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Adventure Gaming

Adventure Gaming Rulebook

Table of Contents

Table of Contents

  • Science Fiction: The Creatures That Ate New York
    • Overview
    • How to Win
    • How to Start
    • How to Proceed
    • The Monster Mission Chart
    • How to Move
    • How to Attack
    • The Monster Attack Table (Combat Table)
    • How to Apply the Results of the Monster Attack Table
    • When Attacking (Eating) a Building
    • When You Lose Points
    • How to Find a Blond
    • Carrying or Devouring the Blond
    • False Blond Explanations
  • Military History: Napoleon at Waterloo
    • [1.0] How to Start
    • [2.0] Equipment
    • [3.0] Basic Procedure
    • [4.0] Movement of Units
    • [5.0] Combat Preconditions
    • Examples of Attacks
    • [6.0] Combat Resolution
    • Combat Results Table
    • [7.0] Reinforcement
    • [8.0] How the Game Is Won
  • Fantasy Role-Playing: The Tower of Azann
    • How to Win
    • How to Start
    • Using the Paragraphs
    • Going Up and Down Stairs
    • Entering Rooms
    • Combat
    • Nerve Checks
    • Ducking Out
    • Escape
    • Discovering Items
    • Using Spells
    • Two or More Players

Science Fiction: The Creatures That Ate New York

In this game, you take the part of one of the typical "movie monsters" from the American and Japanese films of the late 50's and early 60's. Each of the other players in the game also assumes the role of a monster. The object of the game is to accomplish the mission that you randomly draw at the start of the game.

Overview

You have a single playing piece under your control representing the monster that you are — a giant lizard, or a giant ape, or a giant turtle, etc. The two numbers on your playing piece tell you how strong you are (the left hand number) and how many spaces per turn you can move (the right hand number). You move your monster on the playing field which is actually a simplified map of midtown Manhattan (coincidentally enough the very area where SPI has its editorial offices!). When it's your turn, you first move and then attack with your monster (you can attack other monsters or buildings). The other players do the same in their turns and this cycle repeats itself until one of you has won (or all of you have lost!).

How to Win

At the very start of the game, you and every other player each pick one of the 7 Monster Mission chits. Pick your chit at random and don't let the other players know what letter is on it. The code letter corresponds to one on the Monster Mission chart that tells you what you must do with your monster in order to win the game. The first monster that performs its mission successfully wins the game (the game ends at that point and all the losing monsters console each other).

How to Start

Lay out the map flat on a table big enough to seat all the players. Place all the monsters in a cup and have each player draw one at random. Place all the Monster Mission chits in a cup and have each player draw one at random (keeping it secret). Turn face down the ten Blond chits, mix them up and place one each on the ten locations on the map. These Blond chits cannot be looked at except by monsters who enter the space containing the chit (see How to Find a Blond). Determine the order of play (by agreement, or by rolling a die, or flipping coins). The starting position of the first player is determined by the second player; and that of the second player by the third player and the third's by the fourth. You can play with more than four players by combining two game sets and picking other starting positions. When adding a second set, use only the additional rubble and Mission chits (no additional Blonds or duplicate monsters).

Sample monsters are printed as strength, alignment (Good or Evil), movement, and the Flyer symbol where applicable. The sample monster at the top of the sample has strength 8, is Good, has movement 4 and is a Flyer. The middle sample has strength 9, is Evil and has movement 4. The bottom sample has strength 13, is Good and has movement 6.

The sample False Blond chit shows False Blond Explanation Number 4 and a Copter symbol (see False Blond Explanations below). Its back carries the Blond symbol.

How to Proceed

Your monster has two numbers printed on it. The left hand number is its strength. The right hand number is the maximum per-turn movement in terms of the spaces on the map. Each turn in the game is played in the following sequence:

  1. First player moves his monster.
  2. First player attacks with his monster.
  3. Next player moves.
  4. Next player attacks.

Each of remaining players move then attack, in turn. The game continues until one player declares that he's completed his mission (and can prove it by showing his Mission Chit and the results he's achieved). Upon this declaration the game ends immediately.

The Monster Mission Chart

A. Find Blond (and carry her off the west edge of the map).

B. Find Blond and devour her (and exit the west edge of map). If you're a good monster, this gets translated to Mission A: find Blond. NOTE: The west mapedge can be exited on or north of 20th Street only.

C. Kill one other monster (and exit the south edge west of Fifth Avenue).

D. Inflict at least one point of loss on every other monster (and exit the east edge of the map north of 34th Street).

E. Be first to eat 257 Park Avenue South — the building containing SPI offices — (and exit the north edge west of Eighth Avenue).

F. Destroy the Empire State Building (and exit the west edge of the map). In order to destroy the Empire State you must get two turns of successful attacks against it (just as if it were two separate buildings).

G. Eat Macy's (and exit the south edge).

Note: If you're a good monster, you must fulfill the entire mission; if you're an evil monster, you needn't exit the map in order to win. Also, if you're a good monster, Mission B (devour Blond) gets translated to mean the exact same as Mission A (find Blond and exit).

How to Move

When it's your turn, you move your monster as much or as little as you wish so long as you don't exceed the number of spaces printed on your monster (or the reduced movement value, if you've suffered damage). When moving you may not move diagonally (through the corner of a space); you may only move straight north, south, east, or west. You may move in different directions in the same turn (for example, one space north, three spaces west, then another space north). If you wish, you can choose to not move at all.

You cannot normally move into or through an intact building space (unless you're a flying monster, in which case all spaces are the same to you). You may move into park and street spaces and buildings which have been reduced to rubble. If you decide to eat a building, you must finish your move space and you must attempt to eat it. If you fail, you instantly move back to the space from which you entered the building space. Similarly, you may not enter or move through a space containing another monster, unless you intend to attack him, in which case you must end your move in the space with the other monster.

How to Attack

You may only attack a monster or a building by ending your move on its space and declaring your intention to attack. Compare your strength with that of the monster or building by subtracting the strength of the building or enemy monster from your strength and reading the appropriate column on the Monster Attack table. Roll the die and cross index the die number with the column. All buildings have a strength of "5."

Example: Your monster has a strength of 13 and it attacks a monster with a strength of 9. You roll the die and read the result on the "3 or 4 more" column. Let's say you rolled a 3, the result would be that the enemy monster loses one point and you get to displace him to the adjacent space of your choice (so long as it's a space he could ordinarily move into).

The Monster Attack Table (Combat Table)

Combat strength differential (attacker minus defender). Key: # = Number of strength points lost; A = Attacker; D = Defender; B = Both.

Die Roll7 or fewer less6 or 5 less4 or 3 less2 or 1 lessEven1 or 2 more3 or 4 more5 or 6 more7 or greater
1A3A3A3A2A2A2A2A2A2
2A3A2A2A2A1A1A1B1B1
3

How to Apply the Results of the Monster Attack Table

There are three possible results: Defender loses the specified number of points; Attacker loses the specified number of points; or both lose one point each.

Defender Loses 1 (or 2 or 3): The other player's monster loses one point and you immediately displace him to the adjacent space of your choice (so long as its a space he could normally enter).

Attacker Loses 1 (or 2 or 3): Your monster loses the indicated number of points and is displaced into an adjacent space by the enemy player.

Both Lose 1: Both monsters lose one point and stay together in the space. The other player's monster must stay and attack you in his turn.

When Attacking (Eating) a Building

A building has a strength value of 5. When a "Defender" or "Both" result is obtained, put a Rubble marker on the building space (you've successfully eaten it). You still take damage when obtaining a "Both" result, but you don't have to retreat. If you get "Attacker loses," you must displace yourself into the space from which you entered the building space (and the building remains intact).

