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  DDaavviidd  AA..  UUlllleerryy  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trollhalla press 
  
  Monster Maze of Zorr by Ken St. Andre is Copyright 2018 
   
  Deluxe Tunnels & Trolls and Tunnels & Trolls are registered trademarks of 
  Flying Buffalo, Inc. P.O. Box 8467, Scottsdale, Arizona 85252, USA.  Rick 
  Loomis, owner and founder. 
   
  Text Copyright  April 2018 by Ken St. Andre and TROLLHALLA PRESS.  All 
  rights reserved. Reproduction is forbidden without permission from Ken St. 
  Andre and TROLLHALLA PRESS. 
   
  All interior illustrations and cover art is copyright April 2018 by David A. 
  Ullery.  Reproduction is forbidden without permission from David A. Ullery 
  unless used for advertising and promotions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  <A>  You have just walked down a 
  long, twisting path lined with 
  incredibly detailed statues of all 
  the humanoid kindreds, but 
  you didn't pay much 
  attention to them.  You are 
  now standing on a small 
  patch of ground at the corner 
  of a large square stone building, 
  and the Maze Master is explaining 
  your task.  "All you have to do is 
  enter the maze here, walk 
  through it, kill any foes you 
  meet, and exit at the other 
  end.  The maze is a magic free 
  zone, but the walls do change 
  colors, hence the name 
  rainbow maze.  Any 
  treasure you find is yours 
  to keep." 
  You look at the old wizard coldly.  He is a small ebony skinned man 
  wearing an elaborate robe, and he seems to crackle with an inner 
  power.  "I can do this.  I hope you don't mind if your maze gets 
  destroyed in the process."  He just grins through his grisly gray beard.  
  "Start when you're ready!" 
  You are facing two doors, one is labeled @ and the other has a # sign 
  on it.  If you to through the one marked @, go to <B>,  If you go 
  through  #, go to <F>.  If you get smart and exit right now, go to <E> 
  
  <B>  You step into a room about 20 feet square.  It has green walls the 
  color of ichor and a high ceiling.  (If you have been in this room before 
  there is a dead creature on the floor--it has nothing of value, because 
  you already took the pouch.  Go to <C>, so ignore the part about finding 
  money.  You already found it.) 
  There is something green on the floor in front of you. It looks like an 
  animal carcass, but as you step closer, it rises to its feet, and you see a 
  creature unlike anything you have ever seen before.  It is about the size 
  of a pig, but it has the head of an eagle, the body of a scorpion, and the 
  claws of a bear.  It scuttles toward you 
  and attacks. 
  There is no choice but to fight.  The 
  creature has a monster rating of 14 
  (2D6 + 7).  The body is lightly 
  armored, and the first point of 
  damage will bounce off it.  Fight!  
  If you win, go to <C>.  If you 
  lose, you're dead. 
   
  <C>  You are locked in a green room with a dead creature.  When you 
  search the creature, you find 1D6 worth of gold pieces in a small pouch 
  on its underbody.  Why would such a monster carry gold?  Could it have 
  been intelligent?  The door behind you is locked, but after a few 
  minutes you hear a click and it unlocks.  Exiting, you find yourself at 
  <M>.  (If you have been here before, there is no pouch.) 
   
  
  <D> As you go through the door, you 
  hear it lock behind you.  You are in a 
  small room with crimson walls, and 
  also in that room is a deathtoad--
  half toad, half goblin, all trouble.  It 
  has a big jagged bronze dagger in its 
  hand, and it's striking down at you.  
  Luckily, your weapon is in your 
  hand, and you're ready to fight.  The 
  deathtoad has a monster rating of 
  26 (3D6 + 13).  If you win the fight, go to <H>.  Otherwise, you're dead. 
  (If you have been in here before, the deathtoad is 
  still dead--go to <H>.) 
   
  <E>  You walk out of the Maze, and the Maze 
  Master asks you, "What are you doing?  This is 
  the beginning, not the end.  You may 
  either leave the adventure or go 
  back into the maze at <A>. 
   
  <F>  You are in a long corridor that turns at right angles several times.  
  The walls here are painted purple.  At one end of the hall is a door with 
  a $ on it--if you go through it, you are back at <A>  Halfway through the 
  hall, there is a door on the wall marked %--if you go through it, go to 
  <D>   At the other end of the hall is a door marked with a ^--if you go 
  through it, go to <G> 
  
  <G>  You are in a long straight corridor with four doors on it.  There is a 
  door at one end marked with ^--if you go through it go to <F>.   On the 
  green wall and close to the ^ door is another door marked with &--if 
  you go through it, go to <I>.  On the blue wall at the other end of the 
  hallway are two doors, one marked with * and the other marked with {.  
  If you go through * go to <J>.  If you go through <, go to <K>. 
   
