TEXT:  
   
  A Sworded Adventure 
   
   
   
   
  By ken st. andre
  
  Tunnels and trolls 
  is alive and well 
  and doing better than ever. 
   
   
   
  Official Tunnels and Trolls rules and 
  adventures are published by Flying Buffalo, 
  Inc., Fiery Dragon, Inc., and Trollhalla Press. 
   
  You may contact Flying Buffalo on the 
  internet at http://flyingbuffalo.com. 
  You may contact Ken St. Andre on the 
  internet at http://Trollhalla.com.
  
   
  A Sworded Adventure 
   
   
   
   
  Imagined By Ken St. Andre 
  Illustrated by David Ullery 
   
  TROLLHALLA PRESS 
   
   
   
   
   
   
   
  
   
  A Sworded Adventure copyright April 2011 by Ken St. Andre 
   
  Illustrations copyright Aprils 2011 by David Ullery 
   
  All rights reserved. 
   
  Illustrations from Arena of Khazan, Naked Doom, and City of Terrors 
  used by permission of Flying Buffalo, Inc. P.O. Box 8467, Scottsdale, AZ 
  85252 
   
  An earlier version of this solo appeared in Sorcerer's Apprentice 
  magazine number 5, Winter 1979, copyright 1979 by Ken St. Andre 
   
  The 2011 version has been expanded, partially re-written, and 
  completely re-illustrated to be compatible with all editions of Tunnels 
  and Trolls 
   
   
   
   
  TROLLHALLA PRESS
  
   
  Introduction 
   
  To play this adventure you will need pen or 
  pencil, scratch paper, several 6-sided dice (called 
  D6 from here on) and perhaps the Tunnels and 
  Trolls rules, edition 7.5 or 5.5. 
   
  Adventurers don't spend all their time exploring 
  caves, dungeons, and wilderness.  Sometimes 
  they are inside a city when strange things 
  happen.  This adventure is for a human 
  swordsman/warrior  with 50 combat adds or 
  less.  Since it takes place in the City of Khazan 
  you may need the Naked Doom or Arena of 
  Khazan solitaire modules to continue your 
  adventure.  If you are referred to one of those 
  modules, and you do not own it, then use the 
  alternate suggestion given in the paragraph that 
  made the reference. 
   
   
   
   
  
   
   
  START HERE: With sword at your side, you 
  decide to stroll through the Great Bazaar of 
  Khazan. If you are carrying more than 50 gold 
  pieces, you wander aimlessly through the 
  Bazaar, looking at the weapon and armorers' 
  stalls. Go to <23>. If you have less than 50 GP, 
  poverty is not your only problem. Go to <6>. 
   
   
   
  <1>  
  Khordolon tells you to come back 
  tomorrow afternoon and he’ll have your sword 
  for you. You have a few gold pieces left over, and 
  besides, you know a ticket taker - so you head 
  off to catch the evening show at the Arena.  
  Marek of Phoron Isle is scheduled to face some 
  wizard, and you ought to be able to make a few 
  coins by betting on the foreigner. After all, he’s 
  already won 8 fights. THE END. 
   
  <2>  
  Unfortunately, it lands on your head, 
  not in your arms. You take 4D6 worth of damage 
  to your CON regardless of armor. The wagon 
  driver goes “Uh, oh!” and whips his mules to a 
  
  faster pace, trying to vacate the scene. If this has 
  slain you, it is THE END. If your CON has been 
  reduced to less than 10, go to <14>. If your 
  CON is still 10 or greater, go to <18>. 
   
   
   
   
  <3> He apologizes for being so clumsy and 
  swiftly begins to move away. You stand there for 
  a minute with a dumb smile on your face and 
  wonder how anyone could be so oafish. But 
  something doesn’t feel right. You slap at the 
  leather case on your hip where your pouch of 
  gold rests, and it’s empty. “Stop, thief!” you cry, 
  but he only begins to run faster. With a bellow of 
  rage you rush after him, knocking several people 
  out of your way as you go. As you continue to 
  yell, hands start clutching at him, but he draws 
  a dagger and begins to flail about, which makes 
  the crowd withdraw rapidly. Then he bursts free 
  of the throng, and dodging between two wagons 
  he crosses Bear Street to vanish among the mud 
  hovels on the other side. If you wish to give up 
  the chase, go to <27>. If you'll never give up 
  while he has your money, go to <10>. 
   
  
   
   
  <4> He makes a beeline out of the Bazaar, 
  leaving a wake of angry shoved people behind. 
  Your pushy exit, hot on his heels, doesn’t help 
  the situation any. You knock a fat, man out of 
  your way. He falls into a booth full of tomatoes 
  and flattens it (and many of them, thus 
  inventing tomato juice). The middle-aged 
  harridan who was running the stall falls on him 
  and begins to hit and kick him. A small riot 
  develops behind you, but you have now come 
  out onto Bear Street. Go to <10>. 
   
