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  Tunnels & Trolls RPG: 
  JAPAN STYLE!
  T&T is a big hit in Japan, so we have collected some of the T&T manga, 
  solitatire and GM adventures from Japan’s own TtT Magazine. With their 
  help, we translated them into English, and present them here for the first 
  time ever in the US. We also used the original art from their magazine 
  (along with a few extra pieces) to make them look even more like they 
  did when they were published in Japan.  
  To make this book even more useful for new and casual players, 
  we are including the T&T Mini-Rules, which means this book contains 
  everything you need to play. Rules, pre-rolled characters, gm adventures, 
  a solo and even mangas that tell you more about the T&T world and how 
  to play, all included in the book. So give it a try, and discover how they 
  RPG in Japan!
  This Free RPG Game Day booklet gives you a sample from that 
  book published in English by Flying Buffalo Inc. You can get the full 60 
  page T&T Adventures Japan book at your local game store or direct from 
  FBInc. You can also get the full 38^ page Deluxe T&T rulebook, which 
  includes full detailed rules, optional rules, gm adventures, a solo adven-
  ture and a large Trollworld section that details the Fantasy world 
  of Tunnels & Trolls.
  Most of this material was originally published in Japan 
  as TtT Magazine; issues 1-3 by FT SHOBO & Group SNE 
  Art by Shohei Nakayama, Kiyoshi Arai, Kaitei Chimera, Chris, 
  Shu Nagata, Don-Chang & Steve Crompton
  Manga Illustrations by Shohei Nakayama
  TtT Magazine Produced by Hitoshi Yasuda  w Japan Edition Edited by Akira John Sugimoto  
  Translation assistance by Michiko Kasai
  US edition Executive Producer Rick Loomis  w US Edition Edited by Ken St Andre
  Project Manager/Art Direction by Steve Crompton
  T&T Mini Rules by: Ken St Andre & Steve Crompton
  Proofed & Playtested by Kurt Romig & Darren Arnold
  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.
  Published in the USA by Flying Buffalo Inc.
  P.O. Box 8467, Scottsdale, AZ 85252
  www.flyingbuffalo.com   w  e-mail: rick@flyingbuffalo.com
  
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  Illustrations by Shohei Nakayama
  
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  see page 12 Rock-a-bye Spell
  see page 4 of this booklet 
  on how to roll for treasure.
  Get the T&T Adventures Japan book 
  to find out what happens next!
  
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  Tunnels &Trolls is one of the easiest Role-Playing Games to play. Once 
  you know how, you can roll up a character in less than 10 minutes. T&T 
  is best known for all its solo adventures that ONE person can play. (You’ll 
  find a solitaire adventure in this book on page 30.) And like any RPG, you 
  can play it with a group of your friends. We also have a couple of GM 
  (Game Master) adventures in this book you can run. 
  This Mini version of the T&T rules will give you what you need to roll up 
  a character, customize them, get them equipped and ready for adventuring. 
  We’ll also give you a little info on how to run an adventure for your friends. 
  Remember that these are mini-rules and in the full Deluxe T&T Rulebook, 
  you have many more options and choices. These mini-rules will give you 
  just the basics, but plenty enough to enjoy some fantasy role-playing!
  You need a 
  Character sheet
  On page 19 and 20 are pre-rolled 
  player characters (PCs) that you 
  can use for playing. There are also 
  blank character sheets on page 21 
  & 22, so you can create your own 
  characters. In T&T, characters 
  may be any gender or kindred, and 
  the basic character is presumed 
  to be an adult Human. But you 
  can also be an elf, fairy or dwarf.  
  Below is what all the info on the 
  character sheet means.
  Rolling up 
  a character
  For creating your character, you 
  need three 6-sided dice (3d6). Roll 
  the three dice and add up the total. 
  Now write that down on a separate 
  piece of paper. Do that 8 times. 
  The 8 numbers you have rolled 
  will be your character’s attributes. 
  T&T characters have 8 attributes: 
  4 physical attributes: Strength 
  (STR), Constitution (CON), Dex-
  terity (DEX) Speed (SPD); and 
  4 mental attributes: Intelligence 
  (INT or IQ), Luck (LK), Wizard-
  ry (WIZ), and Charisma (CHR). 
  It is best to assign the higher rolls 
  to STR, LK, DEX, and SPD if one 
  is going to be a fighter. If the char-
  acter is going to rely on magic, it 
  is best to assign the higher values 
  to INT, DEX, WIZ, and CHR. 
  However, you may assign them as 
  you wish.
  Super Rare: TRIPLES 
  When rolling all three dice, if you 
  roll triples (3 dice with the same 
  number) add their total up and roll 
  again. Then add that roll  
  total to the triples you just rolled. 
  This will make for a more
   powerful attribute, but it 
  doesn’t happen too often. 
  T&T 
  INTRODUCTION
  By Ken St Andre & Steve Crompton
  Art by Shohei Nakayama 
  
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  Each of the attributes is important (more or less so de-
  pending on the character class you choose) and may be 
  called upon in the course of play. Attributes also help 
  determine what weapons and armor may be used, or what 
  magical spells are known and can be cast. You’ll use 
  these attributes to cast spells, use weapons, and take other 
  actions while you play. 
  ABOUT DICE: You will see notations like “2D6” or 
  “5D6+2” in these rules. A “D6” is an ordinary, cube-
  shaped, six-sided die. The first number is the number of 
  dice to roll. Toss that many dice, and add up the spots. 
  The “+2” means to add two to the result of the 5D6 roll.”
  Choose your Kindred 
  (Human, Elf, fairy or Dwarf)
  A kindred is a race or species such as humans, elves, 
  dwarves, and so forth. Here we’ll only talk about 4 
  kindreds: humans, elves, dwarves, and fairies. (In 
  Deluxe T&T, but you can play lots of others including 
  monsters.) What kindred you choose can modify your 
  character’s attributes. A modifier is what you multiply 
  the base attribute by to get the final initial value. For 
  the mini-rules we’ll make the modifiers super easy, so 
  here’s what you should do to your character’s attributes 
  based on what kindred you pick. 
  Humans: All attributes are the same as you rolled 
  them, so they stay the same. However, humans get to 
  reroll saving rolls a second time (more about that later.) 
  Elves: Add 3 to your IQ, WIZ, DEX and CHR attri-
  butes. Subtract 2 from your CON. All other attributes 
  stay the same.
  Dwarves: Add 10 to you STR and CON. Subtract 4 
  from LK. All other attributes stay the same.
  Fairies: Subtract 4 from STR and CON. Add 5 to 
  CHR. Add 3 to LK and DEX. Add 4 to WIZ. All other 
  attributes stay the same.
  Characters also have physical characteristics such as 
  height, weight, hair color, age, etc. You may choose 
  these without rolling dice, as long as the choice seems 
  reasonable to the game master. Use the pre-rolled char-
  acter sheet on page 20 as a guide to the general height 
  and weight of the kindreds you chose. It doesn’t matter 
  whether a character’s skin or hair is black, white, red, 
  or green - choose whatever you would like them to 
  have. Player characters (PCs) are run by the players. 
  Non-player characters (NPCs) are run by the GM.
  You also get to decide what their personality is like.  
  Are they serious or playful, shy or outgoing? Do they 
  like to study/read or do they prefer the outdoors? YOU 
  get to decide all this as you Role-Play the character you 
  have created. (In dT&T you get to add talents to your 
  character, but we aren’t using them in the mini rules.)
  PIck your Character Class 
  You get to pick what class your character is. Class gives 
  your character additional powers and bonuses while 
  playing. The character classes in the T&T mini-rules 
  are Warrior, Wizard and Rogue. The Deluxe rules have 
  even more classes, but these three are the main ones.  
  Any kindred can be whatever class you want.
  Warriors are superb physi-
  cal combatants, proficient with 
  most weapons, able to use armor 
  better than other character types, 
  and totally unable to cast magi-
  cal spells. Warriors get an extra 
  six-sided dice (D6) for combat 
  with each level they attain. Thus a 
  sword worth 3D6 in combat to most first level char-
  acters is worth 4D6 to a first level warrior. (Character 
  levels are discussed on page 14.)
  Wizards are spellcasters, pro-
  ficient in the theory and practice 
  of magic. Once a wizard learns a 
  spell, they know it forever. Spells 
  require energy. That comes from 
  the WIZ attribute. They also 
  require a minimum INT & DEX 
  to master. Note that wizards are perfectly able to wear 
  armor and fight with weapons, but due to their lack of 
  training, they do not get to use their combat adds with 
  any weapon worth more than 2D6. 
  Rogues are characters that can 
  do both—fight and cast magic. 
  Rogues never got the years of 
  training that make warriors so good 
  at combat, nor did they get the 
  magical training that all wizards 
  have. They don’t fight as well as warriors, or cast spells 
  as well as wizards, but they can do both. They do not 
  get any of the bonuses that Wizards and Warriors get. 
  People confuse Rogues with thieves, and play them that 
  way, but they usually are just street-wise survivors. 
  
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  HOW to do combat 
  The heart of any role-playing game is its combat 
  system. T&T has one of the simplest combat systems 
  around, but even it has complications. When judging 
  combat, the basic thing to consider is: What is reason-
  able under the circumstances.
  Almost all fights break down into Us vs. Them situa-
  tions. The players group (the adventurers) fight, and 
  their enemies (usually the monsters) fight the other 
  group. (When more than three characters are in a 
  fight, we call that Melee combat.) Both sides have 
  weapons, and weapons are rated with dice. For ex-
  ample: bare hands are worth 1 die, a dagger is worth 2 
  dice, a sword is worth 3 dice and so forth. We roll our 
  dice and get a total; they roll their dice and they get 
  a total. The totals are compared; the smaller is sub-
  tracted from the larger; and the losing party takes the 
  difference in hit points. Divide the hit points among 
  the monsters or the party (whichever side lost the 
  round. Hit points reduce a monster’s Monster Rating, 
  or a character’s Constitution (CON).
  Let’s do a very simple example: Gilbert is lost in the 
  forest and gets attacked by Goblin Bugzi. Gilbert has 
  a dagger worth 2D6. Bugzi has a spear worth 3D6. 
  They fight. Gilbert rolls a 1 and a 1, so Gilbert’s com-
  bat total is 2. Bugzi rolls a 4, 3, and a 2, so his combat 
  total is 9. Bugzi’s 9 minus Gilbert’s 2 equals 7, so Gil-
  bert is going to take 7 hit points of damage. Gilbert has 
  a CON value of 10. So 10 -7 is 3. Gilbert is badly hurt, 
  but he can still fight. Combat round 2: Gilbert does bet-
  ter, rolling 5, 2 for a total of 7. Bugzi is still the better 
  fighter with a better weapon. He rolls 6, 6, 2 for a total  
  of 14.  14 -7 = 7.  Gilbert has to take another 7 hits. 3 
  -7 = -4. Gilbert loses and is out of the fight.  
  T&T combat can get more complicated, but the basic 
  principle remains the same. You can do groups: say 3 
  humans vs. 10 goblins. Humans roll a grand total of 
  30. Goblins roll 45. Humans have to take 15 points of 
  damage. They divide the damage among themselves 
  however they can to avoid being killed. 
  what are  combat adds ?
  Weapons are not the only thing that determines the 
  outcome of combats. One must also consider the 
  basic abilities and strengths of the fighters. These are 
  wrapped up in a number called combat adds. Combat 
  adds are added to the weapon scores. Combat adds 
  are derived from the 
  attributes that make 
  a character better in 
  combat. Strength, 
  because the harder 
  you hit, the more 
  damage you do; 
  Dexterity, because 
  the more skillful you 
  are in landing your 
  blows, the more damage you will do; Luck, because 
  well duh; and Speed, because the more blows you 
  manage to strike within a time limit, the more dam-
  age you will do. Anything above 12 in those 4 attri-
  butes produces combat adds. Strength of 15 produces 
  3 adds; Dexterity of 16 produces 4 adds; Luck of 12 
  produces 0 adds and Speed of 13 produces 1 add.
  Bearing that in mind, let’s do our simple example 
  again. Gilbert’s pal Akira is looking for Gilbert in the 
  forest and he finds him a few minutes after Bugzi beat 
  him up. Akira has 10 combat adds—he is both strong 
  and fast. Bugzi has zero.
  Akira also has a dagger worth 2 dice. Bugzi has his 3 
  dice spear. Let’s fight! Akira rolls 8 and adds 10 for his 
  combat adds for a total of 18. Bugzi rolls 13. The gob-
  lin still has the better weapon, but he is no longer the 
  better fighter. Bugzi takes 5 hits on his CON, which 
  was only 8 to begin with. Seeing how this is likely to 
  end, Bugzi gets smart and runs away. 
  In a T&T combat, both sides have combat adds, even 
  if the value of the adds = zero. The combat totals are 
  determined by the sums of the weapons dice plus the 
  party’s combat adds.
  FIghting 
  against 
  Monsters
  Instead of attributes, 
  monsters often have a 
  simple Monster Rat-
  ing (MR). MR shows 
  the amount of damage 
  the monster can take before being defeated, and how 
  well it fights. See the table for how many dice (D6) the 
  monster rolls in combat. Its combat adds are equal to 
  half of its MR; these are reduced as damage suffered 
  reduces the monster’s MR. (But combat dice are not 
  NUMBER 
  OF DICE
  MONSTER 
  RATING   
  1 - 9
  10 - 19 
  20 - 29
  30 - 39
  40 - 49 
  etc...
  1 
  2 
  3
  4
  5
  etc...
  
