Tunnel Strolls Manual

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    1990 New World Computing, Inc. All Rights Reserved.First Edition.Th e enclosed software program an d this manual are copyrighted. Al l rights are reserved. Thismanual may not be copied, photographed, reproduced, or translated or reduced to any electricalmedium or machine-readable form, in whole or in part, without prior wri t ten consent from Ne wWorld Computing, Inc. Portions of the program accompanying this book may be copied, by theoriginal purchaser only, as necessary for use on the computer for which it was purchased.

    CreditsDirected by:Jon Van CaneghemDesigned by:Elizabeth DanforthSpecial Thanks:Daniel CarverBear PetersLorelei ShannonRon W artowProject Manager:Mitsuhiro HanadaSoftware Systems:Kazuo YamaguchiProgramming by :Mitsuhiro HanadaHideyuki KitamuraToshio SatoHiroaki SuyamaMasato Takigawa

    Computer Artwork:Yosiaki AsakuraGraphic Arts:Akira KomedaTechnical Writing:Hitomi KamasuManual by:Nea l HallfordManual Illustrations:Ke n Mayfield

    90 Day Limited WarrantyNew Wo rld Com puting, Inc. warran ts the origina l diskette on which this program is recordedto be free from defects in materials and work man ship under no rmal use and service for a period ofninety (90) days from the da te of purchase. If such a defect should occur du ring this 90-day period,you ma y return th e disket te to New World Computing, Inc . , for a free replacement disket te . After 90days, enclose $10.00 to cover costs of media replacement and shipping charges.This warranty is only effective if you have previously re turned the Product Regis tra t ion Cardfor this program, or inc lude a copy of your receipt for purchase of this program.Ne w World Com puting, Inc . , makes no warrant ies , e i ther express or implied, with respect tothis manual or with respect to the software described in this manual, its quality, performance ,merchan tab i l i ty , or fitness for any part icular purpose. Ne w World C omputing, Inc . shal l not be l iableAl l brand n a me s an d t r a d e ma rk s are the p ro p e r ty of their respect ive holders .

    IntroductionThe Book of Dragon

    The Great Wizard 'sGeographyCalendarInsti tutionsThe Book of Man

    Mat te rs of MenBefore Playing Creat ing a CharactCharacter GeneratiRaceCharacter's Sex Att r ibutesCharacter ClassFinishing TouchesPlaying With an NPLanguages The Book of War

    Your CharactersThe A d v en tu r e ScrAtt r ibutesE q u i p p i n g & Using Transferring Items Casting SpellsExploring & MovemIns t i tu t ions QuestsCombatM an u a l C o m b a tRe-Equipping & MiThe Book of Magic

    Reader BewareSpell ListAppendix A. Armor Appendix B. Weapon

    T U N N E L S & TROLLS

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    Introductionwherein Kael confronts Malifrax th e Ancient in Glorious Battle,an d unravels the mystery of Gulllying within.

    With a pierci ng shriek, steel skittered across scale and man met dragon, andbetw een them the earth shook with the f u r y of an unleashed god."Surrender, fool!" the dragon bellowed. Golden sparks geysered f r o m the beast,casting a black silhouett e across th e tiny f i g u r e . "I have existed f o r ten times yourmiserable existence and I was old while y o u r grandfather's grandfather wa s still asnivelling infant. The lords of fate have called your name!"The air crackled as M al i f r ax bathed th e warrior in leaping nacreous f l ames ,j u t t i n g hi s head ever f o r war d , hi s crimson eyes wild an d f e r al with victory. F or abrief moment, Kael's shield held, parting th e f iery blast into tw o swirling gouts o ff l ame, but within seconds the leather surrendered, exploding into a hundreds m o k i n g shards. Screaming, he fel l to his knees.With a bellow matched only by the hell of an exploding volcano, the dragonlashed backwards as something slammed into the depths of his gaping maw.Clawing his way toward the dark lake behind him, he realized that the warrior'sscream was no scream at all...

    "...JINILFANTHOR KRI N'GYH!" Silver r ay s emanated from Kael'sglowing f o r m as he shouted the final syl lables of the deadly incantation.M al i f r ax writhed, his head ringing with a high-pitched keen that howled upf r o m his tortured gullet, and, exploding through his throat, filled the cavern. Otherharmonies rose to meet the first, whined, slammed through him.

    "Treacherous worm!" Malifrax boomed. "You challenge ME?"Pinpoint blasts erupted along the dragon's writhing body, popping scales asgreen ichor seeped f r o m gaping wounds. Dazed, he weaved backwards, slamminghis head against the cave roof to clear the sounds ringing in his head. As Kaelw a ve re d in his vision f o r a moment, M al i f r ax drew in a breath. Foolish human, he'sl e f t himself vulnerable, th e dragon thought, At last I have him... With a crash likelightning he toppled, his last f iery breath wasted on smoking rock.Kael inched closer to his downed foe. Snatching a rock f r o m the loose screebeneath his f eet , he chucked it at the motionless beast."M a l i f ra x ! " Kael shouted. " M al i f r ax , don't believe me fool enough to comecloser. I know y o u y e t live."

    The dragon hissed as his eyes drifted open, his once brilliant gaze fi lmed by ag ra y ish membrane. Trembling as he rolled over, rocks gnashed beneath his incred-ible bulk."Yesssss. I am yet alive," he replied. He turned his head ever so slightly, andglared at the warrior as saliva and gore dripped f r o m slavering lips. "Come closssser.I can barely hear yoooou."The creature's eyes - filmed though they were - drilled into Kael, crawled intothe deep recesses of his mind, opening locks on old memories. Step, a voiceslithered in his mind. Come closer to me and let's be friends. We're friends.. .Inexorably, Kael fel t himself drawn f o r war d , step by step, sucked into theswirling black eyes of the dragon. The eyes of his f r ie n d. . . friends.. .Another door creaked open in his mind as Malifrax continued to dig, toe x pl o re . Suddenly, something urgent bubbled to the surface f r om the depths of his

    m e m o r i e s . Something tfriend......an o ld f r i e n d, telb e fo re him in a spideryKael jump ed backwsnapped closed on vacaand momentarily he fou"Dragon, m y patienh im se l f to his f eet . "I hapossess. Give m e that aWithhold that answer af r o m y o u r undead corpsM o m e n t a r i l y the f ieyes, horror lurking wit"And what is yourreplied, the rattle of dea"Show me the way "Ahhhhh," M al i f r aLerotra'hh and Khara K"M a l i f ra x ! ""I am...weary...need"Answer me now! I"M y answer...is. ..unpass...the riddles of theshown...the way."With a cavernous bruined chest in a violenmore. The great dragonK a e l cursed at the dserved as the dragon's skhim. Al l I have are my triDragging himself away,them car ef u l l y into his ointo the depths of the dcavern.

    "WHO HAS KILLf ro m every direction at oolder than time itself. Itg u a r d dog..."I , Kael, killed the dcacophony of echoes."THEN, K A E L , YING THE GATE TOKNIGHTS."

