Here are all the covers
for the solitaire adventures
     published by Flying
Buffalo. Many of these are
 still available, while others
are out of print. Our plan is
 to get all of them updated
  and published once again.
 You can also get PDFs of
     many of these from
       drivethrurpg.com
                                   Solo 0: (For 1st edition T&T)      Solo 1: Buffalo Castle      Solo 2: Deathtrap Equalizer
       Solo 3: Labyrinth               Solo 4: Naked Doom           Solo 5: Dargon’s Dungeon          Solo 6: Weirdworld
      Solo 7: Overkill           Solo 8: Beyond the Silvered Pane    Solo 9: City of Terrors      Solo 10: Sorcerer’s Solitaire
     Solo 11: Sword for Hire        Solo 12: Arena of Khazan        Solo 13: Sewers of Oblivion     Solo 14: Sea of Mystery
Solo 15: Blue Frog Tavern     Solo 16: Misty Wood           Solo 17: Gamesmen of Kasar     Solo 18:Beyond the Wall of Tears
Solo 19: Captif d’Yvoire    Solo 20: Amulet of the Salkti       Solo 21: Red Circle         Limited Edition: Elven Lords
Solo 22: Caravan to Tiern      Solo 23: Dark Temple         Solo 24: When the Cat’s Away   Solo 25: Adventurer’s Compendium
 Solo 26: Goblin Lake        Solo 27: Agent of Death         Solo 28: Grimtina’s Guard     Solo 29: T&T Adventurers Japan
                              Solo 4
   DELUXE
 A solitaire adventure for:
   Also compatible with
   older editions of T&T
       Written by
     Ken St. Andre
        Cover by:
      Brian Talbot
     Interior Art by:
Rob Carver, Liz Danforth
 & Steven S. Crompton
   Graphics & Layout
  Steven S. Crompton
      Published by
   Flying Buffalo Inc.
 www.flyingbuffalo.com
                                  DELUXE
                     NAKED DOOM
        Revised and Expanded in 2017 from the 1977 solitaire adventure
                               Solo Number 4
                        Copyright © 2017 Ken St Andre
                   Original Copyright © 1977 Ken St Andre
           New art Copyright © 2017 Liz Danforth & Steve Crompton
             All other art & materials © 1977-2017 Flying Buffalo
      Special thanks to Liz Danforth and David Reid for allowing
         us to use the new Naked Doom art Liz created for the
                T&T Phone App version of Naked Doom.
      No part of this book may be reproduced or transmitted in any form or
    by any means, electronic or mechanical, including photocopying, recording
     or computerization, or by any information storage and retrieval system,
                without permission in writing from the publisher.
                              ISBN: 0-0940244047
                      13 digit conversion: 978-0940244047
                              Product #: FBI-8104
                            First Printing July 2017
                        Published by Flying Buffalo Inc.
                      P.O. Box 8467, Scottsdale, AZ 85252
                           www.flyingbuffalo.com
6
SET UP: HOW TO PLAY A SOLITAIRE ADVENTURE
T   his is the fourth in a series of programmed
    dungeons from Flying Buffalo. It was cre-
ated for the benefit of unfortunate people who
                                                         of death and survive should be bonafide heroes, and
                                                         there are some truly nifty items inside that I would
                                                         dearly love to have for my own characters.
don’t have friends handy at the moment to play
                                                         In order to play this game you will need paper, pencil,
TUNNELS & TROLLS. It consists of several
                                                         several ordinary 6-sided dice, the rules to TUNNELS
pages with about four paragraphs on each page.
                                                         & TROLLS, and maybe the DEATHTRAP EQUAL-
Each paragraph presents a situation with one or          IZER DUNGEON (there is one place where you can
more alternatives of what to do. You make your           exit directly from NAKED DOOM to DED if you
choices, and the text refers you to a new loca-          have DED). It will also help to have a lot of cour-
tion to see what happened.                               age! You can run Dwarves, Elves, Hobbs, or Humans
                                                         in NAKED DOOM as long as they have no magical
NAKED DOOM is not meant to be read like a                powers. Non-humanoid characters like Centaurs and
book. For maximum enjoyment you should only              Trolls wouldn’t logically get sent in, so forget them.
read the paragraphs you are instructed to read, and      You should start with first or second level characters
only when you are instructed to read them. If you        who know no magic. If you are playing Deluxe T
play by this rule, you should be able to run 10 or       & T, your character would also have 1 or 2 Talents-
more characters through the dungeon without ex-          -special skills that help make it unique. You may
hausting all the possibilities. After you have played    choose one Talent per character level. Each Talent
many times in this dungeon, you should know all          will add +3 to your die roll when attempting to make
the possible combinations as well as I do, but it can    a saving roll, but only if the Talent logically applies
still remain an interesting way of using 15 minutes      to the situation. For example, using your Persuasion
or so if you randomly decide which of the choices        Talent to help make a Charisma saving throw makes
to take for the characters you send in.                  perfect sense. Using it to help jump across a chasm
                                                         of molten lava using Strength makes no sense, and is
One thing that is very poor sportsmanship is to find     disallowed. Good Talents to choose for this adven-
out where all the good things in the dungeon are,        ture include: Persuasion, Agility, Acrobatics, Stealth,
then run dozens of characters through and collect        or perhaps you can think of something else you’d
the best treasures over and over. However, if you        like to be good at.
do not play fairly in programmed dungeons like
these, you will primarily be cheating yourself.          Note: dT&T allows you to increase attributes by
                                                         spending adventure points. To raise an attribute’s
When I first designed the DEATHTRAP EQUALIZ-             value by 1 point you must spend ten times that attri-
ER DUNGEON I thought it would be tough, but re-          bute number in adventure points. Once the points are
ally it is a pushover. There are too many situations     spent, they are gone forever. In NAKED DOOM you
in DED where you can walk in, do nothing, and            may spend adventure points in any paragraph that
walk out again better than when you started. This        awards you points for accomplishing something. Ex-
dungeon is not that way at all. I admit it at the be-    ample: you slay a troll and get 100 adventure points.
ginning: I am honestly trying to kill your first-level   You have a DEX of 9 and wish to raise it by a point.
characters when they go into this dungeon, and I         Spend 90 of your 100 points and bring the attribute
think I have a good chance of getting them right         from 9 to 10. Unspent adventure points accumulate
at the start. This is a very tough dungeon. To com-      to be spent later.
pensate for that, I have made it very high-paying in
terms of money and magic to take out if you play         Now: if you are ready, turn to the Prologue on the
well and survive. Characters who run this gauntlet       next page.
                                                                                                             7
                                      PROLOGUE
                                                      NAKED DOOM isn’t the official name, of
                                                      course. In the Books of Justice, it is listed as the
                                                      Royal Khazan Gauntlet of Criminal Retribution
                                                      and Rehabilitation. You can see why everyone
                                                      calls it NAKED DOOM. Officially, it was built
                                                      as a testing maze for potential heroes. But not
                                                      enough heroes ever came out of it to make it
                                                      worthwhile, so the city justice department took
                                                      over. It has been very effective in disposing of
                                                      unwanted prisoners.
                                                      There have been survivors. Twice the relief has
                                                      arrived at the exit to find the garrison all slain.
                                                      Five times men have emerged and jumped at the
                                                      chance to join an elite unit of the Khazan army.
                                                      No one except the wizard who built the dungeon
                                                      knows what happened to the several hundred
                                                      other men and women who have been sent there
                                                      to die.
