By Dave Dollar
Art by Chris Myers
A head of you, blocking off the hallway, is a heavy iron portcullis. It looks very secure. Set into the right-hand wall is an iron-trimmed keyhole. From beyond the Portcullis you can hear the crackle and hiss of powerful electricity. The faint smell of ozone wafts to your nostrils and blue flashes are sporadically visible far down the hall. GameMaster The key to this portal is in room 13. When the key is turned, the portcullis will slide slowly into the ceiling, allowing the characters to pass. Score Chart (no score possible here) More Code of the Rats Introductory Fantasy Adventure
Adventure Set Up 1. Entry Room 2. Room of Abstinence 3. Room of Peace 4. Room of Forethought 5. Pit Trap 6. Wolves and Sheep 7. Dank and Dark 8. Room of Humor and Wisdom 9. Room of Caution 10. The Lone Plaque 11. Hall of Consistency 12. Mud-Filled Room 13. Room of Questioning 14. The Portcullis 15. Room of Reversal 16. Room of Trust 17. Room of Power 18. Room of Disunity 19. The Darkened Hallway 20. Room of Mindlessness 21. Room of Acceptance 22. The Rotating Tunnel 23. The Refreshments 24. Lemmings Leap 25. If Left is not Right 26. Room of Day 27. Room of Cogitation 28. A Locked Door 29. Room of Illogic 30. Room of Dishonesty Epilogue Map of the Dungeon Back to Shadis #21 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1995 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |