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MAG.E 1
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MAG.E 1.adf
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Prison
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Prison
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1977-12-31
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173 lines
@4PRISON OF MYSTERY - A SOLO ADVENTURE
@3THE RULES
@1 Your character is made up from a pool of twenty points.
Divide these up as you like between the statistics strength, dexterity and
intelligence.
You also have an endurance rating. This is (strength*1.5)+
(dexterity*0.5). If this value ever reaches 0 you have died and your
adventure is over!
Throughout the adventure you will need a ten sided die. To
fight you shake it, adding your strength and subtracting your opponents
dexterity. For every point above your opponent`s strength this is subtract
one point from your opponents endurance. Next you repeat this for your
opponent until only one of you is alive.
@3CHARACTER SHEET
@1Strength
Dexterity
Intelligence
Endurance
Starting Current
Equipment
Opponent endurance remaining
@3THE ADVENTURE
@1
@4 1)@1 You awake to find yourself alone in a small cell. Your memory
seems blank, you have no idea who you are or how you got there. You try to
think of anything that might help you in your plight.
Try and roll under your intelligence. If you succeed go to
9. If you fail go to 12.
@4 2)@1 As if by magic a genie appears in front of you.
"What do you command O bold adventurer", the genie cries. If
you command him to open the door ahead he opens it and then disappears. Exit
to 6. If not you may use the genie to return your endurance to full at any
time. If you do this now choose from the options at 10 again.
@4 3)@1 Attempt to roll your intelligence or under on a 10 sided die.
If you succeed turn to 21. If not turn to 12.
@4 4)@1 You enter a room which is almost empty. There is a door in
the opposite wall. To go through it turn to 10. If not you turn your
attention to a large throne like chair in the middle of the room. If you sit
down on it to rest turn to 22. If you turn your attention to examining it
turn to 11.
@4 5)@1 You push the key into the lock but it sticks when you try and
turn it. When you try and pull it out it breaks into to pieces. Being of no
use you throw them away. Now choose from the options at 10.
@4 6)@1 Ahead of you you can see a mysterious figure wearing a black
cloak.
"Aha", he yells."I am your captor. You should have stayed in
your comfortable cell because death from me will be far from painless".
Like it or not you`ll have to fight. However this evil
warlock uses a magic rating instead of strength throughout the battle. This
does double damage.
MAGIC 8 DEXTERITY 4 ENDURANCE 18
If you win turn to 15.
@4 7)@1 There are two holes in the side about the size of red rubies.
If you have two red rubies and choose to place them in the holes, turn to
25. If not choose from the options at 15.
@4 8)@1 Suddenly the floor collapses underneath you. You fall into a
pit full of spikes and water. The water becomes redder and redder as it
fills with blood from your drowned body.
@4 9)@1 You decide that there may be a secret way out of the cell. To
look for it turn to 3. However you also sense that someone will soon come to
the cell to check on you. To wait for them turn to 12.
@4 10)@1 You try the door handle ahead to find that it`s locked. If
you have a ruby and decide to rub it turn to 2. If you have a key and try it
in the door turn to 5. If you have any chicken and decide to eat it turn to
14. If you read a book you have turn to 17.
@4 11)@1 You find a huge ruby in it. If you wish you can take it with
you, but you`ll have to leave another object behind as it`s so heavy. Now
you can either sit on it at 22 or exit at 10.
@4 12)@1 Suddely the door opens and a guard walks in. Thinking of it
as the only way to escape the cell you attack him.
STRENGTH 6 DEXTERITY 4 ENDURANCE 12
If you win you go into the corridor at 16.
@4 13)@1 When you try and read the book you find that it must be a
spell book, as a spell vibrates around the room. As if by magic a ruby
appears in front of you and the spell book disappears. You can take the ruby
with you if you wish. Now choose from the options at 15.
@4 14)@1 You feel strength raging through your body. With this new
found power you go and give the door a hefty kick. The door breaks open.
When you are ready to go into the passage, exit to six.
@4 15)@1 This room glows green with a magical aroma, however the door
leading onwards fails to open. If you try a key in the lock (you must have
one) then turn to 20. If you search the room for help turn to 23. If you
read any books you have for advice turn to 13. If you examine the door to
see if it`s stuck then turn to 7. Finally if you have a ruby which may be
magical you can rub it at 18.
@4 16)@1 You`ve entered a corridor. A door leads off to the left and
another to the right. However you feel sure that a certain door will lead to
freedom and another just deeper into the labyrinth. A sign on the wall reads
TTHFGEILL. To go left turn to 19. The alternative is to go right to 8.
@4 17)@1 You open the book to find that the middle of the pages have
been cut out and a red ruby hidden there. You decide to keep it instead of
the book. Now choose from the options at 10.
@4 18)@1 The ruby crumbles away into powder which soon mixes with the
air in the room. Make an intelligence check to avoid sufficating. If you
succeed choose from the options at 15.
@4 19)@1 After a search of the cupboards in this room you come across
a chicken leg, a dusty book and a shiny key. Aware that you may be being
followed you don`t waste time examining the objects. However in your still
weary state you decide to only risk carrying 2 of the 3 objects. Make your
choice then exit left to 4 or right to 24.
@4 20)@1 The key fails to turn. However you try it in a chest which it
opens. The chest contains a chicken leg which you may take now you no longer
have the key. Choose from an option at 15.
@4 21)@1 Behind a loose brick in the wall you see a lever. When you
pull it the door to the cell opens. Exit to 16.
@4 22)@1 You scream in agony as electricity runs through your body,
causing you to die.
@4 23)@1 You find a red ruby hidden under a pile of clothes. However
now you feel exhausted. You must eat some food or die. If you can eat choose
from the options at 15.
@4 24)@1 There`s a huge serpent in here. If you give him food to eat
then he will spare you and you can exit to 10. If not you must fight. If you
win you can exit.
STRENGTH 8 DEXTERITY 4 ENDURANCE 15
If you win exit to 10.
@4 25)@1 As if by magic the door opens and you climb out into the
local woodland. Within moments you are home.
@6Well done brave adventurer.