                                                      Picture this: your character, a person who knows
                                                      no magic, is taken under heavy guard down into
                                                      the catacombs beneath the Khazan Courthouse,
                                                      where you are stripped of your clothing (and of
                                                      course all jewelry, amulets, and other devices
T   hey caught you. I don’t know what your crime
    was, whether you were defacing pictures of
                                                      you might have once owned). You are told that if
                                                      you can make it successfully through the series
the Empress, or spitting on the sidewalk, or run-     of tunnels and caves that lie ahead, you will es-
ning away with old ladies’ purses, or defaulting      cape with your life, and perhaps treasure. None
on your tab at the local tavern, or skinning cats     of your guards has ever been inside past the first
on a Holy Day. But whatever it was, you are in        turn, so they cannot tell you what dangers to ex-
trouble now, because the city of Khazan does          pect — only that less than one man in ten comes
not believe in coddling criminals. In fact, they of   out alive.
Khazan have a very interesting method of deal-
ing with petty criminals and minor malefactors.       Two of your guards begin stringing self bows
If you know any magical spells, they call in the      and selecting their best arrows — arrows whose
city wizards and mind-blast you into idiocy; then     points are darkly stained. An iron gateway is
you are sent out to work in the potato fields for     swung open. The archers step through and then
the rest of your life. If you do not have magical     you are roughly heaved through the portal. You
knowledge or powers, they give you your choice        see a stone corridor about 10 feet wide and 10
of death by torture, or of going into the NAKED       feet high, stretching in a straight line for a hun-
DOOM dungeon.
 8
                                                                                          PARA 1
dred feet before it abruptly turns. A few torches   for you, you take off at top speed.
throw a flickering light along its length.
                                                    Turn to 1. Read, make your choices, and follow
The captain of the guards points a stern finger     the instructions given. Good luck.
and says, “Run, dog!” If you know what is good
                                     Run, dog!
                                                                                               9
  PARA 1
1:     The bowmen behind you are both excel-
       lent shots. They could easily hit you if you
                                                      4:    You find yourself in a very large cavern.
                                                            Sunlight is coming in from someplace high
ran in a straight line. You will have to run fast     overhead, but you don’t see the source, and the
and dodge well to escape. If you already have         walls are slick with moisture: quite unclimbable.
a SPEED rating, you must make two first-level         As you wander around exploring the place, you
saving rolls: one on speed and one on luck (20        hear what sounds like a woman’s voice speak-
— rating). If you do not have a speed rating, fig-    ing a language that you don’t know. It is get-
ure it now by rolling three 6-sided dice (3d6) and    ting louder, and she seems to be coming in your
taking the total. Then proceed as stated above.       direction. Now you start to hear another voice
If you make both saving rolls, go to 49. If you       answering her, a deeper, quieter, more guttural
miss one or both, go to 2.                            voice. Evidently she is not alone. If you wish to
                                                      wait and meet this strange woman, go to 21. If
2:    For each saving roll you missed, you were
      hit in the back with one arrow. Each arrow
                                                      you decide to avoid the encounter, there is a path
                                                      that leads between two large pieces of fallen
                                                      stone, and you can run down that to 33. If you
that hits you takes 10 off your CON. Further-
more, they were poisoned. Every time you are          decide to hide behind one of the boulder-sized
asked to make a saving roll of any kind, take off     chunks of rock and watch in secret, to to 45.
1 more point of CON. If you are now dead, You
have met your Doom.. If you still live, despite
having arrows in your back, you may crawl to
                                                      5:    You fell short and dropped to a fiery doom.
                                                            You have met your Doom...
safety around the corner. Go to 49.
                                                      6:   Make your saving roll on IQ (20 — IQ).
3:    Suddenly a small filthy naked rock troll
      leaps out on you, and you must fight for
                                                           If you make it, go to 43. If you miss the
                                                      saving roll, then you don’t notice anything un-
                                                      usual. Go to 28.
your life! The troll has a monster rating of 30,
it gets 4d6 and 15 adds. You get 1d6 times your
strength multiplier and what-
ever your adds are. The
rock troll has a consti-
                                                                 7:     For the first combat turn he
                                                                        fights you alone. On the second
                                                                 combat turn two of his fellows join
tution of 30. As the                                             him, and after that two more men
troll’s CON/MR goes                                              join the fight every combat turn until
down, it will get less                                           either you are dead, or all the guards
combat adds, but it al-                                          are in the fight. All other fighters have
ways rolls at least 4D6.                                         swords and shields, and they are all
Fight until one of                                               wearing mail. They each get 3 dice
you is slain. If you die,                                        and 10 adds. They can take 10 hits
You have met your                                                per combat turn on their armor. You
Doom.. If the troll dies,                                        must kill them all to survive. If they
go to 37.                                                        kill you, you have met your Doom..
                                                                 If you slay them all, go to 68.
 10
                                                                                           PARA 8
8:    You can plunder the guard room. There is
      food, drink, clothing, mail, shields, weap-
ons of all classes. Randomize 3 times for trea-
sure on page 27, but there will be nothing magi-
cal here. There are horses in the barn outside.
You get 5000 adventure points for surviving
and conquering the NAKED DOOM dungeon,
along with adventure points for saving rolls, and
any foes you have conquered. You are no longer         well,    he was ugly anyway...
naked or doomed. You may spend your adven-
ture points and increase your attributes now, and
you are totally free to do what you want. When
                                                     11:     You feel a sharp pain and an impact that
                                                             knocks you off your feet. The goblin
                                                     threw his spear, and it hit you in the back doing
you have done all that, then go to 67.
                                                     3d6 + 14 points of damage. If that reduced your
                                                     CON to zero or less, you are dead or dying--
                                                     You have met your Doom.. Your foes will not
                                                     heal you, and there is no one else. If you are not
                                                     dead, and still have a CON of 5 or more, then
                                                     you stagger on with the spear in your back and
                                                     escape to 52. You have gained a 3d6 spear. If
                                                     you survived, but your CON is now between 1
                                                     and 4 points, you passed out--go to 35.
                                                     12:      You are down and your foes think you
                                                              are dead. They will leave without mo-
                                                     lesting your body, or taking your stuff, unless
                                                     you have a metal weapon--that they will take. (if
                                                     your character is human, you are dead. End the
                                                     game. If your character is non-human, there is a
                                                     chance that you are only mostly dead, and will
                                                     recover. Make a L1SR on LK. (20-LK). If you
9:    Make a L3SR on luck. If you made the
      roll, your journey is uneventful. Go to 4.
                                                     make the saving roll, then you will wake up sore
                                                     and hungry, and your CON will be back at 3.
If you miss the saving roll, go to 102. After        You are just barely strong enough to stagger on
winning your fight, go on to 4.                      through the caverns. Go to 4. If you encounter
                                                     the woman and her bodyguard again, it doesn’t
10:       She looks at you scornfully. “You’re na-
          ked! Get away from me, or I will have
                                                     happen--go instead to 102.
my bodyguard kill you!” The big goblin looks
eager to do just that. Embarrassment causes you      13:      As you walk in this direction you notice
                                                              the air gets worse and worse, fouler and
to lose 1 point of CHR permanently. If you turn      fouler. Make a first-level saving roll on IQ (20
and run away immediately, go to 33. If you’d         — IQ). If you make it, go to 74. If not, go to 3.
rather fight the goblin, go to 70.