  <H>  Another foe lies dead at your feet, and once again you find 
  yourself locked in a small room. (If you have been in this room before, 
  the deathtoad is still dead.  If you didn't take his stuff the first time, you 
  may take it now.) You search the deathtoad and find a bronze dagger 
  worth 2D6 + 1 in combat, and a small pouch with 2D6 gold pieces in it.  
  After about ten minutes, you hear a click, and you 
  can open the door again.  Coming out of the room, 
  you find yourself back at <F>. 
   
  <I> After you step through the door you find yourself in a small 
  green room.  There are 3 doors in this room.  The one marked with { 
  takes you back to <G>.  If you go through the one marked with } then go 
  to <L>.  If you go through the one marked with +, then go to <M>.  
   
  <J> You are in an L-shaped chamber with four doors in the dark gray 
  walls.  At the south end of the corridor the doors are opposite each 
  other.  One door is marked with a *--if you go through it, go to <G>.  
  Across from it is a door marked []--go through it to <N>. At the other 
  
  end of the corridor is a door marked !!--go through that to <Q>.  Nearby 
  on the northern wall is a door marked @@--go through it to <P>. 
   
  <K>  You are in a room 40 feet long and 20 feet wide.  Also in that room 
  is a Tiger-man--humanoid, but about 8 feet tall with a big frill of hair 
  surrounding his head and shoulders, and the face of a big cat.  He wears 
  leather armor and is armed with a huge broad-bladed spear.  He has a 
  monster rating of 58 (6D6 + 29), and his armor will take 6 points of 
  damage for him.  Fight to the death.  If you win, go to <T>.  If you lose, 
  close the book. 
  
   
  <L>  You find yourself in a twisty corridor with mirrored walls.  One end 
  of the corridor has a door marked with a  }--if you go through it you are 
  back at <I>.  After walking for a long time you see something that isn't 
  your own reflection. It is a Hawkman.  (If you have been here before, it 
  is a dead Hawkman--go directly to <O>.)  The savage warrior has a 
  heavy iron skyblade in his hand, and has a monster rating of 38 (4D6 + 
  19).  He is wearing feather armor that will take 5 hits for him, and has a 
  small shield that will take another 3--thus he has 8 points of armor.  
  With a horrid shriek, he charges you.  Fight to the death.  If you win, go 
  to <O>.  If you lose, you're dead. 
   
  
  <M>  You are in a very long corridor with olive-green walls.  The 
  corridor is so long that it will take you nearly 20 minutes to walk from 
  one end to the other.  Make a L2SR on Luck every time you are in this 
  corridor to see if you set off a trap.  If you make the saving roll, nothing 
  bad happens.  If you miss the saving roll, then a chunk of the stony wall 
  suddenly flies out and hits you with considerable force.  (Take damage 
  equal to the number of points by which you missed the saving roll. If 
  you only missed the saving roll because you rolled a 3 (1, 2) then take 
  10 points of damage, and you now have an ichory head wound and a 
  concussion---if you are not dead.)  The door by which you entered this 
  hall is marked with a + sign.  If you go back through it, go to <I>.  The 
  door at the other end of the hall is marked with a ## sign--entering 
  there takes you to <U>. 
   
  
  <N>  When you open the door, a savage swamp troll jumps you. The 
  good news is that this big green troll-thing is not made of living stone.  
  The bad news is that it regenerates 1/10 of its current monster rating 
  each combat turn.  (It starts with a monster rating of 68 (7D6 + 34--and 
  it always gets 7D6 each turn in combat).  It is fast and strong, loud and  
  gruesome, and determined to kill you and get out of this room.  You 
  must fight.   If you beat it down to a monster rating of zero, the troll will 
  look dead and stop attacking you.  (If you have entered this room 
  before, guess what, the troll has regenerated and is 10 points higher in 
  monster rating than it was the last time--you must fight again.)  If you 
  defeat the troll, go to <V>.  Otherwise, it devours you, and that's the 
  
  end of that. It also gets out into the dungeon, but that won't matter to 
  you unless you'd prefer to continue playing the adventures of a troll.  If 
  you do that, go to <V> (For this adventure you only have your monster 
  rating—if get out alive then create stats for a creature with combat 
  adds equal to what you have, and a CON equal to its monster rating.  
  Just roll 3D6  for any other attributes not already assigned. 
   