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  reduced as the monster suffers damage.)
  Monsters who only have monster ratings also have 
  weapons and adds. If I tell you that you are attacked by 
  a lion, you know what the lion’s weapons are: teeth and 
  claws. So if the lion has a monster rating of 40 then we 
  know its weapons (teeth and claws) are worth 5D6 and 
  it has 20 combat adds. (see chart on previous page.)
   
  Combat with monsters work the same way. Akira 
  is out walking in the forest when he is attacked by 
  a lion. The lion rolls 4, 3, 2, 2, 1 + 20 combat adds. 
  Akira rolls 2, 1 + 10. 32 – 13 = 19. Akira had a robust 
  Constitution of 14, but 14 – 19 = -5. Akira! Eaten by 
  a lion.
  SurpriSe attacks
  There are other factors involved in combat, and they 
  may change the outcome. Surprise happens when 
  one party attacks and the other does not get to make 
  a combat roll. Let’s say Akira met that lion when it 
  was asleep and decided to attack it. He rolls his dice 
  (poorly) getting 1, 1 plus 10. Lion gets zero. Akira 
  wins inflicting 12 points of damage. Lion’s monster 
  rating goes down from 40 to 28. Lion wakes up and 
  fights. It still gets 5 dice because it started as a 5 dice 
  monster, but only gets 14 combat adds. Can you see 
  that Akira has hurt the lion, but he is still probably go-
  ing to die as the combat goes on?
  protective armor
  Armor can affect how combat goes. Armor is protec-
  tive clothing of any sort that will always stop some 
  of the damage from getting through. Armor is rated 
  in terms of how much damage it can prevent. For 
  example: a small shield can stop 3 points of damage. 
  Leather armor can stop 6 points of damage. Let’s do 
  an example: Ben is the friend of Gilbert and Akira. He 
  knows the forest is home to both goblins and lions, so 
   Equipping your character
  To make things a little easier, let’s give your new 
  character 250 gold pieces (gp) that can be used to 
  buy weapons and armor for adventuring. Usually 
  there are STR and DEX requirements to use certain 
  items, but in the mini-rules we aren’t worrying about 
  that. Below is a very short list of some basic items 
  you can buy.  The Deluxe T&T rulebook has hun-
  dreds of detailed weapons and armor, if you want to 
  really customize your character. NOTE: if you are 
  a Fairy, assume that smaller versions of these items 
  are also available at the same price, but they all do 
  half the damage or take half the hits listed below.
  WEAPONS
  Weapon Item          Details       Damage    
  Cost
  Dagger  
        8 inches     2d6  
  10 gp 
  Short Sword        30 inches     3d6   
  35 gp
  Samurai Sword     38 inches    4d6  
  66 gp
  Spear        
         6 ft long    4d6     
  50 gp
  Axe 
         
        5 lb head    5d6  
  73 gp
  Light Bow 
     +24 arrows    3d6  
  40 gp
  Throwing Stars    (15 stars)    2d6  
  30 gp
  Magic Wand (Wizards/Rogues)   0 
              80 gp 
  Magic Staff (Wizards/Rogues)  2d6           100 gp 
    
  armor
  Armor Item             Details           Hits    
  Cost
  Metal Gauntlets        Pair  
         2  
  30 gp
  Small Shield       3ft across          3  
  15 gp 
  Target Shield        5ft across         4   
  35 gp
  Small Helmet       top of head       1  
  20 gp 
  Mengu Helmet        full face          3   
  15 gp
  Chainmail Shirt    covers torso      4            170 gp 
  Studded Leather       full suit         5            130 gp
  Samurai Armor        full suit          9            300 gp 
  GENERAL SUPPLIES
  Adventuring Item    
   
        
            Cost
  Dry clothing and pack  
       
   
   5 gp
  1 day’s provisions (food, drink, “matches”)   6 gp
  5 ordinary torches (each lasts ten turns)  
   1 gp
  Small hammer & iron spikes                        18 gp
  20 feet of heavy twine (rope)      
   
   2 gp
  Adventurers Pack 
       Includes chalk, cloth sacks, 3 torches
       5 matches, 20 feet of rope  & waterskin     9 gp 
  
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  Akira always carries a sword and shield and wears his 
  leather armor. His sword is worth 3 dice in combat. 
  One day he runs into two goblins carrying spears and 
  they attack him. Ben has 12 combat adds — mostly 
  because he’s always been very lucky. Ben rolls his 
  dice getting 6, 5, 3 plus 12 for a total of 26. The 
  goblins attack with their spears getting 6, 6, 6 and 6, 
  6, 4 — these are elite goblins! 18 + 16 = 34 and the 
  goblins won the combat round by 8 points. But Ben 
  has 9 points of armor. He is not harmed. 
  These are some basic examples. Things can get more 
  complicated with all the different things that can hap-
  pen in combat, but the thing to do is just work through 
  it in a logical fashion and simply determine what the 
  numbers are, and what would likely happen next.  
   
      IS YOUR CHARACTER READY?
  At this point, you should have a basic character rolled 
  up and they should have some equipment. From here, 
  we’re going to give you some more information on 
  HOW to use your character in game play, what saving 
  rolls do, where you can spend adventure points and 
  how wizards cast spells...
   
  WHAT IS A Saving Roll?
  A saving roll is the way we check to see if something 
  happens in T&T. Any character can make a saving 
  roll if the Game Master (or the text in a solo adven-
  ture) asks or tells them to do it. To make a saving roll, 
  you roll 2 dice and get a number. Doubles always add 
  and roll over. For example a roll of 1, 2, which equals 
  3, is a saving roll — a terrible one that always fails, 
  but a roll of 1, 1 would be doubles. Set the 2 points 
  aside and roll again. Let’s say you roll a 5, 3 on your 
  second try.  That’s 8 + 2 for a total of 10.
  Saving rolls are rated by levels of difficulty. 1st level 
  is something that could be difficult for the average 
  human as the target number is 20. 2nd level is some-
  thing that could be very difficult for the average 
  human as the target 
  number is 25. 3rd 
  level is something 
  that should be impos-
  sible for the average 
  human as the target 
  number is 30. The 
  target number goes 
  up by 5 for each ad-
  ditional level of sav-
  ing roll.  However, 
  no saving roll attempt is ever actually impossible in 
  dT&T. They just get increasingly unlikely as the level 
  of difficulty goes up. In T&T, Doubles Add And Roll 
  Over. We call this the DARO rule.
  For example: Iris the Fairy wants to test a treasure 
  chest for traps. She announces that she’s checking 
  for traps. The Game Master tells her to make a level 
  one saving roll on her Intelligence to see if she finds 
  any. Iris has an IQ of 13. She rolls 5, 2 on 2 dice.  She 
  adds that 7 to her attribute of 13 to get a total of 20. 
  The target number for level one saving rolls is 20. 
  Iris just barely made the saving throw. The G.M. says 
  you found something that indicates a trap of some 
  sort will be set off when you open the lid. Now what 
  do you do?  The player might answer, “I want to try 
  and disarm the trap.” Now the G.M. asks for a level 
  two saving roll on Dexterity or a level 3 saving roll on 
  Luck. Iris has a DEX of 15. Her target is 25 for level 
  2. She has a Luck of 16. Her target is 30 for level 3.  
  Iris decides to try for the level 2 saving roll on DEX. 
  She rolls a 4, 2. 15 + 6 = 21, but her target was 25. 
  The trap goes off. Terrible things happen to Iris! 
  BUT, suppose Iris had rolled 4, 4 instead of a 4, 2. 
  15 + 8 is 23. Did Iris fail? No! Because 4, 4 is a 
  double and that adds and rolls again. On her 2nd roll 
  she gets a 2, 2 and she adds that to her total. That’s 
  enough to succeed, but is she done? No. 2, 2 is also 
  a double, so she rolls again getting a 5, 2 at the end. 
  Iris’s total roll was 8 + 4 + 7 for a total of 19. (15, 
  her DEX) + (19, her roll total) = 34. Iris made a 
  third level saving roll when she was only trying for 
  a second level one. Good job, Iris! (Because her roll 
  was so successful, a GM might allow Iris be able to 
  remove the trap mechanism, so that she could use it to 
  create her own trap to use on a monster). 
  Target 
  Number
  Level of
  Saving Roll   
  1 
  2 
  3
  4
  5 
  etc...
  20 
  25 
  30
  35
  40
  etc...
  Saving Roll Chart   
  
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  ARE YOU PLAYING A HUMAN? One other thing 
  to keep in mind if you are playing a human character 
  - you get to reroll a saving roll a second time if your 
  first attempt fails. You do NOT add those two attempts 
  together, the 2nd attempt is treated like a new saving 
  roll. This is a special bonus given just to human char-
  acters to reflect their dogged persistence and refusal to 
  give up despite the odds against them.
  Saving Rolls & 
  ADVENTURE POINTS (a.p.)
   