    The warrior 's head t"The dragon spokepose against me?""A RIDDLE ANSA ND THUSWISE ANYOU, AND THEY A RE A C H SHALL A S K Y

    T U N N E L S & TROLLS T U N N E L S & TROLLS

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    YOU SEEK. BEHOLD BEFORE YOU, YOUR JUDGES!"Shale f lew as l ightning c rashed against roc k, draw ing for th a black fo g thatswir l ed w i t h m o te s of si lver an d gold. Shapes w avered, re frac ted in a g l i m m e r i n grainbow, c onsol idated as l ight took form. Four burnished, g leaming suits of a r m o rpulsated in the distanc e, th e four who had c ome: DRAGON, MAN, WAR , andMAGIC.A c loud surrounding the four e m a n a t e d a m o a n that reminded K a e l of ships a tsea, of trees swa ying in the w ind and suddenly his hear t rac ed. Squinting his ey es,he detec ted that one of the knights w as moving, hi s standard f luttering above him.With a s h i m m e r , th e Dragon K night ha d d r a w n hi s sword."But I know nothing of the D ragon Continent save that it is said to possessgreat adventure!" K ae l insisted, watc hing as the figure moved in slow-motiontowards him."AND YOU WOULD CROSS INTO THIS WO RL D U NKNO WING?CROSSING WOULD BE AS ENTERING INTO BATTLE WITHOUTYOUR SWORD. THEN IT SHALL BE IN THIS MANNER THAT YOUWILL DIE, FOR YOU HAV E COME AS A FOOL!"For a moment, the thought of c ombat seemed ut te r ly insane to K ael and heconsidered turning back the way he had come. But he had come so far and he hadnothing l e f t behind him. Strengthening hi s resolve , he shouted bac k at the voic e ."I have no suc h w eapon to matc h the va lor of suc h knights! But by the l a ws ofc hival ry , y ou may not c ut me down unarme d. If I am to do batt l e , then give to meth e w e a p o n that I r e q u i r e ! G i v e me the k n o w l e d g e to meet their cha l le nge !"The ground heaved in response to K ael ' s shout, shaking roc ks loose from th eroof of the c avern. H e dodged a s h o w e r of pebbles as t h e y r a i n e d d o w n from above."HAVING VAL O R AND HONOR, GO O D WARRIO R, WE H A V E NOCHOICE BUT TO GRANT YOUR WISH. WE SHALL GIVE TO YOUFOUR BOOKS, TH E BOOK OF D R A G O N , TH E BOOK OF M A N , TH EBOOK O F W A R , AND THE BOOK O F MAGIC. WITHIN EACH YO USHALL FIND THE A N S W E R S TO THEIR RIDDLES!""Books!" he shouted in disgust , "I haven ' t t ime for books!" The Dragon K nighthad dra w n closer , his b lade f l ickering with an evi l l ight . "This knight w i l l be uponm e before I have turned th e first leaf!""DO YOU REJECT THESE GIFTS?"Ka e l ' s body w as p u l s i n g n o w , hi s head spinning from a ver t iginous thr i l l .Pe rh a p s I ca n r em em b er that speed read spel l . P e rhaps . . .At the edge of the c loud, the point of the Dragon K night ' s sword was visible .Sti l l , he moved e ver so s lowly . . ."I accept!" K ael shouted. "Where are these books?""THERE, BEFORE YOU..."

    TUNNE L S & T RO L L S

    th^

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    The Book OfD R A G O N

    wherein th e history of th e world is told, various political intrigues ex -plained, th e globe and all its features circumscribed, and the matters ofhumankinfully chronicled.T he Great Wizard's W ar

    Blood has a special significance in this, th e Dragon Continent. Fo r countlesscenturies, th e rivers have ru n sanguine and the skies have rained tears, an d thus itha s been since th e great Wizard's War. Only a scant fe w f ragments of worm-ea tenparchment remain to chronicle the death, the pestilence, the unending m adnessthat brought th e world to the very brink of obliteration.In those times, sorcerers cloistered them selves in their black towers an d hurledraging storms to howl through the trees and steal the warmth from men's bones.Th e dead rose from their graves to cut down th e living, mountains collapsed inflame an d valleys became oceans of blood. For the hapless souls caught in betweenthere w as little to do but huddle in their thatch houses an d pray for a miracle.

    And then, a thin silence spread over the world.As senselessly as it had begun, the War was over, leaving behind a worldscarred by decades of sorcery. Th e soil barren, th e water tainted and the airpoisoned, humankin set about reclaiming their lands. Magic still existed in theworld, however, an d while it did, so did the threat that another W ar could finishwhat it had failed to destroy. Thus, all the great magics were gathered an d placedunder th e control of the great Wizard's Guild, kept there fo r safekeeping an d study.But even as men felt safe, petty magicians crept into th e blasted fortresses of theirpredecessors an d scryed their dark secrets...Unfortunately, humankin were not unchallenged in their claims to the land.Swarming in every dank hole an d shunned field were hoards of monsters, aimlessan d violent without th e controlling influence of their masters. Neithe r willing tosurrender lands or money, clarion battle horns called Death once again to feast onthe Dragon Continent. Humankin began a slow an d painful slide, slowly lostground to the ever growing tide of monsterdom. What little grip they had on theworld neared e xtinction.Then, arising from a small village, th e great w izard Khazan began a campaignof unification, drawing together man and elf, dwarf an d hobb. Together theirtroops rode under a single banner an d swept back th e plague of creatures thatsought to destroy humankin . His empire forged, Khazan re turned to his capital city- named after him - and began a 600year golden age for those under his rule.But great as he was, th e wizard Khazan had not eliminated evil an d ambit ion .Fearing that one day Khazan would sweep th e last vestiges of monsterdom from th eworld, th e hordes of darkness planned to secure his empire once and for all.A mo n g th e monstrous folk, a mysterious leader began to echo Khazan'sprevious victories. Clan after clan of ogres, ores, and trolls began to band together,nudged by the persuasive blade of Lerotra 'hh, an evil incarnation of half-elf andhalf-ore. With an ever growing army to enforce he r will , rebellions eventually

    disappeared from amonwere silent. Then, tu rntrue motives . More powbought the hearts of thassociate, Khara Kang.Armed with the knmined the p recar ious bof humankin and monsrivalled in destruction osolution, Khazan propoHaggard, the wizarproposal: he would go iexchange, sh e would grfavor no r scorn withinWar i ly sh e agreedthat t ime th e Death Embu t he r indulgences of da y soon sh e will forget

    Th e Known LandsEscarpment , a rocky ridAll th e mountainous reinto deadly drops and psaid to be a creation of across the continent. Pto the east, bu t this canlurks with all manner oNorth of the Escarsouth are a n u mb er of uresisted the efforts of thoff-shore, they will discdent principality of Gulrouges seem to begin th

    Time, b eing reckonfactor in our world. Londiscovered that th e chabecame in s trumenta l topriests, for schedul ing oBoth months an d dspecial significance for Of ten th e approachthroughout th e world . TUn r a e th , is a very good

    TUNNELS & T R OL L S T U N N E L S & T R OL L S

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    MonthsSpring

    Su m m e r

    A u t u m n

    Winter

    Th e Year 's En d

    ( M a r c h)(Apr i l )( M a y )( Ju n e )( Ju ly )(August)(Sep tember )(October )( N o v e m b e r )(December )(January)(Februa ry)(5 days)

    W i n d m o nGuntherSweetbr iarGreen l ingFrogsongSunmonSouthflightHarvestmonGhos t moonStormlightMistmonBrittleiceThe Unra e t h

    Days of the WeekOnesdayTwosdayFrogdayHawksdayFeastdayMarketdayFastday

    One year = 12 monthsOne week = 7days One month = 30 daysOne day = 24 hours

    InstitutionsAlthough brigands an d beasts lie in w a i t on the trails of the wor ld, th etraveller is not alone in the Dragon Continent. Numerous shops, taverns, guildsan d homes ar e open to the adven turer w ho bears gold or treasure. In these places

    yo u can buy food, trade useless booty, or find information that you may need duringyour exploits. Herein ar e described th e major i ty of institutions that th e travellerwill encounter, though some ar e said to exist that are yet unexplored.Taverns. Weary travellers will find friends an d food here, along with a heartyflagon of dark ale to wash down th e taste of the trail. Often they ar e populatedwith a healthy cross-section of the local people who can give hints to those onquests. Occasionally, they ca n also answer questions about other places or objec ts .New v is i to rs to these lands should beware, however, for the drinks brewed locallycan be quite strong. A drunken adven turer ca n sometimes find himself quicklybereft of his funds, or his life!Stables. Th e romance of travel ca n quick ly be dulled by aching backs an d

    T U N N E L S & T R O L L S

    throbbing legs. Stumblinaddition to relieving himhe can move m ore qu icbreed, however, and theIronworkers. If yHundreds o f wel l -m adepurchased for a reasonabsold here.Grafter's Guilds.

    us e a item no t forged ofcrafted from exotic mateMarkets, Stalls &bust l ing market center wstalls, a miscellany of itand gems. Travellers mateach a new language.Adventurer's Gujourney alone. In these call to adven ture . Addi te l iminate unw anted advHealers. The soldiof those w ho seek hi s heforewarned, however, foOthers. From t imewill find various shops, warrant exploration whim ay lurk behind locked

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    th e Craft of Creation in th e MattaDelineation between th e Classes,and a Listing of the Qreat

    or the Craft of CreaClass

    A s h i m m e r i n g s w oA ma g i ca l s ce p t re A t re a s u re che s t fuW i t h o u t a he ro top o r t r a i t . C h a r a c t e r s f o rplay er s to ro a m o re - i n feda n k tu n n e l s . Thu s , be fyo u mu s t c re a te o r selecIn TUNNELS & Twi th whi ch to a d v e n t u rC h a r a c t e r s " ( P C s ) . D u rwi th n e w o n e s , o r yo u mj o u r n e y i n g to a t a v e rn , m e r c e n a r y w a r r i o r s , w i ze x p l o i t s . These p re - g e n

    ( N P C s ) .Befo

    Afte r y o u ha v e bo owil l need to e n te r a w o rth e a p p r o p r i a t e w o r d a ncha ra cte r g e n e ra t i o n bywi n do w . I f yo u wi s h to f r om th e " G a m e S t a r t "If y o u wish to p l a y wi thbe l o w.