                                                                                                   11
  PARA 14
14:       After walking for several hundred feet
          (or staggering, if you are wounded), you
                                                      and thirsty. If you want to drink from Fountain 1,
                                                      go to 25. If you want to drink from Fountain 2,
come into a large natural grotto. The floor of this   go to 86. If you prefer the third pool of slimy-
room is littered with human bones. There are 3        looking water, turn to 51. If you refuse to drink
pools of water, black and thick-looking. They are     from any of them, go to 61.
too widely separated for you to reach more than
one of them at a time. The first has one skull by
it; the second has two skulls sitting nose-hole to    15:     Try to make a first-level saving roll on
                                                              each attribute in order (20 — attribute).
nose-hole. The third has three skulls, with one       If you miss all eight, go to 73. If you make even
stacked atop the other two. You are probably hot      one saving roll, go instead to 26.
 12
                                                                                          PARA 16
                                                    19:      When you awake, you are alone and un-
                                                             harmed. You look around for the way
                                                    back to the grotto, but it has vanished. Instead,
                                                    you find a streak of yellow rock in the floor, and
                                                    a sign which reads “Follow the gold to the Pal-
                                                    ace of Delight.” There’s nothing else to do, so
                                                    you walk along the trail, which gets smoother
                                                    and brighter as you go. Finally you arrive at a
                                                    palace of shimmering white marble. A beautiful
                                                    scantily-clad houri (one of the beautiful maidens
                                                    that in dwell in paradise) is waiting to greet you.
16:      A cloud of vampire bats rises out of
         the chasm and begins to dive at you
                                                    She claps her hands, and you are no longer naked
                                                    — instead, you are dressed as a prince in the fin-
and attack. If you have a bamboo spear with         est of jeweled silken robes. She leads you inside,
you, add 5 to your DEX to represent your abil-      and introduces you to her six sisters, each more
ity to keep your balance and to drive back the      gorgeous than the one before. Go to 79.
swooping mammals (this DEX raise is only
temporary, for the saving roll which follows
only!). Now make a first-level saving roll on
DEX and a saving roll on LK (20 — attribute).
If you make both saving rolls, go to 30. If you
missed either one of them, go to 64.
17:       You get 124 adventure points for kill-
          ing the Balrukh. All the goblins run
away from you in terror. Searching the room,
you find 10 gems. Randomize for them in
the jewels section of the treasure generator at
103. There is also a pouch to carry them in,
and you are able to make a crude belt for your-
self from a fragment of the Balrukh’s whip.
There is no clothing. You also find another
door leading out of the chamber. If you want to
try it, go to 65. If you’d prefer to retrace your
steps to the lava trench, go to 78 via 53. Do
not come back this way again.
18:      Almost through the room, you find
         a movable stone in the floor; there is
                                                    20:      After killing the goblins, you discover to
                                                             your dismay that a stone block now seals
the rune for treasure carved in the stone. You      off the way back to the lava trench. But you can
open it. To find out what treasure is there, go     take a goblin dagger made of corroded bronze
to 103. If you get a magical treasure, go to        that is worth 2d6 in combat, and use it as an extra
104 and roll 1d6 to see what magic treasure         weapon. They do not have any treasure on them,
you have found. After collecting, go to 31.         or any other useful items. You must go to 96.
                                                                                                   13
PARA 21
21:       A goblin comes around a large stalag-
          mite in front of you. It is a large goblin,   25:      Roll 1d6. If you roll 1 — 5 you find that
                                                                 this fountain tastes sweet, but is deadly
fully four feet tall, with a pale green complex-        poison. Subtract 20 from your constitution. If
ion. It is actually wearing a form of crude ar-         you rolled a 6, the water was sweet indeed: you
mor that seems to be made mostly of bones and           can now see in the dark — even total dark. If the
turtle shells, and he has a large knife in a sheathe    water was poison and killed you, You have met
at his hip, and is carrying a crude stone-headed        your Doom.. If you are still alive, go to 14 and
spear with a bamboo shaft. Seeing you the gob-          make another choice.
lin stops abruptly and barks out a word of alarm,
but almost immediately a human woman comes
into view. She is scantily clad in a halter top and     26:       If you made any of your saving rolls,
                                                                  add 10 points to each attribute that you
loin cloth of some ragged brown cloth. There            succeeded on. The sword remains stuck in the
is something strange about her eyes. When she           wall. A deep voice booms, “Not entirely hope-
sees you, she stops and emits a short, chilling         less!” if you wish to try for this sword again, go
laugh. “What?” she asks in fluent Khazni (the           to 75. If you’d like to try for the Hero Sword, go
common language of Khazan). “Who are you,               to 63. If you give up and head back, go to 49.
and what are you doing in my cavern?” If you
stay and answer politely, go to 57. If you see
the goblin and decide to attack it, go to 69. If        27:      Near the spring you find a tunnel slant-
                                                                 ing down into the floor with one runic
you decide that this isn’t safe, and wish to run        word hacked into the rock nearby — OUT! If
away immediately, go to 33.                             you wish to follow this tunnel, go to 89. If you
                                                        change your mind and don’t want to leave now,
22:      The woman shrieks with dismay when
         you suddenly appear. “Kill it! Kill
                                                        then go to 100.
it!” she commands. Her big goblin bodyguard
doesn’t hesitate. He lunges at you with his spear.
If you decide to turn and run away, go to 46 If
you want to just try and fight the goblin, go to
70. If you’d like to try and dodge the first at-
tack and wrestle the spear away from the goblin,
go to 71.
23:      You stop and pick up the spear. It is a
         3d6 weapon. Looking behind, you see
your foe is backing away quickly with his eyes
on you. If you decide to let him go, then you will
both escape. You can go to 52. If you decide
to press your advantage and attack the goblin,
go to 47.
24:      You laugh scornfully and advance with
         murder in your eyes. Go to 83.
                                                        28:     If you are immune to all poisons, go to
                                                                90. If you are not immune, go to 77.
14
                                                                                           PARA 29
29:      The frog ring begins to glow and you
         are magically transported into the
                                                    1000 adventure points for surviving NAKED
                                                    DOOM, and you may take your level bonuses
DEATHTRAP EQUALIZER DUNGEON.                        now. Eventually, your term of service will expire
Roll 3 dice, and go to the “A” paragraph for that   or you will see a good chance to desert, and you
page number in DED. (If you do not have DED,        are finally totally free. Your sordid criminal ca-
then the spell does not take effect. However,       reer is a thing of the past. From now on you can
you may keep the ring — it is worth 10 gold         spend your time robbing dungeons. Go to 67.
pieces. Go to 89 and make another choice).
                                                    33:      You dash off between the two boulders
                                                             and run away as quickly as you can.
                                                    You soon leave that part of the cavern behind
                                                    and find yourself wandering through a great fun-
                                                    gus forest where the rocks are all covered with
                                                    lichen, the ground underfoot is a squishy mass of
                                                    decomposing plant material and mud, and great
                                                    pale toadstools taller than a man sprout out of
                                                    the mud all around you. As you wander around
                                                    exploring this place, roll 1d6 to see if you meet a
                                                    wandering monster. If you roll a 1, go to 102.
                                                    That will be a random encounter that will prob-
                                                    ably be a fight. If you survive the fight, or don’t
                                                    have a fight, then go to Paragraph 52.
30:      You keep your balance and beat off
         the bats long enough to reach the oth-
                                                    34:      In a short, fierce battle, you finish off
er side of the chasm. You get 100 times the                  the goblin. When it is dead, you can
numbers you rolled as saving rolls in adven-        loot the body if you wish. You will find a crude
ture points. Ahead of you is a lightless tunnel     stone-tipped spear worth 3d6 in combat, an old
into which you must go. Go to 78.                   bronze dagger worth 2d6 in combat, a disgusting
                                                    loincloth you can use to cover your nakedness,
31:     You come into a room that has a pur-
        ple, orange, and blue (the royal colors
                                                    and some crude bone and shell body armor that
                                                    will provide 4 points of protection if you put it
of Khazan) tunic laid out on a couch. It is just
                                                    on. (Adjust your character quickly.) The wom-
your size and bears the national emblem of
                                                    an looks at you in fear and amazement. She has
Khazan in an embroidered design on the front.