  One way that players are rewarded for their actions 
  during the game is by gaining adventure points. 
  Adventure points are awarded for slaying monsters 
  or foes, or for doing or saying something clever or 
  funny during the play of the game, or for solving dif-
  ficult puzzles and in-game problems, or for SAVING 
  ROLLS. Adventure points have only one purpose in 
  the T&T mini-rules. They help your character improve 
  by increasing their attributes. When the Game Master 
  says “Make a saving roll on (any attribute),” the GM 
  is giving you adventure points.
  As you play, keep track of the totals of any numbers 
  you rolled while trying to make a saving roll (whether 
  you made the roll or not). All those totals are adven-
  ture points.  A Game Master or a solo adventure will 
  also reward you Adventure Points at the end of the 
  game.  Add all those numbers together to see how 
  many adventure points you have earned. Now, let’s see 
  how you can make your character more powerful by 
  spending these adventure points...
   USE Adventure Points TO 
  increase your attributes
  Our hero Gilbert has managed to accumulate 152 a.p. 
  He decides this would be a good time to bring his DEX 
  up by 1 point. He tells the Game Master that he wants 
  to spend a.p. to increase his DEX. The G.M. sees that 
  Gilbert has 152 adventure points—just enough. He 
  takes 150 of them away and Gilbert’s DEX goes from 
  15 to 16. This is a permanent increase and his new base 
  value for that attribute.
  YOUR CHARACTER’S 
  HIGHEST Attribute 
  Determines THEIR Level
   
  In T&T, a character’s level of power is decided by 
  their highest attribute, Divide that by 10 and ignore 
  remainders. 
  Iris the Fairy has a highest attribute of DEX = 16, so 
  she is a level one character.  
  Daisan the Dwarf has a highest attribute of CON = 
  28.  He is a level two character.  
  Laila the Elf has a highest attribute of WIZ = 35. She 
  is a level three character.  
  Gilbert the Human has a highest attribute of STR = 
  33. He is a level 3 character. (And so on...) 
   
  MAGIC in T&T
  (And how to use it)
   
  OK, now its time to talk about how to use Magic in 
  T&T.  If you are playing a Warrior, you can skip this 
  section and come back to it when you roll up a Wizard 
  or Rogue. GMs should read this section so they know 
  how magic works in the game.
  Trollworld is an extremely magical place. The planet 
  produces a force, just like Earth produces magnetism, 
  called kremm that the peoples of Trollworld can tap 
  and use to change reality. That’s magic! Each spell 
  requires a certain amount of kremm energy (WIZ stat), 
  a certain level of intelligence and dexterity. The spells 
  almost always work (higher magic can sometimes 
  block other magic from working.) You use your WIZ 
  stat as the amount of magic that you can use to cast a 
  spell. If a spell costs 2 points to cast, you subtract 2 
  points from your WIZ stat. Note that you can only cast 
  one spell per combat round and you recover used WIZ 
  at 1 point per 10 minutes of game time.
  Since this is the mini version of the rules, we’re going 
  So what are adventure points (a.p.) good for? They 
  buy attribute points. To raise an attribute by one point 
  costs 10 times the current value of the attribute in a.p.  
  
  - 11 -
  to give you 11 spells to work with: 4 first level, 4 sec-
  ond level, 2 third level, and 1 fourth level. There are 
  118 spells available, but if you want to know them all, 
  you’re going need the Deluxe Tunnels and Trolls rules.
  To keep things simple, wizards know all the spells 
  up through their own level. A first level wizard only 
  knows first level spells. A fourth level spellcaster 
  knows all 11 spells shown below. 
  Rogues can also do magic, but typically they do not 
  know as many spells as wizards do. Rogues get to 
  choose one spell to know per each character level they 
  attain. A first level rogue would know one spell; a third 
  level rogue would know three spells. Remember that 
  Rogues are not able to use magic staffs to help them 
  cast spells. Rouges can learn additional spells though.
  Learning Spells: To learn new spells, a Wizard or 
  Rogue needs to find a higher level magic-user (usually 
  a NPC run by the GM) that is willing to teach them a 
  spell. The cost is 1000 gp per level of spell. So a 2nd 
  level spell cost 2000 gp and a 4th level spell costs 4000 
  gp. Also your character has to have high enough WIZ, 
  INT and DEX to be able to cast the spell. (The dT&T 
  rulebook describes additional ways to learn spells.)
  Note that all 3 requirements must be met in order 
  to cast a spell. The magician needs to have enough 
  kremm (WIZ points), along with a high enough 
  Intelligence (INT) and dexterity. (DEX).
  It’s Elementary
  Level: 1       Cost: 4 WIZ        Duration: Instant
  Range to Cast: 5’         Range of Effect: 5’
  Power up per level: Damage doubles per level.
  Description: Caster must specify fire (small flame), water 
  (splash), ice (icy gust) earth (pebble), or wind (puff or air). 
  Each is capable of 1 point of damage depending on use.
  (These spells light torches and campfires, can chill a mug 
  of beer, douse campfires or provide enough water to wash 
  your face. Wind gusts can move a small light object such 
  as feathers, leaves or a layer of cloth).
  Knock Knock
  Level: 1         Cost: 3 WIZ      Duration: Instant
  Range to Cast: Touch      Range of Effect: N/A
  Power up per level: Unlocks higher level locks —spell 
  level = lock level (Yes, there can be a 5th level lock that is 
  5 times as hard to unlock as a first level lock. The world is 
  complicated.)
  Description: Unlocks most mechanical locks or 
  magical locks of the same or lower level. Complex 
  mechanical locks may also require higher level spells.
  Take that, you Fiend
  Level: 1      Cost: 6 WIZ      Duration: Instant
  Range to cast: Line of sight up to 200 feet
  Range of effect: N/A
  Power up per level: Damage X 2
  Description: Deals deadly (killing) damage equal to the 
  caster’s INT in hit points, but only affects a single target.
   MinI T&T 
  SPELLBOOK
  Level One Spells require a minimum of 
  10 points in both INT and DEX 
   Detect Magic
  Level: 1      Cost: 1 WIZ    Duration: 1 combat turn        
  Range to cast: 5’ per character level
  Range of effect: 5’ radius per level around cast point.
  Power up per level: Doubles range of effect
  Description: Detects the presence of magic being used or 
  stored by objects (not beings), and the type of magic it is. 
  Trained wizards get a vague sense of something magical in 
  range, even without casting the spell. Casting the spell gives 
  them specifics.  Rogues particularly find this spell useful. 
  LEVEL 1:
  LEVEL 2:
  Level Two Spells require a minimum of 
  12 points in both INT and DEX
  Boom Bomb
  Level:2          Cost: 7 WIZ  
  Duration: Item explodes on contact or 10 seconds 
  after being cast, which ever comes first.
  Range to cast: 5’
  Range of effect: 2 foot blast radius per level.
  Power up per level: Damage X 2
  Description: Infuses a small rock or pebble with energy 
  such that it explodes on any sharp impact. Does 10 points of 
  damage to all targets within range. (Suitable as a sling stone 
  or thrown object but not for a bullet—it would blow up in 
  the chamber. The blast radius can affect friendly targets)
  SPELLS
  
  - 12 -
  Cateyes
     Level: 2       Cost: 6 WIZ 
  Duration: 30 minutes (or 15 combat turns)
  Range to cast: 10’
  Range of effect: Range of good vision - at 40‘ fades out 
  completely by 60‘
  Power up per level: Duration X 2.
  Description: Gives target the night vision of a nocturnal 
  animal. Does not grant vision in complete darkness or 
  through thick fog.
  Poor Baby
   Level: 2      Cost: 2 WIZ     Duration: Instant
  Range to cast: Touch  Range of effect: One person
  Power up per level: N/A
  Description: Restores 1 point of CON lost to wounds or 
  injuries. (Maximum up to original CON. Has no effect on 
  disease or poisons, only on CON damage. 
  Vorpal Blade
  Level: 2    Cost: 5 WIZ    Duration: 1 combat turn
  Range to cast: 10’
  Range of effect: Affects entire weapon
  Power up per level: Duration X 2
  Description: Doubles base weapon dice roll for a single 
  weapon.  (The weapon must have a blade, i.e. a cutting 
  edge. The spell works on daggers, swords, axes, polearms, 
  spears, but not on clubs, mauls, maces, bullets, etc. It 
  doubles the dice roll, not the number of dice rolled) Takes 
  effect the same round it was cast, doubling effect immedi-
  ately. It also counts as enchanting a weapon in cases where 
  only magical weapons can do damage.)
  Level Three: Spells require a minimum of 
  14 points in both INT and DEX
  Dis-Spell
  Level: 3       Cost: 11 WIZ         
  Duration: Instant             Range to cast: 50’
  Range of effect: 10’ radius from Target Point
  Power up per level: Nullifies higher level magic
  Description: Negates and/or banishes magic of the same 
  or lover level. Works on all magic within range (which may 
  include friendly magic)
  Fly Me
   Level: 3      Cost: 7 WIZ     Duration: 10 minutes
  Range to cast: 5’            Range of effect: 1 being
  Power up per level: Duration X 2
  Description: Allows the target to fly at normal running 
  speed (or slower). Target may carry up to their own weight. 
  (Spell has no effect on dead or inanimate objects)
  LEVEL 3:
  Level Four: Spells require a minimum of 
  16 points in both INT and DEX
   Rock-A-Bye
  Level: 4        Cost: 11 WIZ
  Duration: 1d6 x 10 minutes
  Range to cast: 30’
  Range of effect: Affects single target
  Power up per level: Adds 1d6 duration per level
  Description: Causes target to fall asleep for specified time 
  if the casters total of IQ + WIZ + CHR is greater than the 
  target’s MR (or IQ + WIZ + CHR).
  the free WIZARD’S spell
  All wizards can sense magic—think of it as a sense of 
  smell for concentrations of magical energy. It is not smell, 
  but is instead a feeling, a certainty. Most of the time the 
  wizard must touch an object to sense it for magic, but more 
  powerful spells have a greater radius of perception. Gener-
  ally magic will fall into three classes: beneficial, malevo-
  lent, and functional. Most magic is functional—it does 
  stuff. Beneficial helps the person/thing being affected while 
  malevolent magic will always do harm. Rogues may learn 
  the spell called Detect Magic that only costs them 1 point 
  of WIZ to cast, but they never reach the point where they 
  can automatically detect magic.
  USing a Magic staff
  Focus objects—such as magical staffs or wands help make 
  it easier for Wizards to cast a spell. Wizards can have them 
  and use them. Rogues can’t use them for casting magic, but 
  can use staffs as physical weapons. 
  How they work: A wand or staff reduces the cost of cast-
  ing a spell by your character level. Thus a first level wizard 
  using a magic wand can cast a Take That You Fiend spell 
  for 5 points of WIZ instead of 6 points. A 3rd level wizard 
  could cast the same spell for only 3 points instead of 6. 
  However wands and staffs can never reduce the cost of the 
  spell below 1. To work magic, at least 1 point of kremm 
  energy (WIZ) must be used/expended by the spell caster.
  LEVEL 4:
  SPELLS
  