    When y o u a r r i v e a tw i n d o w s w i t h a g r o u p oM a k e , R e n a m e , Delete,Make. This i co n cGe n e ra to r . Pl e a s e se e "Rename. I f y ou a r

    cha n g e d wi th th i s fe a tuchange, cl ick on the R eT U N N E L S & T R O L L S

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    Whe n you are f ini shed , hi t < E N T E R > and the character 's ne w name wi l l bed isp l ayed in the selected character box.Delete. This command de le tes a highl ighted charac ter from your currentparty . Once a charac ter is de le ted , they cannot be re tr ieved , so be very sure thatyou wish to get rid of them!Go Game. Game play begins when yo u select this option. If you haven' tcreated any new characters , yo u wi l l be asked if you wish to play wi th a NPC. Ifyo u wish to return to the Cha racter Gen erator, click the "No" icon that will app earand you wil l be returned to the Title Screen. Please see the Book of War fo rdeta i l s on game p lay .Space. Activating this icon wi l l take you back to the Title Screen.

    Charter GenerationEach t ime that yo u wish to create a new character, th e computer wi l l ask youw h a t sort of PC tha t you wish to generate. You are given the o ptions to select th erace, sex, class , appearance and nam e of your character. When you click on theMake icon from the Character Selection screen, you wil l begin the generationprocess at the RACE window.

    RaceThere ar e four "friendly " races that p opu late the Dragon Continent: humans ,elves, dwarves , an d hobbs. Each race ha s at tr ibutes that help or hinder them incer tain tasks , thus mak ing them m ore su i tab le for one Class or another. Together

    these benevolent races are called the humanki n . To select a race, highlight the oneyo u desire an d press .Human. Humans form the largest and the greatest enclave within the empireof Khazan. Rugged , ta l l , an d capable of learning spells , humans were th e mostresistant against th e tide of monsters that Lerotra'hh directed during he r raids. This

    race is well suited to perform in any class.Elf . Sl ight ly ta l le r than their huma n kin, elves have very de l icate featuresframed by fair locks of f l owing hai r . Their ears , enlarged an d pointed , are far moresens i t ive to sound, making them ideal f ront guards . Having super ior memorizat ioncapab i l i t ies , elves make excellent wizards.Dwarf. Stern, taciturn and rustic, dwarves are outstanding Warriors. Bestsu i ted to wielding axes, these miniature humans carved their way into thehumankin in the days before the Wizard's War, but have since become loyalmembers of Khazan' s Empi re .Hobb. T he mos t d iminut ive of the humanki n , hobbs ar e roughly hal f th e

    height of an average hum an. D espite their size, they have incredible dexteri ty, andar e ideally suited to being a member of the Rogue class.

    Once yo u have chothe sex of your new PCselection of sex, but it mcreatures tha t yo u meet

    At this point, the represent your charactesentat ions ar e referredat t r ibu tes , press < 1 > anStrength (ST). If effect ively against a banattrib ute meas ures yourobjects. This should beWizards also requirthey have gained additispel ls they know.Intelligence (IQ)consideration when comspel ls in the heat of batrecall the im porta nt aspthat wish to learn new Luck (LK). Being the right mom ent can sFrom time to time you a high Luck will definitConstitution (COmay be, he wi l l be i l l-p

    at tr ibute is a general mpoisoned, trapped, or inimmediate once these pDexterity (DEX).quickly ruin a Rogue's dto open doors, cast spelCharisma (CHR)character with the highl eadersh ip abi l i ty are al

    12 TU N N ELS & TR O LLS TU N N ELS & TR O LLS

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    Speed (SPD). A w ell-t imed dodge between your enemies, or an artful leapsideways can often m ean saving your hide. A high Speed will bring up shields morequickly when swords hiss through the air and give the character an ex tra edgewhile they are running from unconquerable odds. This attribute also determineswho attacks first in combat.Combat Adds. Occasionally the gods grant gifts to those exceptionally giftedindividuals who wander the Dragon Continent. Generally speaking, "exceptional"refers to any skill that exceeds a measurement of 12. STR, L K , and DEX are alla t t r ibutes that maj be granted bonuses fo r each point over 12. On the other hand,when characterist ics fall too low (below 9), then a character has what are known asNegative Adds. Note that a single character c an have both negative and posit iveadds that cancel each other out.Gold (GP). Nothing ca n cheer up a gloomy adventurer better than a treasurechest full of gold. This rating shows the amo unt of gold that the character has athi s disposal. GP is used to buy weapons, learn spells, and pay for food an d provi -sions.

    Character ClassOnce you have a set of characterist ics, you can then select what sort of

    adventurer that yo u wish to be. Choose to be the brawny, bold W arrior , or theerudite and powerful Wizard. Or if you l ike having th e best of both worlds, thenselect th e wily Rogue. Keep in mind, however, that a strong party is a diverse party.Warrior. Bronze muscles that gleam with rivulets of sweat, gritty stares thatblaze with fierce am bition, ragged scars that criss-cross massive backs: al l trade-marks of the bold class known as the Warrior class. These grit ty individu als arewell-trained in the arts of weapon, shield, and armor. Because they are familiarwith these implemen ts, they receive twice the protection from any shield or armorthat they bear. By contam inating themselves with the touch of steel, how ever,these individu als may never learn to cast spells.Rogue. Kno w the Rogue by his gaze that shifts side-to-side, by the p atchwork

    clothing that he of ten wears, but mostly by the nails of his long fingers which hecontinually cleans with a rusty dirk. Quick to temper, this class of individual is awily opponent capable of using an y weapon. In addi t ion, he can learn spells fromfellow wizards, open locks with little difficulty, an d disarm an y numbe r of traps.Unlike their Warrior brethren, they cannot use weapons or armor with as great aproficiency. Also, Rogues find themselves outcast from th e magical arts and noWizard's Gui ld will teach them spells for any price. Further, desp ite their craftiness,they may never learn any spell that exceeds the 8th level.Wizard. Dressing always in black voluminous robes, a faint wreath of fireencircles this character class, scarcely perc eptible even in the darkest of caverns.Despite their l imited ability to do hand-to-hand combat, these magical individualsar e capable of deal ing out all manne r of horrifying death. From th e beginning theyar e able to use several Level 1 spells, and in t ime they will learn spells from other

    levels, but for ever-incrmember of this class, hospells (this class optionlow). In addi t ion, wizar

    When yo u have copresented with two pictan d click on him with yyour character gains i tesuperimposed onto thisThis will also give you damaged in batt le.After you'v e selecta t tr ibute, hi s name. Entthat you don't l ike the Screen (see th e section Y ou may now revieyo u can decide whetherkeep him in the p arty, (see your reference cardSomet imes you may creby clicking on the Canccreate a new one in hisdeleting hi m from th e CCharacter").At any t ime durin gdone by clicking on thethe bottom of the screeOnce yo u have filleY ou may have up to fouIcon (refer to The Book

    If yo u haven' t g eneth e computer . To do sowish to use a NP C . A cplaying th e game. Journthat you have created. Tmatch PCs and NPCs.NP C s at guilds, or you they will be glad to wai

