We've improved the log-in so it will be easy to see your characters and options and work with them. First, create a log-in, whether you're new here or have played before. At the top of the adventure and delver pages are links to do this (or click here). If you made a character before, simply log in (or create an log-in) and you'll see the option to Import Delver. Just enter the Delver ID and Password you used before (not your new Log-in Password, unless they're the same), and click the Import Delver button. This will add the delver to your new Log-in and give you options for them. You can also add more delvers after that, if you have them. Then whenever you log in, any delvers you have will be listed with their options. When you create new delvers in the future, they will automatically be added to your Log-in so there will be no need to import them. On a side note, we will offer the option to adventure with more than one delver at once in the future! For those adventures that aren't "solo" in every sense of the word. The new log-in system will make this convenient to work with.
Yes. If you create more than one delver they will each have a different Delver ID, given to you when you make them. You can give them the same Password or different Passwords, but be sure to remember the ID and Password for each so you can load them any time.
You are often asked to make a Saving Roll, or SR, for your character to see if they succeed at something (Saving Rolls are explained in the rules here). One of the character's attributes will be the base for the SR and rolling two six-sided dice adds an amount of chance to the outcome. If there's only one delver, click the Roll SR button next to the attribute called for; if there is more than one (i.e. a party) you have to select the attribute for the delver in question (repeatedly if more than one delver needs a SR). A summary of your roll along with SUCCESSFUL or UNSUCCESSFUL appears in the Messages box. What is "L" for? The box after the letter L is for the Level of the Saving Roll. In most cases the number in the box is the common level, and you can simply leave it. In Labyrinth, the Level is always whatever your delver's Level is. In Sorcerer Solitaire the saving rolls are level 1 regardless of delver level. In Dargon's Dungeon, most are L2, but some aren't. If the paragraph (room) asks for another Level of SR change the number after L. For example, if you are asked to make a Saving Roll on Intelligence vs Level 2, change the 1 in the L box to 2, then click the Roll SR button next to IQ. If Nedd and Gregg are in Dargon's Dungeon together and both need a L3-SR on DEX, select Nedd's DEX attribute, change the number by L to 3 in the universal SR roller above the characters, then click the Roll button. AP to 3select DEX and change L to 3 for a party in Dargon's Dungeon). The "DARO" rule (Doubles Add and Roll Over) is automatically applied to saving rolls. AP are awarded automatically for SRs. NOTE: It is always your Current score that is used (in the right column). You Max score is what you start at and return to if you recover or heal points for that attribute.
Personal Adds are your modifier for combat. Each combat round your Personal Adds (PAs) are added to your combat roll (if you fight), or subtracted if they are negative. They are based on your Strength (ST), Luck (LK), and Dexterity (DEX). More in the Combat rules.
When you encounter an enemy or decide to attack something, use the Combat Zone box on the dungeon page. Simply verify the information, such as the foe's Monster Rating (MR) and your weapons and armor, then click "Fight Combat Round" until either "You have slain the monster!" or "You art no more!" appears in the Messages box. More details: Enemy - The enemy's Monster Rating (MR) should already be filled in if there is an enemy to fight, but you can enter it and change it manually any time. The standard rule is for the monster's combat scores to go down when it loses MR, so enemy Dice and Adds change automatically each time it takes damage. Some special enemies have constand Dice and Adds like delvers, so no update is needed. Since there are several of these in Dargon's Dungeon an Auto Update option is given that will be checked or unchecked by default depending on the room (paragraph). Your Weapon - Select your weapon from the list by checking the box next to it. Only weapons you have the required Strength and Dexterity (ST and DEX under Current) to use will be listed. You can select two weapons if you have ST and DEX for both, they are not two-handed, and you don't select a shield in the following armor section. Your Armor - You can only check a shield if you have a free hand. While your shield is checked you may only use one weapon, which may not be two-handed, unless you click the check next to your shield to deselect it. NOTE: The system will automatically double the Hits for armor worn by Warriors. Fight Combat Round - Click the button under Combat Zone to fight a round of combat. If the Enemy wins the round, their MR is automatically reduced by the points of damage you deal (your score minus their score), and their Dice and Adds are adjusted accordingly. If they score higher, you lose CON equal to their score minus your score minus your armor rating. If no one dies click the button again to fight another round. If your CON hits 0 you die; if the their MR hits 0 they die and you can gain Adventure Points (AP). Note: Changes to your scores may be shown on the page but will only be updated in the database when you click a link to continue to another page. Be sure to do that before closing your browser after a combat. Special Items - If you have a special weapon or bonus, or armor that is not part of the standard abridged rules but that your character found or started with (perhaps in the Description), you can adjust your Dice and Adds manually. Just note that if you select a standard weapon from the list again, it will revert to that weapon's Dice and Adds. Likewise, checking armor will change the Hits, but you can change them manually if you use special armor. You can also adjust Personal Adds any time if you should receive any combat bonus. For more on combat see Combat in the Rules Combat for Parties The above rules and tips for combat apply to parties as well. The only difference is that you can have more than one delver attacking the enemy each round. Any delver who has "Join Combat" checked, and is still alive and well, will add their scores to the party's combat that round. The monster's total attack will also automatically be divided between them, before their armor is used to reduce it (which is an advantage). Note: If you have a party of three delvers and 2 will take on one enemy and another will take on another enemy, enter the scores for the first enemy under Enemy Scores, select the delvers who will fight it, then click the Fight Combat Round button. When that combat is over, change the enemy scores (e.g. MR) and the delvers checked for "Join Combat", then click "Fight Combat Round" to start your new combat.