  - 13 -
  Magic IN COMBat
  Spells that do damage work the same way as normal com-
  bat damage (unless the spell’s description states otherwise). 
  The spell is cast and whatever damage it creates goes 
  against the enemy being fought. Only one spell per combat 
  round can be cast by a magic user.  
  Recovery of 
  Energy/WIZ expended:
  Spellcasters naturally recover 1 point of kremm energy for 
  every 10 minutes of game time. If a long period of time 
  passes between uses of magic it is easiest to simply let the 
  wizard regenerate all used WIZ points. On the other hand, 
  if the action is happening fast and furious, wizards will not 
  have enough time to recharge all their magical energy.  In 
  such cases wizards can and do run out of magic. (They can 
  still engage in regular non-magic combat though).
  Running T&T as GAME MASTER
  When you’re first starting, you want to run simple short ad-
  ventures that can be finished in 3 hours or less. Do a larger 
  campaign as your players level up.
  Let your players do things and shine. Reward them for par-
  ticipation. If they’re shy, ask questions to draw them out. 
  Every player should have one or two opportunities to excel 
  in every adventure. To help reward them, use the treasure 
  generator on the next page.
  Did your players all lose that last fight horribly? You don’t 
  have to kill them. Let them be knocked out and wake up as 
  prisoners somewhere else. Suddenly the adventure takes on 
  a whole new direction.
  And remember that you are the Game Master—you are 
  in control of the game. Don’t let the game bog down with 
  arguments or rules questions. As GM you can overrule any 
  written rule in T&T. Do this to keep the game fun, interest-
  ing, and moving right along.
  Create your own dT&T CHARACTERs
  This blank character sheet can be used to create your own characters for T&T games. Use the other characters on the next pages as a 
  guide. (You can photocopy this page so you can roll up more characters.) The complete Deluxe Tunnels & Trolls rulebook allows you to 
  create characters of many different kindreds and with a large variety of weapons, armor and spells. 
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  Adventure 
  Points
  
  - 14 -
  As a GM, there are occasions when you may not 
  want to write down what every monster in every 
  room is guarding in the way of treasure; also, several 
  of Flying Buffalo’s solitaire dungeon series suggest 
  the use of the Treasure Generator in some of the 
  dungeon rooms. Magic treasures have been stricken 
  from this Generator — GMs should create their own 
  magic items to suit a particular purpose, not merely 
  read them off a chart. This Generator will create 
  mostly coins, a few gems or weapons/items.
  Finer treasures should be created by the GM person-
  ally. To work the Generator, you’ll need up to three 
  dice (3D6.) Roll two dice first: What You Find: If 
  you roll 2, there is a jewel (or possibly a jeweled 
  item, see below). If you roll 3 — 11, its coins. A roll 
  of 12 means coins and a jewel.
   
  COINS
  If you find coins, roll 3 dice to find out how many 
  there are. Multiply the total of the 3 dice by 10 to get 
  the number of coins there.  Roll one die to see what 
  metal the coins are made of.
          1 =  copper coins  2,3,4 =  silver coins  
                           5,6 =  gold coins
  Jewel sizes
  If you have rolled and discovered a jewel, roll 1 die 
  to determine what size it is, or if it is a jeweled item. 
  The symbol x is a multiplication symbol; base values 
  of gems (in G.P.) are given with the gem names:
   
  1 =  Small:  
   5x base value.
   
  2 =  Average: 10x base value.
   
  3 =  Large:  20x base value.
   
  4 =  Larger:  50x base value.
   
  5 =  Huge:  
  100x base value.
   
  6 =  Jeweled item (see jeweled weapon list)
  If you have rolled a jeweled item, roll once more on 
  the Size list (if you get another ‘6’, disregard it and 
  roll again): if small, there will be 5 gems; if average, 
  4 gems; if large, 3 gems; if larger, 2 gems; if huge, 
  only 1 gem. 
  TYPE OF GEMS
  Now roll 3 dice to see what type of gem was found. 
  the total of the 3D6 reveals the gem type.
  MinI T&T Treasure Generator 
  By Ken St. Andre
   Jewleled items
  If you rolled a jeweled item, Roll 1 die to find 
  out what the jeweled item is:
   
  1    = Necklace 
  2    = Head-gear
   
  3    = Bracelet 
  4    = Ring
   
  5    = Belt 
   
  6    = Weapon
   jeweled weapons 
  Weapons will always be made of some kind of metal.  
  If the weapon is found on a dead body, have it be 
  made of bronze or iron.  If the weapon is found in a 
  chest or near a noble, make it be silver. If the weapon 
  is near a King or a deity it might be hardened Gold. 
  Having generated a weapon, now roll 1 die to find out 
  what type of weapon it is.
  weapon type
  1    =       Dagger       4    = Hafted Weapon
  2    =       Sword   
   5    = Spear
  3    =       Polearm   6    = Projectile Weapon
  To determine which weapon it is in that class, roll 3 
  dice. Chose the weapon closest to that number in ‘ST-
  required’ — if 2 or more weapons fit this designation, 
  chose the heaviest.  
  As always, use your common sense, and as GM do 
  what is best to make the adventure fun and engaging.  
  3    Sapphire        15 gp
  4    Jade               13 gp
  5    Serpentine     12 gp
  6    Aquamarine   11 gp
  7    Fire-opal     10 gp
  8    Opal 
        9 gp
  9    Ivory 
        6 gp
  10  Amethyst       5 gp
  Die 
  Roll
  Base 
  Value
  Gem 
  Name
  Die 
  Roll
  Base 
  Value
  Gem 
  Name
  11    Fire-opal         6 gp
  12    Aquamarine     8 gp
  13    Jade 
          9 gp
  14    Serpentine     10 gp
  15    Pearl 
        11 gp
  16    Ruby 
        13 gp
  17    Sapphire       15 gp
  18    Diamond       17 gp
  
  - 15 -
  CHARACTER stats of OUR ADVENTURERS
  Here are the stats of our four adventurers. Use them as a group in the GM adventures or choose one character from the group to 
  use with the solo adventure in this book. We’ve also included a blank character sheet so you can roll your own characters. (See 
  page 13.)  You’ll need the complete dT&T rulebook for full details, magic spells, weapons and armor lists.)    
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  SPELLS: _________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________
  LAIlA the ELF
  Laila
  Elf
  2
  wizard
  f
  5’8”
  130lb
  195
  white
  214gp
  10
  16
  8
  25
  17
  14
  18
  17
  +11
  1000
  300
            
  can do all 1st 
  & 2nd level spells.  
  has magic staff
  (2d+6 weapon)
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______  WT: CARRIED: _______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________
  DAisan
  Daisan
  dwarf
  2
  warrior
  m
  3’9”
  200lb
  123
  gray
  31gp
  22
  8
  26
  13
  10
  12
  15
  9
  +10
  2200
  1000
  lIGHT dOUBLE-
  BLADED AXE 7D+6.   
  FULL DWARVEN PLATE 
  TAKES 16 HITS  
  BUCKLER TAKES 3 HITS 
  Adventure 
  Points
  Adventure 
  Points
  10
  25
  
  - 16 -
  About These dT&T CHARACTERs
  The information on these character sheets and the stats listed here are explained in the Mini rules on page 12.  
  Additional details on weapons and spells can be found in the Deluxe Tunnels & Trolls rulebook.  For playing the solos you 
  will not need to worry about some of the character information unless it is referred to in the solo itself.
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______ WT: CARRIED: ______
  WEAPONS & ARMOR: 
  _________________________ 
  _________________________ 
  _________________________
  _________________________
  Gilbert
  Human
  3
  Rogue
  f
  5’6”
  150lb
  18
  Brown
  214gp
  11
  14
  30
  15
  23
  14
  12
  10
  +15
  1100
  400
  Terbutje sword 4d+6
  Leather Jerkin: 1 hit 
  Greaves: 1 hit each
  Guantlets: 1 hit each
  NAME:________________________ KINDRED:________________
  LEVEL:________  CHRACTER TYPE:________________________
  GENDER:______  HEIGHT:__________ WEIGHT: ______________
  AGE:__________  HAIR:_____________ MONEY:_______________
  PRIME ATTRIBUTES
  Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.
  STR:________ CON:__________ DEX:_________ SPD: __________
  LK:_________ IQ:____________ WIZ:_________ CHA: __________
  Personal Combat Adds: _______________
  You get one combat add for every point that each of these 
  attributes is over 12.: STR, LK, DEX, & SPD.
   
  WT: POSSIBLE: _______  WT: CARRIED: _______
  GiLBERT
  Iris
  Fairy
  2
  wizard
  f
   6 inches
   1 lb
  92
  green
  13gp
  3
  18
  4
  16
  16
  10
  26
  18
  +10
  30
  10
  Adventure 
  Points
  Adventure 
  Points
  IRIS the Fairy
  14
  8
  SPELLS: _________________ 
  _________________________ 
  _________________________
  _________________________
  _________________________ 
  _________________________
            
              can do all 1st 
   & 2nd level spells.  
  has special maGic 
  wand that also 
  shapeshifts & has 
  sleep spell in it.
  
  - 17 -
  Introduction: You are a Samurai warrior. Your daimyo (clan 
  chief) has just ordered you to climb Mount Kitsune and escort 
  the venerable hermit priest who lives in the Kitsune temple 
  down to the lord’s estate at the foot of the mountain. It is a 
  simple job, and should not take more than 3 or 4 days.  
  This is an adventure for T & T warriors of any level though it 
  is meant for characters of level 3 to 7.
  [1] Mount Kitsune is not the largest mountain in Japan, but 
  it is the largest on this island. It fills the center of the island 
  and effectively separates the east coast from the west, and the 
  north coast from the south. Although it is a volcano, it has not 
  erupted for hundreds of years.  The slopes are richly forest-
  ed and have plenty of wild game. There are many paths and 
  trails through the forests and over the foothills that surround 
  the main peak.  There are some paths that are used enough to 
  become small roads, and these connect small villages on the 
  outlying slopes, and merchants frequently travel these roads to 
  bring goods to the people who live far from the daimyo’s court 
  and city on the east coast.  Go to [11]
  [2]  A wave of dizziness passes over you, and you fall down. 
  Perhaps the spider-demon’s talons were poisoned. You lose 
  consciousness.
  When you awaken it is night. Your wounds have been ban-
  daged, but you are alone. You recover half of your missing 
  CON. Your blessed katana is gone—the priest must have taken 
  it. You still feel weak, and after taking a drink of water, you fall 
  into a restless slumber that lasts until sunrise. When you awak-
  en you must decide what to do.  If you follow the priest back up 
  the mountain, go to [42]. If you realize that you cannot win and 
  decide to go down the mountain and report to the daimyo, go to 
  <c10>. If you think that you have lost your honor, and that only 
  death awaits you in the daimyo’s court, go to [66].
  [3] The old priest looks at you with some amazement. “Truly, 
  you are a peerless warrior, but you are using your gifts for evil. 
  For this heinous deed, I curse you to die by drowning.’ You 
  feel a chill of supernatural horror as he says this. Permanently 
  reduce your Luck and Charisma attributes by 1 point each.
  “I fought in self defense, and in pursuit of my duty. I have 
  pledged to take you to the daimyo’s court and I will do so.” 
  Take 200 adventure points for slaying the kappa.  Go to [13].
  - 17 -
  [4] “Warrior, you have chosen wisdom at last,” says the 
  priest. “I may be able to save you.” He falls upon his knees and 
  begins chanting in a language you have never heard before.  As 
  he does so, the skies begin to clear, and the feeling of menace 
  in the air abates. When he finishes chanting, it is once again 
  a beautiful clear summer afternoon.  Then the priest begins to 
  calmly walk back up the mountain.  Go to [14]
  [5] “Then I will go over you,” you shout. You reach up as 
  high as you can to find the top edge of the wall, but there is no 
  top edge that you can reach.
  You dash at it and try to break through or knock it over, but you 
  only  bruise your shoulder.  After a while you return to the path 
  where the priest is sitting serenely and chanting.
  “I see that you did not get around the wall,” the priest gloats.
  “How long will this wall remain?” you ask. 
  “As long as it takes for you to relent and let me return to my 
  home.” Go to [15]
  [6]  When the sun comes up the wall fades away and disap-
  pears.  You wake the priest and together you walk the last quar-
  ter mile to the gates of the daimyo’s town.  Go to [16].
  [7] It is dark before you finally admit to yourself that you are 
  lost. Well, there is nothing to do but make camp and wait for the 
  morning.  Like all Japanese forests, this place is haunted. Make 
  a L1SR on Luck to see if the yokai leave you alone during the 
  night. If you make the saving roll, you will sleep restlessly and 
  awaken with first dawn.  After a few hours of wandering you 
  find your way back to a place you recognize.  Go to [74].  If you 
  fail the saving roll, then something more exciting happens—go 
  to [35].
  Coming Down 
  the Mountain; 
  a Mystic Japanese 
  T&T adventure
  Can you escort the venerable priest down the mountain?
  SOLO ADVENTURE
  by Ken St Andre
  Illustrations by Shohei Nakayama, Asuron, Kawarabe, 
  Shu Nagata, Dreamtime & Takashi Matsuoka 
  illustration by Shohei Nakayama
  
  - 18 -
  - 18 -
  SOLO ADVENTURE
  [8]  Your lord listens carefully to your story, and at the end, 
  he smiles. “You did your best, and you returned to me when 
  you failed. You are just a man. Perhaps the old priest does 
  not need to come down off his mountain now. I will give him 
  another ten years to change his mind. You may return to your 
  home now.” The adventure is over. Take 50 a.p. The End.
  [9]  The battle has been difficult and you feel yourself tiring. 
  Roll 1D6 and subtract that amount from your STR attribute, 
  reducing your combat adds appropriately. If your STR is re-
  duced to less than half of what you started with, go to [2]. 
  Otherwise, return to <c-1> and fight another combat round.
  [10]   The battle continues. If you were the one that took 
  damage and battled on, return to [50] and fight another round. 
  If you are beating the kappa, go to [23].
  [11]  You are walking—you expect it to take you a day 
  or two to reach the summit. You begin to hear the sounds of 
  struggle. Men are shouting. You hear the ring of metal on 
  metal. You come around a corner and see a small merchant 
  troop beset by a dozen brigands. The merchants are defending 
  themselves with clubs and cudgels, but they are outnumbered 
  and the bandits have knives and a few even have old swords. 
  One merchant is down and the others won’t be able to hold out 
  for long. What do you do?  If you rush in to help the merchants 
  go to [48]; if you rush in to help the bandits, go to [56].  If you 
  think this is not your problem, you may take a side path and go 
  around the robbery by going to [64].
  [12] You realize that there is no honor in dragging the priest 
  down the mountain against his will. Reluctantly, you untie the 
  priest, and apologize for the inconvenience you have caused 
  him. He mumbles a few words of forgiveness and then trudges 
  back up the mountain path. Now, what will you do?  If you 
  decide to get off the mountain and report to the daimyo, go to 
  [52]. If you think that you have lost your honor, and that only 
  death awaits you in the daimyo’s court, you may take another 
  path, leave this land, and become a wandering ronin—a mas-
  terless samurai outlaw.  If you choose that, you may take 100 
  a.p. and keep the character, but this adventure is over for you.
  [13] Before you resume your journey you spend some time 
  patching up your wounds. If you have been injured, you may 
  recover 2 CON points by applying bandages and salves that 
  you carry with you at all times. When you have recovered 
  from the fight, you once again pick up the priest and  continue 
  down the mountain path.  Go to [43].
  [14] You realize that you have failed your mission to return 
  with the priest. Death is frequently the result of such a failure. 
  The honorable thing to do is to continue down the mountain 
  and report to your lord. The smart thing to do is to turn aside, 
  abandon your lord and your duty and become a ronin—a 
  wandering, masterless samurai. If you decide to do the smart 
  thing, go to [66].  If you do the honorable thing, go to [60].
  [15] You sit down and glare at the priest.  It is now quite 
  dark as the moon is still below the tree line in the east, and there 
  is only starlight to see by.  He is only a dim gray form a few feet 
  away from you.
  “You could be resting comfortably at home in just a few min-
  utes if you simply allow me to return to my shrine,” says the 
  priest temptingly.
  Do you give up?  If you allow the priest to return to his shrine, 
  simply say so, and go to [25].  If you refuse  to give up, and 
  try to think of a way to get past this barrier, go to [57].  If you 
  decide to try and kill the wall with your sword, go to [65].
  [16] You have arrived at the daimyo’s court. The guards 
  take you and the priest to the bath house, where you have a 
  chance to freshen up and make yourselves presentable to the 
  daimyo. If you are wounded or hurt in any way, your injuries are 
  treated.  You get a few hours of rest, and then you and the priest 
  are summoned to an audience with the daimyo. Go to [26].
  [17]  Pulling out your wakizashi, you charge into the battle, 
  shouting your samurai war cry. Roll 1D6. That many of the 12 
  outlaws break and run for it when you appear. The rest all turn 
  to face you. Each brigand has a monster rating of 18 (they get 
  2D6+9 each). The merchants will help you in the fight—they 
  provide a total of 40 hits on your side of the general melee. If 
  the brigands lose the combat round, any that are not slain will 
  run away. If they win the combat round, the merchants will 
  run away, leaving you to fight the brigands on your own. If the 
  robbers run away, go to [47].  If you lose the combat round, the 
  outlaws will keep attacking, keep fighting until you are either 
  slain, or you win a round. If you die, close the book. If you win, 
  go to [47].
  [18] The lord grows impatient halfway  through your tale 
  and barks a command to the other samurai in the room. They 
  seize you, disarm you, and drag you off to a prison cell. There 
  you remain in dishonor for 3 years until your daimyo gets ill 
  and dies. (He was poisoned by his wife.) Then you are released, 
  told to leave, and never return. Your character is now a ronin, 
  a masterless warrior. Take 80 a.p. and hit the road.  The End.
  [19] You take a vicious cut at the wall. As the metal strikes 
  the stone, you hear what sounds like a gong ringing loudly. 
  Your sword shatters into a dozen pieces, one of which flies into 
  your face leaving a nasty cut just below your eye. Roll 1D6 plus 
  1 to see how many CON points you lose. This is a permanent 
  reduction.  But with a shriek the wall also shatters and disap-
  pears. Heedless of the blood flowing down your face, you seize 
  the priest and dash down the path.  Soon you come to the gates 
  of town and the guards on duty see you coming and open the 
  gates for you.  Go to [16].
  
  - 19 -
  - 19 -
  SOLO ADVENTURE
  [26] Your lord has a love for luxury and grandeur that clear-
  ly displeases the ascetic old priest. Elaborate silken tapestries 
  cover all the walls of the audience chamber. Twenty samurai 
  guards are scattered throughout the room. His seven concubines 
  all sit together behind a flimsy butterfly screen that conceals 
  nothing. He bids you come forward and tell him about your 
  journey. (Take 100 adventure points for the successful comple-
  tion of your task.) The  old priest stands quietly beside you, 
  frowning, and looking very unhappy. Go to [36]
  [27]  Unsheathing your short sword and making as much 
  noise as you can, you stomp forward shouting “Halt, brigands! 
  Justice is upon you!”  Make a L2SR on Charisma (25-CHR) If 
  you succeed, go to [55]. If you fail, you will find yourself in 
  combat—go to [17].
  [28] “We will just walk around you, O Wall,.” You snarl.
  “You can try, but I don’t think you can do it.”
  “I will just sit and watch,” says the priest.
   You step off the path on the right side, go between a couple of 
  trees, and turn to go around the wall, but, instead you bump into 
  something hard and unyielding. It is dark now, and hard to see 
  under the cover of the trees, but it sure feels like a wall.
  “What?” you blurt.
  “I am here in front of you,” answer’s the wall in a melodious 
  voice. “You cannot go around me.” Go to [5]
  [29]  If the spider-demon has slain you outright, this is the 
  end. The wild spirits of the mountain will rescue and untie the 
  old priest. In time, he will send a message to the daimyo telling 
  of your death and burial on the mountain. 
  If you are wounded, you must decide whether to continue fight-
  ing or to surrender and let the priest go.  If you continue fight-
  ing, reduce your STR attribute by the same amount as you have 
  reduced your CON attribute. If your STR is reduced to less than 
  half of what you started with, go to [2]. Otherwise, return to [69] 
  and fight another combat round.  If you surrender, go to [32].
  [20] The oni has a monster rating of 200. (21D6 + 100 
  combat adds) There is nothing to do now but fight for your life.  
  Your swords are blessed; they are effective against it, but are 
  they enough? Fight to the finish. If it slays you, the priest will 
  get free, and go back up the mountain.  If you slay it, go to [68].
  [21] As you climb the mountain gets steeper and the path 
  gets narrower, but the day remains fine, except for a brief 
  shower in mid-afternoon.  Just as the sun is going down you 
  reach a small shrine built of timber and bamboo at the cross-
  roads of 6 paths. It is not the very top of Mount Kitsune, but 
  it is near it. An old bearded priest is sitting upon a tatami mat 
  near the front door. He raises a hand to you in greeting.  You 
  approach and bow and comment upon the nice weather and ask 
  if you can join him. He gestures for you to sit. The two of you 
  sit together in silence and watch the sun go down. The priest 
  has not yet spoken a single word to you.  Go to [31]
  [22] Vowing that you will not allow a little thing like the 
  attack of mountain spirits prevent you from doing your duty, 
  you gather up the old priest, strap him onto your back again, 
  and resume the journey.  Go to [62].
  [23] Fight another round with the kappa.  It still gets 10D6 
  but if you have wounded it and reduced its monster rating, 
  remember that it only gets half the current monster rating in 
  combat adds.  If you wound the kappa again without killing 
  it, go to [33].  If you slay it outright, go to [3]. If it kills you, 
  close the book. If it injures you with more than spite damage, 
  the priest will again beg you to surrender, save  your life, and 
  release him—go to [30].
  [24] You quickly go to work at constructing a mask that 
  you think will frighten a demon. You cut out a piece of cloth 
  from your spare garment in your pack. You cut eyeholes in 
  it. With a piece of charcoal you draw extra triangular eyes in 
  parallel lines down the side. You gather twigs and carve them 
  into short little horns and attach them on the sides. You don’t 
  bother with a mouth. You write the sacred name of the Buddha 
  on the forehead. Really, the mask is a ludicrous thing, but you 
  don’t have much time, or much to work with. You put away 
  your weapons and take out the small copper cooking pot that 
  you always carry with  you—that and some pebbles which you 
  place inside it, and then cover it with a improvised cloth cover. 
  This you will keep inside your robes so the demon cannot see 
  it.  Just as you think you are ready, the clouds burst open and 
  rain pours down upon you. Lightning strikes less than ten feet 
  away.  Go to [34]
  [25]  “Is there no end to these obstacles?” you ask yourself.
  “I resent being called an obstacle,” says the wall. “I am a 
  guardian.  I guard the priest.”
  “How can I persuade you to let us pass?” you ask. 
  “The Holy One need only ask me, but there 
  is nothing you can do to pass me by so long 
  as you detain the Holy One against his 
  will.” Go to [49]
  illustration by Asuron
  