    14 TUNNELS & TROLLS T U N N E L S & TROLLS

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    LanguagesM a n y races roam th e he i g h t a n d b r e ad t h of the Dragon C o n t i n e n t , eachc o n t r i b u t i n g t he i r o w n un i q ue t o n g ue t o t he s y m p ho n y o f s oun ds t h a t drift acrossthe lands of Lerot ra 'hh and Kh azan. W h e t h e r they a re the l i l t ing tongues of theCiv i l ized R a c e s (genera l ly ca l led th e H u m a n k i n ) or the harsh ba rks of the A n c i e n tTongues , each has a r ich numb er of words and annun c ia t ions . From t ime to t ime ,e ve n th e beasts ca n speak to h u m a n s a n d t he i r k i n , c o m m un i c a t i n g v i t a l i n f o rm a -tion to los t t rave l le rs .LanguageThe Civilized Tongues

    C o m m o n

    E l v e nDw a rv i s hH o b b

    The Ancient TonguesOrc ishFoul speakGobbleN e c r o sP r i m u sB a r b a r

    E l y s i a n

    T h e Tongue s of B e a s t sP t e r a nS e r p e n t i n eI n s e c t o i dB l o o d S p e e c hHerdspeakUrs ianSimianLo w T o n g u e

    16

    Those W ho Commonly Speak It

    All PCs in addi t ion to any n a t u ra ltongues . I t i s the na tura l tongue of theh u m a n sElvesD w ar v e sHobbs, Pygm ies , Gnom es, P ixies

    Ores , Ha l f -oresOgres, TrollsGoblin, H o b g o b l i n , G r e m l i nU n d e a d , Ghosts, G h o u l sD r a g o n s , G i a n t s , D e m o n - t y p e s ,E l e m e n t a l sG a r g o y l e s , G o l e m s , G o r g o n s ,H a r p i e s , K e l p i e s , S w a m p - F i e n d s ,Toad W a r r i o r sM e r f o l k , C e n t a u r s , H i p p o g r y p h s ,G r y p h s , S p h i n x , L a m i a / N a g a ,M i n o t a u r s , C h i m e r a , H y d r a ,M a n t i c o r eA l l f l y i n g b e a s t sA l l r e p t i l e sI n s e c t s a n d A r a c h n o i dC a n i n e s a n d F e l i n e sElephants, Pigs, Hippos, Un ic o r n sBears and UlogulosA ll p r i m a t e sFish, Rats, Slugs, Bloodworms ,Eel s , etc.

    T U N N E L S & T R O L L S

    t

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    The Book ofWAR

    wherein a party begins a Grand Adventure, Learnsthe Manner of Combat, and is instructed inth e ways of the WorldYou would choose a dangerous road, traveller, to find the path to Khazan. A

    healthier wa y would be to tread th e mountain passes that sheer off into screaming voids orhide in the deep woods that crawl with clawed night things. As you thread your way alongthis road, Khara Kang will send mercenaries to drink your lifeblood. Nights will come thatyou will wish that you had remained by your hearth, drinking your herd's milk andwatching th e swaying grain of your fields. But even as 1 tell yo u these things, 1 can seethat you have already decided. Read on then, dear friend, and may Goloe smile uponyou.

    Your CharactersClambering into the treacherous world of the Dragon Continent wi t h ou tpreparation can be a dangerous endeavor. Hale an d hearty your par ty may be, butunequipped and uneduca ted in the mat te rs of batt le, they ar e sure to die quick lyand in confus ion. It is important first to become familiar with ho w your characters

    operate in this world, how they eat , and how they m ay advance through the courseof the game.

    The Adventure ScreenOnce yo u have finished the process of assembling your party (see the Book ofMa n) , yo u will appear in the city of Gull . Represented by a single figure, your par tystarts in the center of the Adventure Field, a 7 by 7 grid. It is on this screen thatmost action will occur as you guide your par ty on the i r adventure . Movement isdiscussed in section "Exploring and Movement".The calendar bar displays the year, month, d ate, day name, and t ime o f day.

    These ar e important factors as you proceed along you r way. Rem ember that storesmay be closed at night, or that prices may fluctuate from month to month (Forexample, the cost of food is twice as high during th e month of Wingmon. Andnaturally, you can't buy any food on Fastday) .As you encoun ter mo nsters, find i tems, an d speak to people that yo u meet ,text will appear in the Message wind ow, which is located o n the Adv entureScreen.As with the Character Selection screen, you will find a cluster of icons. Thesecontrol a variety of functio ns that will be detailed in the sect ion"Explor ing &Movement" .Displayed across the bottom of the Adventure screen are your characterwindows. By using th e keyboard commands , or by clicking on these windows, yo umay check on the status of each person in your party.

    18 T U N N E L S & TROLLS

    Eating, Resting, pic ture of your charac tt r ibutes . These relate tAge. This displaysLevel. Weapons aexperience. B y refiningwill become more adepan d rises as the charactHits Taken. Blowarmor and shielding. Hwedge a blade betweention, this score will incExperience Pointurer. Whether fightingcharacter w il l learn froenough, they will be giFood. After a harris so nice as roasting aheavily armed your chabe vigorous individualGold Pieces (GP)often th e best way to mcoinage that your PCs

    Each At t r ibute is drepresents your charactthat your character cancharacter has a CON rfor 3 points of damage,12/15. If your characterthe t emporary CON ev

    Condition. Y o u rth e following: Good, InStoned. You begin youItem. Using this oyo u ar e currently viewi"Equipping & Using ItCast. Characters cicon. This takes you to

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    Food. Somet imes charac ter s in the par ty w i l l run short of food more quick lythan o thers . I f one o f the adventure rs has some to spare , he can d is t r ibu te por t ionsto his fe l lows by c l icking on the Food icon.Money. Comrades in arms somet imes need to be comrades in commerce asthey seek to buy new spel ls or items. By selecting this option , you may re-distr ibu tethe w eal th of the chara cters in the par ty to help indi vidua ls in need. If you chooseto Gather money , the c ur rent l y se l ec ted charac ter w i l l col lect gold from everyonein th e p a r t y . A second op t ion, Share money , equ a l ly d is t r ibutes go ld among all thePCs & NPCs.Language. Encounters wi th fo re ign folk or the monsterk in can be confusing i fyour PC doesn't speak their language. Display th e l anguages that your characterknow s by sel ec t ing th is op t ion.End. This re turns you to the Adventure Screen.

    Equipping & Using ItemsAt the beg inning of the game, your character w il l have nothing in hispossession but a smal l portion of go ld . This parce l of money ca n then be used topurchase food, armor, w eaponry, or w hatever you r character can afford. Ini t ia l lyyour PCs' b uy i ng p o w e r wi l l be l imited, but as they stumble across monster hoards

    they w i l l find gold and si lver p ieces ap lenty to adequate ly equip any par ty .Though you may have foun d three mighty battle axes, you only have two armsto w ie ld them w i th . Therefo re yo u must dec ide wh ich weapons wi l l be kep t "a tready" for combat and w hich ones wi l l remain in your t rave l pack. L ikew ise , youmust decide if you w a n t to f igh t w i th both hands, or carry a shield in one hand an da sword in the other. Boots, torches, armor an d various other i tems must also beequipped in order to be used. Some things l ike potions an d scrol ls cannot beequipped , but must be used or given to various individuals in exchange for services.On the I tems menu, th e command cluster of icons include: View , Use, Equ ip,Remove, Drop , an d End.View. This command re turns you to the Character Screen. Once you haveequipped a character w ith a new i tem, it w il l appear on the character 's picture.Use. Prima rily, this icon deals w ith items such as potions or objects that haveon e specific purpose. Once an i tem ha s been "used", it then disappears from th ei tem l ist.Equip. When yo u equip your character w ith an ob jec t , yo u prepare thatobject to be used (For example , placing a sword in your character 's left h a nd ) .Non-equipped ob jec ts ar e assumed to remain in the travel pack of the PC. Whenyo u w i sh to place an item "a t ready", either cl ick on it or type th e letter next to iton the I tems menu, then select the E q u i p option. It should then reappear on theI tems menu w i th an icon next to it, ind ica t ing what par t of the body i t wasequipped to. If no icon appears, there is some reason why you cannot use the i tem.Most commonly th is occurs w hen bo th hands a re ful l , or when you are a l ready

    wear ing a s imi la r ob jec t . You wi l l no t be ab le to eq uip yourse l f w i th the n ew i temunt i l you remove the one you are cur rent ly wear ing . Addi t iona l ly , i t should be

    noted that no t everyonto w i e l d , an d wizards das you purchas e items iprecious gold pieces!Remove. Occasioones. To do this, yo u woption. Select the objecl ick on Re m o v e or hithen be placed in youri tem.Drop. In the courmu ltitu de of things: swMost o f these objects wan ob jec t that doesn' t yo u can either sel l i t odone by using th e Dropmenu and cl ick on theEnd. Selecting th

