any weapon you hit it with
shatters, even magical ones. To cast a spell at it, write down exactly which spell you are using
and go to 35A. Otherwise, return to 1G.

H. So at least one of your characters has re-entered the box, presumably to get their hands on the
goodies inside. Fine. But that character cannot leave the box by any means whatsoever, until
he has killed someone while in the box. So, unless another of your characters is willing to
sacrifice himself for a comrade by entering the box and allowing the first character to kill him
(or her), then the first character is doomed to remain in the box forever. You cannot throw or
teleport objects out of the box either. If you are sacrificing a character, you may pick up an
object and leave (go to 45E, ignoring any reference to objects previously picked up). Otherwise,
return to 12D and carry on, minus the character in the box.

I. Roll a 6-sided die. On 1–4, go to 14H. On 5–6 go to 25H.

J. As you search, finding nothing, an angry-looking man who exactly resembles the statue enters.
He spots you rummaging about his room, and begins to incant a spell. You won’t have time for
a counter-spell as he has already begun his. To quickly fire arrows at him, go to 45F. To rush
him with weapons at the ready, go to 33I. To try and make a break for it, and run through the
E door, go to 17F. To resign yourselves to your fate, go to 46H.

X. North
14
A. You enter a 15’ square room, with a door in the centre of the W wall (See diagram 14X). In the
centre of the room is a wooden coffin, from which you can hear a knocking sound issuing. You
may leave the room by going back to the number you just came from, investigate the coffin (go
to 32E), or search for secret doors (9B). To pass through the silent W door, go to 27I.

B. The chest opens. Inside is an intricately-worked copper girdle. When one of your characters
puts this on, go to 50B. Now go back to 25F. The chest has disappeared.

C. You hear a scratching sound. Go to 37L to open the door, or back to SE.

D. You find one, in the easternmost 5’ of the S wall. It is silent. To open it, go to 9F. Otherwise
return to 3B and choose again.

E. To try to use Sleep or to charm him, go to 47D. For any other spell, work out the results
yourselves. He is a 4th level alchemist and has saving-throws appropriate for his class and level.
Should your spell put him out of action (i.e. kill him), go to 33D to search him and the room. If
not, go to 50C because you must now fight him conventionally.

F. It still doesn’t open and, while you are bashing away futilely, a gargoyle flies into the room
through the W door. It is extremely hostile and, remember, can only be affected by magical
weapons or spells. If you have no magical weapons, and no spell left which is effective against
such a creature, you’ll have to run for it, in which case go to 50F. If you fight it and kill it,
return to 48B and choose again; the door was a false door! If you die… tough!

G. The man is very grateful, and is willing to reward you. He introduces himself as Jancorm, a
lawful cleric. For your reward, he will:

a) Give you his morningstar (9H).


b) Heal some of your wounds (43F).
c) Give you his book, which he says is a rare copy of the Book of Many Powers (33F), a
volume similar to the Deck of Many Things.
Choose any one of these three. If you decline a reward, he mutters the word “F’zingg” and
disappears; go back to 29B. Alternatively, you can attack him by going to 32F.

H. You find nothing. Return to 44A and choose again.

I. Wrong! Go immediately to 22I.

North
X.
15
A. The corridor beyond the door is 5’ wide and runs N-S for 10’. There is a door at either end. To
pass through the silent S door, go to 9G; to go back through the N door, go to 36A and back
into the room with the divans.

B. The reader becomes paralysed for 2–20 turns (no save). The page vanishes. Return to 19B and
choose again. That particular character will have to be carried around until he/she recovers.

C. Click! Something happens inside the sphere and it disappears, leaving behind a smaller yellow
sphere which presumably was inside it. This new sphere has four knobs upon its upper surface,
which form a compass, with points labelled North, South, West and East. A mouth opens on
the side of the sphere and speaks the words “Rotate the News”. To turn any of the knobs, write
down exactly what you intend to do, and go to 20E. To try and smash the sphere, go to 24F. To
leave the room, go to 2B.

D. He anticipated this; he flicks something from a band around his right wrist; go to 25B.

E. You find no secret panels, but fumbling around the spikes you bump against an invisible corpse!
Searching this by touch, you realise that it is a leather-armoured man, with a backpack. On one
finger he wears a ring. When you remove this, the corpse becomes visible. Should you ever
decide to put the ring on, go to 31E. Searching the backpack, you find it contains 200 gold
pieces. Go back to 48B and choose again.

F. While the statue is made of quite normal stone, it is also very hard and extremely solid.
However, you are doing it some small damage. Roll a 10-sided die. On a roll of 1–4, go to 11J.
On 5–10, go to 50H.

G. You throw the boomerang and it disappears; seconds later it reappears, but between the jaws of
a giant dingo!! You’re going to have to fight this, of course (it is equivalent to the smallest size
of Hell Hound, but without flame breath). If you lose this close encounter of the furred kind,
don’t give up; stick to your guns with dogged resolution and try again. If you win, go to the
number you just came from. If you want to throw the boomerang again, go to 37I.

H. Roll a 6-sided die. On a roll of 1–4, go to 12K. On 5–6, go to 36F.

I. Roll a 20-sided die. On a roll of 1–6, go to 44G; on a roll of 19 or 20, go to 51G. On a roll of
anything else, return to 24H and choose again. You have found nothing, and may only roll once
for this.

North
X.
16
A. The desk is strewn with various papers and parchments, but most are either unintelligible or
unimportant-looking. You do find a gold-bound quill pen looking to be worth about 20 gold
pieces. This has an inscription which you cannot read; if you ever use a Read Languages spell
on it, go to 51F. To search the desk for secret drawers, try 41G. To do anything else, go back
to 42E and choose again.

B. He appears to have difficulty in understanding you (ogres are not very bright, remember…).
Eventually he loses patience with trying to comprehend, and... go to 26B.

C. Roll a 6-sided die. On 1–2, go to 41H. On 3–6, go to 37H.

D. The gods are more than a little annoyed at your cowardly slaying of helpless victims who could
offer no resistance, so they teleport the lot of you away from that room. You find yourselves in
the room described in 36B. You cannot leave that room by returning to this number.

E. You hear the sounds of grunting and of clashing weapons. To open the door, go to 32D.
Otherwise return to 21D.

F. As soon as you have removed its contents, the treasure chest disappears. Return to 25F but
ignore all references to the chest.

G. As you open it, there is a blinding flash, and your entire party is teleported away from the room.
You find yourself in a corridor. Go to 1B.

H. You find a secret door at either end of the passage; the one at the W end is a sliding panel. Both
are silent. To open the W door go to 11K; for the E one, go to 33G.

I. Luckily for you, the gods were taking a nap at the time. Go to 33H to open up the coffin and
find out what was inside, or to 14A to choose again.

J. Well done! You can now slit its hellish gut open and pick up the 500 gold pieces, 500 silver
pieces and a gem worth 1,000 gold pieces which it had swallowed along with previous victims.
With the creature dead, any Feared members of your party will now recover. Go to 41F to
search the room, or to 1J to leave it.

K. The door opens. Go to 30E; you enter via a secret door in the centre of the SW wall.

L. Oh dear. You died. How sad. What a pity. My condolences (He, He, He).

M. The sign next to the pull-rope says; “Ring for treasure”. If you wish to pull it, go to 31J.
Otherwise return to 20C.

X.

North
17
A. Roll a 6-sided die. On a roll of 1–2, go to 31G; on 3–6, go to 9I.

B. Roll a 6-sided die. On a roll of 1–2, go to 9J. On 3–6, go to 40J.

C. You cannot really charm them; however, if you used Sleep, it works and they go down. You
can confidently slit their throats, and go to 20C. For any other spell, work out the results
yourself. If you kill them or put them out of action, go to 20C. If you fail, you must fight them
conventionally; go back to 38A.

D. The armour is magical, giving a 5% (+l) better protection, and also confers the wearer with the
ability to use a ‘Levitate’ spell once per day. Go to 35H.

E. As soon as you pull the ring, the trapdoor opens, and a clear, bright green liquid floods out.
You cannot close the trap due to the pressure of the liquid, and any players you have in the pit
will be immediately engulfed. As the liquid hits them, any survivors see their comrades shrink
and petrify. You have just lost at least one character. If all of your characters are now dead, go
to 31H. If not, read on… The liquid continues to gush into the pit until it fills it completely.
You will not be able to fill flasks and use it as a weapon, because it loses its shrinking/petrifying
properties very quickly when removed from the pool. Go back to 38D.

F. Roll a 10-sided die. On a roll of 1–4, go to 22G. On 5–10, go to 34F.

G. After a brief period of silence, Zeus speaks, saying; “Intruders! You stand accused of killing
creatures placed in these halls by ourselves, which thy foolish race doth consider to be
monsters! The punishment for such transgressions is terrible indeed. How plead you? Guilty or
not Guilty? Consider thy reply most carefully.” If you wish to plead guilty, go to 29A. If your
plea is not guilty, go to 22H. If you decide not to plead, go to 51D. To fight the gods, go to
19G;

H. Both of the doors are silent. To open the N door, go to 3C; or for the W door, go to 1B.

I. You hear someone or something grunt loudly. Go to 30E to open the door, or return to 37A.

J. I hope you were holding your breath, because it was a sleep-pellet. Anyone or anything
breathing in the vapour must save vs. magic or fall asleep for six turns. Each pellet affects up
to 8 levels of characters or monsters (e.g. one 8th level monster, or eight 1st level ones, or four
2nd level ones, etc; the lowest level types present are always affected first). You now have one
pellet less than you had before. Return to the number you just came from.

X.

North
18
A. Roll a 6-sided die. On 1–2, go to 14D. On 3–6, go to 28F.

B. Are you using magic or fighting conventionally with weapons? If the latter, go to 5OC. To use
magic, go to 14E.

C. Roll a 6-sided die. On a roll of 1–3, go to 26A. On 4–6 go to 13B.

D. You enter a room which is 20’ E-W, 15’ N-S. There is a door in the centre of the W wall, and
one in the northernmost 5’ of the E wall. See diagram 18X. In the room are three huge floating
bubbles and a treasure chest. As you peer into the room, the bubbles begin to float towards you.
You can:

a. leave the room by going to 21D if you came from the E or 9E if you came from the W.
b. enter and fight them; go to 31A.
c. stand your ground and fire arrows at the approaching bubbles (go to 6H).
d. cast a spell at the bubbles. Write down the spell you intend to use and go to 5H.

E. You are in a corridor which is 5’ wide and running E–W for 80’. The corridor turns south at
either end; there is a 5’ wide gap in the S wall, 25’ from the eastern bend, and a similar gap on
the N wall, 20’ from the western corner. You can see no doors. See diagram 18Y. To go around
the W bend, go to 4B. To go around the E bend, go to 22C. To go through the N gap, go to 6G,
and for the S gap, 41A. To search for secret doors, go to 8G.