  - 20 -
  - 20 -
  SOLO ADVENTURE
  [30] The priest sees that the kappa is hurting you. “Sur-
  render, warrior!” he shouts. “You cannot win this battle.”  If 
  you agree with him, go to [75]. If you still think you can win, 
  or if you think death is better than dishonor, go to [50] and fight 
  another round.
  [31] When darkness has settled upon the mountain the old 
  priest stands up and enters the shrine, beckoning for you to fol-
  low. You take off your straw hat and do so.  Inside there is noth-
  ing but an old tatami for the priest to sleep upon, a small table, 
  and a few tools used for carving wood, a chisel, a sharp knife, 
  a small hammer.  The shrine itself is lined with dozens of small 
  figurines carved from wood—each more fantastic in appear-
  ance than the one next to it.  These are the spirits of the moun-
  tain. By the light of a single candle you see turtle-like kappa, 
  spider-demons, demonic wolves, kasodek umbrella monsters, 
  the crab-like hikigani with their samurai faces, and many more 
  strange and bizarre spirit forms. There is a small wooden bowl 
  full of ginnan and kuri nuts on the table. The priest invites you 
  to satisfy your hunger by eating some of them. He chooses 3 
  nuts for himself and seems to be quite content with them. You 
  notice that he is very thin.  You take a sweet rice cake from 
  your pack and break it in half and offer to share with him. This 
  makes him smile. “Thank you, my son,” he says. “It has been 
  more than a year since another pilgrim shared sweet rice with 
  me.”  He eats two small bites of rice and leaves the rest to you. 
  Go to  [41]
  [32]  You throw down your sword and kneel. The spider-
  demon stops attacking you, scuttles over to the priest, and soon 
  has him free of his bonds.  The priest mutters something about 
  it being better to learn wisdom late than never and trudges back 
  up the path.  If you decide to return to the daimyo and tell him 
  what happened, go to [52]. If you think that failure is the same 
  as a death sentence, and you do not wish to die, go to [66].
  [33]  “Stop fighting!” shouts the old priest. Such is the force 
  of his command that both you and the kappa freeze in your 
  tracks and turn to look at him. “Return to your pool, Kappa-
  sama,” commands the priest. “I thank you for  your efforts, but 
  you cannot save me from this warrior. A greater spirit than you 
  shall do so.” The kappa bows to the priest, nods to you, turns 
  and walks back into the spring, quickly disappearing from your 
  sight. Take 100 a.p. for surviving your fight with the kappa and 
  go to [13]
  [34] The stench of ozone fills the air. The thunderclap deaf-
  ens you. A torrent of rain explodes around you, and out of the 
  dazzle comes the most horrible thing you’ve ever seen—black 
  lizardlike skin, red glowing eyes, burning horns on its head and 
  sprouting from every joint on its body, long dagger-like claws, 
  and instead of a mouth, a kind of eagle’s beak. Bedecked in your 
  mask, with your arms hidden inside your robes, you turn and 
  face the oni. You rattle your noisemaker as loudly as you can, 
  and let out your most horrifying screech—easy enough to do as 
  you are quite horrified by the apparition in front of you.  This is 
  the moment of truth.  Make a L3SR on either your Charisma or 
  your Luck. If you make the saving roll, go to [44];
  if you fail, go to [54].
  [35]  You awaken to feel a hot breath upon your face. Open-
  ing your eyes you look directly into the face of a demon-wolf. 
  You know it is no ordinary beast by the way it acts, by the green 
  flames flickering where the pupils of its eyes should be, and by 
  the cold grating voice that says, “You are forsworn, samurai, and 
  now your soul belongs to me.”
  “Leave me, demon, and I will let you live,” you whisper, all the 
  while seeking the handle of your katana. You knew the risk of 
  sleeping in the forest, which is why you slept in your armor and 
  kept your katana close at hand.  The feel of the sword hilt gives 
  you confidence and you roll and spring to your feet. Then begins 
  a true test of speed and skill. The demon-wolf has a monster rat-
  ing of 98. It gets 10D6 plus 49 combat adds.  Fight to the finish. 
  Your blessed sword can harm this oni, but the short sword would 
  be useless.  If you win the fight you will  spend the rest of the 
  night on guard, and then find your way back to the main path in 
  the morning. If you survive the fight, go to [74].  If you lose the 
  fight, close the book. Someone else will have to fetch the priest.
  [36] The daimyo cannot help but notice that his guest is ob-
  viously not pleased with the honor and the attention that he is 
  getting. His flowery speech of welcome breaks off in the middle. 
  “Why do you frown, Holy One? It should be a great honor for 
  you to be my personal priest and advisor in spiritual matters.”
  “I did not seek this honor,” answers the priest. “I would like to 
  return to my shrine, lord. There is no need for me in this court. 
  You have everything that a man could desire.”
  “But you are alone and unguarded from bandits and other haz-
  ards way up there.” The daimyo turns to you. “You have seen 
  how he lives. Would he not have a better life here with us?”
  “Lord,” you answer, “this holy man is far from alone and un-
  guarded.  The spirits of the mountain attend him and protect him. 
  I had the greatest difficulties of my life in obeying you and bring-
  ing him down the mountain to you.”
  “What do you mean?” Go to [40]
  illustration by Kawarabe
  
  - 21 -
  - 21 -
  SOLO ADVENTURE
  [37] Suddenly lightning strikes not ten feet away from 
  where you are standing. The stench of ozone fills the air. The 
  thunderclap deafens  you. A torrent of rain explodes around 
  you, and out of the dazzle comes the most horrible thing 
  you’ve ever seen—black lizardlike skin, red glowing eyes, 
  burning horns on its head and sprouting from every joint on its 
  body, long dagger like claws, and instead of a mouth, a kind of 
  eagle’s beak. It hops like a frog and is upon you.  Somehow you 
  manage to lift your swords and slash at it as it approaches. It 
  jumps above  your cuts and the fight is on. Go to [20]
  [38] You decide that it is foolish and dishonorable to attack 
  a wall with a sword. You go and sit down again.  The woman 
  laughs softly. “You have made the right decision,” she says. 
  “Now make another good choice and let the Holy One return 
  to his shrine.”  
  If you decide to give in and allow the Holy One to turn back, go 
  to [25].  If you get stubborn and sit there and glare at the wall 
  until you fall asleep, go to [6].
  [39]  You are fighting 3 brigands. In such situations, samu-
  rais rely heavily upon the speed of their attack.  Make a L1SR 
  on Speed. (20-SPD). If you succeed, you cut down the first of 
  the three attackers without him even having a chance to de-
  fend himself.  If you fail, you must fight all 3 of them.  Each 
  has a monster rating of 18 (2D6+9). They have no armor. Do 
  the combat. If you win the first combat round, any surviving 
  outlaws will panic and run away.  You let them go. Their panic 
  infects the others and all the surviving robbers will flee.  If this 
  happens, go to [47].  If they win the first combat round, the 
  fight will continue. Battle it out until either you win a combat 
  round at which point they will all run away go to [17], or you 
  are dead. If you die close the book.
  [40] You tell him of the journey down the mountain and 
  how you faced a spider-demon, a kappa, an oni, and the nurik-
  abe wall. The court listens to your tale in wonder, and as you 
  describe the various guardians you hear many gasps of wonder. 
  You finish by saying, “If you keep the priest here against his 
  will, it seems likely to me that his yokai friends will also come 
  to live in your court. Do you wish to have an oni demon here 
  causing mischief and slaying those that displease it?”
  The daimyo looks very thoughtful. He turns to the priest. “Do 
  you really wish to return to your humble and austere shrine on 
  the mountain?”
  “Lord, I do,” answers the priest, bowing just the slightest bit.
  “I will not keep you here against your will. Stay and instruct 
  me in the ways of the spirits at supper tonight. In the morning 
  my faithful servant . . .” he gestures at you, “will accompany 
  you back to your shrine.”
  “Thank you, lord,” says the priest. 
  You silently groan. It appears that your adventures on the moun-
  tain are not finished yet.  But it is the end of this adventure.
  [41] After the meal is finished the priest offers you the tata-
  mi mat to sleep upon, saying that he will rest upon the doorstep 
  and protect you from the mountain spirits. You refuse and tell 
  him you are accustomed to simply sleeping in  your clothing 
  and no mat is required. It is an epic politeness battle, but as you 
  are younger,  you win it by emphasizing your respect for his 
  great age and wisdom. Eventually you fall asleep. The priest is 
  lying upon his mat quietly chanting prayers when you finally 
  close your eyes. Go to [51]
  [42] When you reach the mountaintop, you find the inter-
  section of the paths, but there is no longer a shrine there.  You 
  realize that the old priest, with the aid of the mountain spirits is 
  hiding from you.  Make a L2SR on Luck.  If you make it, then 
  you find and recover your katana. If you fail, you do not find 
  the sword. You now have two choices. If you return to your lord 
  and tell him what happened, go to [52]. If you decide that life is 
  better than death with honor, go to [66].
  [43] After a short rest you pick up the priest and continue 
  going down the mountain. It is past noon now, and the sky starts 
  to fill with dark gray thunderclouds. After being silent most of 
  the day, the priest now begins to talk to you.  “Warrior, you have 
  impressed me with your courage, your courtesy, and  your devo-
  tion to duty. I do not wish to see you slain in a futile attempt to 
  take me where I do not wish to go.”
  “I do not think I am in any great danger,” you reply. “At this 
  rate of travel, even though your spirit guardians have slowed me 
  down, we should reach the daimyo’s court shortly after sunset.” 
  Go to [53]
  [44] Completely startled by the weird, armless, rattling, 
  screeching figure you present, the oni howls in sudden fear, 
  and vanishes in another flash of lightning.  Your desperate trick 
  worked.  Go to [68].
  [45] You have never encountered a talking wall before. 
  Now that you look closely, you can see that this one also has a 
  face, the face of a young and modest woman.  “Please allow us 
  to pass, O Nurikabe.”
  “Do you wish to continue, Holy One?” asks the wall.
  “No. I wish to return to my shrine,” he answers.
  “You may pass, warrior, if you allow me to take the Holy One 
  back to his mountain top.” Go to [28]
  [46] Your enchanted blade has slain the spider-spirit. You 
  get 60 a.p. for the fight. The priest begins to weep. In a voice 
  that cracks with pain, he says “I curse you, samurai. You have 
  slain the spider-demon. Now you shall become one when you 
  die.”  Go to  [71].
  