    If yo u w a n t to t r anletter code next to theCharacter Key of the Pi tem l isted on their invitem before they can u

    While y o u r charactenever forget th e v a l u e ofmagical spells, and likewwiza rd .Once yo u have selecw ha t leve l spel l yo u wishof spells in that level w i lcharacter.Clicking the EXP fueffect of a lower level spegained at least th e seconddura t i on ( T M ) or the effdurat ion of your light speE XP un t i l th e word "Yes"then be prompted to ente

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    in mind, however , that not all spells can be expanded and you should consult theBook of Magic fo r reference.If you are in doub t as to w hat a certain spell will do, you should read th e Bookof Magic which details each spell and describes their effects. Once you are done,select th e spell yo u wish to cast an d type th e numb er l is ted next to it on the CastScreen and hi t < E N T E R > . Y ou will then be re tu rn ed to the Character Screen.

    Exploring & MovementAfter yo u have finished looking over your characters, you can move yourcharacters around on the screen. Using either a mouse or the arrow keys on yourkeyboard, explore the immediate area around you. You will find that you can movein 8 different directions. Each time that your party takes a step, also notice thattime passes on the game clock in the upper left hand corner of the A dventurescreen. If you wish to have your characters "wa it around and see", then press theWai t ke y listed on the reference card. Time will pass withou t your par ty movingfrom their curre nt location. A s you encounter solid objects you will be forced tofind ways around them, whether it 's a matter of unlocking a door or w alk in garound a table.Various aspects of your exploration can be controlled by the icon cluster at thelower right hand side of the Adventure Screen.Move. Running break-neck down a darkened corr idor wil l of ten del iver ahasty adventurer into th e rancorous clutches of a hungry dragon. From t ime tot ime, however , adventurers will want to move more quickly across th e DragonContinent. The Move icon allows you to adjust the speed of your party as theymove about the world. Wa lking, a character can restore lost ST every turn , whileRun n in g will exhaust a PC and increase the pro bab ility of their falling into a trap.If you are suspicious that traps lay ahead, then select the Slow option under themovement char t and your par ty will glide by them unscathed.Climbing an d Horse ar e both particular types of movement restricted tocertain situations. Horses cannot be ridden while in towns or in dungeons , an dcharacters will have to exper iment to see w hat can be climbed an d what cannot.Movement over bodies of water can only be accomplished once the pa r ty haspurchased and boarded a boat. Sim ilarly, horses will have to be bought before th eHorse option can be used.

    Time To Take One StepMovement type OutdoorWalkSlowR unClimb UpHorse

    90 min.180 min .7 2 min.360 min.60 min .

    Towns & Dungeons4 min.8 min .2 min.8 min .N /A

    The t ime that it takes to move is determ ined largely by the type of geographythat the PCs encounter. Obviously it will take a par ty a much greater amount of

    22 T U N N E L S & TR OLLS

    t ime to move if there atheir journey.Rest. A s your parfunction on a day to daRest or be healed by aunable to recover frompoisoned or are ill, thehours will pass on the Auto Map. Every

    au to-mapping functionappear over your screeUnlock. This allowary however because Order. The order ho w well they surviveorder, select th e Orderpresented with four emthat correspond to eacWarr io r to walk in frocorresponds to you r El

    that you want to followroster have b een filled.process until all your aControl. While pexecute to help increas1. Speed of Me

    2 . Game Soun3. Save Game

    4 - Quit the GamSaving Your Gapar ty . The next t ime yused and you will res tastart with a new party

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    InstitutionsCi t i e s o f f e r a n u m b e r o f c o m f o r t s f o r a d v e n t u r e r s , not t h e least o f w h i c h ar eGu i l d s , S h ops , S t o re s , an d Inde pe nde nt H e al e rs . These Ins t i t u t i ons (di sc usse d inTh e Book of Dragon) provi de pl ac e s f o r the p a r t y to b u y w e apons , purc h ase foodor h e al t h e i n j u red . F ur t h e r , t h e y are o f t e n pl ac e s fo r c h arac t e rs t o p i c k up bi t s o fgoss i p o r f i nd ne w adve nt ur i ng par t ne rs .Upon e nt e r i ng one o f t h e se pl ac e s , you wil l be gre e t e d by a propr i e t o r w h o w i l las k y o u i f y o u need help. H i t i f y o u wish to c onduc t bus i ne ss w i t h t h e m o r< N> i f you do no t . I f you re je c t t h e i r offer , y o u a r e f ree t o r o a m a r o u n d t h e r o o mand se e w h at you c an f i nd.If yo u r e p l y < Y > , then th e screen wil l c h a n g e to the Ins t i t u t i on Screen. Api c t ure o f t h e propr i e t o r w i l l appe ar , and i f t h e y are avai l abl e , p i c t ure s o f re c rui t swill al so be di spl aye d. At t h i s po i nt yo u wil l be give n t h e oppo r t uni t y t o Buy o rS e l l i t e ms, D i smi ss de ad par t y me mbe rs , and Re c r ui t ne w m e mbe rs .Recruiting. U sual l y par t y me m be rs c an f i nd e age r soul s w i l li ng pl unget h e mse l ve s into th e a d v e n t u r e o f c o n q u e r i n g th e u n k n o w n . Some i ns t i t u t i ons dono t h ave re c rui t s , h ow e ve r , a n d y o u ma y n eed to seek a Tavern o r G ui l d to sui tyour ne e ds . T o add a ne w me mb e r t o you r par t y , h it t h e num be r that is displayednext to the c h arac t e r ' s name . They wil l then ask if they ca n j o i n y o u r p a r t y . R e p l yw i t h a < Y > o r < N > ke yst roke to accept o r re je c t t h e i r o f f e r . Once t h e y h ave jo i ne dy o u , their characteristics c an be l ooke d ove r w i t h o n e o f th e Character keys. If y o u rpar t y a l re ady h as f o u r m e m b e r s , ne w re c rui t s w i l l b e unabl e to jo i n unl e ss y o udismiss some one . I f y o u hi t the " t a l k" but t on, yo u w i l l then be able to speak to thep r o p r i e t o r .Dismiss. Ine vi t abl y , c h arac t e rs i n your par t y w i l l d i e o r be ki l le d dur i ng f o r a ysin to h os t i l e t e r r i t o ry . T o di smi ss t h e m f r o m your par t y , c al l t h e i r p ro f i l e up w i t ho n e o f th e Character keys an d select th e Dismiss option. Li vi ng c h arac t e rs that ar edissat isfactory ca n also be dismissed in t h i s manne r .Buy & Sell. P r o v i d i n g that yo u have gold o r silver pieces, m ost sh opke e pe rswil l be m o r e than w i l l i ng to talk to y o u . T o speak to t h e m , click o n t h e i r p i c t ure o rpress the Talk ke y on t h e Ins t i t u t i on Screen. They w i l l then ask you i f you w i sh t oBu y o r Sell. Choose w h i c h o f these ac t i vi t i e s yo u w a n t to p e r f o r m .If yo u choose t o Buy an i t e m, a list o f items f o r sale will appear. Once yo u h aveselected an obje c t , i nput th e numbe r di spl aye d n e x t t o t h e item a n d the sho p -ke e pe r w i l l then quot e y o u a pri c e .To b u y the i t e m, i nput th e price a n d hi t < E N T E R > . It w i l l then appe ar iny o u r p a c k , b u t r e m e m b e r that i t will h a v e t o be e qu i ppe d be fo r e i t c an be use d. I fyo u don't w a n t to b u y the o b j e c t , h it < E N T E R > w i t h o u t e n t e r i n g a pri c e .Selling an obje c t is v e r y s i m i l a r to Buyi ng one , bu t c h arac t e rs sh oul d ke e p inmi nd that most sh opke e pe rs a re a crafty l o t w h o w i l l se l l an i t e m fo r a high pricebu t pa y ve ry l i t t l e f o r t h e same t h i ng. Once yo u have selected this o p t i o n , th epro pr i e t o r w i l l l ook o ve r you r goods and gi ve you a l is t o f th e t h i ngs that h e w ant s .T o sell an i t e m, i nput th e numbe r di spl aye d ne x t to the item an d they will give yo uan appr ai sal o f h ow m uc h t h e y t h i nk i t is w or t h . Y ou c an ac c e pt by ent e r i ng t h epr i c e a n d h i t t i n g < E N T E R > o r r e j e c t b y s i m p l y h i t t in g < E N T E R > w i t h o u te nt e r i ng anyt h i ng.