When You Lose Points

Turn your counter over (to remind yourself you've been weakened) and record the loss on a piece of paper. Each point lost translates to the loss of one strength point or one space of movement (your choice). For example, if you lost three points you could reduce your movement (permanently) by two spaces and reduce your strength (permanently) by one point, or you could take the entire loss in movement or strength exclusively. When both of your values are zero, your monster is dead (you're out of the game).

How to Find a Blond

If a Blond is in an intact building, you must first successfully eat the building (that is, obtain a "Defender loses" result). You may then turn the chit over and examine it. If it isn't the real Blond you must read the keyed paragraph on the False Blond Schedule and the action indicated, immediately. Once revealed, False Blonds are removed from the map.

If a Blond is in a Park space, you must move in that space in order to examine the chit.

Carrying or Devouring the Blond

If you find the real Blond, you may pick her up and carry her off the turn after you first examined the chit. Carrying the Blond slows you down by one space per turn. If you choose to attack while carrying the Blond, your effective strength is reduced by 2 (unless you choose to put her down and let her escape). If you lose more than one point in the attack while carrying the Blond, the Blond is considered to be accidentally squashed and is automatically lost from the game.

The Blond may be devoured (whether or not its your mission) simply by finding her, picking her up, and spending that whole move in the same space. You may not conduct an attack in the turn in which you eat the Blond.

Note: You may wish to vary play somewhat by placing the Blond chits in any named locations on the map rather than only in those spaces coded for chits.

False Blond Explanations

  1. Your monster bites into one of Con Ed's main power lines and gets a zap equal to a +7 attack. If you're the Robot or Saucer, you're not attacked but instead get a benefit of one point of increased movement ability and two points of strength. Robot also gets an end-of-month computerized statement.

  2. It's the cops! New York's finest open up with M-79 grenade launchers, .357 Magnums, and shotguns which equal a +5 attack on your monster. Monster also gets 103 summons for traffic violations.

  3. Rush-hour! Your monster gets blitzed by the crosstown traffic and suffers a +3 attack. Also, if you're a non-flyer, you're stuck for the next turn and may not move. You vow to move to Toronto.

  4. WCBS Traffic copter bravely kamikazee's into your monster inflicting a +3 attack on all flyers or +1 on non-flyers. Pilot reports heavy traffic at Queens Midtown Tunnel.

  5. You're all wet. The NYFD unlimbers SuperPumper and knocks you over with high pressure hoses. Suffer a +1 attack (+3 on flyers). Green slime suffers additional follow up attack by Sanitation street machines at +1. Alternate side of the street parking is suspended.

  6. New York's cabbies have had enough of you, street hog! Hundreds of yellow vehicles ram you and all monsters in adjacent street spaces, inflicting +1 attacks on all non-flyers. Cabbies go off duty.

  7. Your monster is hungry and gets distracted by the food aromas wafting from Ninth Avenue. In order to win, you must eat three buildings fronting on Ninth Avenue, in addition to your normal Monster Mission. Robot and Saucer are not affected by this chit. Moth or Flying Lizard is grounded until he finishes this additional mission. Rude gestures are made at you for failing to tip.

  8. Your monster falls through "temporary" street decking and is rammed by IRT subway. Suffers +1 attack and may not move in next turn. Subway fare goes up 25%.

  9. ABC News stops you for a taped interview to demonstrate how buildings are eaten. You may not move next turn (you're busy doing two-shots and retakes with Eyewitness reporter). Since you are now a media personality, you must talk contract with CBS, NBC, and ABC as well as Paramount, MGM, Columbia, and Warner. In addition to your assigned mission, you must exit the map to the north of Sixth Avenue within six turns of getting this chit (otherwise everyone has forgotten you and you're a media has-been).

Military History: Napoleon at Waterloo

Napoleon at Waterloo is a two-player simulation of the battle of Waterloo, 18 June 1815, between the French under Napoleon and the Anglo-Allied and Prussian forces.

Read This First: The rules to this game are organized into a set of numbered Sections. Each Section begins with a General Rule (and sometimes a Procedure) followed by a series of specific Cases — decimally numbered paragraphs headed by a boldface sentence containing the main thought of that specific rule.

The rule sections are: [1.0] How to Start; [2.0] Equipment; [3.0] Basic Procedure; [4.0] Movement of Units; [5.0] Combat Preconditions; [6.0] Combat Resolution; [7.0] Reinforcement; [8.0] How the Game is Won.

[1.0] How to Start

GENERAL RULE: Napoleon at Waterloo consists of a body of rules, a separate group of cardboard playing pieces and a map.

PROCEDURE: The components should be spread out on a large table with two Players sitting on either side. The die-cut counters should be carefully punched out and carefully segregated as to national group. The Players should skim through the rules by reading only the bold sentence-headlines in the various rules sections. Then the pieces should be placed in their starting positions (as indicated by the four-digit numbers on the faces of the playing pieces). At this point, the Players should review the Sequence of Play and begin a trial game, referring to the details of the rules when they have a question. Note that it is possible to play an enjoyable solitaire game against oneself simply by assuming the role of either Player in proper sequence. To remove the map from the booklet, gently pry open the staples, remove the map, and close the staples again.

COMMENT: Napoleon at Waterloo is a simulation of the battle between the French under Napoleon and the Anglo-Allied and Prussian forces in June 1815.

[2.0] Equipment

GENERAL RULE: The game equipment consists of the rules, charts, map, and playing pieces.

CASES:

[2.1] The game map represents the terrain on which the battle was fought. An hexagonal grid is superimposed on the terrain of the map to regulate movement and positioning of the playing pieces. To make the mapsheet lie flat, one should back-fold it against its machine-made folds. Players will note that each hexagon (hereafter called "hex") on the map has its own four digit identity number.

[2.2] The Terrain Effects Chart summarizes how the features on the map affect the movement and combat of the playing pieces.

Terrain Key (Terrain Effects Chart):

  • Clear: Movement — One Movement Point per hex entered. Combat — No effect.
  • Clear-Road: Movement — One Movement Point per hex entered. Combat — No effect.
  • Woods: Movement — Entry Prohibited. Combat — Blocking Terrain (see note).
  • Building: Movement — One Movement Point per hex entered. Combat — Defender in hex is doubled in value when calculating Combat ratios.
  • Woods-Road: Movement — One Movement Point per hex entered. Woods-Roads may be entered or exited only through a hexside crossed by a road. Combat — Woods-Road hexes are blocking terrain (see note).

Note: Woods and Woods-Road terrain block artillery bombardment over such hexes. For example, an artillery unit in hex 0803 could not fire into hex 0805 (but could fire into 0705 and 0905) because of the intervening woods in hex 0804. Artillery may bombard into Woods-Road hexes (for example, from 0912 into 0914).

Game-Turn Record Track: The track runs from 1pm (Start) through 2pm, 3pm (Prus Reinf), 4pm, 5pm, 6pm, 7pm, 8pm, 9pm and 10pm (End). Advance the marker to record passage of each Game-Turn.

[2.3] The Combat Results Table is the primary means for resolving combat. Players will need one die from a set of common six-sided dice in order to play the game, or they may use the six numbered chits to provide random numbers.

[2.4] The playing pieces represent the actual military units that took part in the historical battle. There are five items of information on the front face of each unit. The Player is told what type of unit it is (infantry, cavalry, or artillery), and what its "name" or military designation is. Additionally, the Player is given the Combat Strength and the Movement Allowance of each unit. The Player is also told which hex the unit starts in or what Game-Turn the unit enters the game as a reinforcement.