  - 22 -
  - 22 -
  SOLO ADVENTURE
  [47]  You get 18 adventure points for each robber that you 
  slew plus 25 a.p. for rescuing the merchants. They thank you 
  profusely and ask you to accompany them to the next town. It 
  is close to your planned path, and you accompany them as a 
  guard. There is a small inn at the town, and you stay overnight 
  as the caravan leader’s guest. In the morning after breakfast, 
  you continue climbing the mountain.  Go to [21].
  [48] You have 2 choices. You can draw your short sword—
  you would not dishonor your longer weapon by using it on 
  scum like these men—and rush into combat.  This is what most 
  samurai would do.  If you make this choice, go to [17].  Or, you 
  could use the fact that you are Samurai to simply try and scare 
  the bandits into running away.  They are a cowardly bunch of 
  rogues and not used to dealing with trained warriors. If you do 
  that, go to [27].  Choose one of these options.
  [50]  The kappa advances steadily upon you, and begins 
  slashing with its claws. It moves faster and faster as it advances. 
  (The kappa has a monster rating of 98 (10D6 + 49).  Fight.  If 
  you are dead at the end of a single combat round, close the book. 
  If you have taken more than 5 points of damage, go to [30]; 
  if you have taken less than 5 points of damage or if you have 
  wounded the kappa with more than spite damage, go to [10].  If 
  you have slain the kappa outright, go to [3].
  [51] During the night you have many strange dreams, but 
  you feel no fear. In the morning you awaken refreshed to find 
  that the priest is already awake and brewing an herbal tea. A 
  little more rice from his pack makes a breakfast for the two of 
  you. Then he finally gets to the point and asks, “Why have you 
  come all the way up here to see me?” You explain that you are 
  on a mission from the daimyo to bring you back to the court. 
  [49] “Then I surrender,” you groan. “Take him home.”
  “Holy One, let us depart,” says the wall. 
  “Gladly,” answers the priest.
  The wall seems to flow around you and then you are alone on 
  the downhill side of the nurikabe.  As the moon comes into 
  view, you can see the wall retreating into the distance, moving 
  faster and faster.  In a few seconds it is no longer visible, nor 
  is the priest.  
  Unhappily you contemplate what reaction you will receive 
  when you return without the priest.  Go to [52].
  You tell him that the lord 
  needs his spiritual guidance 
  because the local spirits are 
  giving him many problems, 
  but he detects the falsehood 
  in your voice. From the tilt 
  of his head and the angle of 
  his eyebrow, you know he 
  doesn’t believe you, so you 
  tell him that the daimyo is 
  fearful for his health, and 
  wishes to bring him off the 
  mountain to his court where 
  he can live out his declining 
  years in comfort.  “I do not 
  wish to leave my home,” an-
  swers the priest. “I will not go 
  with you.”  Go to [78]. 
  [52] You return to the 
  daimyo’s court and tell him the 
  whole story of your journey. A 
  good lord would forgive you 
  for failing under the extraordi-
  nary circumstances of the task. 
  But some lords are not as good as others. Make your level 2 
  saving roll on either Luck or Charisma (your choice).  If you 
  make the saving roll, go to [8].  If you miss it, go to [18].
  [53] “That will never happen, because the next spirit you 
  face will surely slay you. I can read the omens.  The next spirit 
  you face will be a deadly demon from hell, the oni, Imakiyu. 
  Even your blessed blade will be no match for it.”
  There are legends about the demon known as Imakiyu, and 
  none of them end happily for the people in those stories. 
  You set the priest down and stop to think about how to deal 
  with an oni. If you have slain either the spider-demon or the 
  kappa outright, then go to [63].  If you did not slay either of 
  your previous challengers, then go to [70].
  illustration by Shu Nagata
  
  - 23 -
  - 23 -
  SOLO ADVENTURE
  [54]  Momentarily startled by your trick, the oni steps back-
  wards and begins to laugh. “O ho ho, mortal, that is the funniest 
  thing I have ever seen.  I am tempted to let you live if you will 
  simply release the priest.” Its appearance changes to that of a 
  handsome young man, with still a bit of hellfire in its eyes.  
  The priest calls out, “Spare this man, O Imakiyu. He is an hon-
  orable warrior.”
  “Only if he frees you,” says the demon to the priest.
  If you agree to let the priest return to his shrine, go to [4].  If 
  you do not agree, there is nothing you can do except draw your 
  weapons and fight—go to [20]. 
  [55] When the brigands see that a samurai is about to at-
  tack them, they panic, and flee in all directions. You let them 
  go—after all, you cannot pursue in a dozen directions at once. 
  You get 25 a.p. for rescuing the merchants. They thank you 
  profusely and ask you to accompany them to the next town. It 
  is close to your planned path, and you accompany them as a 
  guard. There is a small inn at the town, and you stay overnight 
  as the caravan leader’s guest. In the morning after breakfast, 
  you continue climbing the mountain.  Go to [21].
  [56] The bandits see you rushing in towards the fight, and 
  mistakenly think you are attacking them. The three bravest 
  ones turn to fight you; the three most cowardly run away: and 
  the other 6 continue attacking the merchants.  Go to [39].
  [57]  You sit and stare at the wall. It is not just a plain ex-
  panse of stone, but is instead a mural of a small hut in the lower 
  left quadrant surrounded by rice fields with a young woman 
  standing in the center. You ask yourself why does this wall have 
  a picture on it? Most walls are simply stone or brick or timber 
  without much in the way of adornment. Make a L3SR on Intel-
  ligence. If you succeed, go to [73]. If you fail, go to [67].
  [58] You handled the spider-demon. You handled the kap-
  pa. You can handle this oni. How powerful can it be? It’s just 
  some lesser demon that lives out in the wilderness. Just in case, 
  you take out your whet-stone and sharpen your katana. Then 
  you sharpen the wakizashi (short sword). For the next fight 
  only  you may add an extra D6 to the combat value of each 
  weapon.  You say a short prayer over your weapons, asking 
  the Lord of Heaven to bless them and protect you.  The priest 
  watches you sadly. Go to [37]
  [59]  “How can there be a wall built across the path?” you 
  ask in bewilderment.  “There was no wall when I came up the 
  path a few days ago.”
  “Why don’t you ask the wall?” chortles the priest.
  “Walls can’t talk.” you snap.
  “I can talk very well,” says the wall. “Good evening to you, 
  warrior. Good evening, Your Holiness.”
  “A pleasant evening to you as well, Nurikabe,” says the priest. 
  He sits down on the side of the path. Go to [45]
  [60] When you arrive at the daimyo’s court without the 
  priest, rumors begin to fly. The seneschal gives you some time 
  to clean and refresh yourself, and then summons you to the 
  daimyo’s presence. The question now is whether your lord is 
  truly a good lord or not.  Make a L1SR on Luck. (20-LK).  If 
  you succeed, go to [8]; If you fail, go to [18]
  [61] In the morning you ask the priest again to go down the 
  mountain with you. He refuses and demands that you leave his 
  shrine. You apologize for what you must do, but your honor 
  is at stake. You seize him and tie his arms and legs. Then you 
  put him in the chair and tie him to that. He endures it all with 
  a stony face.  With some difficulty you manage to tie the chair 
  on your back. It is an awkward burden, but the old man doesn’t 
  really weigh very much. By mid-morning everything is ready. 
  With the old priest strapped to your back, you start down the 
  mountain, thankful that the path is fairly wide and not that 
  steep.  Go to [71].
  [62] You shoulder your burden and continue carrying the 
  priest down the mountain. He seems surprisingly happy, and is 
  humming a little prayer chant very quietly. Shortly after noon 
  you  reach the spring by the side of the trail, and decide to 
  take a brief rest. A cup of clear water would refresh you, and 
  the priest must be thirsty by now. You set his chair down, then 
  reach into your pack to pull out a small wooden teacup. As you 
  turn toward the spring  you hear a gravelly voice say, “You may 
  not have any of my water.” You also see a very strange sight—a 
  creature is standing in the bubbling pool of water and frowning 
  at  you. It looks something like a cross between a turtle and a 
  man, complete to the shell on its back and the beaked head, but 
  it is standing upright. You notice that there is an indentation in 
  the top of its bright green head, and the cavity is full of water. 
  Although you have never seen one before, you realize that this 
  must be a kappa, a water spirit. Go to [72].
  [63] Because you have already slain one spirit (or more) 
  on this journey, you think that perhaps you could be a match 
  for this demon that will soon appear. Why should you doubt 
  yourself?  Make a L2SR on INT.  If you make it, go to [77]; if 
  you fail, go to [58].
  illustration by Dreamtime
  
  - 24 -
  - 24 -
  SOLO ADVENTURE
  [64] You find a path that leads off 
  into the forest.  You follow it uphill 
  because you think you can avoid get-
  ting lost by simply always going up. 
  You haven’t reckoned with the fact 
  that there are hills between you and the 
  main slopes of the mountain and in the 
  dense forest you cannot really see any 
  landmarks.  Make a L2SR on INT to 
  avoid losing your way. If you make it, 
  go to [74]; if you fail, go to [7].
  [65] Frustrated beyond belief, you 
  draw your katana from its sheathe. 
  Swords do not normally fare well in 
  encounters with walls, but this wall is a 
  spirit, and your sword is blessed.  Per-
  haps it will cut right through it.  You 
  stride toward the wall brandishing your sword.”
  “Samurai, would you attack me, an unarmed woman with your 
  weapon?” asks the wall. “Where is the honor in that?  I beg you 
  not to do this.”
  If you listen to the wall and relent, go to [38]. If you think it is 
  just a trick and swing your sword at the wall, go to [19].
  [66] You think that you have lost your honor, and that only 
  death awaits you in the daimyo’s court, you decide to take an-
  other path, leave this land, and become a wandering ronin—a 
  masterless samurai outlaw.  When you choose that, you may 
  take 100 a.p. and keep the character, but this adventure is over 
  for you. The End.
  [67] You look long and hard at the wall, but no solution to 
  your problem occurs to  you, except to possibly attack it, and 
  see if you can kill it.  Go to [65].
  [68] The old priest speaks to you. “I am very tired of riding 
  in your chair. Surely you are tired of carrying me. I will walk 
  with you for the rest of the way.’ 
  “Thank you,” you tell him. You recover your rope and put it 
  back in your pack. You also put your anti-demon mask away. It 
  will make a good story when you get back to the daimyo’s court. 
  By now the sun is sinking low in the west and the sky is darken-
  ing as sunset approaches. “There should be a nearly full moon 
  tonight. There will be enough light to walk.” you say. Go to [76]
  [69] Seeing that the spider-demon is getting the worst of the 
  fight, the old priest shouts “Return to your web, spider-demon-
  san. You cannot help me.”  The yokai is reluctant to obey, but it 
  does break free and fly away, squawking unhappily.  You turn 
  to the priest and bow, and then say, “Thank you for sending it 
  away. I did not want to kill it.”  The monk smiles bitterly. “This 
  can all be avoided by simply releasing me.”  Make a L1SR on 
  INT. (20-INT).  If you make it, go to [12]; if you fail, go to [22].
  [70] You turn to the priest and say “If a demon 
  is coming for me, how can I prevail against it.” 
  The priest looks at you sadly. “The smart thing to do 
  would be to release me. I can banish the demon if I 
  wish; after all, it is my friend and guardian.”
  “My honor does not allow me to release you,” you 
  answer, “unless you give me your word that you 
  will accompany me to the daimyo’s court. Is there 
  anything else that I can do against an unbeatable de-
  mon?  
  “Demons can sometimes be frightened away,” the 
  priest reminds you. “Masks, loud noises...”
  If you decide to release the priest, go to [4]; if you 
  wish to try and frighten it, go to [24].
  [71] About an hour later you have stopped for a 
  brief rest and you hear the flapping of great wings. Looking 
  up, you see a creature from legend descending out of the sky 
  toward you. You have never seen one before, but there can 
  be no doubt that this is a spider-demon and it does not look 
  friendly. Because you expected trouble, you fastened the chair 
  to your body with a slip knot—one yank, and the chair and the 
  old man fall to the ground. He lets out a little bark of pain as he 
  falls to the stony ground and rolls on his side. This is no way to 
  treat a venerated old man. Go to [79]
  [72] The kappa wades ashore and advances upon you with 
  slow and ponderous steps.  It has no weapons, but each hand 
  has long black claws instead of ordinary fingers, five claws per 
  hand, and each claw the size of a dagger.  “Release the priest 
  and I will not harm you,” says the kappa. “Refuse and I will 
  rend you limb from limb.”
  “Yes, release me,” demands the priest. “The kappa is more 
  powerful than the spider-demon. You cannot hope to defeat it in 
  battle. There is no dishonor is surrendering to a superior foe.”
  You must choose.  If you agree to release the priest, go to [75]. 
  If you  decide to draw your blessed sword and fight the kappa, 
  go to [50].
  [73] You look at the wall and think. Your eyes range from 
  the woman to the house, from the house to the woman, but they 
  keep returning to the house. The house has a door, and doors 
  are meant for getting through walls. You stand up, walk over 
  to the door, and rap upon it with your knuckles. It sounds like 
  wood instead of stone.  “A gruff male voice asks “Who is it, and 
  what do you want?”
  You state your name and rank and say you want to get past the 
  wall. “Easily done,” says the voice, and the door opens. You 
  can see the moonlight shining on the path on the other side of 
  the door. Smiling, you grasp the priest in both arms, pick him 
  up, and step through the door.  As you do so you hear a despair-
  ing sob from the woman, and the wall vanishes as if it never 
  existed.  Go to [16].
  illustration by Takashi Matsuoka
  