    24 T U N N E L S & T R O L L S

    Other Options.sh oul d be e x pl ore d anpe ne t ra t e i n t o more reh a r d e r to f i n d .

    As you jour ne y, ym o n s t e r s ) w h o m a y o fY o u will always have taccept, h o w e v e r , yo u mfind t re asure . As you cthat will help y o u in l oand i mprove your mart

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    CombatAs you edge closer to the cave, your heart rises in your throat. Others have been here

    before you, their failures spelled out in ghastly detail by their grinning skeletal carcasses.Your gaze flickers sideways as you catch a glimmering near the opening. A black liquidshines on a rock, trickling ever so slowly into the f issures of the cracked stone. You paleknowing that in the moonl ight blood looks quite dark.

    Your blade barely ha s time to sing free from its sheath before th e aberration is at yourthroat, a shaggy mass of shimmering claws and hellish eyes. Both of you fall shrieking intothe bonefield, knowing that here only the mightiest will survive...

    While your par ty makes it s wild ride to locate Khazan, its daily s taple willconsist largely of combat. By defeating dragons , vampires an d other kinds ofmonsters your party will gain valuable exper ience points while accumulatingwealth by retrieving stolen gold an d jewels . In time, your characters will becomevery capable fighters, bu t occas ionally they will encounter powerful adversaries an dthey m ay wish to flee to save themselves.Most of the a ttacks on y our party will come from random encounters, but therewill also be a num ber of f ixed combat s i tuations to help sharpen your PCs' skills.The Combat Screen. When your party begins a encounter , the AdventureScreen will be replaced by a Combat Screen. This 7 by 7 area displays the membersof both your par ty an d those of the attacking monsters. A n area called th e Monster

    Mem o displays th e type an d num ber of creatures . Addit ional information on theirCON, STR, and INT can be displayed if the monster information option isswitched on with the Combat Control. The Character M emo displays the namesand status of each of your party members. As your characters are hurt, the damageto their C O N will be displayed in this window. Also located on the combat screenis an additional text area that displays other important pieces of information.As you fight, actions will be divided into combat turns. Each turn is completedwhen all the characters and al l the attacking monsters have performed on e action.Each turn equals about tw o minutes in the Dragon Continent.Speed also plays a very important role in combat because th e quicker th efighter, the faster they can get their weapons ready to swing or throw. The character ormonster possessing the highest SPD attacks first, followed by the next fastest, an dso on unti l al l have had a chance to attack, block or flee.Re m e m b e r that distances can help or hinder y our party. If a monster is out ofyour range, they may be able to cast spells, hurl spears, or shoot arrows at you thatcan hurt you at long range. Getting closer to your enemies will increase yo urchances of inflicting damage on them.A window will open on the combat screen at the beginning of each combatround. This window, titled Party, contains the icons that represent your variouscombat options : Auto, M anual , Run, and Control .Auto Combat. If you believe you r party is strong enough to win, then autofight can speed your journey through combat. Be sure that all your characters aresuitably equipped before you use this function, because the characters are limited tofight with what you have given them. From time to time, comb at may not go aswell as expected and you may w an t to f ight manually . To do so, press th e space ba r

    un t i l one of your characters is highlighted.

    26 T U N N E L S & TROLLS

    Manual Combaon mov ement, equipmthe section "Manual CRun. Surviving sSelecting this optionmonsterkin slash at thand combat will end. anything during th e nround, they will thenimportant role in theControl. Animatdown the speed at whthen th e auto-combatcontrols, hit the n umbinstructed wha t inpu t

    Though it takes agives the player a greapacks, Wiz ards and Romonsters can be selecmore strategic in howOnce combat is eattacks, the o rder of wrating. A s each charachighlighted. CharacterBlock.Before your PC laon how effective th e amonsters in squares dicarrying spears or bowwhen deciding to Shomove towards them byCharacter speed is agacharacter can move inobstruct character moa character to remain After you have movedone of the six charac teAttack. This opticomba t. Characters whave no weapons, theCast. Wizard s anenemies. Once you haspell name (see the se

    TUNNELS & TROLLS

    Use. Sometimes using a special item in combat can mean the survival of the

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    par ty . This allows PCs to drink potions, call upon the powers of magical staffs, an dutil ize th e special properties of i tems that ar e discovered. Select th e i tem that youwish to use then hit the space bar.Shoot. Slower charac ter s may wish to a rm themselves wi th m iss i le weaponsthat allow them to attack enemies from long distances. This command re la tes to allcharacters c arryin g bows, spears, stones and v arious other pro jec t i le weapons.Push. If your character is unarm ed, but has gre at physical prowess you maywish to try to Push your enemy into a "hostile" square. As you enter various combat

    s i tua t ions , there will be some squares that represent water or o ther hazards to yourcharacters. Monsters pushed into these areas ar e somet imes in ju red .Block. You can mom entar i ly increase your charac ter s defense capa b i l i ty byselecting Block from th e combat cluster . This defense only lasts for one combatturn and the defend ing character can perform no other action in the turn that theyare protected.

    Re-equipping & MiscellanyIf you wish to check on your character 's status, then you may do so when theircombat turn arrives by pressing their Character K e y . A t this t ime, yo u may also

    equ ip your charac ter w i th a different weapon (see th e section "Equipping an dUsing I tems") . Note that when yo u re-equip your character during combat thatthey will be unab le to use their ne w weapon until th e next turn. When you aref inished you are then re tu rned to the Combat Screen.Combat is f in ished when e i ther th e par ty ha s killed all the monsters, have al ldied, or have successfully run from their foes. Surviving, they will gain valuableEX P an d will occasionally f ind treasures or gold to aid them along their way. Whena character stum bles across a treasure, it must be taken from the corpse of a deadmonster . This is accomplished by h i t t ing th e t r easure number an d then th eCharac ter K ey o f the par ty member that will retr ieve it .

    28 T U N N E L S & T R O L L S

    The Book of

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    MAGICAn Explanation of the magical arts, and alisting of those arcane scraps heretosurviving the Wizard War.

    Reader BewareTake heed, you who read this book. Great misfortunes will befal l him who