Sample infantry unit (French): unit designation "Yng Gd," set-up hex 1416, Combat Strength 5, Movement Allowance 4 (shown as 5-4).

Sample cavalry unit (Anglo-Allied): shown with set-up hex 1207 and the figures 1-5.

Sample artillery unit (Prussian): shown with its Game-Turn of entry in the variant game and the figures 3-3.

[2.5] Combat Strength is the basic power of a unit when attacking or defending. The Terrain Effects Chart will detail how this number is affected by combat. The Combat Strength value of a unit is deemed to consist of the printed number of Combat Strength Points.

[2.6] Movement Allowance is the unit's basic ability to move in one Movement Phase. This ability is expressed in terms of Movement Points. Each hex entered costs a unit one Movement Point.

[3.0] Basic Procedure

The Sequence of Play. The Players take turns moving their units and making attacks. The order in which they take these actions is described in this sequence of play outline. One completion of the sequence of play is called a Game-Turn. Each Game-Turn consists of two Player-Turns. Each Player-Turn consists of two Phases.

THE FRENCH PLAYER-TURN:

Step 1. French Player's Movement Phase. The French Player may move his units and bring in reinforcements. He may move as many or as few as he wishes, one after another, within the limitations of the rules of movement.

Step 2. French Player's Combat Phase. The French Player must attack adjacent Enemy units. He may perform these attacks in any order he wishes, applying the results immediately as each attack is made.

THE ALLIED PLAYER-TURN:

Step 3. Allied Player's Movement Phase. The Allied Player may move his units and bring in reinforcements. He may move as many or as few as he wishes, one after another, within the limitations of the rules of movement.

Step 4. Allied Player's Combat Phase. The Allied Player must attack adjacent Enemy units. He may perform these attacks in any order he wishes, applying the results immediately as each attack is made.

These four steps are repeated ten times. The game is then over and the Players determine the victor according to the rules on How the Game is Won. Note that the game may be ended earlier if one Player achieves his victory conditions.

[4.0] Movement of Units

GENERAL RULE: Each unit has a Movement Allowance number printed on it which represents the basic number of hexes it may move in a single Movement Phase. Each Player moves only his own units during the Movement Phase of his Player-Turn (as outlined in the Sequence of Play).

PROCEDURE: Units move one at a time, hex-by-hex, in any direction or combination of directions that the Player desires. The Movement Phase ends when the Player announces that he has moved all of his units that he chooses to (or as of the time that he begins to make attacks).

CASES:

[4.1] A unit may never exceed its Movement Allowance. During its Movement Phase, each unit may move as far as its Movement Allowance permits. Basically, each unit spends one Movement Point of its total Allowance for each hex that it enters. Individual units may move less than their Movement Allowance. Units are never forced to move during their Movement Phase. Units may not, however, lend or accumulate unused Movement Points.

[4.2] Units must spend one Movement Point to enter each hex. Units may only enter or leave woods hexes through hexsides crossed by roads (even when advancing or retreating due to combat).

[4.3] A unit may never enter nor pass through a hex containing an Enemy unit.

[4.4] A unit may never end its Movement Phase in the same hex as another Friendly unit. One or more units may move through a hex containing another Friendly unit, but the moving units may never end the Movement Phase in the same hex as another unit. If this should inadvertently happen, the opposing Player gets to choose which of the illegally placed units are to be destroyed (so that only one unit remains in the hex).

[4.5] A unit must stop upon entering a hex that is in the Zone of Control of an Enemy unit. Whenever a unit enters a hex that is directly adjacent to any of the Enemy Player's units, the moving unit must immediately stop and move no further than that Phase. Note that there are six hexes adjacent to most hexes on the map. The six hexes adjacent to an Enemy unit are called the Zone of Control of that unit. A unit may not move so long as it is in an Enemy controlled hex. Only by freeing itself through a combat result may a unit escape the "freezing" effect of an Enemy Zone of Control.

[4.6] Except for French Victory Requirements, units may not leave the map. If forced to do so by the Combat Results Table, they are eliminated instead. [See Case 8.3]

[5.0] Combat Preconditions

Eligibility Requirements for Attacking Units.

GENERAL RULE: Each unit has a Combat Strength number printed on it which represents its basic power to attack during its Combat Phase and to defend during the Enemy Combat Phase. Whether or not a unit can attack is strictly a matter of how it is positioned with respect to Enemy units. All units that are in Enemy Zones of Control must attack during their Combat Phase; artillery units not in Enemy Zones of Control but that have Enemy units within the range of their guns may execute a special form of attack called bombardment.

PROCEDURE: The Player examines the positions of his units, determining which are in Enemy Zones of Control and which artillery units have Enemy units within their range. Attacks are conducted using the Combat Results Table, the die, and the procedures detailed in the section on Combat Resolution.

CASES:

[5.1] A unit that is in an Enemy Zone of Control must attack — and every Enemy unit that has a phasing unit in its Zone of Control must be attacked.

If there are several possible combinations, the Player may choose which of his units will attack which Enemy unit — so long as every Enemy unit that is required to be attacked is attacked.

[5.2] No unit may be involved in more than one attack per Combat Phase. No unit may participate in more than one attack, nor may a given Enemy unit be the object of more than one attack, in a single Combat Phase.

[5.3] More than one unit may participate in a given attack. As many units as can be brought to bear can participate in the same attack.

[5.4] More than one Enemy unit can be the object of the same attack. So long as each participating attacking unit could have attacked every one of the defending units separately, then all may attack all the defending units in a single combined attack. [See Case 5.8]

[5.5] A unit's Combat Strength is indivisible. Units may not use part of their strength in one attack and part in another, neither may they reserve or withhold part of their strength in an attack or defense.

[5.6] An artillery unit not in an Enemy Zone of Control may make a bombardment attack against an Enemy unit two hexes distant. The important distinction between bombardment and regular attacking is that bombardment attacks can be made only by artillery units that are not in the Zone of Control of any Enemy unit. This bombardment attack can be used to satisfy the requirement that a given Enemy unit be attacked (because some other Friendly unit happens to be in its Zone of Control) so long as the other Friendly unit can attack another Enemy unit.

[5.7] Except when making a combined attack [see 5.8], bombarding artillery units may attack only a single Enemy-occupied hex. Even though it may have several Enemy occupied hexes in range, a given artillery unit may bombard only one of them in a single Combat Phase. Note that several artillery units may direct their bombardment at the same hex, in which case their strengths are totalled into one aggregate bombardment attack.

[5.8] An attack may be made which combines the strength of adjacent units with that of bombarding artillery. The strength of the artillery unit is simply added to that of the adjacent attacking units. Note that if the Enemy is in more than one hex, the contributing bombarding artillery need have only one of the Enemy occupied hexes in range in order to add its strength to the attack. This is the exception to Case 5.4.

Examples of Attacks

In the following examples, the Blue units are the Attackers and the Red units are the Defenders. A circle is drawn around those units (Attacker and Defender) which are involved in combat with each other. Each circled battle situation constitutes an attack and would require the rolling of the die. Note that when several attacking and defending units are adjacent to each other, the attacks may be constituted in more than one way. Artillery attacks are indicated with an arrow when the defending unit being bombarded is not directly adjacent. The odds of each attack are given next to each situation. Anything which can logically be inferred from these examples is tantamount to a rule unless explicitly covered in the written rules.