F. You find nothing. Return to 36A and choose again.

G. You find nothing. Go back to 12D and make another choice.

H. The globe’s top half vanishes, revealing a crystal box nestled snugly inside. The box is lidless
and empty, but has a small dial on its side; this has a pointer and is surrounded by 7 coloured
spots. The magic mouth on the sphere opens again and says; “Well done, my children. One
final test stands before ye. Recall the action of a seat in a church which lacked the optical sense,
and set the dial.” The mouth vanishes. You may now turn the dial to one of the coloured spots:

For Red go to 14I For Blue go to 22I For White go to 35I


For Yellow go to 23H For Green go to 25I
For Grey go to 26H For Black go to 29I

If you decline to choose, go to 12L to leave the room; when you return, the black globe will be
back. To try and smash the box, go to 24F.
North

X.

North

Y.
19
A. Well, you’re brave, I’ll say that for you, so I’ll give you a chance. The creature’s armour class
is equivalent to chain mail and shield, and it is 5th level. In a fight, it will deliver from 2-5
blows, each being equivalent to a dagger. It can attack more than one opponent at a time.
However, it wasn’t expecting any resistance, which means that each of your characters can have
a free hack at it before it recovers from its surprise. Or, you may release one spell. It cannot be
slept or charmed, but is vulnerable to other magic. Work out the results of the battle yourself.
If you win, go to 6D. If all of your characters die, go to 26F. If you lose the battle but still have
characters outside the room, return to 7B. At any time, you may retreat by going back to 7B.

B. Each of 4 characters may read a page from the book. If anyone tries to read more than one page,
the book will disappear. It will disappear anyway when four pages have been read. You may
read:

page 1 (go to 2G) page 2 (34A) page 3 (7E) page 4 (25C)


page 5 (15B) page 6 (44C) page 7 (40F) page 8 (20K)
page 9 (28C) page 10 (37E) page 11 (1I) page 12 (41B)
page 13 (l0A) page 14 (21F) page 15 (5C) page 16 (12F)
page 17 (9C) page 18 (46A) page 19 (23E) page 20 (48D)

After reading 4 pages, return to 29B and choose again (of course, you don’t have to read four
pages).

C. The chest opens. Inside is a scroll with the spells Hold Person, Strength, Dispel Magic and
Charm Plants written on it in Common. The chest vanishes; go back to 25F and choose again.

D. As you listen, a Piercer drops from the ceiling onto the listener. It will automatically hit unless
you can roll a 1 or 2 on a 6-sided die, doing eleven points of damage. If it misses, it is completely
harmless thereafter and you will be able to kill it easily. You did hear a noise at the door. Go to
46D to find out what you heard.

E. The door was silent, but it will not open. To try again, go to 14F. To use Dispel Magic or a
Knock spell on the door, go to 37B. To try another door or do something else, go to 48B.

F. One of the medicine balls jingles when you pick it up. Slitting it open, you find 400 gold pieces
inside, plus a luckstone. Return to 49D and choose again.

G. Are you crazy or something??? You die. It’s as simple as that! No way are you going to stand
a chance against eight gods unless you cheated and brought down 40th+ level characters with
you! End of the game (no saving-throw!).

H. You fail to budge it. Return to 11E.

I. She produces a bag containing 150 gold pieces, and enchants them to be worth ten times their
normal value. She then casts a Dimension Door spell and vanishes. Return to 14A.

North
X.
20
A. You have just succeeded in not falling into a hollow spherical room with steel spikes at the
bottom. For a description of this room, go to 48B. It has no occupants.

B. The other man says: “Vosarcooperationtinglowwormintrudetopointerribalchemist


youverymmenanthillosirmonsterriblendearnoseandthroat.” Go to 1H.

C. Right. The rats disposed of, you can now investigate the boomerang (go to 40H) or investigate
the pull-rope (Go to 16M). To search for secret doors, go to 12H. To leave the room, go to 24B
for the NE door, 11D for the SE door, 5E for the N door on the W wall, or 48E for the
southernmost door on the W wall. All doors are silent.

D. You succeed in closing it but, as you watch, the expanding spores inside the chest exert an
increasingly greater pressure on it, until at last it bursts with explosive force! The flying wooden
shrapnel will do one die of damage to each person in the room. If they succeed in saving versus
magic, they can halve this damage. The chest is now destroyed, but the explosion also destroyed
the spores. Return to 25F and choose again.

E. If you wrote the words to the effect that you were to turn each knob, in the sequence ‘North –
East – West – South’, then go to 18H. You did the right thing. If you wrote that you were to do
anything else, go immediately to 21G.

F. They wake up and are extremely annoyed at you for putting them to sleep. They attack you.
Fight the battle yourself. If you win, go to 31F; if you die, go to 22F.

G. One of the gnolls on the dais in the centre lifts to his lips a peculiar brass horn and blows it.
tour additional gnolls appear and he orders them to attack you on their side. These newcomers
are berserk, since the horn was a Brass Horn of Valhalla. You must fight them all, unless you
would like to retreat back through the door by which you entered (1B for the W or 3C for the
N). If you win the battle, go to 51H.

H. No, there wasn’t a vampire in the coffin; go to 33H to find out what was!

I. So you’re pleading guilty after all, huh? Go to 29A and find out your fate.

J. Well, I’ll be doggone! How’n’de world do you expect success if you keep letting yourselves be
killed? Oh well, looks like it’s fangs for the memory again!

K. The reader immediately loses 1,000 experience points. If he/she cannot afford such a loss,
experience simply drops to zero. The page vanishes; return to 19B and choose again.

L. l,986,601,444,920,010,994,723,037,849,l35,866,430,600,005,004,533,291,745,091,403,227,6
96,969,054,338,728,087,500,111,541,392,180,967,510,452,186,941,006,551,317,223,956,12
3,456,789,011,854½ (or thereabouts!)
21
A. You enter into a room which is clearly an alchemist’s den. It is 30’ E–W, 20’ N–S; there is a
door on the S wall, 10’ from the W. See diagram 21X. The room has tables packed with
alchemic equipment, as well as a work desk. At the latter sits a man, the sleeve of a chainmail
shirt peeking out from beneath his robes. He looks rather annoyed. To leave the room, return
to the number you just came from. To speak to him, go to 42D. To attack him, go to 18B. To
wait to see what he does, go to 2E.

B. You are in a 5’ wide corridor, running E–W. The N wall is 20’ long and the S is 15’ long; at
the E end, the corridor ends in a door; at the W end, the corridor bends to the S. To go through
the silent E door, go to 3B. To go around the bend, go to 34D. There are no secret doors here.

C. On the SE pillar, you find a hollow spot; to open this, go to 33E. If you don’t wish to do so,
return to 12E.

D. You are in a 5’ wide corridor, running E-W for 15’. There is a door at either end; to listen at
the E door, go to 16E, or to listen at the W, go to 29E. There are no secret doors here.

E. To use Sleep, go to 45D. To use any other spell, work out the results yourself; to Charm him,
however, you would need Charm Monster. If you manage to kill the ogre or render him helpless,
go to 49D to search the room. If not, you’ll have to fight him conventionally with weapons; go
to 40D. To leave, go to 2H if you came from the N or 37A if you came from the S.

F. The reader automatically gains a random item of miscellaneous magic. Roll any one from the
following list:
1. Crystal Ball 2. Sceptre of Speaking Languages
3. Elven Boots 4. Helm of Reading Magic and Languages
5. Chime of Opening 6. Gem of Secret Door Detection
7. Staff of Striking 8. Bracelet of Defence (armour equivalent to chainmail + shield)
9. Javelin of Lightning 10. Poisonous Cloak
When you have gained one item, the page vanishes forever. Return to 19B and choose again.

G. Well, honestly, how could you mess up such an easy clue? The globe vanishes, and in its place
a cockatrice appears and immediately attacks. Fight the battle yourself. If you win, go to 12L
to leave the room. If you lose, serves you right!

H. It steadfastly refuses to break. Return to 36D.

North

X.
22
A. Opening up the coffin, you see a beautiful young leather-clad woman inside, bound and gagged.
To remove her gag, go to 39G. To kill her, go to 35G. To test whether she is a vampire by
sprinkling her with holy water or touching her with a holy symbol, go to 40I. To nail the lid
back down and ignore her, return to 32E and choose again.

B. The bottle contains a sweet-smelling bluish liquid. If and when you choose to drink it, go to
51C. You may now leave by simply willing yourself to be outside the box (go to 50E), or you
can pick up another object (go to 27E).

C. You are in a short corridor, 5’ wide, running N-S for 15’. At the N end it bends to the W; at the
S end it bends to the E. There are no doors (see diagram 22X). To go W, go to 18E. To go E,
go to 44A.

D. All the doors are silent. To open the W door, go to 11D; for the E, go to 1B; for the N, go to
37A. Alternatively, return to 38D.

E. Unfortunately for you, he makes his saving-throw. Go to 50C, ignoring the first five words. He
is somewhat angry.

F. Oh dear, just when you were hoping to be goblin up success, you lose. You must now be quite
melancholy, and there's really only one way to curate; go off and get priest somewhere!
Byeeeeee!

G. Sorry, he gets you with the spell before you can make it through the door. Go to 46H.

H. “What!!!?” yells Zeus, “Not guilty???” The gods mutter amongst themselves for a while, then
Athene asks you; “Are you sure?” If you wish to answer in the affirmative, go to 32G. ·If you
wish to change your plea, go to 20I.

I. A church seat is a pew. Lacking the optical sense is blindness. Remember Blind Pew in
Treasure Island? Should have chosen the black spot shouldn’t you? Sleep-gas pours out of the
box and renders you all unconscious. While you sleep, thieves sneak in. They resist the
temptation to slit your throats, but they do steal all of your treasure and weapons. When you
wake up, you find that the thieves and the globe have both vanished. Go to 12L. If you should
ever re-enter this room, you will not find the globe here.

J. The missing sections of the ledge slide out from the wall and into place. The ledge now extends
all around the room and you can open the doors now without any fear of falling. Go to 48B.

K. It has no effect upon either. Go back to 51J and choose again.

North

X.
23
A. You are in a short corridor, 5’ wide, running N–S for 10’. At the N end, it ends in a door; at the
Send it forms a ‘T’ junction with another corridor running E–W. To go through the silent N
door, go to 45A; to go S, go to 44A. Yours is the easternmost gap.

B. They take very little notice, but at length one of the men says: “Beware-
owhereversatilingaroofgardenominateanloventeratyourperil.” Go to 20B.

C. You enter a room, 30’ E–W, 20’ N–S. There is a door in the N wall, 10’ from the E, and one in
the S wall, 10’ from the W. In the centre of the room floats an ebony globe, about a metre in
diameter, which starts to move towards you as you open the door. If you wish to stand your
ground and either cast a spell or fire an arrow at it, write down exactly what you intend to do
and go to 35A. If you wish to wait and see what it does, go to 1G. If you wish to rush in and
attack the globe with conventional weapons (swords, etc.), go to 40C. To leave the room, go to
7D if you came from the S, or 4B if you came from the N. See diagram 23X.