    seeks th e wisdom of the ancients. Your name sha l l be cursed among your k indred,yo u sha l l be made fr iendless , and the soil of the earth shall die at your touch. Th es imple folk have never forgotten th e Wizard 's W ar that ravaged their homes an dfields an d know that each t ime they se e you, they se e only th e shadows of the DarkTime.There exists three fundamenta l types of magic: Simple magic, Combat Magic ,an d Common Magic. Simple magic refers to those spells that ar e cast to opendoors, or l ighten darkened rooms, but are useless in te rms of attacking those w hoconfront you. Combat Magic is a special magic that was designed in the dankdungeons of the ancients, spells to rend flesh an d bone an d drive humankin mad.Last ly there exists Common Magic , those groups of spells that can be cast at anyt ime or in any s i tua t ion.If yo u belong to the class of the Warrior , then se t aside this text , for the touchof iron is harsh in your blood and you will never cast a spell. But if you be Wizardor Rogue , then these mat ters will come more easily to you. There ar e many Leve lsof proficiency with spell casting, muc h in the same w ay that there ar e many gradesof Warriors. Some spells will make special demands upon yo ur Intell igence ( IQ) orDexterity ( DEX) and you may have to wait until you gain experience before yo ucan fu l ly c om m a n d th e power of these spells. Know also that magic is weaved in toth e fabric of what yo u are, so as you use magic yo u will lose a port ion of yours t rength . By res t ing you can regain th i s los t v i ta l i ty and resume your adventuring .As you grow in experience, so wil l yo u gain insights into th e ancient mysteries.Certain spells included in this tome become fa r m ore powerful th e more experi-enced yo u become, bu t also realize that as these spells become more effective, theywill drain more Strength (ST) from you.Though here in are inc luded lists of spe l ls know n by most of the Wizards of theDragon Continent, certain details have been left unrecorded and can on l y betaught by the Wizard's Guilds. Further, you may learn some spells by finding scrollsor books, that i temize th e components of various spel ls , both highly i l legal since th eGreat B an imposed at the conclusion of the first Wizard 's War. Another condi t ionof the Ban was tha t no Rogue could be taught spells in the Wizard 's Gui lds fo r fearthat grea t power would fall into the hands of the irresponsible. I t wil l be necessarythen, if you are such a Rogue, that yo u find a Wizard to teach spells to you. Sinceyo u as a Rogue - haven ' t dedica ted your l ife to s tudy of the A rt , then you maynever cast spells that an eighth level W izard could .Many monsters roam th e w or l d no w tha t Lerot ra 'hh has set her kin free fromtheir leashes and i t wil l be tempt ing to unleash your powers upon your adversar ies ,but take this bit of advice. Most of the mo nster kin have a resistance to magic, formany were created in the Dark Time and a creature may never be harmed by theirnatura l essence. There are no guarantees that y o u r powers wil l a lways work , so useyour spel ls sparingly.

    (TM) A spell ma(EF) Employingeach level* 5 combat N /A CharacteritExam ple: If you cast roun d , andat Level 3,

    30 TUNNELS & TROLLS T U N N E L S & T R O L L S

    L E V E L 1 L E V E L 2

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    Darkest HourType : Comba t (TM)IQ/DEX: 10/8 ST dra in : 3Range : N ine s qua re radiusObjec t : Comba t f ie ldDarkens the whole Combat Field fo rtwo combat rounds .

    Detect MagicType: SimpleIQ/DEX: 10/8 ST dra in : 1Range : O ne square radiusObjec t : O ne squareAl lows th e caster to detect magic neart h em.

    Double TroubleType : Comba t ( T M )IQ/DEX: 10/8 ST dra in : 8Range : O ne square radiusObjec t : O ne characterDoubles the damage inf l icted by bowsfo r one comba t round.

    Knock KnockType: Simple (EF)IQ/DEX: 10/8 ST drain: 2Range : O ne square radiusObjec t : O ne doorOpens a locked door.

    Lock TightType: Simple (TM)IQ/DEX: 10/8 ST drain: 1Range: O ne square radiusObject : O ne doorLocks and holds any door shut forthree normal rounds .

    Oh Go Away!Type : Com ba t (EF)IQ/DEX: 10/8 ST dra in : 5Range: Five squares awayObject : One to three monstersDrives monsters f rom th e battle f ie ld.If the spell fails, the monsters chaseth e magic user to the exc lus ion of hisor he r comrades .

    Take That You Fiend!Type: Combat (EF)IQ/DEX: 10/8 ST dra in : 6Range : Si x squares awayObject : O ne mons te rT he caster uses hi s mind to at tack hi senemies , inf l ict ing damage equal tohis IQ if successful.

    TeacherType: SimpleIQ/DEX: 10/8 ST drain: 3Range: N /AObject : RogueThe caster magically teaches a Rogueon e spell.

    Vorpal BladeType : Comba t (TM)IQ/DEX: 10/8 ST dra in : 5Range: Two squares awayObject : O ne characterDoubles the bas ic at tack for swordsan d daggers for one comba t round.

    Will-O-WispType: Common ( T M )IQ/DEX: 10/8 ST drain: 1Range : Three squaresObjec t : Adventure /Comba t fieldLights up the party's surrounding s foron e norma l round.

    Arrow ArrowType : Comba t (TM)IQ/DEX: 12/9 STRange : One s qua re awObjec t : O ne ch arac t eDoubles the number ocharacter ca n mak e wdur ing comba t . Effectcomba t round.

    CateyesType : Common (TMIQ/DEX: 12/9 STRange: Three squaresObject : Three squareAl low s th e caster to sfo r one norm al roun d.comba t , i t affects the comba t .

    Cure YouType : Comba t (EF)IQ/DEX: 12/9 STRange : Si x squares awObjec t : O ne monsterDrains one point of anevery tw o points o f STexpends .

    Finagle's DemonsType: CombatIQ/DEX: 12/9 STRange : Three squaresObject : One monsterConfuses th e monsterround.

    Glue YouType: Comba t (TM ) IQ/DEX: 12/9 STRange : Three squaresObject : O ne monsterImpedes movement spby one-half. Effects laround.

    32 T U N N E L S & T R O L L S T U N N E L S & T R O L L S

    L E V E L 3 L E V E L 4

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    Blasting PowerType : Com ba t (EF)IQ/DEX: 14/10 ST dra in : 8Range : Five squaresObjec t : One to f ive mons te rsEna b le s the cas ter to hurl a f i re -c loudat their enemies .

    DispellType : Comba tIQ/DEX: 14/10 ST dra in : 11Range : Three squares aw ayObject : O ne squareNega tes al l magic being used below th eth i rd leve l .

    Freeze PleaseType : Comba t (EF)IQ/DEX: 14/10 ST drain: 8Range: Five squares a wa yObjec t : One to f ive mons te rsThrows a sheet of ice at the castersfoes.

    Fly MeType : Common ( T M )IQ/DEX: 14/10 ST drain: 7Range : N /AObject : CasterA llows th e caster to fly at runningspeed for one norma l round. Whilef lying, th e user ca n at tack or beharmed by magic or missi le weapons .Healing FeelingType : Common (EF)IQ/DEX: 14/10 ST dra in : 14Range: N /AObjec t : O ne characterCures any kind of disease.

    Oh There It Is!Type : Comm on (TM) (EF)IQ/DEX: 14/10 ST dra in : 4Range : Three squares a wa yObjec t : O ne square or one monsterDetects invis ibl e or co ncealeddoorways . It w i l l also surroundinvis ible monsters with a magical lightdur i ng comba t .

    Slush YuckType: Comba t (T M) (EF)IQ/DEX: 14/10 ST drain: 15Range: Four squares awayObject : O ne square or one monsterConv erts ground or monsters made ofmud into quicksand for one norma lround.

    Water SpoutType: Comba t (EF)IQ/DEX: 14/10 ST drain: 8Range: Five squares a wa yObjec t : One to f ive monstersA l lows th e caster to s trike hi s enemieswi th co lumns o f wa te r .

    Curses FoiledType : Common (EF)IQ/DEX: 1/10 STRange: Fourtee n squaObjec t : O ne characteRemoves a curse from a t t r i bu t e an d recovers

    Dum DumType : Com ba t (TM) IQ/DEX: 16/11 STRange : Three squaresObjec t : O ne mons te rReduces a foe's IQ to 3should fa i l , then the cdrop.

    Hard StuffType: Comba t (TM) IQ/DEX: 14/10 STRange: Four squaresObject: One squareHardens muddy groundnorma l round.

    Rock-a-ByeType : Comba t (TM)IQ/DEX: 10/10 STRange: Five squares One to three monstersPuts monsters or foes tto six comba t rounds .

    SmogType : Com ba t (EF)IQ/DEX: 16/11 STRange: Five squaresObject : One to three Enables cas ter to projepoison around the part

    34 T U N N E L S & TRO LLS T U N N E L S & TRO LLS

    L E V E L 5 L E V E L 6

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    Breaker BreakerType: Combat1Q/DEX: 18/12 ST drain: 28Range: Si x squaresObject: One itemShatters a foe's item.

    Double-DoubleType: Common (TM)IQ/DEX: 16/11 ST drain: 18Range: One squareObject: One characterSpell doubles any one prime attributeof an y character for one normal round.When the spell wears off, the attributeis halved for the same number ofrounds.