The page carries a set of diagrams with their odds printed beside each situation (for example 3 to 1 attack, 3 to 1 bombardment, 1 to 1, 1 to 2 doubled due to Building hex, 2 to 1, 4 to 1 combined attack). The diagrams are illustrations of the cases above and are not reproduced here in text form.

[6.0] Combat Resolution

How Attacks are Evaluated and Resolved.

GENERAL RULE: An "attack" is defined as the comparison of the strength of a specific attacking force with that of a specific defending force resolved by the throw of a die in connection with the Combat Results Table. The results may affect either or both the attacked and the defender.

PROCEDURE: The attacking Player totals the Combat Strength of all of his units that are involved in a given attack and compares the total with the total Combat Strength of the Enemy unit or units being attacked. The resulting comparison is called the Combat Ratio. The Player locates the column heading on the Combat Results Table that corresponds to the Combat Ratio. He rolls the die and cross indexes the die number with the Combat Ratio column and reads the result. The indicated result is applied immediately, before going on to any other attacks. When he has made all of his attacks, the Player announces the end of his Combat Phase.

CASES:

[6.1] The attacking Player must announce which of his units are involved in a given attack against a specific defending unit or group of units. He must calculate and announce the Combat Ratio, specifying which of his units are participating in the attack, before it is resolved. He may resolve attacks in any order he chooses. Once the die is thrown, he may not change his mind.

[6.2] The calculated Combat Ratio is always determined to represent a specific column of results on the Combat Results Table. If the Combat Ratio in an attack is higher (or lower) than the highest (or lowest) shown on the table, it is simply treated as the highest (or lowest) column available. Note that the Combat Ratio is always a simplified version of the literal ratio. For example, if eleven Combat Strength Points attack four Combat Strength Points, the Combat Ratio is simplified to "2 to 1." Ratios are always rounded off in favor of the defender. (The printed text reads "Rations.") The attacker may deliberately lower the Combat Ratio, if he so desires, simply by announcing the fact before throwing the die. This is sometimes advantageous (see the Combat Results Table).

[6.3] The abbreviations on the Combat Results Table will indicate that units are either retreated or destroyed.

  • Ae = Attacker eliminated; all units involved in the attack are destroyed (except bombarding artillery). Defending unit has the option to advance after combat.
  • Ar = Attacker retreats; all units involved in the attack (except bombarding artillery) are forced to move one hex away from the defender. Defending unit has the option to advance after combat.
  • Ee = Equal elimination; the defending force is eliminated and the attacking force must lose a number of Combat Strength Points at least equal to the printed value of the defending force. If any attacking units survive, one of them may advance after combat. Bombarding artillery can never suffer from this result.
  • Dr = Defender retreats; the defending unit is forced to move one hex away from the attacking unit(s). One of the attacking units may advance after combat.
  • De = Defender eliminated; the defending unit is destroyed. One of the attacking units may advance after combat.

[6.4] Units may be retreated (by their owners) only into "safe" hexes. A "safe" hex is defined as a traversable hex, not in an Enemy Zone of Control. If there is no safe hex available, the unit is destroyed instead. A "traversable" hex is one that the unit could legitimately enter during a Movement Phase.

[6.5] When the only "safe" hex is occupied by a Friendly unit, that unit may be displaced. The displaced unit must itself have a hex to retreat to (if not, the original unit is destroyed instead of causing displacement). The displaced unit may itself cause a displacement in a sort of chain reaction of retreats. Note that a retreating unit may not displace an artillery unit that has yet to perform a required bombardment attack. A "required" bombardment attack is one that is made when some other Friendly unit is in the Zone of Control of the Enemy unit being bombarded and that Friendly unit is attacking still another Enemy unit.

[6.6] When a hex is vacated as a result of combat, a single victorious participating unit may advance into that hex. Such an advance as a result of combat is an option which must be exercised immediately before going on to resolve any further combat in that Phase. A unit is never forced to advance after combat. A unit may advance into an Enemy controlled hex (even when advancing directly from an Enemy controlled hex).

[6.7] Movement during the Combat Phase does not expend Movement Points. Retreats and advances are, technically, not considered to be movement.

[6.8] An artillery unit that is not adjacent to the unit that it is attacking is not affected by adverse combat results. When an artillery unit is bombarding or making a combination attack (as described in Case 5.8), it is totally unaffected by combat results. Even in the case of an "Ee" result, the defender is destroyed but the artillery unit is unaffected. Bombarding artillery units may voluntarily retreat after combat when they obtain an "Ae," "Ar," or "Ee" result.

Combat Results Table

[6.0] Combat Results Table — Combat Ratios (Attacker to Defender Strength)

Die1-51-41-31-21-12-13-14-15-16-1
1AeArArDrDrDrDeDeDeDe
2AeAeArArDrDrDrDeDe

Attacks executed at worse than "1 to 5" are treated as "1 to 5"; attacks executed at greater than "6 to 1" are treated as "6 to 1."

Printed on the mapsheet, the Combat Results Table is repeated at the top of the sheet as well.

[7.0] Reinforcement

How Additional Units Enter the Game.

GENERAL RULE: In addition to the force with which he starts the game, the Allied Player receives Prussian units during the Movement Phase of Game-Turn Three.

PROCEDURE: At any time during the specified Movement Phase, newly arriving units may enter the map in non-Woods hexes of hex-column 2300 (i.e., the easternmost hex column).

CASES:

[7.1] When reinforcements arrive on the map, they behave identically to units already on the map. When reinforcements are placed in an entry hex, the arriving unit must pay one Movement Point for entering that hex. When more than one unit enters in the same place, they enter singly without regard to which one entered first (i.e., it doesn't cost subsequent units more to enter the map because they are entering "behind" the first unit). The units move (and they may participate in combat) in the Player-Turn of arrival.

[7.2] Units may never be placed in an entry hex that is Enemy occupied or which is in Enemy Zones of Control. They may never be placed in an entry hex under conditions which will force a violation of the movement rules (i.e., too many units in the hex at the end of the Movement Phase).

[7.3] The entry of reinforcements may be delayed for as long as the Player wishes. The Player may choose to hold back any reinforcements due him in any given Game-Turn. He should keep a record of any such delayed reinforcements. He need not re-schedule their appearance; they may enter during any subsequent Movement Phase. They must enter by means of the proper entry hex. If prevented from entering by French units or their Zones of Control, the Prussians may enter anywhere between 1201 and 2101.

[8.0] How the Game Is Won

Demoralization and the Conditions of Victory.

GENERAL RULE: It is the object of both Players to destroy forty Enemy Strength Points before losing forty Friendly Strength Points. The French Player has the additional objective of exiting seven units off the north edge of the map (through the hexes indicated on the map).

PROCEDURE: As losses accumulate during the game, the Players should array the destroyed counters off the map in easily counted groups. Players should be especially alert to losses when the forty Strength Point limit is approached.

CASES:

[8.1] The Allied Player wins by destroying forty French Combat Strength Points before losing forty of his own. If this happens, the game stops immediately and the Allied Player is declared the winner.

[8.2] The Allied Player is demoralized immediately upon losing forty Combat Strength Points. When demoralized, all Allied attacks (including those made by Prussian units) are reduced by one ratio column (for example a three-to-one becomes a two-to-one). When demoralized, all French attacks are raised by one ratio column (for example a one-to-two becomes a one-to-one). If the Allies destroy forty French Strength Points after losing forty of their own, this does not demoralize the French nor does it benefit the Allies in any way. The only hope for a demoralized Allied Player is to prevent the seven French units from exiting the map (thereby drawing the game).