D. The chest bursts into flames! Whoever was touching it to turn the lock suffers burns equalling
one 8-sided die worth of damage. The chest burns to ashes in a few seconds. To poke about in
the ashes go to 33A. Otherwise, go back to 25F and choose again.

E. Aha! This page is the equivalent of the Joker! The reader has the choice of either immediately
gaining 20,000 experience points or reading two extra pages. This particular page has
evaporated and cannot be read again. Make your choice, then return to 19B and choose again.

F. You have just rolled up a wandering monster! Three Fang Hounds charge around the eastern
bend towards you. These wild dogs are second level creatures, have armour class equivalent to
chainmail and shield due to their very high dexterity, and in melee will both bite and claw. Each
claw is equivalent to a dagger, and their bite will do the same damage as two hand-axes! You
must fight these before you continue. If you win, go to 18E. You found no secret doors. If you
lose, go to 20J.

G. You hear a very faint muttering sound. Go to 34C to open the door; otherwise return to 40G
and choose again.

H. Wrong! Go to 22I.

North

X.
24
A. The box contains 300 platinum pieces! You may leave the box you are in by simply willing
yourself to be outside of it (go to 50E) or you can pick up another item (go to 27E).

B. You are in a 5’ wide passage, running NE–SW for about 20’. There is a door at the SW end; at
the NE end the passage terminates in a blank wall. To listen at the SW door, go to 35F. To
search for secret doors, go to 11G.

C. You find one; it is on the W wall, in its northernmost 5’. It is silent. To open it, go to 26G.
Otherwise return to 4B.

D. Being evil and chaotic, they don’t appreciate your offer of help and start attacking you. The
man now knows you are an enemy too, so you must fight all of them. Go to 35B.

E. You succeed. They burn to a crisp. However, you have also set light to the chest, which was
remarkably inflammable. It burns to ashes in seconds. To search among the remains, go to 33A;
otherwise return to 25F and choose again.

F. The sphere vanishes the moment it is attacked, whether by a spell or weapon. Go to 12L and
leave the room.

G. Oh dear! Your trip ‘round this dungeon has come to a sad end. It looks like you’ll have to go
full circle and start again. You’ll have to be sharper next time and not fall foul of the dungeon-
master’s nasty tricks. ‘Bye for now!

H. With the bubbles disposed of, you can now look around. There are no secret doors here, but
there is, of course, the treasure chest. To check this for traps, go to 15I. To open it by picking
the lock (if you have a thief in the party), roll whatever percentage chance you have of doing
so. If you succeed, go to 34G. If you fail, you can try to smash it open by going to 12M. To
ignore it and leave the room, go to 9E for the W door, or 21D for the E. Both are silent.

I. You may retreat through the S door (go to 42E), or through the E door (go to 5E). However,
each of your opponents will get a free attack on you as you duck out through the door. If you
ever re-enter this room, go straight to 49F as they will be waiting for you.

J. You find one. It is in the N end of the corridor, and is silent. To open it, go to 39I. Otherwise,
back to 27I you go.

K. If you wish to re-enter the box at any time, go to 13H. Otherwise return to 12D.

North
X.
25
A. You hear nothing. Go to 38D to open the door; otherwise, go to 1B and choose again.

B. He flicks a flash-pellet to the floor and there is a blinding flash! All members of the party must
save against magic or be blinded for six turns. If all members of the party are blinded, it’s tough
luck, as he will now sneak about on the heavily-carpeted floor and put himself in a position
where he can deal with you without you being able to stop him. In this case, go to 32C. If not
all of your party have been blinded, go to 37D.

C. If the reader was at all wounded, his wounds are all instantly healed. If he wasn’t wounded, too
bad! The page vanishes. Return to 19B and choose again.

D. The member of your party who has the lowest constitution suddenly drops to the floor and
begins happily burbling away to him/herself. You realise that s/he has been affected by the
fumes from the censers, which are also keeping the people on the couches in a stupor. To try
and put the censers out, go to 39B. To do anything else, go to 36A and choose again.

E. It opens, but is completely empty. To close the door, return to 45A and choose again. To search
for secret panels, roll a 6-sided die. On a roll of l or 2, go to 10F; on 3–6, go to 3F.

F. You enter a 15’ square room. There is one door, in the centre of the E wall. Right in the centre
of the floor is a treasure chest. To examine this, go to 8A. To leave by the E door, which is
silent, go to 6E. To search for secret doors, go to 17B. See 25X.

G. Are you using your hand or some sort of object? Your hand would be easier. To put your hand
in the box, go to 36G. To use a sword or dagger tip or arrow or something (there is insufficient
room to use a 10’ pole), go to 52G.

H. You find one; it is on the S wall, 5’ from the W. To open it (it is silent), go to 27I. Otherwise
return to 44A.

I. Wrong! Go immediately to 22I.

J. OOPS! The ledge momentarily shoots into the wall and springs back out again, pitching anyone
who was standing on it back down onto the spikes. They will hit 1–4 of them, causing damage
as daggers. If all of your characters are now down on the bottom of the sphere, go to 11H. If
not, return to 48B. If all your characters are now dead, go to 24G.

North
X.
26
A. You find nothing... but quite suddenly, the entire north wall sinks into the ground, revealing an
amazing scene beyond. The room is revealed as being twice the size it appeared to be, i.e. 20’
E–W and 30’ N–S. In the newly revealed section re (I think you’d better sit down to read this!)
five thrones and in them sit (I did warn you!) Zeus, Apollo, Athene, Hera and Poseidon!!
Hermes stands before Zeus’ throne and, looking behind you, you see that Ares and Hades have
materialised to cut off your escape route! You can attack these newcomers by going to 19G.
You can try to disbelieve them by going to 37G. You can stand and wait to see what they do
by going to 17G. Or you can throw yourselves on their mercy and grovel by going to 52B. You
are not allowed to attack the GM!

B. He picks up one of the medicine balls and hurls it at your leading characters. If it hits, it will do
damage equivalent to a blow from a two-handed sword due to the force with which it was
thrown. He follows up the throw with a cry of “Gerroutovere y’ bums!” (Pidgin Common).
Return to 30E and chooses again, ignoring the options of talking or waiting.

C. So long old party! That was no piece of cake, was it (to coin a phrase)? It looks as though your
hopes of success have been spirited away. You’ll have to gho start again with a new batch of
characters.

D. You find nothing. Return to 7D.

E. Unfortunately, this was a nasty, sneaking, rotten trick, triggered off by the words “I wish…”
and your obvious greed. As soon as you utter those words, the statue of the goat is polymorphed
into a giant scorpion! You’re going to have to fight this; work out the details of the battle
yourself. If you win, return to 3B and choose again. If you 1ose, go to 52C.

F. Hmmm. It was rather nasty, I suppose. The gods think so too, and resurrect your best character
back at the dungeon entrance. You cannot keep anything you found here, though.

G. You are in an L-shaped corridor, 5’ wide. Its S wall is 15’ long; its W wall is 10’ long. The
corridor runs S for 10’, then bends and runs E for 15’ (Or vice-versa). See diagram 26X. At its
N end the passage terminates in a door, and at the E end it ends in a blank wall. To open the
silent N door, go to 36B; to search for secret doors, go to 29G.

H. A church seat is a pew, lacking the optical sense is blindness. Remember the character ‘Blind
Pew’ in Treasure Island? Should have chosen the black spot shouldn’t you? There is a flash
and a bang, and your party is teleported away from this room, Go to 5E. If you ever re-enter
this room, the sphere will not be there.

North
X.
27
A. You find none. Go back to 38D.

B. 1–6 berserk gnolls appear and swear to serve you until either you send them back to Gnollhalla
or they die. Yes, it’s a Brass Horn of Valhalla. Return to the number you just came from.

C. As you approach it, a Magic Mouth opens in the statue’s mouth and speaks the words: “O
Foolish Intruders! Go thou hence immediately, ere my master returns, or death shall be thine.”
It then becomes silent. The statue seems to be made of ordinary stone, without any other
magical properties. If you want to smash it, go to l5F. Otherwise, return to 42E and choose
again.

D. As it burns, you hear a muffled screaming. It finally burns to ashes and, poking around in them,
you find the charred remains of a human being, plus a few items of metal slag which just could
have been a ring, a dagger and a potion bottle. The only salvageable item is a lump of gold
which appears to be about 150 gold pieces welded together. Return to 14A and choose again.

E. A powerful invisible force whips the second item from your hand as you try to pick it up and
hurls you bodily from the box. Go to 50E. You still have the first item you picked up.

F. The chest opens. Inside are two tiny warriors in plate armour, which grow bigger and bigger as
you watch. When they reach full size, they step out from the chest and swear allegiance to you.
Go to 16F.

G. You hear sounds of grunting and of clashing weapons. Go to 32D to open the door; otherwise
return to 49A.

H. Once upon a time there was this fantasy role-playing person who bought a solitaire dungeon
and then spent the rest of his life cheating himself by reading passages he hadn’t been directed
to. The dungeon master shot him!

I. You are in a 5’ wide L-shaped corridor which runs W for 10’ (the length of the S wall), then N
for 15’ (The length of the W wall). See diagram 27X. There is one door, at the E end. At the N
end it terminates in a blank wall. To listen at the E door, go to 34H; to search for secret doors,
go to 24J.

J. You hear a very faint muttering. Go to 34C to pass through the door, or return to 46G.

K. She gives you a flask with four doses in it. She then Dimension Door’s away. Return to 14A.
The coffin is empty now, of course.

North
X.
28
A. The poltergeist, of course, is invisible but you’ll have a pretty good idea of its position since
it’s inside the wardrobe. Even so, unless you have ‘Detect Invisible’, characters attacking it
with weapons will have a 15% (–3) poorer chance of hitting than normal. Remember, it is
Undead and so cannot be Slept or Charmed. It can only be hit by magical or silver weapons. It
is a third level monster, with an armour class equivalent to leather + shield. A lawful cleric
would have the same chance to repel/dispel it as he would a wight. It will continue to hurl 10
gold pieces per melee round at random targets until either you have killed/repelled it or the
gold is all gone. Work out the battle yourself. When you have killed or repelled it, you may
pick up the 500 gold pieces and return to 45A. If all of your party die, go to 26C.

B. Roll a 6-sided die. On 1–2, go to 8H; on 3–6, go to 26D.

C. The page vanishes and in its place appears a scroll wi.th four spells written on it in Common;
these are Polymorph Self, Wall of Iron, Flying and Haste. Return to 19B and choose again.

D. Roll a 10-sided die. On 1–2, go to 7B;·on 3–6, go to 25D; on 7–10, go to 49C.

E. Whoever opened the door must immediately save versus dexterity. If they fail, go to 43C; if
they succeed, go to 20A.

F. You find none. Go to 3B and choose again.

G. You find nothing. Return to 18E.

H. Are you using your hand or some sort of object? Your hand would be easier. To put your
hand in the box and feel around, go to 43M. To use a sword or dagger tip or an arrow or
something (there is not room to use a 10-foot pole), go to 33J.

