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  A Mini-solo Adventure 
  For Tunnels & Trolls  
   
   
   
   
   
   
   
  Imagined by Ken St. Andre 
  Illustrated by Katje Romanov 
   
  TROLLHALLA PRESS 
  
  4 
   
   
  THE WIZARD'S TEST--Text 1st edition copyright © 
  April 2011 by Ken St. Andre 
  THE WIZARD'S TEST: DEADLY COMBAT (TUNNELS 
  & TROLLS VERSION) copyright © August 2020 by 
  Ken St. Andre 
  Illustrations copyright © April 2011 by Katje 
  Romanov. 
  Trollworld Atlas illustration and Falling Crocodile 
  copyright © 2010 by David Ullery 
  All rights reserved. 
   
   
   
   
   
   
   
   
   
  
  5 
   
   
  FORWARD: Tunnels and Trolls is the fantasy role-
  playing game best known for solitaire adventures--
  programmed challenges that don't require a Game 
  Master and a group of other gamers in order to play 
  and enjoy the game.  Although Steve MacAllister 
  came up with the idea for solo adventures, and Rick 
  Loomis wrote the very first solo (Buffalo Castle), I 
  was there from the beginning.  My Naked Doom was 
  the second solo ever published.  And then, living 
  down to my own motto, Less is More, I created the 
  first mini-solo with Goblin Lake.  Minis allow for 
  shorter, more focused adventures that explore a 
  single theme.   
  Originally written in 2011, I have reworked this solo 
  to be compatible with Deluxe Tunnels and Trolls, 
  written in 2013 and not published until 2015.  I'm 
  also going to use this with the alternate 
  combat rules just created in 2020.  So, 
  even though this may look like one of 
  my older adventures, this is a 
  somewhat different take on it. 
  ----Ken St. Andre 
   
  
  6 
   
   
   
  The Alternate Combat Rules 
  Players: Read this twice, maybe 3 times. It's a 
  little tricky, but it's intuitive and I think you will 
  figure it out. 
  It has often been suggested that we use Saving Rolls 
  for combat instead of rolling all the dice and 
  comparing totals.  Actually, Saving Rolls have been 
  used in combat since the beginning, but only for 
  accomplishing specific feats, such as dodging an 
  attack, or running away.  One can make the story of 
  the game considerably more interesting if Saving 
  Rolls are added into the combat mix. 
  The problem of using Saving Rolls as the entire 
  combat mechanism is a bit more difficult.  What do 
  the players and GM make their Saving Rolls against?  
  Which Attribute or Talent do they use?  When we use 
  the Monster Rating system to tell how dangerous the 
  monsters are, they don't even have attributes.   The 
  Saving Roll system doesn't work very well with 
  Monster Ratings. 
  
  7 
   
   
  But I have been thinking about it, and it involves 
  adding a new attribute called Essence (ESS).  Essence 
  is a derived attribute, and for player characters 
  Essence is defined as the current average of the 
  character's 8 primary attributes.  Add Strength, 
  Constitution, Dexterity, Speed, Intelligence, Luck, 
  Wizardry, and Charisma and then divide by 8.  This 
  number is Essence and it is used exclusively for 
  Saving Rolls in combat.  For example, Fang, Daughter 
  of Terror, has an Essence rating of 11.25.  That 
  would round down to 11. Fang really isn't a very 
  good fighter.  For things with monster ratings, 
  Essence would equal MR/2.  The same would be true 
  for npcs with Human Ratings in the Monsters! 
  Monsters! 2d edition rules.  Essence equals HR/2. 
  Essence is a composite number that represents 
  everything a character could bring to a battle: 
  intelligence, training, health, skill, luck, speed.  
  Testing them all at once for each combat round. 
  When it is time to fight, each character would simply 
  make a Saving Roll using their Essence Rating as 
  determined by the number or difficulty of each 
  opponent.  See the following chart: 
   