  <O>  The Hawkman had an iron skyblade worth 4D6 in combat and a 
  shield that will take 3 hits of damage.  You may have them if you wish.  
  He also had something else--go to the Random Treasure Generator to 
  find out what and then return here.  (If  you have been here before, you 
  probably already have his stuff. If you don't, you may take it now, or 
  leave it behind.  Retracing your steps though the long, twisty, mirrored 
  passageway will bring you to a door marked with {--go through it to <I>. 
   
  
  <P>  This is a very long and twisty corridor.  The walls on one side are 
  dark purple, and on the other side a pale chartreuse.  There are doors 
  at each end of the corridor and at the eastern end there is also a door 
  on the northern wall.  The door at the western end is marked with a 
  @@--if you go through that, go to <J>.  The door at the eastern end is 
  marked with #%--if you go through that to  <R>.  There is another door 
  on the purple wall marked with $#--if you enter there, go to <Q>. 
   
  <Q>  You find yourself in a rectangular room with mauve walls--mauve 
  the color of madness.  Also in the room is a Jewel-Ugger--humanoid and 
  about nine feet tall.  It is no friendlier than any of the other inhabitants 
  of this maze.  It has a monster rating of 88 (9D6 + 44), and its diamond-
  like skin will take the first 10 points of damage without being hurt.  To 
  beat this creature you will have to 
  literally shatter it into pieces.  If 
  you win the fight, go to <S>.   If 
  you don't, then close the book.  
  (If you have been in this room 
  before, there is nothing but 
  diamond dust to be 
  found--go to <S>.) 
  
   
  <R>  This is a long, twisty corridor open to the sky and overgrown with 
  tall greenish-crimson weeds. At one end of the hallway is a door 
  marked with #%--if you go through it, go to <P> As you walk through 
  the weeds, make three L3SRs on Luck (30 - LK). Each time you make the 
  saving roll, you step on a serpent in the weeds and kill it.  Each time you 
  fail, a poisonous serpent strikes at your foot or leg.  If you are wearing 
  metallic leg armor, the bites will bounce off.  If not, each bite will do 
  1D6 damage to CON. If this reduces your CON to zero or less, you're 
  dead.  At the other end of the corridor the hallway ends in a doors  
  marked with &*.  If you go through &*, then go to <V>.  
   
  <S>  The broken Jewel-Ugger has shattered into 2D6 shards of diamond 
  worth 100D6 gold pieces each.  There is also a lot of dust and tiny 
  fragments too small to bother with.  After about 10 minutes the door 
  unlocks and you find yourself back at <P>. 
  
   
  <T>  The Tiger-Man is dead.  You've ruined his armor, but the spear is 
  useful.  If you take it you will gain a large 6D6 weapon.  Careful 
  searching of the body discovers a pouch hidden beneath the Tiger-
  Man's bushy beard.  Go to the Random Treasure Generator on the last 
  page to see what you found in it.  (If you have been here before, you 
  find nothing new)  After about ten minutes the door behind you 
  unlocks and you can go to <G>. 
   
  <U>  There is a giant green scorpion, about the size of a sheep, in this 
  emerald green room, and it is attacking you.  It has a monster rating of 
  42 (6D6 + 26) Its venom is mildly poisonous, for each hit of damage that 
  you take, lose 1 combat add.  If you slay it, go to <X>.  If it slays you, 
  then remember the old saying, "You are what eats you." If you have 
  been in the room before, the scorpion will be dead, but you can make a 
  L2SR on Luck to search the place.  If you make the saving roll, go to <X>.  
  If you miss the saving roll, exit at <M>. 
  
   
  <V>  You are in a long passage that curves back upon itself.  One wall is 
  gray with black stripes; the other is black with gray stripes.  It hurts your 
  eyes.  At one end is a door with a &* that leads to <R>.  At the other 
  end of the hall are two door.  One has a *** on it that will take you to 
  <Y>.  The other has a &&& on it that will lead you to <Z>. 
   
  <W>  You have just joined Khara Khang's Elite Guard.  Your duties will 
  be to take on assignments from the wizard Khang when he needs you.  
  You will be contacted magically when such an assignment is available.  
  In the meantime, you may do whatever you wish, and you can go spend 
  the purse of 700 gold pieces that Khang just gave you as a recruitment 
  bonus.  Say thanks to the kindly wizard, and exit this adventure. --The 
  End. 
   