                                                    never seen such a mighty warrior. “Don’t hurt
You may put it on if you wish. There is also
                                                    me,” she pleads. “I can help you.” A few mo-
one weapon in the room. To see what it is, go
                                                    ments ago, this woman was scornful and would
to 91.
                                                    have had you slain. Now she is at your mercy. If
32:      You are safe. Your new comrades
         demand that you share any treasure
                                                    you wish to try again to befriend her, go to 48
                                                    (The fact that you are not trying to harm her in
brought out of the tunnels. If you agree, di-       any way will get her to overlook the fact that she
vide any monetary treasure you have by the          feels no attraction to you at all.) If you tell her
number of men in the room. If you don’t agree       that she is now your captive and had better obey
to share your loot, go to 44. You get another       you if she knows what’s good for her, go to 83.
                                                                                                   15
 PARA 35
35:      The goblin reclaims his spear and
         leaves you for dead, but you are not         38:      If you missed any of your saving rolls,
                                                               add 10 points to the attributes you
dead. Many hours later, you awaken, weak and          missed. The sword remains stuck in the wall. A
in great pain, but still alive. You stagger to your   deep voice chuckles, “Not really a hero.” If you
feet and continue to wander about. Eventually,        wish to try for this sword again, go to 75. You
you find an oasis of sorts. Go to 52.                 no longer see the Hopeless Sword. If you don’t
                                                      want to try again, you will have to go back. Go
36:      The goblin’s spear whooshes past you,
         just missing, and clatters to the ground
                                                      to 49.
in front of you. If you wish to slow and pick it
up, go to 23 If you ignore the spear, and run         39:      You are halfway across the chasm when
                                                               a cloud of vampire blood bats rises and
even harder, you will escape because the goblin       attacks you. Before you can do anything to de-
hesitated when he saw that he missed you--go          fend yourself, you are bitten by several of them.
to 52.                                                If you are immune to poison, take 7 hits from
                                                      your constitution and go to 30. Otherwise you
37:     You get 30 adventure points for killing
        the troll. Going on down the tunnel for
                                                      feel a wave of nausea, grow dizzy, lose your
                                                      hold, and plummet to your death below. You
a long way, you finally come to a secret door         have met your Doom..
(which is no secret on your side of the wall). If
you wish to go through, go to 4. If you want to
go back, go to 49 and make another choice.            40:     Make your first level saving roll on
                                                              Strength (20 — ST). If you make it, go
                                                      to 76. If you miss the roll, go to 5.
 16
                                                                                            PARA 41
41:      To the left you find nothing, but around
         a corner to the right, you come across     43:       You notice that it is not nearly so misty
                                                              close to the floor as it is higher up in
an enormous jade idol of a frog. On the altar       the room. You decide to squirm through on your
before it is a small bronze ring in the form of a   stomach in case the mist is dangerous (good
frog biting its own hind legs. If you want to put   guess!). If you are immune to poison you will be
it on, go to 29. If you decide to leave it alone,   totally unhurt. If you are not immune, roll 1d6
go back to 89 and make another choice.              and take that number of hits from your CON. If
                                                    you died, you have met your Doom.. If you still
                                                    live, go to 18.
42:      You follow the tunnel for an hour and
         then it ends in a wooden door. You
                                                    44:       You have to fight them all. There is a tre-
open it to see a room full of silvery mist. If                mendous battle. They each fight with a
you want to walk straight into this room for        broadsword, and get 3d6 plus 10 adds in combat;
the exit that you can barely see across from        they can take 7 hits on armor. They each have a
you, go to 29. If you want to study the room        CON of 12 except for the leader, who has a CON
from the doorway first, go to 6.                    of 15. If they kill you, you have met your Doom..
                                                    If you kill them, go to 68.
                                                    45:       As you watch from hiding a large gob-
                                                              lin armed with a spear and a knife and
                                                    wearing some crude armor made of bones and
                                                    turtle shell appears on the trail. Right behind him
                                                    comes an attractive dark-haired woman dressed
                                                    in ragged brown halter top and loin wrap. She is
                                                    talking to the goblin in its own language. Make
                                                    a L2SR on Luck (25-LK). If you make it, go to
                                                    81; if you fail, go to 93.
                                                    46:       You flee with all your might. If you can
                                                              just make it past that column of rock
                                                    up ahead, you might escape. Make a L1SR on
                                                    Luck. (20-LK). If you make it, go to 36; if you
                                                    fail, go to 48.
                                                    47:      The goblin turns and runs back to his
                                                             companion. If you follow him, you will
                                                    catch him just as he gets back to the woman in
                                                    brown — go to 58 If you choose to let him es-
                                                    cape, you will find yourself wandering through
                                                    the cavern again — go to 52.
                                                                                                     17
 PARA 48
48:      Shyan takes a liking to you, and ex-
         plains that she is a leader among the lo-
                                                     and eventually you suffocate under your own in-
                                                     flamed bulk. You have met your Doom... On the
cal goblins. She says she can help you on your       other hand, if you make the saving roll, hope
way if you will promise to be a goblin friend and    is in sight: multiply your strength, dexterity,
never harm her people. If you agree to become        and charisma by 3. After drinking, you pass
a goblin friend, go to 59. If you’re not friendly,   out. Go to 4.
go to 71.
49:      You dodge the arrows and get safe-
         ly around the corner. The tunnel here       52:       After a while, you discover a large
                                                               warm spring. There are lots of frogs,
is much darker, but there is enough light from       insects, and small fish in it. Many water plants
phosphorescent moss so that you can dimly see.       grow in and around it. If you do not have a
The passage divides into 3 separate tunnels. If      weapon make your first-level saving roll on IQ
you want to go to the left, go to 13. If you want    (20 — IQ). If you make it, go now to 98. If you
to go up the middle, go to 14. If you want to go     already have a weapon, or did not make your
right, go to 62.                                     saving roll, read on. Hungry, you contrive to
                                                     capture several frogs, and you pick some wa-
50:      As you start back for the grotto and
         the spring, you’re jumped by 6 knife-
                                                     tercress which is sufficient to provide you with
                                                     a meal, although not a very appetizing one. You
wielding goblins who are angry that you’re           know that a person could survive here in this
stealing their mushrooms. Each goblin has a          cavern. If you want to stay here, and not try to
CON of 7 and a 2d6 knife (Total, 12 dice). If you    get out, go to 100. But if you are determined to
kill them all, you may randomize for treasure on     escape from these caverns, go to 27.
page 15, but they won’t have anything magical.
If they kill you, You have met your Doom. If
you’re still alive, go to 60.
51:      This is the pool of
         greatness. It tastes ter-
rible, but you can feel yourself
changing. A cold sweat breaks
out on your forehead, though —
roll a first-level saving roll on
your current CON to see if you
have an allergic reaction to ele-
ments in the water (this is not the
same thing as being poisoned).
If you miss the saving roll, your
skin turns cherry red, itches hor-
ribly, and swells to monstrous
proportions. Your heart labors,
18
                                                                                          PARA 53
53:     The muffled drumming stops, but as
        you continue to go down the passage-
                                                     58:        “Stop fighting!” yells the woman.
                                                                “Don’t kill my servant, and I will help
way, the sniggering behind you grows louder.         you.” If you listen to her and stop fighting, go
If you wish to go back and see what is follow-       to 95 If you ignore her command and continue
ing you, go to 88. If you ignore it and go on,       to fight, go to 24.
go to 96.
54:       You have been transported into a magi-     59:       You learn that the woman is named
                                                               Shyan, and that she has been living
          cal arena. The weapon in your hand is      with a group of goblins for a long time now.
enchanted to double its normal dice and adds.        They adore her, and since she has no reason to
Go to 102 to discover what foe you must face.        return to the surface, she has come to think of
The enchantment on your weapon lasts only as         herself as practically a goblin herself. But she
long as you are in this arena, beyond time and       says that she does know one way out of these
space. If you kill your foe, you get your adven-     caverns, and if you wish to follow her, she will
ture points and treasure (if any) as listed — then   take you to it. If you trust her, go to 94. If you
go to 84. If your foe slays you, then you have       decide you would rather find your own way out,
met your Doom..                                      go to 52.
55:      He is armed with a spear and is wear-
         ing mail — he shouts for help. Roll 2       60:      You get back to the grotto with the
                                                              mushrooms. When you eat them, they
dice to see how many other guards armed with         cause you to fall into a deep and nightmare-
swords and wearing mail will come to his aid.        ridden slumber. Roll 1d6 and subtract that from
In combat he gets 4 dice and 12 adds. He has         your STR (you slept that many days without
a CON of 15, and his mail will take 10 hits for      food or water. This loss is permanent until you
him. Go to 7.                                        get ample food and drink. Frogs and watercress
                                                     don’t cut it). If your strength dropped to zero or
56:     Roll 1d6. For that number of days you
        live in perfect bliss. You go to sleep in
                                                     less, you died in your sleep. When you awake,
                                                     you realize that your only chance is to go on be-
the arms of your favorite on the last night. Go      fore you get too weak to continue. Go to 27.
to 92.
57:        You stand your
           ground and greet this
strange woman. You tell her
your name, and your story (go
ahead — make up a story to
use the next time you meet a
strange woman) and ask for
her help. Make your L1SR
on Charisma (20 — CHR). If
you make it go to 48; if you
fail, go to 10; if you fail cata-
strophically, go to 22.
                                                                                                  19
 PARA 61
61:       Having de-
          cided    not
to drink, you pass
through this room of
bones and find your-
self in another tunnel.
You follow it for more
than an hour and come
out in a large cavern.
Go to 4.
62:       You      walk
          for a long
way and come out
in a small room with
2 swords stuck half-
way up their blades
into the stone wall. Beneath
each sword is one word. The first
says, “Hopeless”. The second says,
“Hero.” You probably remember some legends
about magical swords stuck into stone, and even       but if you run quickly across the bridge, you
if you don’t, you may be desperate enough to          should be okay. On the other side you find your-
try to pull one of the swords loose. If you try to    self in a tunnel that leads back to the main pas-
pull out the Hopeless Sword, go to 15. If you         sage via a secret door. Make a L1SR on LK. If
wish to try for the Hero Sword (which is by far       you make it, nothing happens and you go to 42.
the larger), go to 63. If you don’t want to try for   If you fail the roll, you will encounter something
either of them, you can walk back to the 3 tun-       coming from the other direction, and it will not
nels. Go to 49 and try another branch.                be friendly — go to 102. If you are a goblin
                                                      friend and you meet goblins you need not fight
63:     Try to make a saving roll on all 8 at-
        tributes. If you make all 8, go to 85.
                                                      them--just say hello and keep going. If you sur-
                                                      vive your monster meeting, go on to 42.
If you miss any of the rolls, keep track of which
ones you missed, and then go to 38.
                                                      66:       You follow him into a large guard-
                                                                room. Roll 2d6: that is how many oth-
64:      In fighting off the blood bats, you lost
         your balance and fell from your precar-
                                                      er guards are present, dressed as he is dressed.
                                                      They offer to enlist you in their own elite section
                                                      of the Khazan Army. If you wish to join these
ious perch to an early and unpleasant death. You
have met your doom.                                   men, known as the Khazan Killers, go to 32. If
                                                      you decide not to join them, but to attack them
65:      The door leads to an iron bridge that
         spans a deep trench through which red
                                                      instead now that you can see how many of them
                                                      there are, go to 44.
hot lava slowly oozes. The heat is tremendous,
 20
                                                                                           PARA 67
67:       The air has never smelled sweet-
          er. No doubt--many more adven-
                                                                               70:       The
                                                                                         has a CON
                                                                                                  goblin
tures lie ahead of you, and someday you                                        of 28 — he’s a tough
will be one of legendary heroes of Troll-                                      one. He also has bone
world, but right now, you can simply sa-                                       and shell armor that will
vor the fact that you beat the odds and im-                                    take 4 points of damage
proved yourself in doing so.                                                   for him each round. If
YOU WIN!!!!! The End.                                                          he still has the spear he
                                                                               gets 3d6 + 14; if he has
                                                                               lost the spear, he will
                                                                               fight with his dagger
                                                                               and get 2d6 + 14. There
                                                                               is no avoiding this fight.
                                                                               Fight to the death. If
                                                                               you win, go to 34 If
                                                                               you lose, go to 12.
68:      You awaken naked and cold in the cav-
         ern of the mushrooms. Roll 1d6 and           71:       To dodge the attack, make a L2SR on
                                                                SPD. If you make that, then try a L2SR
subtract that from your STR (you have gone that       on DEX. If you succeed on both saving rolls,
many days without food while unconscious). If         then you will take the goblin’s spear away from
your STR is reduced to 0 or less, you die of star-    him — go to 70 for the battle. If you fail, you
vation. You have met your Doom.. If you’re still      will just find yourself fighting it — go to 70.
alive and wish to eat more mushrooms, go to           If you fail catastrophically (roll of 1, 2 on 2d6),
97. If you’d rather go back to the pool, go to        you slip and the goblin impales you on his spear
99.                                                   doing his full combat damage of 3d6 + 14 hits to
                                                      your CON and you do no damage to him. If that
                                                      reduces your CON to zero or less, go to 35;
69:        You leap out and attack the goblin.
           He sees you coming in time to react.
                                                      if your CON is still positive after that ghastly
                                                      wound, go to 70 and keep fighting.
He has a CON of 28 and his crude armor will
take 4 points of damage for him each combat
round. He fights with the spear and gets 3d6 +
14 combat adds. Do regular T & T combat for           72:      You find you can’t get back into the
                                                               room where you found the weapon.
at least 2 rounds. If he kills you within 2 rounds,   You will have to deal with this man. Go back to
go to 12. If you kill him within 2 rounds, go         84 and make another choice.
to 34. If you are losing the fight after 2 rounds
and want to make a break for it, go to 40. If he
is losing after 2 rounds, but not dead yet, go to
58. (Losing is defined as whoever has taken the
most combat damage.)
                                                                                                    21
 PARA 73
73:       The sword slides out of the wall into your
          hand, and a voice like thunder says, ‘Truly
                                                            78:       Slowly light begins to show
                                                                      again. The rock beneath your
hopeless!” You suddenly feel like a great warrior. The      feet gets very warm, and you hear a muf-
voice belongs to the sword which is alive and gets a        fled booming noise. The tunnel comes
straight 200 hit points per combat turn when you are        to an end in front of a trench about 10
in combat. This sword will not work at all for anyone       feet deep and a little wider, and the tun-
else, and if you should die, it will disappear. After you   nel continues on the other side. You also
have taken the sword, a block of stone slides across the    see a side tunnel 20 feet wide and 30 feet
passage behind you. You can no longer see the Hero          high paralleling the lava trench. If you
Sword, but in front of you is an open doorway leading       wish to try to jump the trench, go to 40.
into a very large and fairly bright cavern. Go to 4.        If you want to explore the side tunnel, go
                                                            to 53. There is a crash of falling stone
74:      You recognize the bad smell as the odor of rock
         troll. (Rock trolls never bathe, dirtiness being
                                                            in the tunnel behind you, and you hear
                                                            high-pitched sniggering. You know now
                                                            you can’t go back.
next to demonliness in their piggish little red eyes). If
you wish to go on, go to 3. If you want to run back and
try another tunnel, go to 49.
75:      Two deep voices thun-
         der, “YOU GET JUST
ONE CHANCE - YOU ONLY
GO AROUND ONCE IN THIS
LIFE!” A stone door slides
across the passage behind you,
and the room, magically, instant-
ly, begins to fill up with beer.
You drown. You have met your
Doom.
76:       You jumped across the
          trench safely and can
go on down the tunnel. You get
100 adventure points for making
the leap. Go to 42.
77:      The mist in this room
         is a deadly acidic poi-
son. Roll 5 dice and take that
many hits on CON before you
get through. If you survive, go
to 31. If not, You have met your
Doom.
 22
                                                                                         PARA 79
79:       The seven houris beg you to stay with
          them, calling you master and offering    81:       They do not notice you hiding behind
                                                             the boulder, If you wish to simply let
you everything your heart desires. If you accept   them pass, they will walk on by and disappear
their offers, go to 56. If you would rather have   when they round the next bend in the trail —
your freedom, and beg them to help you escape      go to 52. If you decide to rescue the woman
from these caves, go to 80.                        and attack the goblin, go to 69. If you decide to
                                                   step out from behind the boulder and try to talk to
80:      One of the houris brings out an old oil
         lamp and rubs it. Smoke issues forth
                                                   them, go to 57.
and condenses to form a most ominous-looking
genii. “Take this man (or woman) wherever
he or she would like to go.” You feel yourself     82:       “Don’t kill him,” orders the woman.
                                                             “You may stand up and explain your-
grabbed in a mighty embrace; your fine robes       self,” she tells you. Go to 57.
are ripped away, and the world begins to spin
and then fades away. Go to 68.
                                                   83:      As you advance menacingly upon the
                                                            woman, she throws up her hands and
                                                   gestures magically, calling out a brief incanta-
                                                   tion. You feel a shock like a warm gust of air,
                                                   and suddenly you are overwhelmingly sleepy.
                                                   You fall down, asleep before you hit the floor.
                                                   You sleep for a long time. If you are wounded,
                                                   you will recover 1 CON point, and lose 1 STR
                                                   point. When you awaken, the woman is long
                                                   gone. She took all your weapons, but left the
                                                   goblin armor behind. It can be adjusted to cover
                                                   part of your body and will provide 4 points of
                                                   protection. Go to 52.
                                                   84:        When you leave the arena or the room
                                                              (which ever happened) you find your-
                                                   self in a short tunnel. Ahead of you a good ways
                                                   you hear human voices and then an alarm bell
                                                   goes off. A door opens at the far end of the pas-
                                                   sage, and a big man in chainmail comes to the
                                                   doorway and yells at you. “All right now, come
                                                   on out of there with you hands up! There is no
                                                   place to retreat to, and we have you outnum-
                                                   bered. If you follow his order, go to 66. If you
                                                   attack him as soon as you get close enough, go
                                                   to 55. If you’d rather try to go back, go to 92.
                                                                                                 23
 PARA 85
85:        The sword slides out of the wall and a
           deep voice says, ‘Truly a hero!” This      87:     After the fight, you realize there is no
                                                              real safety here. The next monster you
sword gets 100 hit points per combat turn when        meet may be tougher. Now you must decide
you are in combat, and if you have it out you         whether you really want to stay. Go to 27.
can bat arrows out of the air with it. It is 6 feet
long and shines dimly with a golden light. It is
alive, and the voice belongs to it. The sword will    88:       As soon as you start walking back, you
                                                                are attacked by 6 goblins with daggers.
warn you when enemies are about to attack, un-        If you choose not to fight, but to run away, go to
less you are using it in a programmed dungeon,        96. If you stay and fight them, you will see they
where it will (of course) remain silent. You are      each get 2d6 plus 5 adds per combat turn. They
the only person who can wield the Hero Sword.         can each take 11 hits. If you fight and they kill
If it is lost or stolen, or if you die, this sword    you, you have met your Doom.. If you destroy
will disappear. The passageway behind you is          them all, you get 300 adventure points, and then
sealed off by a sliding stone block, and you find     you can go to 20.
yourself looking through an opening into a very
large, fairly bright cavern. If you look for the
Hopeless Sword, it has vanished. Go to 4.             89:       Once again you are in a dimly-lit tun-
                                                                nel. You follow its twists and turns
                                                      for several miles until the walls fall away on
                                                      the sides, and you find yourself at the edge of a
86:      This fountain tastes bitter, but it is an
         antidote for all poisons. Henceforth,
                                                      mighty chasm. It is bridged by smooth arching
                                                      stone, not too wide, but wide enough to walk
you are immune to poisons. However, the drink         across. Your choices are these: you can try to
knocks you out. Go to 4.                              walk across, try to crawl or slither across, go
                                                      back to the large cavern, or explore along the
                                                         edge of the chasm. If you walk across, go
                                                            to 16. If you crawl, go to 39. If you
                                                               go back to the cavern, you will arrive
                                                                  there safely (but shame on you for
                                                                     cowardice!). Go to 100. If you
                                                                        explore the edge of the chasm
                                                                           then go to 41.
 24
                                                                                        PARA 90
90:      You walk right through the room and
         come out into another small room, and
                                                    to attack. He will be on you in an instant. You
                                                    must quickly decide what to do. If you leap up
then out into yet another small chamber. Go to      and fight him, go to 70. If you prostrate your-
31.                                                 self with hands above your head in token of sur-
                                                    render, go to 82. If you spin around and run for
91:     There is a weapon in this room, and
        it seems to have been chosen just for
                                                    your life, go to 46.
you. Roll 1D6 to see what it is:
                                                    94:       Shyan leads you out of the great grotto
                                                              and through a long tunnel that ends at
Die Roll   Weapon               Combat Dice         the goblin village. Once there she feeds you and
______________________________________              gives you a place to rest. You spend some time
1		        Broadsword		            3d6+4            with her, and pick up a basic knowledge of the
2		        Billhook		              4d6              goblin language (It is called Gobble and you
3		        Woodman’s axe           3d6              learn that they are called goblins because they
4		        Kukrie		                2d6+5            speak Gobble.) If you like Shyan, you may stay
5		        Common spear            3d6+1            with her in the caverns and be her new body-
6		        Light crossbow*         4d6		            guard (it is a day and night job.). But if you
               *there is also a sheathe             are determined to leave, you will stay just long
                    with 20 bolts.                  enough to recover all lost CON points. Spend-
______________________________________              ing time with Shyan has improved you in many
                                                    ways. (Increase all your attributes by 1 point
If you equip yourself with the weapon you find,     each.) When you are ready to leave, she leads
go to 54. If you don’t take it, go to 84, You       you to a mysterious door in a cavern wall. Go
may keep any weapons you already have.              to 65.
92:      You wake up sprawled among the
         mushrooms on the cavern floor. Each        95:     You stop fighting and tell her that you
                                                            never wanted to fight in the first place.
day of bliss that you thought you experienced       You only wanted to talk to her and try to get
was actually one day you lay unconscious with-      some help. Go to 59.
out food or drink. Subtract that number from your
strength (this is a permanent loss until you get
plenty of food and drink). If your STR reached
zero or less, you died of starvation shortly af-
ter awakening. In this case, you have met your
Doom.. However, if you still live, go to 9.
93:       The goblin detects
          you, probably by
smelling you, but it may
have heard you. Seizing his
spear in both hands, the large
goblin leaps around the boul-
der that conceals you ready
                                                                                                25
PARA 96
96:       “WELCOME,
          MORTAL!!!” You have
                              LITTLE
come out in the chamber of the Bal-
rukh. It looks like a tall black shad-     welcome,
ow, wreathed in flames, and armed
with an enormous whip. Hundreds
                                         little mortal!!!
of goblins suddenly crowd the tun-
nel behind you and block the way
back with their spears. If you have
met Shyan and are a goblin friend, go
to 101. If not, then you will have
to fight the Balrukh. It has a mon-
ster rating of (MR)124. Its whip is a
13D6 weapon, and it is enchanted so
that anyone can use it. If you can do
124 points of damage to the Balrukh,
you will beat it. Fight hard — if it
kills you, you have met your Doom.
If you kill it, go to 17.
97:       Delicious is not quite the
          word for these thallophytes.
Interesting would be a fair descrip-
tion. Nevertheless, you wolf down
several. A few moments later you
begin to feel dizzy and a little sick;
there seem to be things lurking at the
corners of your vision. Suddenly you
feel a presence behind you. You whirl
to see — oh, Gris! a tooth-beaked,
red-eyed crocodile bird! Uncertain
whether to run or fight, you are still
standing there when it speaks: “I’d
like you to meet some of my friends,”
it says. “They’re dying to eat you.”
As you watch in horror, several in-
describable THINGS emerge from
the very walls of the cavern and stalk
ominously towards you. This is too
much for you — the world spins and
goes black. Go to 19.
26
                                                                                          PARA 98
98:       You realize that you can make a crude
          spear out of the bamboo you find
                                                      want to pick and eat some of these mushrooms,
                                                      go to 97. If you decide not to eat any now, but
growing by the spring. You can either make a          to carry some back with you to the main grotto,
spear or not, but if you don’t have any kind of       go to 50. If you wish to avoid them completely
weapon, it will seem like a good idea and you         and keep exploring, go to 99.
should do it. Your new spear consists of a flaked
piece of sharpened stone wedged into a bamboo
pole, and tied in place with water weeds. It is not   101:       Suddenly Shyan rushes through the
                                                                 crowd of goblins and puts herself be-
very strong, but it is worth 2d6 in combat. Go        tween you and the mighty Balrukh. “Great fiery
back to 52 and continue reading from where            one, I beg you stop! This is a goblin friend and
you left off.                                         should not be killed. Please?”
                                                      “HA HA HA HA!” bellows the Balrukh. “YOU
99:       Make a first level saving roll on luck.
          If you make it, go to directly to 4. If
                                                      ARE VERY LUCKY THIS DAY. GO WITH
                                                      SHYAN AND FEAR NOTHING WHILE
you miss, you must fight one wandering mon-           IN OUR VILLAGE.” The Balrukh turns and
ster. Go to 102. If you win the fight, you may        tromps away, trailing smoke and a sulfurous
collect your treasure and go directly to 4. Oth-      stench behind it. Go to 94.
erwise, you will be dead.
100:        You decided to stay here where
            you think it is safe. One of the first
things you discover is a tunnel slanting down
through the floor near the spring — above it is
one word carved in the stone — OUT! But you
do not explore it. You also find a small stream
leading away from the spring through a series of
caves. Some of them are quite small and dark,
while others are large, well-lit grottoes like the
one you just left. After several hours of explora-
tion you come to a large dim cavern where a few
stunted bushes are growing. You stumble across
many a broken skeleton of man, beast, and mon-
ster moldering in the mud underfoot. Then you
find something really amazing: a field of large
purple-grey mushrooms planted in neat rows.
You know some fungi are edible, and the fact
that these are practically in a garden reassures
you they are not poisonous. By this time you are
quite hungry, and the spring is far away. If you
                                                                                                 27
 PARA 102
      102: WANDERING MONSTER LIST
Roll two ordinary 6-sided dice to determine            6        GOBLINS
which monster you must fight (2 — 12). Ad-             (from 1 — 6: roll
venture points (a.p.) and treasure are listed with     1d6): Each one has
each monster. If a monster is listed as carrying a     a CON of 8 and uses
weapon, and you kill it, you may take the weap-        a spear worth 3d6.
on to use for yourself. Such weapons are worth         They have no com-
only the dice ratings shown, not the adds which        bat adds Randomize
are personal to the monster. When combat is            for treasure at 103
over, return to the paragraph that sent you here.      They will not have
                                                       anything magical.
2 CAVE DRAGON: Nine feet long, 9’ high,                Worth 30 a.p. each.
whitish-green scales. CON 208. Gets 21 dice
and 104 adds. Has a horde of treasure, but you’ll      7 NAKED
never find it. Worth 600 adventure points.             HUMAN WITH A BAMBOO SPEAR: The
                                                       poor fellow has been down here so long that he
3 LESSER BALRUKH: Eight foot tall black                has gone mad and sees you as food. (He’s very
shadow wreathed in flames and armed with a tri-        tired of eating frogs). CON of 16, Gets 3d6 and
dent. MR of 84 Gets 9 dice and 42 adds. Worth          1 add. Worth 40 a.p.
84 a.p. The trident is a 9d6 weapon, but requires
a STR of 20 and DEX of 16 to use it effectively.       8 EVIL DWARF: Four feet tall. CON of 20.
                                                       Uses a pickax. Gets 3d6 and 17 adds, and he
4 TROLL: Ten feet                                      will try to kill you even if you’re a dwarf. He
tall, strong and ugly,                                 is searching for the dragon’s hoard and doesn’t
skin almost as hard as                                 want any competition. Go to 103 for trea-
rock. MR of 78. Uses its                               sure, but he won’t have anything magical.
hands to try to rip you                                Worth 80 a.p.
apart. Gets 8d6 and 39
adds. Worth 78 a.p.
5 GIANT COCK-
ROACH: Six feet
high and clacking
mandibles. MR of 25
Gets 3d6 and 13 adds.
Its hits are poison. Un-
less you are immune to
poison, you will lose
consciousness one complete combat turn after
it first hits you. (This means you have 1 chance
to kill it before it kills you automatically.) Worth
100 a.p.
 28
                                                                                       PARA 102
                                                     11 CHIMERA: Lion’s head, goat’s body, ser-
                                                     pent’s tail and wolf’s claws. Breathes clouds of
                                                     poison. If you are not immune to all poison, take
                                                     10 points off your CON every combat turn you
                                                     are fighting (even if you are winning). MR of
                                                     27. Gets 3 dice and 14 adds. Worth 108 a.p. No
                                                     treasure.
9 OGRE: Two-horned, ugly, bad breath and
body odor. MR of 60. Gets 7d6 and 30 adds.