I. You hear a scuffling sound and a faint squeak. Go to 10C to open the door or return to 24B.

J. Too bad! He gets his spell away before you can reach him. Go to 46H.

K. You find none. Return to 47I and choose again.

L. She gives you a ring from her own finger, explaining that it is a Fear Ring, which works the
same way as a Fear Wand. It has six charges left in it. She then casts a Dimension Door spell
and vanishes. Return to 14A; the coffin is now empty, of course.

North
X.
29
A. Zeus strikes you dead with a lightning bolt! The gods then raise you from the dead and hang
each of your characters. They then raise you again and drown you… They raise you again and
you suffer the death of a thousand cuts. After another resurrection they flay you alive. After
another they burn you. Finally, they decide you’ve suffered enough. They strip you of all
possessions, shave off all of your hair and teleport you to the dungeon entrance, where you can
crawl naked, shorn and freezing, back to your lodgings. After all these resurrections, each of
your characters has lost 30% of his/her constitution (–6) and from 5–20% of his/her charisma
(–1 to –4). Never mind. As a consolation, each character may have 1,000 gold pieces’ worth of
experience (divided by his/her level). And, of course. they are still alive and can be re-equipped.

B. There is nothing else of value in the room and no secret doors. All the doors leading out are
silent; to open the W one, go to 21D; for the E one go to 4A; and for the S door go to 49A.

C. You discover a hollow spot in the side of the pillar; to open it, go to 37F; otherwise return to
12E and choose again.

D. You hear nothing. To open the door, go to 46F; otherwise return to 5E and choose again.

E. You hear nothing. Go to 18D to open the door, or return to 21D.

F. This book will self-destruct in five seconds if you don’t return to the passage you should be
reading and stop cheating!!

G. You find one, at the E end of the passage, and it is silent. To open it, go to 35K; otherwise
return to 26G.

H. He explains what happened in the box and is sorry that he had to kill your comrade. To make
amends, he will either:
a. Give you the sword he picked up in the box (Go to 31I).
b. Lead you out of the dungeon (Go to 47L).
c. Direct you to the nearest treasure (Go to 32H).
If you decide to attack him, go to 37J. If you decide to let him go without taking up his offer,
he will leave by the north door. In this case, go to 24K.

I. Well done!! The magic mouth speaks again to say “Congratulations, My Children. The prize is
thine to take.” With that, a golden, gem-encrusted statuette appears inside the box. Not only is
this worth 15,000 gold pieces but also, once only, it will heal all of your wounds and raise any
member of your party who has been killed on this expedition. As you remove this from the box,
the box and hemisphere vanish forever. Go to 12L.

J. Roll a 6-sided die. On 1–2, go to 43J. On 3–6, go to 41I.

K. Roll a 6-sided die. On 1–3, go to 19H. On 4–6, go to 51J.

L. Your best fighter drops dead! Your best magic-user is polymorphed into a newt. The rest of
your characters are instantly paralysed, except for your best thief, who goes insane and slits
their throats! Return to 24H and choose again.

M. Ignore 29L unless you’ve been reading passages you weren’t told to read.
30
A. You are in an L-shaped corridor running W for 15’ from the bend, and S for 10’ from the bend.
At the S and W ends are doors. See diagram 30X. To go through the doors, which are both
silent, go to 45A for the W or 28E for the S. There are no secret doors here.

B. Searching the gnolls, you find a total of 800 gold pieces and 1,500 copper. Also, one of the
band members (the band is the world famous Epileptic Lout Orchestra, by the way) has a
peculiar brass horn. If you blow this horn at any time go to 27B to find out what happens. There
is nothing else of value in the room so, to leave, go to 3C for the N door, or 1B for the W. Both
doors are silent and there are no secret doors.

C. Ugh! It appears to be a foul mixture of blood, bits of skin, bone and hair, intermingled with a
particularly evil-smelling slime. Return to 36A.

D. Oh, oh! Trouble. The chest suddenly sprouts legs and lunges at you. It has animated into a man-
eater! It is now a 4th level monster, has an armour class equivalent to plate armour and shield
and bites once per melee round, doing the same damage as would a two-handed sword. It will
have a free attack on whoever turned the dial, due to surprise. After that, you can fight the battle
yourself. The chest is now vulnerable to normal weapons, but cannot be slept or charmed. If
you defeat it, go to 33A to examine the wreckage or to 25F to leave the room. If you lose, go
to 48C.

E. You enter a hexagonal room. It is not a perfectly regular hexagon, although all of the sides are
about 15’ in length. See diagram 30Y. There is a door in the centre of the N wall, and one in
the centre of the S wall. The room appears to be fitted out as a gymnasium, with wall bars on
the SW Wall, a wooden horse, a couple of medicine balls and an ogre exercising on parallel
bars in the centre. To leave, go to 2H if you came from the N or to 37A if you came from the
S. To speak to the ogre, go to 16B. To cast a spell at him, go to 21E. To rush in and attack him
with weapons, go to 40D. To wait to see what he does, go to 26B.

North
X.

North
Y.
31
A. The bubbles have an armour class equivalent to leather; any hit will burst a bubble. However,
as you fight them, your characters must save versus dexterity each melee round. If they fail to
do so, they have been engulfed by a bubble. When a character is engulfed, he/she must save
versus constitution each round. This is because the bubbles are filled with an unbreathable inert
gas. Failure to save means that the character has asphyxiated. Characters inside a bubble will
actually find it more difficult to burst the bubble; treat the situation as the bubbles being 10%
harder to hit (+2). Fight the battle yourself. If you win, go to 24H. If you lose, I’ll be bubbling
over with laughter. How could you be soa pathetic?

B. You find none, and while you’re busy doing it, an owl bear wanders into the room and attacks
you. If you beat it, return to 12D and choose again. If not, the gods will ‘owl with laughter!

C. You hear a faint scratching sound. Go to 41M to open the door; otherwise return to 48E.

D. It opens. There are 200 gold pieces inside. To investigate the other pillars, return to 12E;
otherwise, return to 3B.

E. You become invisible! The ring originally had enough charge to render its wearer invisible for
24 hours, but its wearer had been dead 23 hours, so there is only one hour’s worth (10 turns) of
charge left on it. Go back to the number you just came from.

F. The hobgoblins had nothing of value on them. The man, however, had on him a magic
morningstar, giving 5% (+l) better chance of hitting; a ring, engraved with the word F’zingg (if
you ever put this on and speak that word, go to 44F) and a book which vanishes the moment
you touch it (it was enchanted to return to its master’s home if it was stolen). To leave the room
or search it, go to 29B.

G. You hear someone or something scream. To open the door, go to 45A; Otherwise, return to 4A
and choose again.

H. Oh, dear. You were a bit green to fall for that, weren’t you? Your reputation has shrunk to an
all-time low. For heroic characters, read uceless! Oh, go away and sulk then. I don’t care!

I. He hands it over. It is the simplest kind of magical sword (5% or +1 on hit probability) and of
lawful alignment. He leaves suddenly via. the N door. Go to 24K.

J. The character pulling the rope must save versus dexterity, or a metal box which was attached
to it will fall on top of him, doing damage equivalent to a blow from a flail. If that was your
last character and the falling box killed him, go to 16L. Otherwise, go to 52J to open the box or
return to 20C.

North
X.
32
A. Roll a 6-sided die. On a roll of 1–4, go to 39A. On 5–6 go to 24C.

B. We]l, you now have 500 gold pieces but, of course, each one that hit you should have inflicted
1 point of damage. You now have the option of picking up the gold and going away to lick your
wounds, or of searching the other wardrobes if you haven’t already done so. The poltergeist
has sneaked away to sulk somewhere, since it has nothing left to throw at you. Return to 45A
and choose again.

C. I’m afraid that he’s not going to take any chances with you. He drops enough Sleep-pellets at
your feet to knock out an elephant, and calmly slits your throats while you slumber. They do
not affect him, since he previously took an antidote. Go to 40B.

D. You enter a room, 30’ E-W, 15’ N–S, with a door in the centre of the E wall, one in the
northernmost 5’ of the W wall and one on the S wall , 5’ from the E. As you enter, you see a
man in plate mail, armed with a morningstar, doing battle with six hobgoblins. If you wish to
leave the room, return to 21D if you came from the W, 4A if you came from the E, or 49A if
you came from the S. Or, you can join the battle on the side of the man (go to 11B) or on the
side of the hobgoblins (go to 24D), or you can dive in and start attacking everybody in the room
(go to 35B). As a final alternative, you could always play safe and cast a Sleep spell from the
doorway, in which case go to 50D. See diagram 32X for the map of the room.

E. The lid of the coffin is firmly nailed down. As you start to examine it, the knocking from within
becomes louder and more persistent. To open the coffin up by removing the nails, go to 22A.
To set fire to the coffin, pour some oil over it, set torch to the oil and go to 27D. To drive a
wooden stake through it. go to 11C. To ignore the coffin, return to 14A and choose again.

F. You fail to surprise him and, before you can attempt your attack, he has said “F’zingg!” and
vanished. Go to 29B.

G. “Oh,” says Zeus. He kicks Hermes and adds; “... Idiot’. I thought you said they were guilty?”
At this point, Hera interrupts and suggests that you be given something to compensate for your
inconvenience. The other gods agree. You are given 500 gold pieces each, your best fighter is
given a magic shield, giving 10% (+2) better defence and your best magic-user is given a scroll
with Fireball, Dispel Magic, Charm Monster and Remove Curse on it. After that, the gods
vanish and the room permanently reverts to its original size. Return to 36B; ignore any further
references to the gods in this room.

H. He says; “Go through the N door, turn left, pass through the door and turn left again. Beyond
the next door lies treasure”. Go to 52I.

North
X.
33
A. In the remains you find an asbestos bag which has miraculously survived. Inside are 150 gold
pieces which you can have as consolation. Return to 25F.

B. You find one at either end of the corridor. You should already know about the one at the E end;
to pass through it go to 43G. To listen at the W door, go to 45G.

C. You hear another door closing. Go to 3A to open it; otherwise return to 36A.

D. Searching through the room, you find 2,000 gold pieces and two potions of healing. The rest of
the stuff in there would be of value only to an alchemist. Vosarco the Alchemist himself was
wearing magical chainmail armour, giving protection equivalent to plate armour, and he also
wore a wrist-clip in which were four each of white pellets and grey pellets. If ever you decide
to test a white pellet, write down exactly how you intend to test it and go to 51E. Likewise for
testing a grey pellet, go to 17J. To search the room for secret doors, go to 15H. Alternatively,
exit by the S door (1J).

E. It opens. Inside are 200 gold pieces. You can remove these, then return to 12E and choose
again.

F. He hands the book over, explaining that each page of the book will grant something, either
good or bad, to the reader. Each reader will be allowed to read only one page. When four pages
have been read then, due to an enchantment placed upon the book, it will return to Jancorm’s
home. He says “F’zingg” and disappears. Go to 19B to read pages from the book.

G. The door opens. Go to 6G; you enter by a secret door, 5’ from the N end of the corridor.

H. Inside the coffin is the bloody corpse of a beautiful young woman, whom you’ve just killed. To
search the coffin for treasure, go to 43J. Otherwise return to 14A and choose again.

I. Roll a 6-sided die. On a roll of 1–3, go to 28J; on 4–6, go to 35J.

J. Feeling around the box with an object, you can tell that there are a number of objects inside.
However, with your present technique you find it impossible to pick any of them up, even if
you are trying to do so ‘chopsticks’ style. To put your hand inside and try to pick up an object,
go to 43M. Otherwise, return to 9A and choose again.

K. You hear nothing. Go to 34C to open the door or return to 46G.

L. Nothing happens at all. The liquid loses its properties very quickly when taken from the pool.
Return to the number you just came from.

M. We interrupt this game to bring you a newsflash. A lorry carrying a load of flour has collided
with a poultry farmer’s wagon loaded with eggs and a milk tanker. Police are on the lookout
for a 10-ton Yorkshire pudding. Now stop reading this, you cheat and get back to the paragraph
you should be on.
34
A. The reader immediately gains 500 experience points. The page vanishes. Return to 19B and
choose again.

B. You find nothing but a load of old clothes. If you wish to examine them more carefully, go to
7A. If not, return to 45A and choose again.

C. You enter a room which is 15’ N-S and 30’ E–W. There are four doors; one each in the centres
of the E and W walls, one in the N wall, 5’ from the E end, and one in the S wall, 10’ from the
W end. In the room are five divans and on four of them rest persons – two men and two women.
Three censers hang from the ceiling in the centre of the room, forming a triangle. These are
burning a sweet-smelling incense. The floor is carpeted, but a heavy blackish stain forms a trail
from the divans to the S door. The occupants of the room do not react to your entry but sit
happily burbling and mumbling to themselves. See diagram 34X. You may:
a. Leave the room by returning to the number you just came from.
b. Attack the occupants by going to 12C.
c. Speak to them by going to 23B.
d. Ignore them and investigate the room itself by going to 36A.

D. You are in a 5’ wide passage, running N–S for 50’. There is a silent door at the S end; there is
a gap on the W wall, 10’ from the S; and there is a gap in the northernmost 5’ of the E wall. To
open the door, go to 12D. To go through the W gap, go to 39J. To go E, go to 21B. See diagram
17X, rotated through 90 degrees clockwise.

E. The man picks up a sword from the floor of the box and cries; “Now I would be free!” He is
immediately levitated from the box, regaining his true size, and is lowered to the floor of the
room. If you have any characters there, they may:
a. Attack him; go to 37J.
b. Ignore him, in which case he will leave by the N door; go to 24K.
c. Talk to him; go to 29H.

F. You succeed. Go to 48E. If you decide to re-enter the room again, go to 40K, as the man will
still be in there.

G. The chest opens but a tiny Seeker needle shoots from the lock and heads straight toward the
opener. It is enchanted and cannot miss. It hits the opener, who instantly shrinks to rat-size.
You may now look inside the chest, but that character’s career seems to have been cut short!
Go to 45H.

H. You hear a faint knocking sound. Go to 14A to open the door or return to 27I and choose again.

I. Fortunately for you, the gods were at a football match at the time. Go to 31F.

North
X.
35
A. Any spell you cast at it will be reflected right back at the caster! Fortunately, it affects only
the caster, so if you used Sleep or Fireball or anything similar, the rest of the party are
unharmed. Any arrows you fired at it shatter harmlessly. Go to 1G.

B. You have to kill six hobgoblins armed with swords and a 4th level cleric in plate armed with a
morningstar. If you kill them, go to 31F. If you die, go to 22F.

C. You hear nothing. To open it go to 48E; otherwise, return to 42E.

D. Roll a 10-sided die. On a roll of 1–3, go to 47J. On 4–10, go to 11F.

E. You hear nothing. To open it, go to 34C; otherwise return to 40G.

F. Roll a 6-sided die. On a roll of 1–2, go to 28I. On 3–6 go to 43J.

G. Since she couldn’t defend herself, consider it an automatic kill. However, she was a lawful
magic-user and the gods were rather fond of her. If you are lawful, go to 29J. If chaotic, go to
43K.

H. You may now leave the box by simply willing yourself to be outside of it, by going to 50E.
Or you can pick up another item (Go to 27E).

I. Wrong! Go to 26H immediately.

J. You’re lucky! You’ve managed to reach him before he could finish his spell. Therefore, you
will get a free attack on him before he gathers his wits together. He is a 6th level cleric. He
has no weapons but can use anti-clerical spells in combat. These work by touch, so any hit
means he has worked a spell on you. The spells he will use are Cause Serious Wounds and
two Cause Minor Wounds, in that order. The spell is not used up if he does not hit. If you kill
him, go to 36J. If not (i.e. he kills you), go to 16L. The anti-cleric wears chainmail armour
beneath his robes.

K. The door opens. Go to 4B. You enter through a secret door in the northernmost 5’ of the W
wall.

L. She gives you her own dagger. This is magical, giving 15% (+3) on hit probability. She then
casts Dimension Door and vanishes. Return to 14A. The coffin is now empty, of course.

M. Well, you have to fight both your comrades and a 6th level anti-cleric! He has no weapons but
in combat he can use certain anti-clerical spells which work by touch. (i.e. any hit means that
he has worked a spell upon you; the spell is not used up if he misses). The spells he will use
are Cause Serious Wounds and two Cause Minor Wounds, in that order. If you kill him, your
comrades will come out of their spell. If you win the battle, go to 36J. If you lose, go to 16L.
He wears chainmail armour beneath his robes, incidentally.

X.

North
36
A. To investigate the censers, go to 28D. To search the divans, go to 45B. To investigate the stain
on the carpet, go to 30C. All of the doors are silent; to go through the W one go to 40G; for the
S, go to 3A; for the E, go to 46G; for the N, go to 1J. All the while you are searching, the four
occupants seem oblivious to your presence. If you decide to kill or talk to them, return to 34C.

B. You enter a room which is 15’ N–S, 20’ E–W; there is one door, which is in the westernmost
5’ of the S wall. The room appears to be completely empty. You may leave by the number you
just entered from or listen at the S door (go to 43A). To search the walls for secret doors or
panels, go to 18C. See diagram 36X.

C. It steadfastly refuses to even be chipped. Return to 8A.

D. On the panel are two buttons, one blue and the other red. To press the red button, go to 25J. To
press the blue button, go to 22J. To try and smash the panel, go to 21H. To ignore the panel,
return to 48B and choose again.

E. You find nothing. Return to 42E and choose again.

F. You find one. It is on the W wall 5’ from the N. To open it (it is silent) go to 38F. Otherwise,
return to 33D and choose again.

G. You don’t feel a thing inside. When you try to withdraw your hand, you discover why.... it’s
been severed! This character loses at least six hit points and has a 20% chance of bleeding to
death. The hand has been cut off so cleanly that it looks as though it has been teleported off!
Return to 9A and choose again.

H. Well done! Searching the room, you find 1,000 silver pieces in the stuffing of the divan. The
sideboard contains a magical sword, giving 10% extra (+2) on hit probability and 500 gold
pieces. In the lining of one of the chairs, you find a ring of spell storing, containing Projected
Image, Reincarnation, Speak with Monsters, Silence, Sticks to Snakes and Web. Not a bad haul,
eh? To leave the room, go to SE for the E door or 42E for the S. Both are silent.

I. The door opens; go to 14A. You enter by a secret door in the southernmost 5’ of the E wall.
N.B. This is a one-way door. If you wish to come back through it, you must go to 38F.

J. The only item he was carrying of any value was a ring of protection against fire. Return to 42E.

North
X.
37
A. You are in a 5’ wide passage, running N–S for 15’. There is a door at either end. To listen at
the N, go to 17I. To listen at the S door, go to 12I. To pass through a door without listening, go
to 30E for the N or 38D for the S.

B. You have just wasted a spell! Its failure to work tells you that you have been trying to open a
false door! Return to 48B.

C. The dagger is magical, giving a 5% (+l) better chance of hitting. Go to 35H.

D. Even if you are not blinded completely, you are dazzled momentarily and when your vision
clears you are just in time to see a secret door closing on the W wall, 5’ from the N. The
alchemist is gone. As you turn either to follow him, search the room or quit it, the S door bursts
open with a resounding crash! Through it flows a loathsome mass of slimy, ebony flesh,
bristling with spines, hooks and claws and gurgling horribly! If your party have previously
killed this monstrosity in another room, you can ignore what follows and go to 41F. If you
didn’t, then read on....

At the sight of the creature, all your characters must save vs. magic or flee in terror; since they
have nowhere to run to and there is not time to seek out the exact location of the secret door,
they will cower in fear in a corner. They will not be able to fight. If you have any non-affected
characters, however, they will be able to fight, as will your blinded characters who cannot see
the creature and thus are unaffected by the Fear. In this case, go to 52A. If none of your
characters are able to fight, it will kill you, so go to 26F.

E. The page vaporises with a blinding flash! The reader will be blind for 1–4 days (No saving-
throw). Return to 19B.

F. The hollow spot opens but out from it flies a tiny fireball, which explodes with a blast radius
of 30’. Everyone within this area suffers the effect of being hit by a magic missile; saving vs.
magic will halve this damage. There is no treasure in the hole, so return to 12E and choose
again.

G. Oh dear. What a pity. How sad. They don’t go away. They do not appear to be an illusion!
Return to 26A and choose again.

H. You find nothing. Return to 2F.

I. Mug! The same thing happens again. Return to 15G.

J. He is a 3rd level fighter in leather and he is now armed with a magic sword giving 5% (+l) to
his probability of hitting. Like himself, the sword is Lawfully aligned. If you kill him, you may
take the sword; he has nothing else of value. Then go to 24K. If you die, go to 16L.

K. The entire universe explodes in a new Big Bang (or maybe not).

L. The door opens. Go to 10C; you enter via. the northernmost door on the W wall.
38
A. The rats are the usual giant Sumatran variety. If you want to use magic on them, write down
the spell you are using and go to 17C. Otherwise, fight them conventionally; work out the battle
yourself (you do not really have time to let off more than one arrow, though). If you kill them,
go to 20C to check out the room. If you die, go to 39D.

B. As you dash in, you will have one free attack per character due to surprise (what with all the
noise, they haven’t even noticed you yet). However, they will then realise what has happened,
draw their swords and return the attack. There will be 12 at first but, on the second turn, the
four members of the band (the Epileptic Lout Orchestra) will put down their musical
instruments and join in the fray, making sixteen in all. If you survive this battle royal, go to
30B to search the room. You can retreat at any time through the door by which you entered.
(3C if you came from the N, 1B if you came from the W).

C. The chest opens; it contains some peculiar-looking spores, which begin to grow and expand as
you watch them, since by opening the chest you have exposed them to the air. To close the
chest, go to 20D. To wait to see what happens, go to 39C. To toss in some oil and a torch to try
and burn them before they get any bigger, go to 24E.

