By Dave Dollar
Art by Chris Myers
Here, the passageway opens out onto a small ledge overlooking a large natural cavern. The flat bottom of the cave (about 30 feet below you) is filled with clear water-- perhaps about ten feet deep. A scattering of rocks on the bottom glow with a bright magical light. In the illumination of these stones, you see that the water is filled with thousands of small fish. On the bottom rest the skeletal remains of three cows. The light, shining up through the rippling water, throws patterns of dancing, wavering lines onto the stalactite-encrusted ceiling, some twenty feet above you. Carved into the archway before you are the words, "If left is not right, then right is the only thing left.` Directly above the archway leading to this room is a strong, Looking iron bolt, from which leads a thin, tightly drawn, cable. The wire stretches into the cavern, over the water; it descends at an angle. In the center of the cavern, it splits into two cables, one going right and one going left. Each cable terminates in the far wall, just above a mattress affixed to that wall -- presumably to cushion the impact of someone sliding down the cable. A narrow ledge leads from each mattress to the exit tunnel in the far wall. Hanging in mid-air, below the wire before you, is an odd device. It appears to be a pair of wooden handgrips protruding from a metal box. A sliding switch on the side of the box has two settings; "Left" and "right." The switch is presently in the "Left" position. The box levitates just beneath the wire by some unseen enchantment. GameMaster The solution to the puzzle carved into the ledge is quite elementary. Is left right? Of course not! So right is the only thing left. The position of the slide switch determines the direction the suspension traverse will turn when it reaches the intersection. Characters hanging from the rapidly sliding handles will have to hold on tight when the trolley makes the turn, lest they be yanked off and fall into the water. This may be for the better, however. If the Switch is set to the wrong (i.e., left) position, falling into the water is preferable to the fate they would meet otherwise. You see, while the right-hand mattress is an authentic mattress (that the characters can comfortably poof to a halt against), the left one is an illusory mattress concealing a wall of sharp, iron spikes. (Get your fork and wet styrofoam ready!) The spikes are set at a slight downward angle, to allow the impaled victim to slurp noisily off and splash into the water. (The GameMaster should feel free to make all the sticking and slurping noises he likes.) The fish in the water are goldfish. Wait until after the adventure to tell the players that they were scared away from a pleasant swim by a fearsome pack of goldfish. However, if your players are the types who search the tavern's champagne glasses for secret compartments, and happen to some, how test the fish for ferocity, they should score a few points for thoroughness. After each character reaches the bottom (one way or another), the hand trolley will slowly make its way back to the top of the wire for the next person to have a go. Score Chart +5 For any character figuring out the puzzle and thus turning the switch to the "Right" position. +3 For player revealing the goldfish sham (without falling into the water). +5 For player suggesting that the party swim for it (provided they have discovered the fish ruse). -10 For being impaled. -6 For involuntarily falling into the water. +5 For best role player. 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. |