Has a stalagmite club worth 5D6 in combat,           12 OBSIDIAN SPIDER. 12-legged spi-
but it requires a STR of 20 to use it effectively.   der-like creature made of living obsidian — dis-
Randomize for treasure at 103 Worth 60 a.p.          tantly related to rock trolls. Monster rating of
                                                     244. Gets 25d6 + 122 adds. Stony body has 10
10 GHOULS (from 1 - 6: roll 1d6): Each has           points armor protection. Regenerates 1d6 worth
a MR of 52. Gets 6 dice and 26 adds. Worth 50        of CON each combat turn. Worth 488 a.p.
a.p. each. No treasure.
                         oNE MORE Naked Doom...
                                                                                                 29
  PARA 103
               103: TREASURE GENERATOR
Some of the monsters in this dungeon carry trea-        You will need two dice, preferably of different
sure, or have it hidden in their room. When told        colors — say red and green (or 1 die thrown
to randomize for treasure, use the following pro-       twice). Roll them, and look up the appropriate
cedure, and then go back to the paragraph you           combination below.
came from.
Roll 2d6: if your total is from 3 to 11, you found
some sort of money. If your total is either 2 or
12, your loot is a magical object. If this is a situ-
ation where you could find magic (it tells you          Red Green Name of Stone            Base Value
when it is NOT) then go to 104 and randomize            Die Die				                        in g.p.
again.                                                  1    1,2  Quartz			                1
                                                        1    3,4  Enamel		                 2
If you are just getting money, roll 1 die. Results:     1    5,6  Topaz			                 3
1 is a jewel. 2 or 3 is gold coins. 4, 5 or 6 is        2    1,2  Garnet			                4
silver coins. If you get gold or silver coins, you      2    3,4  Turquoise		              5
must roll 3 dice and multiply the total x10 to get      2    5,6  Amethyst		               6
how many you find; triples add and roll over.           3    1,2  Ivory      		            7
                                                        3    3,4  Carnelian                8
                                                        3    5,6  Opal			                  9
                                                        4    1,2  Fire-opal		              10
                                                        4    3,4  Aquamarine               12
                                                        4    5,6  Jade       		            14
                                                        5    1,2  Serpentine               16
                                                        5    3,4  Pearl      		            20
                                                        5    5,6  Ruby			                  25
                                                        6    1,2  Sapphire		               30
                                                        6    3,4  Diamond		                40
                                                        6    5,6  Emerald                  50
                                                        Roll one more die. This will tell you the size of
                                                        the gem you have just created:
                                                        1      — Very small. Two times the base
                                                                 value in gold pieces (g.p.).
                                                        2      — Small. Ten times the base value.
                                                        3      — Average. Twenty times the base value.
                                                        4      — Large. Fifty times the base value.
                                                        5      — Very large. A hundred times the
                                                                 base value.
                                                        6      — Huge. Five hundred times the
                                                                 base value.
 30
                                                                                       PARA 104
                 104: MAGIC TREASURES
Roll 1 die (1 — 6) and go to that number on the     time your CHR will drop to 7 and the jewel will
list below to see what you found.                   be gone.
1      ROBES OF TUCHMI K’NOTT: Flow-                6      A BOX OF MAGIC POWDER: with
ing robes in the Roman toga fashion that are        instructions to sniff it. This is 8th level magic.
magical armor. When wearing these robes you         Roll one die, for odd or even. ODD: Sniffing the
can take up to 200 hits in a combat turn before     powder makes you truly invisible — not as in a
you can be hurt. But if you are ever defeated for   Hidey-Hole, but truly invisible. The spell does
3 combat turns in a row, you will be overpow-       NOT affect objects you may be carrying, like
ered, disarmed, and captured, and then the robes    clothes, armor, or weapons. EVEN: The powder
won’t help you a bit. If the robes are taken away   doubles your intelligence. There is just enough
from you, they become worthless cloth and the       powder for one application.
enchantment will be broken.
                                                    Go back to 18 (the only paragraph which
2       A RING OF FIRE: It enables the wearer       should have sent you here) as soon as you un-
to cast fireballs worth 100 hits once each combat   derstand what kind of magic treasure you found,
turn. However, if you use the ring in hand-to-      and what its limitations are.
hand or any kind of close combat, you will be
at the center of the fireball (which is about 5’
in diameter) and you will have to take 50 of the
100 hits yourself.
3     A 20th LEVEL ANTI-MAGIC BELT:
Whoever wears this belt cannot be affected by
any other spell, either FOR or AGAINST the
warrior (only warriors can wear it).
4      THE DAGGER “DRAINER”: While
you are using it, your foes lose all their com-
bat adds, and their weapons become worth only
1d6 each (unless they are magical weapons, in
which case, no effect on the weapon). You get
your adds and 2d6 for the dagger. This is a 10th
level spell.
5      A FUNNY—ONCE GEM: Death is
funny — once. If you are killed while carrying
this gem, you will come back to life unharmed
in the Temple of Peace in Khazan — safely out
of an adventure you may have been in, but with-
out the adventure points gained for it. At this
                                                                                                 31
 PARA 105
             105: WEAPONS GENERATOR
Roll 1D6 to determine what kind of weapon you
found. Under each category there will be 3 choic-
es, a light weapon, medium weapon, and heavy
weapon. Light weapons are for characters with
STR ratings of 14 of less. Medium weapons are
for those with STR ratings of 15 to 20. Heavy
weapons are for characters with STR ratings
greater than 20. Choose the weapon that is best
for your character.
1 Swords:
		      Light: gladius gets 3d6+2
		      Medium: cross thrust sword
          gets 5d6+1
		      Heavy: flamberge gets 7d6+1
2 Pole Weapons:
		      Light: billhook gets 4d6
		      Medium: halbard gets 6d6
		      Heavy: poleax gets 7d6
3 Hafted Weapons:
		      Light: taper axe gets 3d6
		      Medium: heavy mace gets 5d6+2
		      Heavy: maul gets 6d6+1
4 Daggers
		      Light: dirk gets 2d6+1
		      Medium: kris gets 2d6+3
		      Heavy: kukrie gets 2d6+5
5 Spears
		      Light: common spear gets 3d6+1
		      Medium: forkspear gets 5d6+2
		      Heavy spear: trollspear gets 8d6
		        and is made of basalt & obsidian          And that’s the end of the Naked Doom solo!
6 Bows and other projectile weapons                 We hope you enjoyed this enhanced edition
		      Light: self bow gets 3d6                    of the classic Ken St. Andre adventure.
		      Medium: elven long bow
		        gets 6d6+5                                We at Flying Buffalo will continue to get
		      Heavy: heavy arbalest gets 8d6              many of the original T&T solos back in print
                                                    and out in Deluxe editions. We’ll also be
                                                    releasing new solos and GM adventures as
                                                    well, so stay tuned...
32
        SOLO MAP
          PARA 20
NAKED
DOOM
 MAP
               33
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34
Deluxe Tunnels & Trolls
                         Other solos for dT&T
            Deluxe Goblin Lake...............................36pgs...........$8.95
            Deluxe Agent of Death ..........................64pgs.........$11.95
            Deluxe Adventurers Compendium.......88pgs.........$14.95
            Deluxe Naked Doom..............................32pgs...........$8.95
             And more solos for Classic T&T
                     (Note: these are also playable with dT&T)
            Sea of Mystery........................................32pgs...........$8.95
            Gamesmen of Kasar...............................40pgs...........$8.95
            Dark Temple...........................................56pgs...........$8.95
            When the Cat’s Away.............................56pgs...........$8.95
              (See inside cover to see a gallery of T&T solos covers.)
                                                                                 35
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36