[8.3] The French Player wins by demoralizing the Allies and exiting seven French units from the map (between hexes 0101 and 0901). The units must exit from the indicated hexes during one or more French Movement Phases. Units may not exit the map as a result of combat (if forced to do so by the Combat Results Table, they are considered destroyed instead). French units that exit the map during their Movement Phase are not considered destroyed. More than seven French units may exit the map and they may do so before and/or after the Allies lose forty Strength Points. Once the minimum French Victory conditions have been achieved the game stops immediately and the French Player is declared the winner.

[8.4] The game is a Draw if neither side fulfills its victory conditions. If the French destroy forty Allied Strength Points but fail to exit their seven units before the end of the game or if neither Player destroys forty Strength Points, the game is a draw (which is, in historical terms, an Allied moral victory). If by some freak chance, both armies reach the forty or greater loss level at the same instant of combat (due to an "Ee" result) then the French Player would win if he had already exited the seven units from the map; otherwise, the Allied Player would be declared the victor.

The "Solitaire Play" essay, the "Synopsis" of the battle, the closing narrative and the design credits that follow the rules are not reproduced.

Fantasy Role-Playing: The Tower of Azann

Deep in the rugged wilderness of the Duchy of Anakon, there rises a solitary tower, grim and forlorn. For years there have been terrible rumors concerning the occupant of that bleak edifice, the sorcerer Azann. Whispered tales have circulated throughout the land of children stolen in the dead of night, and frightful ceremonies performed in the name of some dark deity. Now the very son of the Duke has been lost, and all evidence points to the Tower of Azann. Although deeply angered and desperately sorrowful at the heir's disappearance, neither the Duke nor the members of his court nor anyone in all of Anakon is willing to brave the terrors of that sinister abode to rescue the child. What is needed is an adventurer... a stalwart warrior to stake his life on the quest. You are that champion.

Unlike many role-playing games, The Tower of Azann does not require the use of a gamesmaster to referee character actions. Instead, a programmed system of individual paragraphs leads the character through the adventure, posing problems, calling for decisions, and introducing strokes of fortune — both good and bad (see Using the Paragraphs). Once players are familiar with the game system, a gamesmaster may be used, if desired, to expand upon the paragraphs or even introduce new ones to freshen the adventure for repeated play.

How to Win

Your mission is to rescue the young heir and escape the Tower with him. Incidentally, a fabled gem — the Jewel of Dinakk — is said to be in Azann's possession, and you may have the opportunity to acquire that treasure as well.

  • If you escape the Tower with the child and the Jewel, you win fame and fortune.
  • If you escape the Tower with the child only, you win the gratitude of the Duke, but little in the way of wealth.
  • If you escape the Tower with the Jewel only, you are a wealthy adventurer, but the vengeful Duke will haunt you always.
  • If you escape the Tower with nothing, no one will want to talk to you.
  • If you die, at least your memory will be respected.

How to Start

The first thing you must do is generate your character. You have 12 Characteristic Points that you can assign among 3 characteristics: Combat Strength, Agility, and Magic Skill. Combat Strength is important when you encounter monsters wandering through the Tower. Agility has several uses, including keeping from harm in tight situations. Magic Skill allows you to take advantage of magic items and spells.

You must assign at least 2 Characteristic Points to each of these characteristics. Write down your starting characteristic values on the Adventure Log. Be sure to write lightly in pencil, because your values will change during the game.

Next, pick two spells from the Magic Spell Summary, and write them down on the Adventure Log. Then, in the space on the Log labelled "Current Level" write 1 (you will be starting on the first floor of the Tower).

Now, when you are ready to begin, you can proceed to paragraph 040, and you are on your way.

Using the Paragraphs

The paragraphs are the heart of The Tower of Azann. They provide the characters, descriptions, and events that give the adventure life. It is important that players not read through the paragraphs before playing. While it is intended that characters have some control over what befalls them, the random hazards and benefits that come as surprises in the paragraphs are the very essence of the adventure.

Going Up and Down Stairs

There are six floors in the Tower of Azann, and a character will no doubt want to explore each of them in his search. To go up the central staircase (which is adjacent to virtually every room in the Tower) a player notes what level he is starting from (for instance, level 1) and rolls one die (rolling a 5, by way of example). The player then adds the two numbers together and turns to the paragraph indicated (in this case, 006) and follows the instructions there. To go downstairs, the first digit is the floor you wish to descend to, and the second digit is, again, a die roll. Remember, once you arrive on a new level, to change the Current Level on the Adventure Log.

Entering Rooms

Although a character is never far from a staircase, the interior of the Tower is confusing in its construction, and it is easy to get lost, wandering sometimes through the same room repeatedly in search of some object. Whenever a player wishes to enter a room, he notes the level his character occupies (2, for instance) and rolls one die (rolling, say, a 3). The player reads these numbers in sequence and turns to the paragraph indicated (in this case, 23) and follows whatever instructions are there.

Combat

The Tower is infested with all manner of evil monsters, none of which intend a player's character any good. The paragraphs often indicate an ambush or encounter with these wandering creatures. To perform a combat, the player refers to the Monster Values Chart to determine the Combat Strength and Agility of the creature that has been encountered. Then the character attacks (the character always attacks first unless the paragraph specifies otherwise) by subtracting the monster's Agility from the character's Combat Strength. If the result is a negative number, the character must reduce either his Combat Strength or Agility by one point. If the result is zero, roll a die; if the result is greater than the monster's Combat Strength, the monster loses one point; if the same die roll is greater than the character's Combat Strength, the character also loses a point. If the number is positive, the player reduces either the monster's Agility or Combat Strength by one point.

For example, a character with a Combat Strength of 4 and an Agility of 5 encounters a wraith (Combat Strength 2; Agility, 5). Subtracting the wraith's Agility of 5 from the character's Combat Strength of 4 results in −1, so the character must reduce either his Combat Strength or Agility. He chooses to reduce his Combat Strength by 1.

Next, the monster attacks by subtracting the character's Agility from the monster's Combat Strength. In the preceding example, the wraith's Combat Strength is 2 and the character's Agility is 5, for a difference of −3 — the wraith is hit, and the player chooses to reduce the wraith's Agility to 4. Combat proceeds in this manner until either the character or the monster (or monsters) is dead.

When more than one monster attacks, the character takes them on one at a time.

A monster is dead once either its Agility or Combat Strength is reduced to zero. A character is dead when both his Agility and Combat Strength are reduced to zero.

Nerve Checks

From time to time in the paragraphs, particularly after a harrowing experience or in an especially unpleasant situation, a character will be required to make a Nerve Check. To do so, the player simply adds together all of the character's current Characteristic Points and rolls a die. If the die roll is greater than the character's total Characteristic Points, the character passes the check. The paragraphs provide instructions as to the effects of failing a Nerve Check.

Ducking Out

There are certain times in the Tower of Azann when discretion is the better part of valor, and a player's character may wish to extricate himself quickly from a room or other location within the Tower. In such cases, the player rolls one die and compares the die roll with the character's Agility. If the die roll is equal to or greater than the character's Agility, the attempt fails, and the character must deal with whatever it is he would rather avoid. If the die roll is less than the character's Agility, the character may immediately roll for another stairway or room. Whether the attempt succeeds or fails, the character loses one Agility point immediately after resolving the die roll. A character with an Agility of zero may not attempt to duck out.

Escape

To escape the Tower of Azann is no simple matter. To get out, a character must make his way to level 1 and roll for a room that has that portion of the paragraph marked for escape. Such a paragraph will indicate range of die rolls. The player rolls a die, and, if the die roll falls within the specified range, he follows the instructions for escape in that paragraph. If the die roll falls outside the range indicated, the character is subject to whatever other instructions (other than for escape) are specified in the paragraph.