  <X>  You are in an emerald green room with a huge dead green 
  scorpion.  Since you have been taught to search everything, you search 
  the scorpion, and to your surprise find a leather pouch in a webbed-up 
  corner of the room.  Roll once on the Random Treasure Generator to 
  see what you found.  Then exit the room by going to <M>.     
  
  <Y>  Inside the door is a small alcove and another 
  door.  Hanging on the wall is a circular mirror 
  about a foot in diameter. Beneath it is a sign that 
  says, "Use this!"   Make a L3SR on INT. (35 -INT).  If 
  you make the saving roll, go to <CC>.  If you miss 
  it, go to <DD>. 
   
  <Z>  You are in a long straight corridor.  The northern wall is bright 
  crimson; the southern wall is bright blue.  There are doors at each end 
  of the hallway.  At the western end the door is marked with a  &&&.  If 
  you go through it, go to <V>.   At the eastern end the door is marked 
  with a %%%--if you go through it, go to <EE>. 
   
  <AA>  You have successfully completed the  Random Rainbow Maze of 
  Zorr.  You can either walk away with your winnings, or you can take 
  Khang's new offer.  He wonders how much you have learned, and offers 
  to let you try the maze again, but at double the difficulty.  Monsters 
  encountered will be twice as tough.  Saving rolls will be at twice the 
  previous level.  Treasures found will be twice as much.  (Example, if the 
  treasure would have been 100 silver pieces, on the second try it would 
  be 200 silver pieces.  Or, if you are given one roll on the Random 
  Treasure Generator, you will be given two rolls. Etc.)  Damage done by 
  traps will be twice as great.  Before you enter, you may spend 
  adventure points to increase your attributes, or money to buy better 
  equipment.  You may not assume that you remember which door leads 
  to what.  If you actually do remember, that's fine.  But, no fudging, by 
  saying “oops I didn't mean to go that way.”  This option may be 
  
  exercised as often as you wish, but each time you send the same 
  character through the maze, you must double everything inside it--
  saving rolls, monster ratings, traps,  and treasures.--THE END. 
   
  <BB>  You open the door and edge 
  into the room sideways, taking care 
  to angle the mirror shield in such a 
  way as to see what is inside.  The 
  image that greets you is horrifying 
  enough--a warrior thing some ten 
  feet tall with a brace of writhing 
  tentacles rising from its insectoid 
  head. It has a symmetrical face that is 
  emotionless and frightening.  Its skin 
  is light green and scaly.  Its armor is 
  of polished pink enamel, and it is 
  armed with a sword and shield made 
  of some unknown yellow metal.  It 
  wears an iron cuirass and skirt of 
  overlapping metal plates, and it 
  clanks as it moves, but even so, it is 
  swift and deadly.  Its monster rating 
  is 94 (10D6 + 47), but its Constitution 
  is only 24--that is, if you can score 24 
  hits on it, it goes down, and you can 
  finish slaying it at your leisure.  Because of the difficulty of only seeing it 
  in the mirror, you must make a L3SR on DEX (30 - DEX) at the beginning 
  of each combat turn.  If you make it, fight normally.  If you fail, oops, 
  
  you caught a glimpse of it directly, and you turn to sand--that's the end 
  of the adventure for you.  There is no escape from this fight once you 
  begin it.  It will follow you through doors, and into the halls, and it is 
  faster than you.  If you win the fight, go to <FF>.  If you lose it, well, 
  death is a beach. 
   
  <CC>  You see the large mirror with a shield style grip on the back.  You 
  remember all the incredibly detailed statues of warriors that you saw as 
  you approached this Maze, and a light goes on in your head.  "What if 
  the creature behind the next door could turn me into stone just by 
  looking at it?" you mumble.  “In order to fight it, I would need to watch 
  its reflection in this mirror and do everything in reverse.”  That would 
  be difficult.  If you think that challenge is too hard, go back to <V>.  If 
  you think you can handle it, then open the next door, and go to <BB>. 
   
  <DD>  The creature waiting inside the room is a sandgorgon.  You didn't 
  bring the mirror with you, and you see it very clearly.  That is the last 
  thing you ever see.  You feel your body crumbling and turning to sand.  
  The last thing you have time to think is "Damn! I walked into that like 
  an idiot."--THE END 
   
  <EE>  When you open this door, you see bright sunlight and the outside 
  world.  You have successfully navigated the entire maze.  The same 
  wizard who sent you into it is waiting for you at the end.  He 
  congratulates  you, and presses a bag of coins into your hand.  It isn't 
  any preset award, but just the first thing he found when he reached 
  
  into the Pocket That Is Never Empty in his robe.  Go to the Random 
  Treasure Generator and roll to see what reward you were given for 
  your courage.  In addition, you may roll 2D6 and multiply by 100 to see 
  how many adventure points you gained for solving and surviving the 
  maze.  The wizard tells you that his name is Khang, and he offers you a 
  position in an adventuring group that he is forming.  If you accept his 
  offer, go to <W>.  If you turn him down, go to <AA>. 
   