  
  8 
   
  Number 
  of Foes 
  Essence 
  Rating 
  Saving Roll 
  Required 
  1 
  1-20 
  1 
  2 
  21-40 
  2 
  3 
  41-60 
  3 
  4 
  61-80 
  4 
  5 
  81-100 
  5 
   
  …and so forth. 
  The chart works by multiplication.  Multiply the 
  number of foes times the Saving Roll required for 
  different Essence ratings to find the level of the 
  Saving Roll needed for each round of combat.  One 
  foe with an Essence rating of 35 would require a 
  L2SR for each round of combat. (1 x 2). Remember 
  that all Saving Rolls in this new combat system are 
  made with the new computed attribute Combat 
  Essence (ESS). 
  NPC characters/monsters that are fully statted would 
  have Essence scores just like player characters. 
  
  9 
   
  Characters that only have Monster Ratings would 
  need to calculate an Essence Rating before combat 
  started. For example, a troll with a monster rating of 
  100 would have an ESS rating of 50. If that troll was 
  fighting 3 player characters with a combined essence 
  of 100, it would have to make a L15 Saving Roll to 
  damage them all on the same turn. (3 x 5).  The target 
  for level 15 is 90.  The troll would have to roll 40 on 2 
  dice (DARO) to hurt them all. However, that troll 
  could just attack 1 of the 3. Let's say it attacked the 
  strongest one who had an Essence rating of 40.  Then 
  it would only need a L2SR (Target 25--an automatic 
  success for something/someone with a combat 
  essence of 50 unless it rolled a fumble).  For any of 
  them to hit the troll with its Essence Rating of 50 and 
  damage it, would require a L3 SR (1 x 3).   
  Damage would only be rolled if the attack SR was 
  made successfully.  Damage depends on weapon dice 
  plus combat adds just as it normally would, except 
  that no totals are compared and subtracted.  If you do 
  damage, you do major damage--the whole thing.  You 
  do not need to roll for spite in a case like this. 
  If combat is unopposed as in the example of 3 to 1 
  against a troll, every player character would still 
  have to roll against the troll's Essence Rating of 50 in 
  order to hit it, but they would be using their own 
  
  10 
   
  Essences in the fight. So let us say the 2nd strongest 
  character had an Essence of 30, and the weakest 
  character had an Essence of 20.  Character # 2 has a 
  target number of 30, and it already has a combat 
  Essence of 30, so it hits on anything that is not a 
  fumble, and does full damage to the troll's monster 
  rating.  Let's say he did 50 points of damage. 100 
  minus 50 = 50 for a new monster rating on combat 
  turn 2, and that equals a new Essence rating of 25 for 
  the troll.  Character # 3 also has an unopposed attack, 
  but he still needs a L3SR to hit and damage the troll.  
  The target is 30 for level 3. His combat Essence is 20. 
  He needs to roll a 10 or better on 2D6. Let's say he 
  has a typical roll of 7 (6, 1). He missed and does no 
  damage on that combat turn. 
  But what happens after the Saving Rolls have been 
  made (or missed)?  Misses are easy. That character 
  does no damage. What happens when the Saving Roll 
  is made? Weapon damage would then be calculated, 
  and the target must take damage. In a two person 
  fight, if Fang makes her combat Saving Roll and 
  Gringrin the Goblin misses his, then Fang does full 
  damage. And vice versa. But if they both make the 
  Saving Roll, things get tricky. How is damage 
  allocated? It could be gruesome but they both take 
  the full damage that the other dishes out? Wicked! 
  