Discovering Items

Scattered throughout the Tower are various powerful weapons and magic items. The paragraphs direct the character to the locations of these items from time to time, and with a little luck and good sense, a character can accumulate a potent collection of these useful tools. Any time an item is acquired, the player should record it on the Adventure Log. Losses should also be recorded. Note that most items can be found again if they have been lost if the paragraphs direct the character to them again. (Some items, such as the Emerald Rod, are lost permanently, however, and cannot be recovered. If a character is directed to such an item again after having lost it, treat the location as empty.) Any time a character is directed to an item that he currently possesses, the location is treated as empty.

A character may never carry more than 4 items (combined total of magic items and weapons) at one time. Note that a character is considered armed when he enters the Tower, but the weapons he brings with him can never be lost and do not count against the total number of items that can be carried.

Using Spells

The Summary of Spells gives details on the uses and effects of the various spells that the characters may use. These spells may be used in combat or in movement throughout the Tower at any time.

Two or More Players

The Tower of Azann is designed to be playable by a single player or by several. When more than one player participates, each character may go his own way, making paragraph decisions independently. In combat, only one character may attack each monster. Thus, if several monsters attack several characters, a number of individual combats may occur simultaneously.

Monster Values Chart

MonsterCombat StrengthAgility
Azann84
Goblin33
Ogre52
Skeleton23
Spider63
Troll42
Wraith25
Demon65

Developing Monsters. Any number of insidious creatures and evil characters can be encountered in role-playing games. As with spells and special items, players are encouraged to develop their own monsters or adjust those included. It may take some time to balance monster-character strengths, but the effort can be very rewarding.

Summary of Spells

Spell of Teleportation. Allows you to instantly remove yourself from any place to a random room. Roll two dice; the first die is the level and the second the room. If you roll an 11, however, you are automatically outside the Tower again. Each time you use this spell, roll a die and reduce your Magic Skill by the amount rolled up to a maximum reduction of 3.

Spell of Resistance. Allows you to subtract 2 from any Nerve Check die roll, or to disregard certain influences mentioned in the paragraphs (these paragraphs specifically state that you can use this spell). Each time you use this spell, reduce your Combat Strength by 1. If your Combat Strength falls below 1, you lose the power to use this spell.

Fireball Spell. This potent enchantment produces an inferno that will instantly incinerate any monsters, no matter how many, that are attacking you. As soon as you have used this spell, your Magic Skill drops to zero, and your Combat Strength is halved (round fractions up).

Spell of Regeneration. Allows you to shuffle your strengths. Thus, you could increase your Combat Strength by 2 reducing your Magic Skill by 1 and increase your Agility by 1, or increase your Agility by 2 by decreasing your Combat Strength by 2, or re-arranging your current points in any way you like.

Summary of Magic Items

Emerald Rod (078). Allows you to increase your Agility as much and as often as you wish. For each point of Agility increase, however, decrease your Magic Skill by one point. If, at any time while you possess the Emerald Rod, your Magic Skill reaches zero, you permanently lose the Rod.

Enchanted Sandals (079). Allows you to teleport at random to any room in the Tower. Roll two dice; the first die is the level and the second the room. Each time you use the Sandals, your Agility is reduced by 2 temporarily, for as long as you are in the room to which you teleport (as soon as you leave that room normally, the Agility points are regained).

Crystal Sphere (080). Allows you to foresee ambushes. Whenever you are attacked while in possession of the Sphere, you may attack twice before your opponent (your first opponent only, if more than one) attacks you. Each time you take advantage of this magic item, your Magical Skill is reduced by one, and the Sphere cannot be used if your Magic Skill is reduced to zero, although you may still carry it.

Ruby of Kreesh (081). Allows you to increase your Magic Skill as much and as often as you wish. For each point of Magic Skill increase, however, decrease your Combat Strength by one point. You may not use the Ruby once your Combat Strength reaches zero, although you may continue to carry it.

Weapon Summary

Silver Dagger (030). This deadly weapon allows you to attack any opponent (your first opponent in an encounter only, if more than one) twice before he attacks you. Each time you use the Dagger against an opponent, reduce your Agility by one. You can never use the Dagger if your Agility is less than 2, although you may carry it.

Great Bow (037). When you have combat with more than one opponent at a time, the Bow can be used to attack each (except the first) with a strength of 8. Each time you use the Bow against an opponent, your Combat Strength is reduced by 1, and you can never use the Bow or carry it if your Combat Strength is less than 3.

Great Axe (038). The solid weight of this weapon is very reassuring. As long as you carry the Axe, you may subtract 2 from each Nerve Check die roll. If your Combat Strength falls below 2, you can no longer carry the Axe.

Spear of Grom (039). This heavy weapon infuses you with strength, raising your Combat Strength by as many points as you wish. For each point of increased Combat Strength, however, reduce your Agility by 1. If your Agility falls below 2, you cannot carry the Spear.

Players are encouraged to develop their own spells and items for inclusion in the game. Experimentation is an important part of role-playing.

Adventure Paragraphs

The following paragraphs should not be read through in their entirety; players should read individual paragraphs only as directed. Once the instructions of a paragraph have been completed and no other paragraph is indicated, roll for a new room or stairway. The symbol (►) indicates that a new paragraph should be referred to.

001. You dash through the door into the morning sunlight with the child and the Jewel. No one pursues. After resting for a few minutes on the green, green grass, you head off to the city to collect your just rewards.

002. You reach the next level without mishap.

003. As you progress, cobwebs brush against your face and hands with increasing regularity. Nerve Check. If you pass (► 038); if you fail (► 088).

004. You reach the next level without mishap.

005. As you progress, an enormous troll wielding a cudgel comes at you. Conduct combat.

006. If your Agility is 3 or more, you ascend (or descend) without mishap. If your Agility is less than 3 (► 118).

007. As you progress, the stairs begin to weave and pitch, unbalancing you. If your Agility is 3 or more, you make it back to the level from which you began; if your Agility is less than 3 (► 087).

008. As you progress, the air is pierced by a keening wail. Nerve Check. If you pass, you reach the next level without mishap. If you fail (► 115).

009. If your Agility is 3 or more, you reach the next level without mishap. If your Agility is less than 3, you have alerted two goblins to your presence, and they attack. Conduct combat.

010. The stairway creaks and groans as you progress. Suddenly, the stairs give way altogether. If your Agility is 2 or more, you manage to reach the level toward which you were ascending (or descending). If your Agility is less than 2 (► 089).

011. You have stepped into a demonic vortex of blinding light, howling winds, and terrific cold. If your Magic Skill is 3 or more (► 090). If your Magic Skill is less than 3 (► 091).

012. Roll a die. On a roll of 4-6, two ogres enter the room. Conduct combat. Otherwise, proceed unmolested. Escape: 1-3 (► 110).

013. Roll a die. On a roll of 5 or 6, you are attacked by two trolls. Conduct combat. Otherwise, proceed without mishap. Escape: 1-4 (► 110).

014. Unless you are trying to escape (► 032). Escape: 1-5 (► 110).

015. Roll a die. On a roll of 1-3 (► 021). On a roll of 4-6 (► 022). Escape: 1-3 (► 110).

016. Just a small, empty room. Proceed. Escape: Automatic (► 110).

017. You dash through the door into the morning sunlight with the child and the Jewel. Something pursues you, but you cannot see it. Nerve Check. If you fail (► 018). If you pass, you have escaped unscathed and won.