D. You enter a 20’ square room, which has a 10’ square, 10’ deep hole in the centre. There is a
door in the westernmost 5’ of the N wall, one in the W wall 5’ from the N and one in a similar
position on the E wall. See diagram 38X. To investigate the hole, go to 11E. To listen at the
doors, go to 22D. To search for secret doors, go to 27A. To leave, return to the number you just
came from.

E. You will succeed, but whoever closes it will get another 10 gold pieces aimed at him/her, taking
appropriate damage if they hit. You may now pick up the twenty gold pieces from the floor. To
leave or investigate another wardrobe, return to 45A. If you decide to re-open this wardrobe to
have a go at the poltergeist, go to 28A. Incidentally, although the wardrobe appears to be made
of wood, it will not burn.

F. You are in a short 5’ wide corridor, running E–W for 10’. You can see no doors. To search for
secret doors, go to 33B. Otherwise return to the number you just came from.

X.
North
39
A. You find nothing, Return to 4B.

B. They go out, but the fumes from them will take at least six turns to disperse completely. Any
members of your party which were affected will recover after this time, but the people on the
divans (assuming you haven’t killed them) will take another six turns after that to recover. You
have the option of hanging around in this room for them to recover; if you do this, roll a six-
sided die every turn. If you score a six, go to 42F. Or you can take them out of the room and
trail them about after you until they recover; they will be able to walk, but must be led
everywhere and cannot fight. Whichever of these options you take, go to 50G when the people
from the divans recover. If you decide to ignore them or kill them, return to 36A.

C. The spores form into a long, sausage-like links of a ghastly pale yellow colour and start pouring
out of the chest, at an alarming rate. They will fill the entire room within one turn; it is now too
late to burn them and your party must retreat through the E door! As they file out, roll to see
whether the links brush against each member; they have the same chance of doing so as a 3rd
level monster. Each character so touched will suffer damage as though from a sword-blow, as
the links are a fungus that attacks flesh. Go to 6E. You can never re-enter this room as it is filled
completely by the links.

D. How gnawseating! Fancy being killed off by rodents. I’ll bet that rattled your pride! It’s just
hard cheese, though you mouse-t be disappointed. Oh, shut the book!

E. Roll a 6-sided die. On a roll of 1–2, go to l3J; on 3–6, go to 36E.

F. Roll a 6-sided die. On a roll of 1–2, go to 27J; on 3–6, go to 33K.

G. She tells you that she is a lawful magic-user and offer to reward you if you free her. To free
her, go to 45I. To kill her, go to 35G. To ignore her and leave her in the coffin, go to 52H.

H. The lid of the chest is smashed in; however, you have set off the trap! A tiny Seeker needle
shoots from the lock and will home in on whoever smashed the chest, even if that character was
standing well back. It is enchanted and cannot miss; it hits the character and he/she is shrunk
to rat-size permanently. It was tipped with shrinking-potion! You can now, however, look
inside the chest. Go to 45H.

I. The door opens. Go to 44A; you enter through a secret door in the S wall, 5’ from the W.

J. You are in a short 5’ wide corridor, running E–W for 10’. At the W end, it terminates in a silent
door. At the E end it forms a ‘T’ junction with another passage running N–S. To go E, go to
34D. To pass through the door, go to 2F. There are no secret doors.

K. Did you know that the smallest known marsupial is the Kimberley planigale or marsupial mouse
(Planigale subtilissima), which is found only in the Kimberley district of Western Australia????
40
A. You realise on close examination that the skeleton is quite inanimate and is therefore totally
harmless. To search the room, go to 49F. To listen at the doors, go to 47E for the S door or 5I
for the E door.

B. Oh dear. You really ought to bea ker-ful whom you annoy. The element of luck seemed to
desert you in a flash and your past exploits have be-chem ‘istory’. Never mind. Try again some
other time!

C. The first sword to hit it shatters! If it was a magical sword, too bad; you’ve just lost it (N.B.
Any weapon hitting it will also shatter). However, the globe does not appear to be dangerous.
Go to 1G.

D. As you rush in, he leans over and breaks off one of the wall bars to use as a weapon, so he is
fully armed and ready for you. He is a perfectly normal ogre. If you kill him, go to 49D to
search the room. If he kills you, go to 47F.

E. The chest opens; inside is a jewel worth 1,000 gold pieces. You may remove this, then go to
l6F.

F. The page vanishes but a ring appears on the reader’s finger. This is a Ring of Protection,
which will make him/her 5% (+l) harder to hit. Go back to 19B and choose again.

G. You are in a passage, 5’ wide, running E–W for 15’. At the E end is a door; at the W end, it
forms a crossroads with another passage running N–S. To go W, go to 2H. To listen at the E
door, go to 47G. To pass through it without listening, go to 34C.

H. It can be removed easily from the wall; there are no trap-wires or anything. It appears to be a
perfectly ordinary boomerang. If and when you decide to throw it, go to 15G. Return to 20C
and choose again.

I. She appears to be irritated by your strange antics, but she does not actually recoil from the cross
and the holy water does not burn her. Return to 22A and choose again.

J. You find none. Return to 25F and choose again.

K. You re-enter the room, to find yourselves in a Darkness spell combined with Silence. Under
cover of these, he casts Hold Person on you, so you must all save vs. magic. A maximum of
four of you can be affected. Scratch those affected; he will sneak around using Locate Object
and pick them off, one by one. You must retreat back through the E door; go to 48E. You cannot
fight back, since you can neither see nor hear, and in Silence you cannot cast spells. (he was
not in range of the Silence when he cast his). If you have no survivors, go to 16L.

North
X.
41
A. You are in a 5’ wide corridor, running N–S for 10’. At the Send is a door; at the N end it forms
a ‘T’ junction with another corridor running E–W. To go N, go to 18E. To open the silent S
door, go to 3B. There are no secret doors here.

B. The page disappears and with it goes all of the treasure which you’ve found so far. Return to
19B and choose again.

C. He was expecting that you might try something like this and is waiting for you. Go to 50C.

D. You find a hollow spot on the side of the pillar. To open this, go to 16G; otherwise, return to
12E and choose again.

E. You are in a corridor, 5’ wide, running E–W for 15’. There appear to be no doors other than
the secret one by which you just entered. To search for further secret doors, go to 16H.
Otherwise, return to the number you just came from.

F. Searching through the room, you find 2,000 gold pieces and two potions of healing. That’s all,
I’m afraid. The rest of the equipment in the room would be of value only to an alchemist. You
also found the exact location of the secret door, which is on the W wall, 5’ from the N. Listening
at this, you heard another door open and shut. Yes, Vosarco has realised what has happened
and has scarpered, not being brave enough to take on a party strong enough to defeat his pet.
You won’t be seeing him again in a hurry! Now, you can leave the room. Go to 1J to return
through the S door, or to 38F to open the secret door.

G. Roll a 6-sided die. On a roll of 1–2, go to 13J. On 3–6, go to 52E.

H. You find nothing. Return to 2F and choose again.

I. The gods were very fond of the lawful 7th level magic-user you just killed. They teleport the
coffin away so that you can’t help yourself to her treasure, and polymorph her killer into a
cobweb. The rest of your party is teleported away from the room, assuming you have any
survivors. If so, go to 21D.

J. You hear a scuffling sound. To open the door, go to 10C; otherwise, go back to 11D and choose
again.

K. Urk! Your hand shrivels and petrifies! It is now permanently useless. Return to 51J and choose
again.

L. Neither Sleep nor Charm will work, as they are not really alive. If you are using Web, roll for
each item individually to see whether the web hits; if it does, the item is contained and you can
hack it to pieces before it can break free. If you are using Dispel Magic, this will render them
harmless. For any other spell, work out the results yourself. If your spell defeats your
opponents, go to 36H. If not, return to 49F to fight them hand-to-hand.

M. The door opens. Go to 10C; you enter via. the southernmost door on the W wall.
42
A. They take no notice of you, assuming you have turned up for a dance. You are bustled about a
bit by Don Revolting and Oblivia Neutron-Bomb as they gyrate around the room, but they make
no attempt to attack or even speak to you. You can leave the room by going to 1B to pass
through the W door or 3C to go N. You won’t hear anything at either due to the noise. Or, you
can attack; go to 38B to use weaponry or 1F to use magic.

B. Roll a 6-sided die. On a roll of 1–2, go to 31B. Otherwise, go to 18G.

C. The chest opens. Inside you can see two golden lion figures. These are the magical variety,
which become real lions when you will them to and fight for you. If they die, of course, they
are lost forever and revert back into broken statuettes. As soon as you remove them from the
chest, it vanishes forever. Return to 25F.

D. He ignores whatever you say and begins to rant furiously. Go to 2E.

E. You enter an L-shaped room. The W wall of this is 20’ long; it adjoins at its N end a N wall
which runs E from the corner for 10’; this then joins a 10’ wall running S, then bends E and
runs for 15’. This joins the E wall, which is 10’ long. The S wall of the room is 25’ long. If this
is all Greek to you, go to diagram 42X. There is a door in the western section of the N wall, in
the westernmost 5’; there is another in the easternmost 5’ of the other section of N wall. Finally,
there is one in the southernmost 5’ of the E wall. In the easternmost section of the room is a
desk, littered with papers. To investigate this, go to 16A. In the SW corner is a statue of a stern-
looking man in robes. To check this out, go to 27C. To listen at the doors, go to 47B for the
NE, 13D for the NW, or 35C for the E. To search for secret doors, go to 39E.

F. Go to 7B, ignoring the first three words. If you have already killed the creature which appears,
ignore the passage and return to 39B.

G. Oh, no! You haven’t??? It’s a potion of shrinking and will reduce the drinker to rat-size for 48
game-hours! Return to the number you just came from!

H. She was grateful, but not so grateful that she wasn’t wary of you! As you lunge, she casts an
Invisibility spell on herself and under cover of this, she firstly fires three magic missiles at your
best character, then uses Dimension Door to get away. You’re lucky she was Lawful! Return
to 14A in disgrace. The coffin is now empty.

X. North
43
A. You hear a howling sound. Go to 26G to open it or return to 36B.

B. It burns to cinders. You have just destroyed 1,000 gold pieces’ worth of carpet (snigger,
snigger). The fire did not damage the goat. Go back to 5B and choose again.

C. At least one of your characters has fallen into a spherical room, with vicious-looking iron spikes
sticking up at the bottom. The fallers will hit between 1–4 of these spikes, each doing the same
damage as would a dagger blow. If you have survivors left back in the corridor, they may lower
ropes for anyone, who survived the fall, to climb back up. In this case, go to 48B. If all of your
characters died in the fall, go to 24G. If all of your surviving characters are stranded at the
bottom of the globe, go to 11H.

D. You’re lucky! At the time, the gods were busy playing some sort of silly role-playing game in
which they represent strange gentlemen in bowler hats and explore dark, eerie office blocks...
go to 36A.