  11 
   
  Lots of casualties that way. Of course, armor would 
  still take damage and help protect in such situations. 
  Going back to the example of the troll fighting 3 
  characters--it chose to fight only one, the toughest 
  one.  It easily made the L2SR to hit. It hit that tough 
  guy for 11D6 + 50.  That would probably kill the 
  tough guy.  Yikes! In normal T & T combat three fairly 
  tough characters have a good chance to beat a troll 
  with a monster rating of 100 and suffer only spite 
  damage.  Not anymore.  Yikes!  Combat just got real 
  dangerous. 
  But how about big melee combats? Ouch! How would 
  the Saving Rolls even be calculated? Could the Game 
  Master manage 20 different SR’s for each round of 
  combat? Does he break it down to one-on-one fights? 
  Or maybe two or three-to-one. Typical situation: 8 
  bandersnatchi vs. 5 midlevel characters.  The 
  bandersnatchi have monster ratings of 60 each.  Each 
  bandersnatch would have an Essence Rating of 30, 
  requiring only a L2 SR to hit. But if characters faced 2 
  bandersnatchi at once, the total would be 60 and that 
  would require a L3 SR from the pc in order to do 
  damage to both. The characters' Essence average 
  only about 30 each.  That's a piece of cake--only 
  fumbles keep them from hitting.  On the other hand, 
  both of the monsters only need L2 SR’s to hit--
  
  12 
   
  automatic for them unless they fumble their Saving 
  Rolls.   Ouch indeed!  
  I don't think most players would ever switch to this 
  style of combat.  It would actually be slower to 
  execute than the original style. On the other hand, for 
  small melee situations, it could be a blast.  I'm going 
  to redo some of my earlier solos using this style of 
  combat and the Monsters! Monsters! 2nd edition 
  rules. Bwa ha ha ha ha ha haaaaaaaaa! 
  End 
   
   
   
  IMPORTANT NOTE:  The combat in these fights can 
  be fairly complicated.  Be sure to read the whole 
  paragraph without taking any action first. For 
  example, the text may tell you to do 3 combat rounds 
  at the beginning of the paragraph, but it may also say 
  if either fighter's CON goes to zero or less, then go to 
  some other paragraph.  Those instructions clearly 
  take precedence over doing 3 combat rounds.  Be 
  sure you understand the whole situation before you 
  start rolling dice and making Saving Rolls. 
  
  13 
   
  Talent Saving Rolls.  This solo may allow you to use 
  a Talent to improve your chances of making a Saving 
  Roll. Most Talents have a value of 3, but may have 
  any value depending on how you developed your 
  character. To make a Talent Saving Roll, simply add 
  the Talent value to the attribute that you are using to 
  get a modified attribute as the base of your Saving 
  Roll attempt. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  14 
   
  Introduction: 
  The old wizard smiles at you--an eerie experience--
  are his teeth really glowing? "You have done well so 
  far in simple tests of fight or flight, but I'd like to see 
  what you can do in more complex situations where 
  all the choices don't seem so good or clear-cut.  
  "Bring it on!" you sneer. 
  (This is an adventure for any level 3 or lower warrior 
  or rogue--a wizard would know better than to get 
  into such a situation.  You should be human, or at 
  least humanoid and a member of the Good Kindreds 
  (Human, Elf, Dwarf, Hobb) You might be able to use 
  magic, but mostly it won't help.  You can bring your 
  own equipment in with you, but any kind of weird 
  effects that it would take a Game Master to 
  adjudicate simply don't work.  Deluxe T & T rules are 
  in effect, but your adventure point total has been 
  reset to zero to start this adventure.  The main 
  difference is that if you are using a human character, 
  and you fail a Saving Roll attempt, you get a 2d 
  chance to succeed. That includes Saving Rolls on the 
  computed ESS attribute.  If you were carrying any 
  adventure points over from previous adventures, you 
  will get them all back plus 10% interest if you 
  survive this test.)  When you are ready, turn to <1> 
  