AP stands for Adventure Points and are the way a delver's experience is kept track of so that they can increase their level and gain power as they adventure. Some T&T solos or adventures use the earlier term e.p., or experience points, which refers to AP.
A party is a group of delvers adventuring together. If you have two or more adventurers who are not indisposed (currently in a dungeon or dead) you can group them in a party so they can enter Dargon's Dungeon together (other dungeons are only for solo adventure). If you don't have enough free delvers to form a party, you can make new delvers or complete the adventures for any you already have. Then they will get the Join a Party option under Your Delvers. A party can have up to three delvers. "How do I delete a delver from a party?" First click Edit Parties or click Join a Party for a delver on the User page. Then check all the delvers you want to stay in the party, and click Form Party. Any delvers you left out are removed from the party. If you want a character to adventure alone, you can always click a dungeon entrance next to their name under Your Delvers, even if they are in of a party. "Can a party split up?" Yes, and sometimes they even have to. Even though the "party" still remains, you can select one delver to enter a room instead of the whole party. When they return to a room (paragraph) where other members of their party are, all the party members present will be shown. It's even possible for party members to enter different dungeons, but once a delver is past the entrance to a dungeon, they can't enter another dungeon or join any other parties until they complete the dungeon they're in. Disbanded If this shows for a party then the members of the party all all busy in dungeons other than Dargon's Dungeon, and therefore cannot adventure together. If any party members become free or are in Dargon's Dungeon already, the party will be able to adventure in Dargon's Dungeon.
There are buttons given on each page in a dungeon such as "Roll d6" or "Roll 2d6". Roll d6 means roll a six-sided die, i.e. get a random number between 1 and 6; 2d6 means two six-siders added together. When adventuring with a party in Dargon's Dungeon you can select the number of dice to roll (1-12); elsewhere you might need to click the buttons more than once to get a total (or add the d6 and 2d6 results for a 3d6 roll, e.g.). DARO, "doubles add and roll over", is a fun T&T roll where you roll 2d6, and if you get doubles, you roll 2d6 again and add that to the previous result; keep rerolling and adding as long as you get doubles. DARO is only included in the Roll SR buttons for now, but that is usually where it is used.
Invoking the gods is the same as making a regular Saving Roll. If no attribute is given, make a Saving Roll on Luck (LK). Whatever the attribute, click the Roll SR button beside that attribute and check the result under Messages. More on Saving Rolls here.
The forward to Labyrinth, by Liz Danforth, suggests increasing the difficulty of Labyrinth to adjust for rule changes in Tunnels & Trolls, but this isn't necessary for our online version of the dungeon. If you would like to read her forward, with its note on Experience Points, we include it here:
concerning the revised 5th edition of Tunnels & Trolls
Because of the increased dice and adds given to weapons and armor in the revised fifth edition of the Tunnels & Trolls rulebook, you may find that this dungeon will be too weak to properly challenge your characters - the Wanderers will be relatively weak, as this solitaire was designed under earlier editions of the rulebook.
To return the balance of play, and a personal sense of 'fairness' to this solitaire, it is suggested that you increase 'monster ratings' and 'gracious loser ratings' by 10 points. This should make the dungeon a challenge once again, without becoming an unforgiving deathtrap.
Also, in accordance with the new 5th edition of the T&T rules, sometimes we use the term "adventure points". Adventure points and experience points (EP) are the same thing, and these terms are used interchangeably throughout this dungeon.
- Liz Danforth September 1979
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