018. A huge, ugly troll bears down on you and attacks first. If you manage to finish him off, you have escaped with the child.

019. A huge, ugly brute of a troll catches up with you. Attack and fight it out. If you win, you have managed to escape.

020. You can either throw the Jewel back at your unseen pursuer (► 027) or simply try to outrun whatever is chasing you.

021. No sooner do you enter the room than you are savagely attacked by a goblin. Conduct combat immediately.

022. The room, apparently a kitchen at one time, is well-lit and contains nothing of interest.

023. An empty room, with nothing of interest in it at all.

024. Roll a die. On a roll of 1-4, nothing occurs and you proceed on your way. On a roll of 5 or 6, two trolls jump you. Conduct combat.

025. Roll a die. On a roll of 5 or 6, nothing occurs and you proceed on your way. On a roll of 1-4 (► 079).

026. Roll a die. If the roll is equal to or less than your Magic Skill (► 080). If the roll is greater than your Magic Skill, nothing occurs and you continue on your way.

027. There is a deafening explosion that knocks you to the ground. Behind you is the sound of a dying creature. The Jewel comes floating back toward you and, if your Agility is 3 or more, you catch it; otherwise, it disappears over the horizon. In either case, you have escaped.

028. The wraiths are quite anxious to communicate. In fact, they are insistent. For years, they have wanted to do away with Azann, but they have little or no power against him. They are the remains of children he has taken in the past, and their thirst for revenge is unbounded. They extract from you an oath that you will kill the wizard and they send you on your way... (► 096).

029. You can abandon the child in an effort to make good your escape (► 119) or you can turn to face whatever follows (► 018).

030. You come across a silver dagger lying on a table. You can leave it alone and proceed or pick it up (► 070).

031. The room is pitch black. If your Agility is 4 or more, you avoid falling into the yawning pit at the center of the room. If your Agility is less than 4 you fall in (► 057).

032. Roll a die. If the die roll is equal to or less than your Combat Strength (► 030). If the die roll is greater than your Combat Strength, nothing occurs and you continue on your way.

033. Nerve Check. If you pass, you may proceed. If you fail (► 116).

034. Seemingly from out of the woodwork, two trolls spring to attack. Conduct combat.

035. Roll a die. On 1-4, two apparently sedate skeletons leap to life and attack you. Conduct combat. On a 5 or 6, you proceed without mishap.

036. It is a nice room, a charming, lovely room. Sit down for a few minutes and regain some strength. Increase your Combat Strength by 1.

037. Groping your way through the gloom, you encounter a great bow. You can leave it alone and proceed on your way, or pick it up (► 070).

038. A great axe appears before you, hanging on a wall bracket. You can leave it alone and proceed, or pick it up (► 070).

039. You suddenly espy the legendary Spear of Grom. You can leave it alone and proceed, or you can pick it up (► 070).

040. You can go to the front door (► 093) or to the back door: (► 075) if your Agility is 1 or 2; (► 076) if your Agility is 3 or 4; (► 077) if your Agility is 5 or more.

041. It's a library! You can't make out much of what is written there, but you pick up enough to learn one additional spell of your choice.

042. This is a dim and musty room that reeks of some bestial presence. You may investigate (► 101) or race through as quickly as your legs will carry you (► 080).

043. Roll a die. On a roll of 1-4, nothing occurs and you proceed on your way. On a roll of 5, 3 goblins jump you. On a roll of 6 (► 011).

044. Roll a die. On a roll of 1-3, nothing occurs and you proceed on your way. On a roll of 4-6 (► 037).

045. There is nothing in the room... except an ogre... with an axe... and he's mad. Conduct combat immediately.

046. In this room you find a flask of pure, refreshing water. You take a drink and feel like kicking up your heels. Increase your Agility by 2.

047. The door stands open before you, but is slowly closing. Roll a die. If the die roll is equal to or greater than your Agility (► 048). If the die roll is less than your Agility (► 109).

048. Nerve Check. If you pass (► 108). If you fail (► 049).

049. Roll a die. If the roll is greater than your Combat Strength (► 111). If the roll is equal to or less than your Combat Strength (► 108).

050. Roll a die. On a roll of 1-3 (► 088). On a roll of 4 or 5, (► 115). On a roll of 6 (► 116).

051. Roll a die. If the roll is 1-3, nothing occurs and you continue on your merry way. If the roll is 4-6 (► 081).

052. You stroll into the room, minding your own business, and 3 goblins attack you. Combat.

053. Roll a die. On a roll of 1-3, nothing occurs and you proceed. On a roll of 4-6 (► 038).

054. You find a mail shirt lying around and try it on. It's enchanted! Roll a die. On a roll of 1-4, your Combat Strength increases by 2. On a roll of 5 or 6, nothing happens.

055. Roll a die. On a roll of 1-3, nothing occurs and you proceed. On a roll of 4-6 (► 078).

056. You have a moment to catch your breath in this room, and increase your Agility by 1.

057. Reduce your Agility by 1 and lose any one weapon or magic item (your choice of which) you have found in the tower. Then you are attacked by a giant, unpleasant-smelling spider. The spider attacks first! If you survive, roll for ascending stairs as though beginning at level 1.

058. One goblin and one ogre come at you out of the gloom. Conduct combat.

059. Roll a die. On a roll of 1-3, the room is empty and you can proceed. On a roll of 4-6 (► 016).

060. The creature is a crazed cave troll, intent on rearranging your flesh in grotesque ways. Your alert attack reduces his Combat Strength by the amount you roll on one die. Conduct combat.

061. Roll a die. On a roll of 1-3 (► 039). On a roll of 4-6, you are jumped by 3 goblins. Conduct combat.

062. Nothing here. Nothing at all. Proceed.

063. You enter and, in the gloom, you hear footsteps and the sound of children's voices. Nerve Check. If you fail (► 116). If you pass (► 092).

064. Pity. You've stumbled over a dozing troll and awakened his wrath. Conduct combat.

065. Two trolls, swapping grisly stories, are interrupted by your entrance. Conduct combat.

066. Roll a die. On a 1 or 2, nothing happens and you proceed. On a 3-6, three skeletons arise and do battle. Conduct combat.

067. There is nothing there at all, but the experience of your journey through the hall has been harrowing. Nerve Check. If you pass, proceed without mishap. If you fail (► 115).

068. Roll a die. On a roll of 1-4, nothing happens. On a roll of 5 or 6 (► 087).

069. Roll a die. If the die roll is less than your Magic Skill, you can take and use the item. If the die is equal to or greater than your Magic Skill, you fail to recognize the item's worth and leave it behind as you proceed.

070. Roll a die. If the die roll is less than your Combat Strength, you can take and use the item. If the die is equal to or greater than your Combat Strength, you fail to recognize the item's worth and leave it behind as you proceed.

071. As you stand dazed, 6 wraiths enter the room. They draw on your Magic Skill to give themselves strength to attack Azann. Conduct combat between Azann and the wraiths (as you stand idly by). If the wraiths kill Azann (► 102). If Azann wins (► 103).

072. The goblin commands you to never harm Azann, and then gives you the Jewel of Dinakk, which he had concealed in his armor. He then promptly dies. Proceed.

073. The goblin dies without uttering another word. Proceed.

074. There is a bottle filled with a mysterious-smelling liquid. You can leave it and go on, or try a sip (► 112).

075. You are in a narrow, dim passage and cannot see anything. You can wait and hope that your eyes adjust (► 058) or edge slowly forward and hope for the best (► 059).