  15 
   
  <1>  You are standing in a small room with two 
  tables and two doors.  The floor and the walls are 
  smeared with a black greasy mud and the turgid air 
  hangs heavily with the aroma of rotting fish.  Two 
  small tables stand on opposite sides of the room, one 
  beside each door.  The first door has a painting of an 
  alligator on it; the second door has the painting of a 
  big-eared goblin with a bone through his nose.  On 
  the table beside the alligator door is a large sandwich 
  made with heavy slices of black rye bread and 
  containing fish, and some gooey sauce.   On the other 
  table is an old leather pouch apparently full of coins.  
  You look at it carefully and find that the coins seem 
  to be made of moldy green bronze.  The light in the 
  room comes from a high window over the alligator 
  door--too high to see through unless you can fly.  
  What do you do? 
  A) Leave the sandwich and the coins behind and step 
  through a door--go to <10> 
  B) Take the sandwich and step through a door--go to 
  <15>. 
  C) Take the coins and step through a door--go to 
  <20>. 
  D) Try to take both sandwich and coins and step 
  through a door--go to <25> 
  
  16 
   
  E) Try to eat the sandwich.  Anything this foul in 
  appearance must be magical--go to <30>. 
   
  <2>     Up on a tree branch where the alligator can't 
  hurt you, you look down at the savage beast tearing 
  at the trunk of your refuge.  It isn't going away, and 
  there is no way off this island until the beast is dead.  
  If you know combat spells, you may sit there and cast 
  enough of them to eventually slay the reptile--go to 
  <28>.  If you don't know magic, you will have to 
  ready your weapon and jump down and fight it 
  sooner or later.  When you're ready for the 
  showdown, go to <21>. 
   
  
  17 
   
   
  <3>     Never share your smile with a crocodile, never 
  stop to talk or even chat a while. He will eat you up 
  like a buttercup.  Never, never, never trust a 
  crocodile!  In this case it's an alligator, but the same 
  principle holds true. Yes, you guessed it.  That was 
  foolish.  The gator gobbled you down.  Close the 
  book. 
  <4>     You choke to death.  That should teach you 
  never to eat anything that looks and smells bad.  
  Close the book. 
  <5>    The horrible sandwich is clogging your throat 
  and windpipe.  You begin to cough--great racking 
  coughs that hurt all the way down to your toes, and 
  
  18 
   
  you do manage to cough it up.  Ack!  That was awful.  
  Now you have a sandwich with a bite taken out of it.  
  Luckily, it wasn't a big bite, or you might not have 
  survived. Take 1 point of CON damage and return to 
  <10> to make a different choice. 
  <6>   The horrible sandwich is choking you to death.  
  You begin to cough--great racking coughs that hurt 
  all the way down to your toes, but it does no good.  
  You cannot breathe.  You are suffocating.  All goes 
  black and you pass out.  You are unconscious and 
  dying, but go ahead and make a L2SR on your Luck 
  (25 - LK).  If you make the Saving Roll, go to <27>; if 
  you fail it, go to <4>. 
  <7>     You smile broadly.  "I'm here to buy," you 
  declare.  "What fine weapons do you have for me?"  
  The Goblin says, "Let me see your money!"  If you 
  have the pouch of bronze coins, then go to <24>.  If 
  you don't have them, go to <33>. 
   
   
   
  
  19 
   
  <8>     You succeed--good shot!  The alligator champs 
  its mouth shut on the tasty sandwich and swallows it, 
  where it immediately has its intended effect.  Go to 
  <21>. 
  <9>     After the goblin is dead, you may take all of his 
  weapons and keep the coins also.  The fish spear is a 
  2D6 weapon that is enchanted versus fish.  A single 
  point of damage from it will paralyze even the largest 
  shark.  The dagger is unusually potent--it gets 4D6 in 
  combat.  The flute-like thing is actually a blowpipe.  A 
  quick search will discover a small pouch of 20 
  poisoned darts.  Even a single point of damage from a 
  dart will cause unconsciousness within 3 combat 
  rounds. 
  A little while later, a magical door opens in the trunk 
  of the mangrove tree.  You may step through it and 
  return to the wizard's chamber--go to <30>. 
   
   
   
   
   
  
  20 
   
  <10>  If you go through the Gator door, go to <35>.  If 
  you go through the Goblin door, go to <34>. 
  <11>    The alligator is getting close.  If you wish to 
  throw the sandwich into its gaping maw, make a 
  L1SR on DEX (20 - DEX).  If you make it, go to <8>.  If 
  you miss it, go to <13>. 
  <12>     Since you can't buy anything, you may as well 
  attack.  You just have time for one combat spell 
  before combat begins.  The goblin has a monster 
  rating of 30 (4D6 + 15) which gives it an ESS rating of 
  15. It will fight with the leaf-bladed dagger.  To hit it 
  and do damage, you need only make your own L1SR 
  on your ESS rating.  For it to hit you, check your ESS 
  rating on the chart in the essay on page 6 to see what 
  level Saving Roll the goblin must make. 
   
  If you slay him, go to <9>.  Incidentally, the dagger he 
  is using is poisoned with deadly frog venom. If you 
  take damage then you have been poisoned.   If 
  
  21 
   
  poisoned, take 1D6 of Stun Damage per turn.  Stun 
  Damage normally comes off your CON except that it 
  won't kill you.  When your CON reaches zero, you will 
  pass out.  If that happens before you slay the goblin, 
  go to <31>.   
  <13>     You miss.  The sandwich bounces off the 
  gator's head, making it stop and snap futilely at the 
  air for a second.  This gives you just enough time to 
  grab your weapon and fight for your life.  Or you will 
  have time to cast a combat spell. Go to <21>. 
   
   
   
   
  <14>     Jumping into the swamp water is the worst 
  decision of your life.  It is infested with insects, 
  leeches, hungry fish, and huge reptiles.  You swim 
  until you can't swim any longer, then try to put your 
  feet down, but there is no bottom.  You lose a lot of 
  blood to the leeches and the little fish nibbles.  Your 
  
  22 
   
  clothing and armor get saturated and drag you down.  
  Eventually you drown . . . horribly.  Close the book. 
  <15>   You have the disgusting sandwich in your 
  hand.  Go now to <10> and choose a door to exit the 
  room. 
  <16>    You could try throwing the bag of coins into 
  the gator's mouth.  That could give you a moment to 
  draw your weapon or try to flee.  Make a L1SR on 
  DEX (20 - DEX).  If you make it, go to <18>.  If you 
  miss it, go to <23>.  Or you could just drop the coins, 
  grab your weapon, or prepare a spell and fight--in 
  that case, go to <21>. 
   
   
   
   
  <17>    Your attack takes the Goblin by surprise!  
  With a shriek, he turns and dives into the swamp 
  waters and swims away.  You get the three weapons 
  on the blanket.  The fish spear is a 2D6 weapon that 
  
  23 
   
  is enchanted versus fish.  A single point of damage 
  from it will paralyze even the largest shark.  The 
  dagger is unusually potent--it gets 4D6 in combat.  
  The flute-like thing is actually a blowpipe.  A quick 
  search will discover a small pouch of 20 poisoned 
  darts.  Even a single point of damage from a dart will 
  cause unconsciousness to most humans within 3 
  combat rounds.  Once you have collected your 
  treasure, a door will open in the mangrove tree, and 
  you can go through it to return to the wizard's 
  chamber.  Go to <32>. 
  
  24 
   
  <18>     The bag of coins breaks an alligator tooth 
  when it hits.  That reduces the gator's monster rating 
  to 58 (6D6 + 29). (ESS = 29)  Go to <21> and fight it 
  out. 
  <19>    Your timidity makes the goblin laugh.  "Oh, 
  ho!" he cries. "I am sorry that I frightened you.  Come 
  out!  I won't hurt you.  Just give me your weapons 
  and armor, and I will show you the way to go home.  
  If you are humiliated and recover your courage, you 
  may come out fighting. In that case, go to <12>.  If 
  you come out peacefully, the goblin will offer you 
  something to drink from a fish-bladder canteen.  It 
  tastes vile, and makes you drowsy.  Oh no!  You 
  cannot stay awake.  You collapse, totally at the mercy 
  of this tricky swamp dweller.  Go to <31>. 
  <20>   You have a bag of bronze money in your hand.  
  Go now to <10> and choose a door to exit the room. 
  <21>   If the gator has its mouth full of gooey 
  sandwich, it will lose the use of its jaws as a weapon 
  and have a monster rating of 40 (5D6 + 20). That 
  gives it a combat essence of 20.  If it doesn't have a 
  sandwich in its mouth, it is more formidable and has 
  a monster rating of 60 (7D6 + 30). That's an ESS of 
  30.  Also, if the gator is trying to cope with a 
  
  25 
   
  sandwich you will have one combat turn to cast any 
  combat spell you know (Take That You Fiend, 
  Blasting Power, Freeze Please, or Vorpal Blade, etc) 
  before you have to fight it physically.  If there is no 
  sandwich, then there is no time for magic.  Fight!  If 
  you win, go to <28>. Remember that combat is done 
  by making Saving Rolls on ESS--yours vs. the 
  alligator's and its versus yours. If you die, close the 
  book--you are gator grub. 
   
   
   
   
   
   
   
   
  
  26 
   
  <22>     You turn and dash away from this frightening 
  example of swamp life at its ugliest.  This makes the 
  goblin laugh.  There really isn't any place to go, 
  however.  If you decide to jump in the dark water and 
  swim for it, go to <14>.  If you hide behind the tree go 
  to <19>. 
  <23>    With a savage roar the gator is on you.  Its tail 
  sweeps around and cuts your legs out from under 
  you.  There is no time to draw a weapon--you must 
  fight it bare-handed.  If you know spells, you may use 
  them at a rate of one spell per combat turn in 
  addition to your 1D6 plus your combat adds, but only 
  the physical struggle actually helps you ward off the 
  reptilian attack.  Remember that the fighting is done 
  using ESS Saving Rolls for both you and the gator. 
  The weapon damage is only counted if the SR’s are 
  successful. Fight to the death.  If you win, go to <28>.  
  If you lose, there's a happy gator in the swamp 
  tonight.  Close the book. 
   
   
   
  
  27 
   
  <24>     The goblin is very pleased to see the bronze 
  coins--it is ancient goblin coinage.  He begins to 
  bargain with you.  The goblin has a CHR rating of 9.  
  You haggle because he enjoys haggling.  Roll 2D6 
  (DARO) and add it to his CHR of 9.  Then do the same 
  using your own CHR rating.  If your total is higher, 
  then he sells you all three weapons for the contents 
  of the pouch.  If his total is higher, he only sells you 
  one of them--your choice.  The fish spear is a 2D6 
  weapon that is enchanted versus fish.  A single point 
  of damage from it will paralyze even the largest 
  shark.  The dagger is unusually potent--it gets 4D6 in 
  combat.  The flute-like thing is actually a blowpipe.  A 
  quick search will discover a small pouch of 20 
  poisoned darts.  Even a single point of damage from a 
  dart will cause unconsciousness within 3 combat 
  rounds for most humans.   
  Once the deal is concluded, the goblin wishes you a 
  pleasant day.  He then picks up his blanket and 
  anything else he still owns and walks briskly away.  
  He walks behind the tree and vanishes from your 
  sight.  You are unlikely to ever see him again.  But, 
  while you are looking at the tree, you see a magical 
  door open in its trunk, and beyond it is a pure clean 
  light.  You walk over and step through to find 
  yourself in the wizard's chamber--go to <30>. 
  
  28 
   
  <25>  The room is too large for you to grab both 
  items at the same time.  When you touch one, the 
  other one magically vanishes with a small popping 
  noise.  If you took the sandwich, go to <15>.  If you 
  took the coins, go to <20>. 
  
  29 
   
  <26>   The mangrove tree trunk is slippery, and the 
  first branch is fairly high.  It will take some skill or 
  dexterity to get up into the branches.  If you have a 
  Talent for Climbing, Agility, or Acrobatics, you can 
  use it for this L2SR on DEX (25-DEX). (Remember 
  that the Talent rating simply adds to your attribute 
  score when you make the Saving Roll.) If you make 
  the Saving Roll, you manage to get up into the tree 
  before the alligator catches you--go to  <2>.  If you 
  fail it, then the giant reptile catches you, and it's not a 
  pretty sight. You slip back to the ground and have to 
  face the reptile bare-handed--go to <23>. 
  <27>    You wake up in Khara Khang's chamber.  It 
  seems that he was watching you, and decided to save 
  your life.  Finding you passed out and turning blue, 
  the old wizard dug the gooey mass out of your throat, 
  gave you artificial respiration, and resuscitated you.  
  When you wake up, you see him glaring at you.  "Let 
  that be a lesson to you," he snarls, "Don't go eating 
  strange things in hopes they are magical.  That kind 
  of behavior will get you killed.  Now get out of here!  I 
  am very disappointed in you."  He hands you your 
  stuff, and you get your suspended adventure points 
  back with a 10% increase--so the adventure wasn't a 
  total loss.  You leave and find yourself once again on 
  
  30 
   
  the streets of Khazan, ready for a new adventure 
  somewhere else.  THE END. 
   
   
   
   
   
   
  <28>    The alligator is dead.  You search, but there 
  doesn't seem to be any treasure here unless you 
  want to butcher the beast and take its teeth or claws.  
  The teeth are nasty things--you could catch a disease 
  by simply touching them, but a good dagger is a 
  better weapon.  The claws are impressive.  If you 
  decide to cut up the reptile, you will gain body parts 
  worth about 20 gold pieces in the open market.  
  When you are ready, a magical door will open in the 
  trunk of the mighty mangrove tree, and you may step 
  back through it to the wizard's chamber at <29>. 
  
  31 
   
  <29>     Old Khara Khang chuckles with delight when 
  you suddenly materialize in his chamber.  When he 
  sees that you have some gator parts he is even 
  happier.  (If you didn't butcher the reptile, his smile 
  is just a token grin.)  "You have done very well, and I 
  think you will be an excellent agent for Her 
  Deathliness once you have completed your 
  training."  You may sell the gator 
  parts if you wish (that gets you 
  1D100 + 20 gold pieces) and I 
  will give you this additional 
  blessing."  He reaches out and 
  touches you.  You feel a 
  magical tingle run through 
  your body.  (You may increase 
  any one of your attributes by 
  1 point.  By doing so, you use 
  up all the adventure points 
  you gained in this adventure 
  plus whatever Khara Khang 
  just gave you; however, now 
  that the adventure is over 
  you get back all the a.p. that 
  you had previously with 10% interest.)  You thank 
  the old wizard and get back to your normal life.  You 
  know that Khara Khang may still have more tests and 
  challenges for you, but you are unafraid.  THE END. 
  
  32 
   
  <30>   Bravely you pick up the sandwich and bite 
  into it.  Ewww! This is foul.  As you try to chew and 
  swallow, your jaws get locked up in the gooey peanut 
  butter, and the mass clogs your throat.  You find 
  yourself choking to death.  Make a L3SR on CON (30 - 
  CON).  If you make the Saving Roll, go to <5>.  If you 
  miss the Saving Roll go to <6>. 
  <31>   You wake up back at the beginning of this 
  adventure in Khara Khang's chamber, very surprised 
  to find that you are still alive.  You don't have any 
  weapons or armor--the goblin took those as a token 
  of his victory.  He also cut a notch in both your 
  earlobes, and they hurt like the devil, but he did not 
  kill you.  The old wizard is very disappointed in you, 
  but he returns your suspended adventure points 
  with 10% interest.  At least the adventure wasn't a 
  complete loss.  Then it's back to the streets of Khazan 
  with you in hopes of finding another adventure soon.  
  THE END. 
  <32>    Old Khara Khang chuckles with delight when 
  you suddenly materialize in his chamber.  When he 
  sees that you have the goblin's weapons he is even 
  