E. The missile spell destroys one bubble. The other two are still intact. Return to 18D. Your
options are now restricted to fighting or running away, since the bubbles are virtually on top of
you.

F. He has two Cure Light Wounds spells available. After he has cast them, he will say “F’zingg!”
and disappear. Go to 29B.

G. You re-enter the alchemist’s den, which is exactly the same as before.

H. To leave by the S door, go to 1J; to leave by the secret door, go to 38F.

I. It is a Manual of Bodily Health. After you have read it, it will disappear. Return to the number
you just came from.

J. You hear nothing. Go to 10C to open the door; otherwise return to 24B and choose again.

K. The evil/chaotic gods have been trying to get at this goody-goody 7th level magic-user for years
and so have protected you against the wrath of the lawful gods. However, they have also taken
a cut of the treasure for their services. All you find when you search the coffin are 150 gold
pieces and a magic dagger which adds 5% (+l) to hit probability. You may now leave the room
by going to 27I to open the silent W door, or search for secret doors by going to 9B.

L. You miss him completely. Go to 46H.

M. As soon as you put a hand into the box, the character who did so comes under the grip of an
irresistible force. He or she shrinks to a few inches in height and is pulled into the box. There
is no saving-throw for this. A forcefield closes off the box so that no-one else can follow. To
see what has happened to your character, go to 44B.

N. It’s the fizz that gives you whizz...


44
A. You are in a 5’ wide corridor running E-W. Its S wall is 70’ long and unbroken. At its E end is
a door. The N wall is 65’ long, commencing from the E end, but there are two gaps in it. The
easternmost of these is 20’ from the E end; the other is 20’ to the W of this. The corridor turns
Nat the Wend. See diagram 44X. To open the silent E door, go to 28E. To go W, go to 22C. To
go through the more easterly of the two gaps, go to 23A. To go through the more westerly gap,
go to 49A. To search for secret doors, go to 13I.

B. The character who was pulled inside finds himself on the floor of the box, much reduced in
size. Various items are scattered about the place and your character is confronted by sorrowful-
looking man in leather armour. “I am sorry, my friend,” he says, “but I must kill you. Sorcery
holds me a prisoner in this accursed box. I cannot die while here but neither can I escape unless
I kill someone. Therefore, you must die so that I can be free!” With that, he lunges at you. Fight
the ensuing battle yourself. If you win, go to 49G. If you lose, go to 34E. He is a 3rd level
fighter.

C. The page disappears, and a bugbear appears in front of the reader and immediately attacks.
Fight the battle yourself; if you win, return to 19B and choose again. If you lose, don’t let it
bug you; just grin and bear it!

D. Okay, so you hack it to pieces. It was just an ordinary, non-animate, run-of-the-mill human
skeleton! To search the room, go to 49F. To listen at the doors, go to 47E for the S or 5I for the
E.

E. As soon as you touch the horse (even if you used a 10’ pole), it changes before your eyes into
a unicorn! Now if you happen to have a real, genuine, female-type virgin in the party, it will be
quite friendly. Otherwise, unfortunately, it takes an instant dislike to you and attacks. Work out
the details of the fight yourself. If you win, return to 49D after you have sawn off its horn,
which is worth 500 gold pieces on the open market. If you Jose, quit horse-ing about. Roll
yourself some neigh-ow characters and start again.

F. The character wearing the ring disappears and finds himself/herself at the dungeon entrance. It
was a one-way Word of Recall ring! If that was your only surviving character, go to 1A if you
wish to start again. If you have characters still in the dungeon, return to the number you just
came from; you will be without the character who put on the ring for the rest of the expedition.

G. You find a small trap-device. If you have a thief in the party, you may attempt to remove it. If
you haven’t, or if your thief fails, you will either have to take your chances or not bother at all.
Return to 24H.

X. North
45
A. You enter a room which is 30’ E-W, 151 N-S. There is a door in the centre of the E wall, one
in the northernmost 5’ of the W wall and one in the S wall, 5’ from the W. See diagram 45X.
The room is empty save for four wardrobes against the N wall. To open these, go to 1D for the
left, 34B for the middle left, 2D for the middle right or 25E for the right. To listen at the doors,
go to 12B. To pass through a door without listening, go to 4A for the W, 23A for the S or 30A
for the E. There are no secret doors here.

B. The occupants make no bother at all as you tip them out of their seats, which you slash to
ribbons, finding 150 gold pieces in the lining of one. To see whether you find anything else,
roll a ten-sided die. On a roll of l or 2, go to 7B; on 3–7, go to 25D; on 8–10, go to 18F.

C. You find one. It is on the W wall, 5’ from the N and is silent. To open it, go to 41E; otherwise
return to 6G and choose again.

D. He falls asleep. You can now go in and slit his miserable throat (or tie him up if you wish to
spare him). Go to 49D to search the room.

E. The items you can see on the floor are as follows; a sword (to pick this up, go to 49B), a
backpack-sized box (go to 24A), a dagger (go to 37C), a bottle (go to 22B), a suit of chainmail
(go to 17D) and a purse (go to 47A). You may pick up one item. If you decline to pick anything
up, go to 50E to leave the box. If you have not killed the man, you will find yourself unable to
either pick anything up or leave.

F. Roll percentile dice (l–100). On a roll of 1–45, go to 43L. On 46–90, go to 52K. On 91–00, go
to 47K. If you have above average dexterity, you may add 5% to your die-roll; if dexterity is
very high, add 10%; if you are a halfling, you may add an additional 10%.

G. You hear a very faint knocking sound. To open the door, go to 36I.

H. Inside the chest are 100 gold pieces, 1,000 silver pieces and a potion bottle. If you ever take
this potion, go to 42G. There is nothing else of value in the room; return to 24H to leave.

I. She thanks you very much and offers to give you a gift. This can be:
a) A potion of healing (go to 27K).
b) A magic dagger (go to 35L).
c) A bag of gold (go to 19I).
d) A magic ring (go to 28L).
Choose any one of the four and go to the appropriate number. If you decline the gift, go to 47M.
To attack her, go to 42H.

J. Psionic Ladybirds rule, OK? Why are you reading this, anyway?

X. North
46
A. A deadly poison materialises inside the veins of the reader. He or she must save versus poison
or die within two turns (unless you are able to somehow administer Neutralise Poison, that is).
That page has vanished. Return to 19B and choose again.

B. Well done! You can now slit its hellish gut open, finding the 500 silver pieces, 500 gold pieces
and gem worth 1000 gold pieces which it had previously swallowed. You may also find a magic
mace, which has a 5% (+1) better chance of hitting. There is nothing else of interest in the room,
unless of course you like old bones, slime, bits of mangled flesh, scraps of clothing...! To leave
the room, go to 3A. Ignore any further references to this creature.

C. Roll a 6-sided die. On a roll of 1–3, go to 16D. On 4–6, go to 43D.

D. You hear this incredible din which sounds something like a banshee castrating a pig in a jet-
engine testing shed! To open the door, go to 8E. Otherwise, return to 3C and choose again.

E. Fnunph!! The chest simply vanishes. Return to 25F.

F. This is a room, 15’ E-W, 201 N–S. There are doors in the E wall, 5’ from the S and in the
westernmost 5’ of the S wall. The room is full of furniture; you can see a divan, three chairs, a
sideboard and a small table. Seated on the divan is a single skeleton. To rush in and attack the
skeleton, go to 44D. To try to turn or dispel it (if you have a Lawful cleric) go to 13C. To wait
to see what it does, go to 3G. To enter the room and look at it more closely, go to 40A. To leave
the room, go to 42E if you came from the S or 5E if you came from the E. See diagram 46X.

G. You are in a 5’ wide passage, running E–W for 20’. At the W end is a door; at the E end, the
passage forms a ‘T’ junction with another corridor running N–S. To go E, go to 3C. To listen
at the W door, go to 39F.

H. He casts Hold Person; your characters must save vs. magic or a maximum of four will come
under his power. If more than four fail to save, roll randomly to see which are actually affected.
The charmed individuals will be ordered to attack their comrades. If all of your survivors are
charmed, go to 49I. Survivors may opt to stand and fight (Go to 35M) or retreat through the E
door (Go to 48E). If you exercise the latter option, go to 40K if you ever re-enter the room, as
the man will still be there. Any charmed characters you leave behind will be killed by him.

X. North
47
A. The purse contains a ring worth 400 gold pieces. You may leave the box by simply willing
yourself to be outside of it (go to 50E) or you can pick up another item (go to 27E).

B. You hear nothing. Go to 46F to open the door, or return to 42E.

C. You hear nothing. Go to 42E to open the door, or return to 48E.

D. Unfortunately, he knows how to make an elixir which protects against Sleep spells and has
already taken a dose. So, if you used Sleep, you have wasted a spell and will have to fight him
conventionally. If you used Charm on him, roll a 10-sided die. On a roll of 1–3, go to 22E. On
4–10, go to 12G. To fight conventionally, go to 50C.

E. You hear nothing. Return to 49F to search the room, go to 42E to open the door or go to 5I to
listen at the other door.

F. 0-gre away with you! You mean you lost?? Looks like this was an exercise in bad luck, by
gyminy! But then, it was your own vault; I think you'd be best off to take it all with a pinch of
some sodium chloride mined in July (you guessed it... Summer salt!!).

G. Roll a 6-sided die. On 1–2, go to 23G. On 3–6, go to 35E.

H. You hear nothing. To open the door, go to 38D. Otherwise, go to 11D and choose again.

I. You make it to the bottom easily enough. There appears to be nothing down there but the
trapdoor. To open this by hand, go to 17E. If you want to play it cautious by attaching a rope
to the ring and pulling it from outside of the pit, go to 29K. To search for secret panels in the
sides of the pit, go to 28K.

J. It fails to work. Go to 31A; the bubbles are now practically on top of you and you must fight
them conventionally.

K. What an amazing shot! Your arrow hits him squarely in the mouth, cutting off his spell and
killing him outright! You may have the experience for killing a 6th level evil cleric. Go to 36J
to search the body.

L. He leads you through the N door and straight north up the corridor, bending to the E at its end.
He then passes through a door and you are back in the first room again. Go to 3B. He will leave
through the S door.

M. She commends you for your chivalrous action and casts Strength spells upon your fighters. She
then Dimension Door’s away. Go to 14A. The coffin is now empty.

X. North
48
A. You enter into the room with the divans, which is the same as it was be- fore. As you enter, you
see the S door of the room closing. To investigate that door, go to 33C to listen at it. To do
anything else in the divan room, go to 36A. To go back to see the alchemist, go to 10D.