    Mind PoxType: Combat (TM) (EF)IQ/DEX: 18/12 ST drain: 39Range: Seven squaresObject: One monsterCauses mental confusion so theensorcelled being cannot attack ordefend itself. Wears of f after tw ocombat rounds.

    Protective PentagramType: Combat (TM) (EF)IQ/DEX: 16/11 ST drain: 15Range: One squareObject: One to two charactersPlaces a protective barrier around oneto two characters for two combatrounds. Wears of f when a charactermoves from th e square.

    Second SightType: Common (TM)IQ/DEX: 18/12 ST drain: 25Range: Four squaresObject: One squareA l l o w s a person to see miragemonsters. During non-combat, range isl imi t ed to one square.

    ThunderboltType: Combat (EF)IQ/DEX: 16/11 ST drain: 15Range: Three squaresObject: One monsterH u rl s a thunderclap at the casterstarget.

    Wall of ThornsType: Combat (TM)IQ/DEX: 20/30 ST drain: 14Range: Five squaresObject: One squarePuts a wall of thorns between you andfoe for one normal round.

    Wink-WingType: Combat (EF)IQ/DEX: 16/11 ST drain: 14Range: N/AObject: One characterMoves any one character forward twosquares during combat.

    Elemental EarthType: Combat (TM)IQ/DEX: 38/22 STRange: One squareObject: One monsterAllows the caster to suearth elemental to use one normal round.

    MirageType: Combat (TM) (IQ/DEX: 18/12 STRange: One squareObject: One mirageProjects a visual, non-aunmoving mirage as afo r on e normal round.by physical contact.

    Wall of StoneType: Combat (TM)IQ/DEX: 20/13 STRange: Four squaresObject: One squareCreates a wall of stonecaster and his foes for oround.

    36 T U N N E L S & TROL L S T U N N E L S & TROL L S

    LEVEL 7 LEVEL 8 LEVEL 9

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    Elemental Ai rType : Combat (TM)IQ/DEX: 38 /22 ST drain: 42Range : On e squareObje c t : O n e monsterAl lows you to conjur e a earthe leme ntal to use as a servan t for onenormal round.

    Invisible Wal lType : Combat (TM)IQ/DEX: 22/14 ST drain: 27Range: Four squaresObje c t : O ne squareCreates an invisible wal l be tweenyo u an d your opponents for onenormal round.

    Wall of IronType : Combat (TM)IQ/DEX: 20/13 ST drain: 23Range: Four squaresObject: O n e squareCreates a wall of iron between th ecaster and the i r foes for one normalround.

    Wall of WaterType: Combat (TM)IQ/DEX: 20/13 ST drain: 22Range: Four squaresObj e c t : O n e squareForms a wal l of water for one normalround .

    Wizard SpeechT y p e : SimpleIQ/DEX: 34/20 ST drain: 90Range: N /AObject: CasterThe Universal Translator. Spellal lows whoever it is cast upon tounderstand an y language . Lasts on ehour .

    Death SpellType: CombatIQ/DEX: 26/16 ST drain: 40Range : One squa reObje c t : O n e monsterAutomat ica l ly str ikes one of thecasters foes dead .

    Elemental WaterType : Combat ( TM )IQ/DEX: 38/22 ST dra in : 42Range: One squareObjec t : O n e monsterA l lows th e caster to summon a wate re lemen tal to use as a servant for onenormal round.

    Wall of FireType: Combat (TM)IQ/DEX: 20/13 ST drain: 26Range: Five squaresObje c t : O n e squareCreates a sheet of flames be tween thecaster and his foes for one normalround .

    Wall of IceType : Combat ( TM )IQ/DEX: 20/13 ST dra in : 26Range: Five squaresObj e c t : O ne squarePlaces of wal l of ice betwee n thecaster and his opponent for onenormal round.

    Elemental FireType : Combat ( TM )IQ/DEX: 38/22 ST Range : O ne squareObject: O n e monsterAl lows you to conjuree l emen ta l to use as youon e normal round.

    Hellbomb BurstType: Combat ( E F )IQ/DEX: 28/17 STRange: Six squaresObject: One to n ineCreates an explosion tlopes the casters foes.

    L E V E L 10Invisible FiendType: CombatIQ/DEX: 34/20 STRange: O ne squareObje c t : One invisibleAl lows you to conjuref i end .

    Slyway RobberType : CombatIQ/DEX: 44/25 STRange : Si x squaresObject: O n e monsterEnables th e caster to dattr ibute points from aad d those points direcattr ibute . Last one to rounds.

    38 TUNNELS & T R O L L S T U N N E L S & TR OLLS

    Appendix A. Armor.

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    HTSArmor

    Wherein players learn of Armor, the requirements towear it, the protection gained thereform, andwhat items are includedHelm included.Torso armor included.Shield included.

    DE XPlate1'Mail1'Lamel la r 7R ing & Plate1"LeatherBack & Breast1'Leather JerkinM\1Steel Ca pTower Shie ld^Target ShieldBucklerSpiked Shieldt

    ST111254231116515

    H*

    *

    *

    *

    *

    Protection*

    *

    *

    *

    *

    *

    *

    ****

    14 points11107651316434* Wizards cannot wear this armor.

    Note: Th e spiked shield can also be used to inflict damage during combat. It will do 2D6j ,^,

    Wherein pwie

    40 TU N N ELS & TROLLS

    WeaponGreat SwordTwo-handed BroadswoHand & a Half SwordBroadsword3D6+4Short SwordShamsheerFalchionScimitarSaberF lambergeRapier Double-bladed BroadaxGrea t Axe Broad Axe FranciscaBee de CorbinHeavy M aceW ar Ham m erMornings ta rFlail Club Bil lyclub*Quarterstaff*PoleaxePike W ar Scythe4 D 6 + 2Bill HookPilumTr iden tC ommon SpearJavel in*Sax*Jambiya*Dirk*Poniard*ArbalestCrossbowLight Cros showHeavy SelfbowMedium Sel fbowLight Selfbow* Heavy LongbowRegular LongbowSling*Chakram*W h i p* Wizards may use thisTUNNELS & T R O L L S

    Notes

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    Notes

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    Notes

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    Spells

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    Spell NameLEVEL 1

    ST Spell NameLEVEL 5

    ST

    t 1 . Darkest Hour* 2. Detect Magict 3.Double Trouble* 4. Knock Knock* 5. Lock Tightt 6. Oh GoAwa y!t 7.Take That You Fiend!* 8. Teachert 9.Vorpal Blade10. Will-O-W ispLEVEL 2t 1 . Arrow Arrow

    2. Cateyest 3. Cure Yout 4- Finagle's Demonst 5.Glue Yout 6. Hidey Holet 7.Little Feet* 8. Omni Eye9. Poor Babyt 10. W h am m yL E V E L 3t 1.Blasting Powert 2. Dispellt 3. Freeze Please4. Fly Me5. Healing Feeling6. Oh There It Is!t 7. Slush Yu ckt 8. Water SpoutL E V E L 41. Curses Foiledt 2. Dum Dumt 3. Hard Stufft 4. Rock-a-Byet 5. Smog6. Too Bad Toxint 7. Twine Timet 8.Upsidaisy

    31821563518624810852108118714415831039111171014

    t 1 . Breaker Breaker2. Double-Doublet 3.M ind Poxt 4- Protective Pentagram5. Second Sightt 6. Thunderboltt 7.Wall ofThornst 8. Wink-WingLEVEL 6t 1.Elemental Eartht 2. Miraget 3.Wall ofStone4. Zapparm or5. Zappathin gumLEVEL 7t 1.Elemental Airt 2. Invisible Wallt 3. Wall ofIront 4. Wall of Water* 5. Wizard SpeechL E V E L 8t 1.Death Spellt 2. Elemental Watert 3.Wall ofFiret 4. Wall of IceLEVEL 9t 1 . Elemental Firet 2. Hellbomb BurstL E V E L 10t 1. Invisible Fiendt 2. Slyway Robber

    28183915251514144282030244227232290404226264236655

    LEVEL 11* 1. Born Again 75

    t Combat Only (Combat Magic)* Non-Com bat (Simple Magic)Note: All other spells may be cast at any t ime fo r they ar e Common Magics.