Mar 15 2009
The Endless Labyrinth: A Tunnels & Trolls Random Dungeon Adventure Generator
This is a random adventure generator designed for solo play in Tunnels and Trolls. While this is intended for a single character, there is no reason that more than one character can’t go along- just adjust the Monster Ratings accordingly. It is even possible for two or more players to use this system to go on an adventure together, without the need for a GM. The details of the Labyrinth’s layout are left deliberately vague, as there is no need to draw a cumbersome map- you instead roll the events that transpire randomly.
Scenario: You are an adventurer embarking on an expedition into the Endless Labyrinth. The Labyrinth is a place of myth and magic- no one knows how to negotiate it, and few who enter it return to tell the tale. It’s corridors are filled with hazards of all types, from traps to creatures. Beware, for the magic of the labyrinth makes it unable to be mapped, for its corridors shift and change with no rhyme or reason. You cannot go back, you can only move forward, seeking the lower depths, with tougher monsters but greater rewards, or the stairs out, to rest and recuperate on the surface.
How to Play: The sequence of play is divided into turns. For our purposes, a turn is an indeterminate amount of time which signifies a significant event for the character. You begin on Level 1 of the Labyrinth, and it is up to you to find the way out. Since we’re not drawing out a map for the Labyrinth, then it is assumed that your character is exploring, and the periods of exploring and searching are broken up by events. The rules are simple- each turn, roll on the event table below to see what happens to your character while wandering the Labyrinth. The details of the events are presented afterwards.
|
Roll (2d6) |
Event |
|
2 |
Stairs Down |
|
3 |
Stairs Up |
|
4 |
Lair |
|
5 |
Trap/Hazard |
|
6 |
Wandering Monsters |
|
7 |
Exploration |
|
8 |
Wandering Monsters |
|
9 |
Puzzle/Obstacle |
|
10 |
Lair |
|
11 |
Treasure |
|
12 |
Stairs Out |
Stairs Down: You encounter stairs that go down to the next level of the Labyrinth. Be sure to keep track of the level you are on. Remember that challenges and monsters get tougher the deeper you go. For this reason, you earn 100AP times the level your are leaving for your daring and courage. You do not have to go down- you can choose to pass over the stairs, and simply move on by rolling the next event. However, you can’t backtrack, so if you pass it up, you won’t be able to adventure deeper until you roll this event again.
Stairs Up: You discover stairs leading up to the next level of the Labyrinth. No AP are awarded- you just may need to get someplace where the monsters and traps aren’t so tough. If you are currently on Level 1, then the stairs lead out of the Labyrinth. Remember, you can choose to stay on the current level and continue your adventure, but if you pass it up, you must wait until you find another staircase to travel to another level.
Lair: A lair is an area where you encounter monsters guarding treasure. Roll 1d6 for the number of monsters and consult the Monster Table below to find their MRs. The treasure is equal to the total MR of the monsters (about 25 gp).
Trap/Hazard: A Trap or Hazard represents any situation that could result in harm to the character. When this event is rolled, the PC must succeed at a LK save (difficulty same as dungeon level). If the first save is failed, then the character has a second chance by successfully making a save of the same level using the stat indicated by the Random Save Chart. If both saves are failed, then the character takes 1d6 damage per level of the dungeon (no armor protection).
Wandering Monsters: These are creatures that are not at home- they are wandering the corridors like you. The procedure is exactly like lairs, roll 1d6 for number of monsters and consult the chart to find the Monster Ratings. However, unlike lairs, wandering monsters carry no treasure.
Puzzle/Obstacle: As opposed to traps and hazards, which represent peril to your character, these events represent some problem that must be solved, with success yielding a reward. Start by determining the type of challenge presented by rolling 1d6 and consulting the Random Save table. The PC must make a save vs the stat determined at a difficulty level equal to the current level of the duingeon. If this save fails, then the PC can default to a LK save of the same difficulty. If one of the saves succeeds, the character has solved the problem, and collects a treasure as reward.
Exploration: No significant event takes place, you spend some time searching the corridors and chambers. Earn 2d6 (DARO) times the current level in AP for Daring.
Treasure: Roll a random treasure on the Treasure Table in the T&T rulebook. Alternately, roll 1d6 x 10 gp per level of the dungeon.
Stairs Out: You find a staircase that leads up to the surface. You may leave the Labyrinth, regardless of what level you are on, and make it to the relative safety of the nearest town. While in town, you can heal your damage, buy new weapons or items (see the T&T rulebook for appropriate prices). If and when you return to the Labyrinth, you will find yourself entering on the same level that you left.
|
Roll (1d6) |
Monster Rating |
Random Stat |
|
1 |
25 |
STR |
|
2 |
13 |
CON |
|
3 |
8 |
DEX |
|
4 |
6 |
SPD |
|
5 |
5 |
INT |
|
6 |
4 |
WIZ |