  33 
   
  happier.  "You have done very well, and I think you 
  will be an excellent agent for Her Deathliness once 
  you have completed your training."  You may keep 
  the goblin's weapons if you wish and I will give you 
  this additional blessing."   
  He reaches out and touches you.  
  You feel a magical tingle run 
  through your body.  (You may 
  increase any one of your 
  attributes by 1 point.  By doing 
  so, you use up all the adventure 
  points you gained in this 
  adventure plus whatever Khara 
  Khang just gave you; however, 
  now that the adventure is over 
  you get back all the A.P. that you 
  had previously with 10% 
  interest.)  You thank the old wizard and get back to 
  your normal life.  You know that Khara Khang may 
  still have more tests and challenges for you, but you 
  are unafraid.  THE END. 
  <33>     The goblin looks at you expectantly, but 
  when you don't produce the bronze coins, his joy 
  turns to disappointment and then to anger.  "Liar!" he 
  cries.  Snatching up the bronze dagger, he attacks you 
  
  34 
   
  savagely.  If you pull your own weapons and fight 
  him, go to <12>.  If you turn and run away, then go to 
  <22>. 
   
   
   
   
   
   
  <34>   The door vanishes behind you as you step 
  through it, and you find yourself on an island of black 
  mud.  Above you the sky is dark and gloomy with 
  heavy low-lying clouds. A drizzling rain quickly soaks 
  you to the skin.  All around the island are dark waters 
  in which many reeds grow, and there are quite a few 
  sunken trees.  Behind you is a mighty, mossy 
  mangrove tree.  Ahead of you is a very large goblin.  It 
  has greenish-yellow skin, large flapping ears, bulging 
  eyeballs covered by a nictitating eyelid. The goblin 
  squats on a mat made of reeds. Arranged in front of it 
  are a few primitive weapons including a fish-spear, a 
  leaf-bladed dagger, and something that looks like a 
  flute.  He smiles and speaks to you in a mangled 
  
  35 
   
  version of the Common Speech.  "Welcome to my 
  swamp, stranger.  Did you come to buy?  Or to die?"  
  If you answer "buy" go to <7>.  If you answer "die" go 
  to <12>.  If you just attack him, go to <17>.  If you try 
  to run away, go to <22>.    
   
  <35>  The door vanishes behind you as you step 
  through it, and  you find yourself on an island of 
  black mud.  Above you the sky is dark and gloomy 
  with heavy low-lying clouds. A drizzling rain quickly 
  soaks you to the skin.  All around the island are dark 
  waters in which many reeds grow, and there are 
  quite a few sunken trees.  Behind you is a mighty, 
  mossy mangrove tree.  In front of you is a large 
  alligator on the water's edge.  When it sees you, it 
  emits a hissing burble of a roar and rushes toward 
  you with jaws wide-extended.  If you have the 
  sandwich in your hand, go to <11>.  If you have the 
  coins in your hand, go to <16>.  If you just decide to 
  fight it with your weapons or if you want to cast a 
  spell at it, go to <21>.  If you turn around and try to 
  quickly climb the mangrove tree, go to <26>.  If you 
  just stand there or try to talk to it, go to <3>. 
   
   
  
  36 
   
   
   
   
   
   
   
   
  
  37 
   
  Sample Characters for  
  Tunnels & Trolls Adventures 
   
   
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  +
  
  
  38 
   
   
   
  
   
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  39 
   
  Goblins in Trollworld are neither cute nor friendly.  
  They start their lives as eggs spawned on marsh 
  weeds and go through three metamorphoses before 
  achieving their final humanoid form.  When goblins 
  and uruks live together, the goblins are always 
  slaves. 
  
  40 
   
   
   
   
  
  41 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  42 
   
   
  
SOURCE: textdata/thevault/Tunnels & Trolls/Tunnels & Trolls Adventures & Settings/The Wizards Test Deadly Combat (T&T).pdf