  <FF>  You have slain a sandgorgon--an awesome feat.  For treasure you 
  may take its magical sword--it is a 10D6 weapon.  The shield is also a 
  nice piece of equipment--it will take 10 hits in combat for you each 
  round, and is incredibly light and easy to maneuver.  If this is your 
  second time in this room during this trip, or if you wish to search the 
  body, go to <GG>. 
   
   
   
   
   
  <GG>  There is a dead sandgorgon here.  It is dead, but its looks are still 
  fatal.  Make a L3SR on INT (30 - INT) to see if you can avoid looking at 
  its face (except in your mirror).  If you fail, you catch a glimpse of it, and 
  are turned to sand.  If you succeed, you may roll once on the Random 
  Treasure Generator.  If you gain treasure, you may leave the room by 
  going to <V>. 
  
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  You  have found some treasure in the 
  room or on the body of a slain creature.  
  All the treasures in this maze are 
  relatively small, and there is no explanation for 
  why the creatures have the treasure that they do.  You are in the City of 
  Gala, and the Monster Kindreds are welcome here; thus these 
  creatures may be guards on the job, and when they are off duty, you 
  could possibly meet them within the city.  As such, they would need 
  money, and what you are taking from their bodies, might have been 
  their wages or life savings. 
  Roll 2D6 
  2--You found a jeweled item.  Roll once on the item table below, then 
  once on the Jewels table, then once on the value table.  Put the three 
  rolls together to construct the item. 
  3--You found a pouch with 1D6 X 100 gold coins in it. 
  4--You found a pouch with 1D6 X 10 gold coins in it. 
  5--You found a pouch with 1D6 gold coins in it. 
  6--You found a vial of healing potion.  When you drink it, it 
  will heal 1D6 CON points. 
  7--You found a sandwich made of mystery meat.  If you dare to eat it, 
  then make a L2SR on Luck (25 - LK).  If you make the saving roll, the 
  sandwich tastes good and you gain +1 to CON and STR permanently.  If 
  you fail the saving roll, the sandwich is tainted--you quickly spit it out, 
  
  but you have been poisoned. Roll 1D6 and subtract that from your 
  CON. If it kills you, then reduce your CON to 1 instead. 
  8--You found a vial of weapon poison.  Spread it on any bladed weapon 
  and increase the weapon effectiveness by 1D6.  There is only enough 
  for one dose. 
  9--You found a pouch with 10D6 silver coins in it. 
  10--You found a pouch with 100D6 silver coins in it. 
  11--You found a pouch with 1D6 gold, 10D6 silver 
  and 100D6 copper coins in it. 
  12--You found a magical item.  Roll once on the Item table and once 
  on the Magical effect table. 
   
  
  
  Roll 1D6 to determine the item. 
  1.  Ring   
  2.  Armband 
  3.  Dagger (2D6 + 3) 
  4.  Mask 
  5.  Goblet 
  6.  no item--just a jewel. 
   
  
  
  
  Roll 1D6 to determine the  
  type of jewel on the item. 
  1.  Turquoise. 
  2.  Opal 
  3.  Jade 
  4.  Garnet 
  5.  Onyx 
  6.  Glowstone. 
   
  
  
  1.  1D6 gold pieces 
  2.  3D6 gold pieces 
  3.  10D6 gold pieces 
  4.  100D6 gold pieces 
  5.  Add a random jewel to the item 
  and roll again on value table ignoring 
  the number 5 if it comes up. 
  6.  Roll once on the magical effects 
  table and roll over for value. 
   
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  
  Roll 1D6 for the magical effect of wearing/using the item. 
  1.  Add 2D6 to STR while wearing/using this item. 
  2.  Add 2D6 to CON while wearing/using this item. 
  3.  Add 2D6 to INT while wearing/using this item. 
  4.  Add 2D6 to Luck while wearing/using this item. 
  5.  Add 2D6 to DEX while wearing/using this item. 
  6.  Add 2D6 to CHR while wearing/using this item. 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Monster Maze of Zorr.pdf