076. You are in a narrow, dim passage and can barely see a pair of red, baleful eyes gazing at you. You can attack briskly (► 060) or proceed with caution along the passage (► 067).

077. You are in a narrow, dim passage with another passage leading off to your right, and you can see a statue with ruby eyes before you. You can approach the statue (► 080) or take the righthand passage (► 068).

078. You discover an emerald rod embedded in a niche in a wall. You can leave it alone and proceed or pick it up (► 069).

079. You find a pair of sandals that seem to quiver as you gaze upon them. You can leave them alone or pick them up (► 069).

080. You stumble across a ruby stone of exceptional brilliance. You can leave it alone and proceed or pick it up (► 069).

081. You find a crystal sphere, pulsing with unnatural crimson light. You can leave it alone and proceed or pick it up (► 069).

082. You run through the door into the morning sunlight with the child. Something pursues, but you cannot see it. Nerve Check. If you fail (► 029). If you pass, you have escaped to bring glad tidings to the Duke.

083. You run through the door into the morning sunlight with the child. No one pursues. Go see the Duke and collect his undying gratitude.

084. You run through the door into the morning sunlight with the Jewel. Something pursues, but you cannot see it. Nerve Check. If you fail (► 020). If you pass, you have a life of wealth and comfort ahead of you.

085. You run through the door in the morning sunlight with the Jewel. No one pursues. Congratulations! You are a wealthy adventurer now.

086. Roll a die and subtract your Agility from the die roll. That number of ogres attacks you. Conduct combat. If the result is 0 or less, nothing occurs.

087. You fall back to the level from which you were ascending (or down to the level you were approaching). Roll a die if your Combat Strength is 1 or more, and reduce your Combat Strength by that number. If your Combat Strength is only 0 or 1 to start with, reduce your Agility by 1 instead.

088. Your wits desert you. Immediately forget all the spells you know except one (your choice).

089. You plummet into a room below (roll for a room). Roll another die. If your Agility is more than 2, reduce it to 2 immediately. If your Agility is 2 or less, the fall has no effect (other than the effects of the room you land in).

090. You recognize the whirlwind as a powerful emanation of some sort and tap into it, raising your Magic Skill by the amount of a die roll (up to a total Magic Skill of 7).

091. Roll a die. If the die roll is equal to or greater than your Magic Skill, the whirlwind scares you half to death and you forget one spell (your choice). If the die roll is less than your Magic Skill, you absorb part of the energy around you and add 1 to your Magic Skill.

092. You are suddenly surrounded by a large number of wraiths. They reach out for you. You can attempt to communicate (► 028) or conduct combat (in which case, roll a die; the number rolled is the number of wraiths you must kill before the others go away).

093. You are standing before a grand staircase. To your left is a heavy door, slightly ajar. You can go up the stairs or go through the doorway.

094. He dies without a fight (no need for combat), but at the instant of his death, you feel a strange malignant power groping at your mind. Nerve Check. If you pass, proceed. If you fail (► 115).

095. He offers to give you the Jewel of Dinakk, which he has concealed, if you swear beforehand to obey his final command. If you agree to the deal (► 072). If you do not agree (► 073).

096. The room is large and, but for the flickering flame in the center of the room, blanketed in darkness. A tall, dark-robed man stands behind a stone altar, an obsidian dagger clutched in his hands, poised above the chest of a young child. This is Azann, prepared to sacrifice the Duke's heir to some nameless entity. Nerve Check. If you pass (► 106). If you fail (► 097).

097. The evil wizard shouts a word of an unknown tongue and two demons appear. You can engage the demons in combat (► 104) or duck out of the room (► 098).

098. A sudden violent jolt of energy courses through your body, and you hear the voices of the child wraiths urging you to fury. If you have a Spell of Resistance, you can use it. If you have no such spell (► 100).

099. If you have the Jewel of Dinakk, you immediately lose all your Combat Strength. If you do not have the Jewel (► 097).

100. The door slams behind you, trapping you, and Azann engages you in combat. Before conducting the combat, however, Nerve Check. If you pass (► 105). If you fail (► 120).

101. The room contains one obviously very sick goblin. You can kill him (► 094) without engaging in combat, or speak with him (► 095).

102. The wraiths vanish as mysteriously as they appeared, and you can free the child and proceed.

103. You are killed.

104. Conduct combat normally. If you survive, Azann engages you in combat. Before conducting the combat, however, (► 120).

105. If you have the Jewel of Dinakk, you immediately lose all your combat strength. You can attempt escape or throw the Jewel at Azann (► 107). If you do not have the Jewel, conduct combat. If you survive, you can free the child and proceed.

106. You can rush to attack Azann (► 099), attempt to speak to him (► 097), or duck out of the room (► 098).

107. Roll a die and add your Magic Skill. If the total is 9 or more, the Jewel explodes, destroying both itself and the wizard. You can then free the child and proceed. If the total is less than 9, you may try to duck out. If you fail, roll a die. On a 1-3 (► 071). On a 4-6 (► 103).

108. If you have the Jewel of Dinakk but not the child (► 084). If you have the child but not the Jewel (► 082). If you have both (► 017). If you have neither, you escape without further hindrance.

109. If you have the Jewel of Dinakk but not the child (► 085). If you have the child but not the Jewel (► 083). If you have both (► 001). If you have neither, you escape without hindrance.

110. You can see the exit clearly before you, but before you reach it, you are attacked by three goblins. Conduct combat. If you survive (► 047).

111. You can push fiercely at the closing door, exhausting yourself and reducing your Combat Strength to 1, in which case (► 108), or you can (► 110).

112. Roll a die. On 1-4, you find the liquid to be a pleasant imbibition that immediately restores 1 point of your Combat Strength. On a roll of 5 or 6, the liquid is a disgusting substance that reduces your Combat Strength by 1.

113. There is a suit of ancient, yet oddly unvarnished, armor that seems to glow dully in the murk. You can approach it, entering the halo of light the armor sheds (► 114) or pass it by.

114. Roll a die. On a 1-3, you feel a rush of strength. Increase your Combat Strength by 2. On a 4-6, you feel suddenly sapped by some malignant magic in the glow. If your Magic Skill is 3 or more, you can leave the room without adverse effect. If your Magic Skill is less than 3, lose one point of Combat Strength.

115. Your nerves give way and you feel your strength and wits fail you. Reduce your Combat Strength, Magic Skill, and Agility by 1 each.

116. You panic! Reduce your Magic Skill and Combat Strength by 2 each.

117. This is a comfortably furnished room. You can rest here for a bit, regaining your strength. Roll a die. On a roll of 1-4, you gain 3 points (applied as you wish). On a roll of 5 or 6, you regain 4 points.

118. Roll a die. On a roll of 1-4, a goblin slashes at you before you can duck, reducing your Combat Strength by 1. Conduct combat. On a roll of 5 or 6 (► 086).

119. The child tugs as you try to put him down, and you fall sprawling on the ground, just as a huge troll appears from the tower. If your Agility is 2 or less, you are killed outright. If your Agility is more than 3, have combat. If you win, you escape, but the child has vanished. The Duke will not be pleased. (As printed, the paragraph does not state the result for an Agility of exactly 3.)

120. Before your startled eyes, Azann stops advancing on you and makes a dramatic sweeping gesture with his arms, and both he and the child vanish into thin air.

The Adventure Log form, the buyer's guide, the feedback card and the counter sheet that accompany the rules are not reproduced.

  • Monster Values Chart
  • Summary of Spells
  • Summary of Magic Items
  • Weapon Summary
  • Adventure Paragraphs
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