B. The room is a sphere, 25’ in diameter, with doors in the N, E, S and W. These doors are halfway
up the walls, of course, and at the bottom there are wicked-looking steel spikes. There is a 3’
wide ledge running around the room but, unfortunately, this does not run underneath the doors!
See diagram 48X. In the SW quadrant of the room, there is a small panel, just above the ledge.
To investigate this, go to 36D. To lower someone onto the bottom of the sphere to search it, go
to 15E. To move along the ledge and open a door, go to 44A for the W, 30A for the N, 19E for
the E, or 3C for the S. N.B. When you try to open the door, characters doing so must save versus
dexterity, since they will be leaning out over a gap. If they fail to save, they will fall onto 1–4
of the spikes, each of which do the same damage as a dagger (unless, of course, you can devise
some means of bracing yourselves).

C. Oh, dear! I’m afraid that a combination of bad luck and a sadistic dungeon master has resulted
in your downfall. Or maybe you were chest unlocky. So long...

D. The reader loses 15,000 experience points. Since it is unlikely in the extreme that he/she can
afford such a loss, she/he is probably d-e-a-d! If you have any surviving characters, return to
19B and choose again.

E. You are in a corridor, 30’ long and 5’ wide, running E–W. There are doors at either end. To
listen at the W door, go to 47C; to listen at the E door, go to 31C. To pass through a door
without listening, go to 42E for the W or 41M for the E.

F. It refuses to open, no matter how hard you try. You realise that it is a one-way door. Return to
14A (if you entered through this door, you should know which number to pass through it. If
you’ve forgotten, assume the door has shut behind you).

G. Cheat! Cheat!!! Go away! You shouldn’t be reading this!!!

North
X.

25’ Diameter
Ledge
49
A. You are in a 5’ wide corridor, running N–S for 15’. At the N end it terminates in a door; at the
Send it forms a ‘T’ junction with another corridor running E–W. To go S, go to 44A; yours is
the more westerly of the two gaps. To listen at the N door, go to 27G; to enter without listening,
go to 32D.

B. The sword is the simplest magical kind, with little or no intelligence. As you pick it up, it
permanently adapts to fit your alignment. However, it’s not really going to be of much use to
you if you’re of a character class which isn’t allowed to use a sword! You may now leave the
box by simply willing yourself to be outside of it (go to 50E), or you can pick up another item
(go to 27E).

C. You realise that it is the pungent smoke from the censers which is keeping the occupants in a
state of drugged euphoria. You can try to extinguish the censers by smothering them or
splashing with water, etc., by going to 39B. To do anything else, return to 36A and choose
again.

D. To examine the wooden horse, go to 44E. To examine the medicine balls, go to 19F. To search
the walls for secret doors, go to 13F. The ogre himself had no treasure on him, unless an ogre’s
jock-strap has any market value! To leave, go to 2H to go through the N door or 37A to go S.
Both doors are silent.

E. Whoever pressed the button is paralysed for 24 hours (no saving-throw allowed). You will have
to carry that character around from now on. Return to 1G and choose again.

F. As you commence your search, the furniture comes to life and attacks you! Statistics for these
are as follows: Chairs: level 1 (L1) monsters, with 1 attack per melee round, equivalent to (=
to) a mace blow. (there are 3 of these); Divan: L2 monster, 1 attack per round, = to a morningstar
blow; Table: L3 monster, 2 kicks per round, = to mace blows; Sideboard: L4 monster, 2 bites
(with its drawers) per round, = to sword-blows. All have armour equivalent to chainmail. To
try and use magic against them, write down the spell you are using and go to 41L. To attempt
a retreat, go to 24I. Or, you can stay and fight. Go to 36H if you win; if you lose, go to 51I.

G. An inner voice now tells you that you may pick up any one of the objects from the floor and
go. The objects are listed in 45E.

H. Understandably, the gods are more than a little annoyed at you for murdering a Lawful priest
in cold blood. They strip you of all the treasure you’ve gained so far and give you amnesia, so
you also lose all experience gained. They then teleport your characters, who are now all first
level, out of the dungeon. Go to 1A.

I. He will tie you up and sell you to an evil friend of his, who has a hungry pet monster!
Byeeeeee...

North
X.
50
A. Congratulations! You got out! (DAMN!)

B. Unfortunately, it’s not the Girdle of Giant Strength that you thought it was. It’s a Girdle of Sex
Change! It works only once, so you can’t put it on again to reverse the change, Return to the
number you just came from.

C. As you rush towards him, he flicks something from his wrist, which explodes with a bright
flash; a Flash-pellet! All party members must save vs. magic or be blinded for six turns. If
everyone is blinded, tough luck; go to 32C to see what your fate is. If not all your party is
blinded, those remaining may either retreat through the S door (go to 10D) or attack the
alchemist with their weapons (if you try to cast a spell, you will give him time to flick another
pellet). He is a 4th level alchemist and, although he wears chainmail, he will be 10% (+2) more
difficult to hit, a combination of high dexterity and magic armour. He fights with a sword. If
you kill him, go to 33D to search the room. If you die, go to 40B.

D. Everyone in the room falls asleep. Now, you can go in and do any number of things; you can
slit everyone’s throat (go to 4H); or slit the hobgoblins’ throats and wake the man (go to 14G)
or, if you are chaotic only, slit the man’s throat and wake the hobgoblins (go to 20F). Or, you
can leave the room or search it by going to 29B.

E. You fly out from the box, regaining your normal size in the process and land gently on the
floor. You can, of course, have one or more of your characters re-enter the box by going to
13H. Otherwise, return to 12D and choose again.

F. Since the gargoyle came through the W door, you can retreat only by going N or S. You must
also sacrifice your best fighter to keep it occupied while the rest of you get away. If you fail to
do this, it will pursue you relentlessly. To go through the N door, go to 30A; to go S, go to 3C.

G. The four have finally recovered. They tell you that they are Anya and Nuvaha, first level
priestesses, Mikhail, a 1st level fighting man and Vandar, a 1st level magic-user. All four were
kidnapped by the villainous Vosarco the Alchemist, who ambushed them with sleep-pellets
outside of the dungeon. They know nothing of the dungeon layout but, if you give them
weapons, they will fight for you, and Vandar has a Sleep spell available. If you wish to kill
them, consider it automatic as they have no means of defending themselves. However, you will
receive no experience for such a cowardly act. If you take them out with you, they will reward
you with 200 gold pieces each. Return to the number you just came from.

H. Your sword or axe, or whatever you are using to chop at the statue, breaks; so, however, does
the statue. You now have a great many little pieces of stone – the world’s most complex jigsaw
puzzle. Return to 42E and choose again.
51
A. Tut, tut! You thought there was a vampire in the coffin, but there wasn’t. The gods were rather
fond of the person in the coffin and may not appreciate your act. Roll a 6-sided die. On a roll
of 1–3, go to 16I; on 4–6, go to 41I.

B. Roll a 6-sided die. On a roll of 1–2, go to 41J. On 3–6, go to 52D.

C. Save versus poison or die horribly! Yes, it1s a deadly poison. However, you have now drunk it
all, so you can’t use it on anyone else. It wasn’t suitable for smearing on sword-blades anyway.
Go back to the number you just came from.

D. Zeus blasts one of your characters into permanent non-existence. (roll randomly to see which
one). “I said plead, foul sons (and/or daughters) of a gelatinous cube!” he growls. Return to
17G and choose again.

E. I hope you were averting or shielding your eyes in some way, because that was a flash-pellet!
Anyone (or anything) not averting their eyes must save versus magic or be blinded for six turns.
Return to the number you just came from. You have now got one flash-pellet less than before.

F. It says “A Present From Mordor”. Isn’t that nice? Return to the number you just came from.

G. You find a trap but accidentally set it off! A tiny Seeker needle, enchanted not to be able to
miss, shoots from the lock and homes in on whoever set the trap off. It hits, shrinking that
character permanently to rat-size! However, springing the trap also opened the chest. To look
inside, go to 45H.

H. Searching the gnolls, you find a total of 800 gold pieces, 1,500 copper pieces and, of course,
the brass Horn of Valhalla. This latter item cannot be used again for 24 hours. It can be blown
once per day, 1–6 berserk gnolls appearing to serve the blower. Once it has been blown, no
more gnolls will appear until existing ones have either been killed or sent back to Gnollhalla.
To leave, go to 3C for the N door or 1B for the W. Both are silent and there are no secret doors.

I. Looks like that’s eat for this expedition. Haven’t done too well, so far, have you? Never mind.
Roll some new characters and start again. Next time, you might find something to chair about.

J. The trapdoor opens, and out from it gushes a flood of bright green fluid, which fills up the hole
in seconds. It does not overflow the pit. To test the properties of this liquid, you can dip
something metal or wood into it by going to 22K, or dip your hand in by going to 41K. You
can fill a flask with the liquid, to test it later or throw it at monsters. If you do this, go to 33L
when you test it. If you wish to leave, go back to 38D.

X. North
52
A. Right, you’ve got a fight on your hands. The creature is so surprised at having anyone put up
resistance against it that you will be able to have a free hack at it with each of your non-Feared
characters. Or you can release one spell. Its armour class is equivalent to chainmail and shield;
it is a 5th level monster (which means it cannot be Slept), and in a melee it delivers from 2–5
blows, each being equivalent to a dagger. It can attack more than one opponent at a time. It is
immune to Charm, but vulnerable to other spells. Work out the battle yourself. Any characters
you have who were blinded will be able to fight, but will have a 20% (–4) poorer chance of
hitting, since they are working by sound and smell alone. There is also a 10% chance that any
blow they aim will hit a comrade by accident. If you win, go to 16J; if you lose, go to 26F.

B. They look at you with scorn on their faces, clearly not amused. At length, Zeus gives Hermes
a signal, and Hermes kicks each of your characters and says, gruffly, “Get up, you snivelling
worms.” Go to 17G.

C. Well, you didn’t come out of that little pinch very well, did you? Did the defeat sting, I wonder?
I’11 bet you expected that you’d scor pionts off that but instead you must goa to the beginning
again and start afresh!

D. You hear nothing. Go to 10C to open the door or return to 11D.

E. You find a secret drawer, which contains various items of jewellery (estimated value, 1,000
gold pieces), plus two books; one has a red cover, the other a green one. When and if you decide
to read these, go to 5J for the green book or 43I for the red one, stating exactly who is to read
the book concerned. Now return to 42E and choose again.

F. Roll a 6-sided die. On a roll of 1–3, go to 49H. On 4–6, go to 34I.

G. The object you were using has suddenly become somewhat lighter. When you withdraw it, you
discover why: the part of it which you put into the box has been neatly cut off! Return to 9A
and choose again, unless you to risk your hand. In this case, go to 36G.

H. You hear her incant a Dimension Door spell. When you look in the coffin again, you find it
empty. Return to 14A.

I. He 1eaves suddenly via. the N door. Go to 24K.

J. The box was not locked; it contains 250 gold pieces, 20 small emeralds worth 35 gold pieces
each and a Wand of Wall Paralysis! Return to 20C and choose again.

K. Your arrows hit and wound him but do not kill him. Go to 46H.

L. Beyond door is a flight of stairs leading down to the W. These are the stairs to the second level
of Kandroc Keep; when you obtain a copy of that volume (assuming you’re masochistic
enough), go straight to its 1A. Otherwise, return to 8H of this volume.

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