  - 25 -
  - 25 -
  SOLO ADVENTURE
  [74]  After a couple of hours in the forest you find your way 
  back to the main trail and continue climbing the mountain. Al-
  though you think you have simply been prudent, your choice has 
  subtly eroded your character. Reduce your Luck and Charisma 
  by 1 point each. Continue with your mission by going to [21].
  [75] You think about the situation quickly. You have never 
  heard of a tale where anyone fought a kappa and won. Kappas 
  may sometimes be tricked, or bribed, or befriended, but fight-
  ing is apparently hopeless. If you die while trying to bring the 
  priest to the daimyo’s court, it is still failure, and your honor is 
  still lost.  You decide to release the priest, and perhaps try some 
  other means of bringing him to the daimyo’s court.
  Turning to the priest, you bow, and say, “Please call off your 
  aquatic friend. I release you.” After saying this, you step up and 
  cut the rope binding him to the chair. The priest stands up and 
  stretches. “You have made the right decision, warrior. I thank 
  you for the pleasant journey.” Sarcasm! It hurts worse than a 
  knife wound in combat. Soon the priest is walking briskly back 
  up the mountain path, and you are walking downhill to report 
  your failure to your lord. Go to [52].
  [76] “Your challenges are not over yet,” the priest declares. 
  “I think my next guardian will surprise you.
  You have reached the forested foothills at the bottom of the 
  mountain now. This is the last hill to descend before reaching 
  the daimyo’s court. As you stride wearily down the path, it sud-
  denly comes to an end in what looks like a painted stone wall 
  that extends from the trees on the left to the trees on the right. 
  Go to [59].
  [77] Common sense asserts itself. You know that no ordi-
  nary man can match the supernatural strength and ferocity of a 
  demon. Demons can only be dealt with by priests. You have a 
  priest with you, but will he help you?  Go to [70].
  [78] You reply that you have given your word to bring him 
  safely off the mountain. He merely sits down cross-legged upon 
  his mat and begins chanting prayers. You plead and argue, but 
  now he will not even speak to you. By late afternoon you real-
  ize that talk is futile. You regret it, but you can see that you must 
  use force to bring the priest off the mountain. You go into the 
  forest and cut down a few saplings.  You use the wood to build 
  a light chair that you can carry upon your back. That night the 
  priest does not speak to you, and does not invite you into the 
  shrine. You sleep upon the porch, an uneasy slumber haunted 
  by many eyes in darkness watching you. You do not sleep very 
  much—too many strange noises and ominous feelings keep 
  you awake, but the night passes without incident. Go to [61]
  [79] The spider-demon waits just out of reach, and squawks 
  in a voice you can barely understand. “Release the holy one, 
  and I will not harm you, warrior.” You draw your katana, and 
  answer, “Return to your web, spirit, and I will not harm you. 
  The priest has been summoned by the daimyo, and he must 
  come with me.”  
  The priest speaks for the first time since the journey began. 
  “Your blade cannot harm a spirit, but it can rend you to shreds.” 
  “This blade can harm it,” you reply. “This blade has been 
  blessed by the emperor himself.”
  The spider-demon attacks you, leaping around you and slashing 
  at you with its long, razor-sharp talons.  It has a monster rat-
  ing of 60 (7D6 + 30.   Fight.  If you manage to do 10 or more 
  points of damage in the first combat round, go to [69]. If you 
  do 60 points of damage or more, go to [46]. If you take damage 
  other than spite damage, go to [29]. If none of these options are 
  valid, go to [9].
  Samurai Warrior
  Name: __________________________  Class: Warrior
  STR: 38        CON: 26        DEX: 22       SPD:  16
  INT:  12        WIZ:  9          LK:   17       CHR:  21
  Combat Adds: 45
  Weapon: Blessed katana 4D6 + 3D6 for being a level 3 warrior.  
  Because the sword is blessed it can harm spirit and demon creatures.  Wakizashi 3D6 + 3D6.
  Armor: Lamellar takes 9 hits. 
  Can be doubled if necessary but will degrade if it takes more than 9 hits.
  Other equipment: Provisions, clothing, canteen, pack, flint and steel, 30 feet of light cord.
  Character you can use for this solo if you don’t have one. 
  
  - 26 -
  Deluxe Tunnels & Trolls rulebook
  We’ve talked a lot about de-
  luxe T&T so here are some de-
  tails about what is in the Deluxe 
  rulebook and how you can get a 
  copy, for the full rules and other 
  great things in it. 
  What’s in the rules?  The De-
  luxe rules goes into detail about 
  how to roll up characters and 
  gives you options to pick from 
  40 different kindreds including: 
  trolls, goblins, centaurs, hobbs, 
  vampires, werewolves, harpies 
  and many others. Each kindred 
  has some basic info on how they 
  fit in to T&T play.
  dT&T also gives you 6 charac-
  ter classes to choose from and 
  hundreds of different weapons and armor you can use 
  to equip your character. It also gives you details on 
  how to use poisons in your attacks and how warriors 
  can go berserk during combat.
  There are 111 spells in the magic section, along with 
  details on how to make cursed items, how to teach 
  spells and details about the 10 schools of magic.
  The rules have great lists of numerous supplies (and 
  the costs) for your characters ranging from rope, 
  food, matches and a waterskins, to horses, servants 
  and even your own trained falcon. 
  There’s a section on how to customize and specialize 
  your characters using talents, along with a list of 150 
  talents to choose from, and how to create your own.
  There is also an entire section with optional rules you 
  can add that will cover things like using languages, 
  extended talents, creating guilds, using miniatures 
  and charts for rolling up random monsters. 
  The main rules are 169 pages and the optional rules 
  (which are included in the rulebook) are about 55 
  pages. There is also lots of advice for GMs on how 
  to run an adventure and even 
  more...
  You mean there are more 
  than rules in the book? Yes, 
  there is a large part of the book 
  which does not contain any 
  rules - instead it gives you de-
  tails on Trollworld (It’s where 
  most all the T&T adventures 
  take place.) This second section 
  includes a timeline of major 
  events on Trollworld, detailed 
  maps of the main continents and 
  close-up maps of three of the 
  major cities, along with lists of 
  important locations in each city. 
  There are 16 full-color pages of 
  maps and T&T artwork in the 
  book as well.
  The book also includes a 28 page GM adventure that 
  you can run for beginning to mid-level characters, 
  along with a dT&T solitaire adventure that allows 
  players to see if they can bring their dead characters 
  back to life, should they get killed while adventuring. 
  Plus there is a great illustrated weapons glossary so 
  you can tell what some of the more obscure weapons 
  look like and how they work. 
  You can order the combined 380 pg dT&T hardcover 
  rulebook with Trollworld for $60 direct from Flying 
  Buffalo. Visit www.flyingbuffalo.com/tandt.htm or 
  Search for Tunnels & Trolls on Amazon.com
  Are there other T&T adventures available? Oh Yes, 
  there are over 25 T&T solos and gm adventures avail-
  able from Flying Buffalo and even more from other 
  approved publishers. You will find that there is a strong 
  and friendly T&T community online at the Facebook 
  Tunnels & Trolls group, Trollbridge.proboards.com 
  and www.deluxetunnelsandtrolls.com. (Among many 
  other T&T related places online.
  And for those of you with a smart phone or tablet, you 
  can play the T&T Adventures App.  (See the next page)
  
  - 27 -
  MetaArcade has partnered with the Fellowship 
  of the Troll to bring Deluxe Tunnels & Trolls to iOS 
  and Android! Our mission is to give you an authentic 
  digital remastering of the game on the device of your 
  choice, and let you revel in the solo adventures which 
  have enchanted us all these years—and ultimately, 
  create your own Tunnels & Trolls adventures to share 
  with the world.
  Combining rich interactive fiction with classic RPG 
  gameplay on mobile devices, Tunnels & Trolls Adven-
  tures is filled with tough decisions, devious traps, and 
  monstrous encounters where the risks are only rivaled 
  by the rewards. Roll your stats, choose your kindred 
  and begin your legendary adventures.  
  If you liked playing the solo adventure in this booklet, 
  you’re going to love playing T&T on your phone or 
  tablet! It uses the same basic rule system, but the mo-
  bile app does all the saving rolls and combat math for 
  you, using the stats of your character. You can level 
  up, get special weapons and increase your character at-
  tributes, just like you do in the Tunnels & Trolls game 
  in this booklet. 
  There are over twenty different adventures you can 
  play on your phone and all of them are FREE, as well 
  as the app itself – and you can purchase adventures to 
  play them as much as you want without any delays.
  Already featuring many classic Tunnels & Trolls ad-
  ventures, the game continues to expand in scope. Ev-
  ery two weeks a new adventure is released, and in the 
  near future, players will be able to design their own 
  solitaire adventures and share them with others. Other 
  new features and options for the T&T Adventures app 
  are also being added on a regular basis. 
  You can download the game for FREE from iTunes or 
  Google Play.  Just search for Tunnels & Trolls Ad-
  ventures.
  Tunnels & Trolls ADvenTures 
  Free APP FroM MeTAArCADe
  The T&T Adventures App: How you play it
  Download the app and roll up a new character or pick 
  one of the pre-generated ones. Choose a solo adventure 
  you want your character to go on.
  Explore locations in the adventure. Some are rooms, 
  places or even people (or monsters) you might meet. 
  Engage in combat using your characters’ 
  attributes, weapons and armor against the enemies. 
  See the dice roll for both sides...
  If you win the combat, you gain adventure points and 
  items that increase your character’s skills and attributes.
  
  - 28 -
  Tunnels & Trolls ADvenTures
  PlAy on your Phone or TAbleT For Free
  now wiTh over 20 ADvenTures 
  The classic RPG is 
  now a World Wide 
  Phenomenon! Roll 
  up a character on 
  your phone, down-
  load an adventure 
  and start playing 
  T&T for FREE 
  today!
  Download it 
  FREE
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Free RPG Day 2018 T&T Adventures Japan.pdf