  <5> You come to a skidding halt. Tombs and 
  cemeteries have always been the stronghold of 
  your old arch-nemesis, Yugded, the 
  Necromancer. It’s probably just a coincidence 
  that the thief fled in here, but why tempt fate? 
  It’s only gold. You turn, and whistling a doleful 
  dirge, stroll back to your room on Manticore 
  Street. You get 1 AP for each gold piece lost (up 
  to 500 AP). And this is THE END. 
  
   
   
   
  <6> The sun has already dipped behind the 
  Arena walls as you walk grimly along Market 
  Street beside the Great Bazaar. Riding in the 
  scabbard at your hip is what looks like a sword, 
  but is in reality only a hilt and two pieces of 
  broken blade. You can't really afford a new 
  weapon, but as a warrior you can’t afford to be 
  without one. Khordolon the Dwarf might be able 
  to reforge your fragments into a weapon that will 
  see you through to better times. Make a first 
  level saving roll on Luck (20-LK). If you make it, 
  go to <25>. If you miss it, go to <20>. 
   
   
   
  
  <7> You shrug. It’s only gold - there’s always 
  more where that came from. Take 1 AP for each 
  gold coin lost (max. 500 AP). As an avalanche of 
  human vultures scrabbles after your money, you 
  stagger out of the Bazaar and over to the Blue 
  Frog Tavern.  You could use a friendly face and a 
  tasty drink, and Lucky the one-eyed, one-legged 
  bartender owes you a few favors, so your credit 
  will be good there.  Tomorrow will be soon 
  enough to start adventuring again.  THE END. 
   
  <8> His cowardly attempt to incapacitate only 
  angers you, protected as you are. You hit him 
  three or four times until he can no longer stand 
  up. Then, throwing him over your shoulder, you 
  make your way to the Grand Kiosk in the center 
  of the Bazaar. The uruk on duty receives the 
  prisoner, gets your name in case he has to 
  summon you to court, chains the thief to a pole 
  along with half a dozen others that have been 
  caught today, and pays you 10 gold pieces for 
  making a citizen’s arrest. You resume your 
  journey. Go to <28>. 
   
   
  
   
  <9> “You'll never take me alive, Frog-Face,” you 
  bellow, and pull out your sword. Caught off 
  guard, the Uruk can only shove the fishwife onto 
  your blade to avoid being carved. He pulls his 
  own weapon and defends himself while he’s 
  shouting for help. The uruk warrior has armor 
  that takes 8 hits (doubled he’s a warrior) 
  normally, and is armed with a falchion (4D6+4). 
  He gets 6 adds in combat, and has a CON of 15. 
  Fight! If he kills you in less than 3 combat turns, 
  it’s THE END. If you kill him in 3 combat turns 
  or less, go to <19>. If the fight lasts 4 combat 
  turns or longer, go to <16>. 
   
   
   
  <10> 
  You leap across Bear Street and into an 
  alley. Thirty feet ahead you see the thief turn a 
  corner, and you continue your pursuit. The 
  chase goes on this way for several minutes as he 
  twists and turns through the stinking narrow 
  lanes, but he can’t elude you. A horde of 
  mongrel dogs that live in these poor streets have 
  been disturbed by the commotion, and now they 
  are out, chasing the both of you, nipping at your 
  heels and thighs as you run. He flails with his 
  dagger and you with a sword to beat the curs 
  
  back.  
   
   
   
  Throwing himself over one last wall, he leaves 
  this ragged section of town, and dashes across 
  the Great Khazan Road. You follow him, too 
  winded to yell any longer as he turns onto 
  Golden Avenue, runs down it, and then vanishes 
  through the Main Gate into the Old Heroes 
  Cemetery. You arrive at the gateway and look 
  inside, but see no trace of him. If you intend to 
  follow him into the cemetery, go to <22>. If you 
  want to give up the chase now, go to <5>. 
   
   
   
  <11> 
  You arrive at Khordolon’s stall to find 
  the Dwarf closing down for the day. He tells you 
  he’ll reforge the blade tomorrow for 40 gold 
  pieces, but he can’t guarantee it against 
  Dragons, Trolls, or Plate Armor. If you’re willing 
  and able to pay that fee, go to <1>. If that’s too 
  steep for you, go to <30>. 
  
   
  <12> 
  Your brawny hand closes about the 
  thief’s arm, and as you lift it up everyone can 
  see your coin pouch in his fingers. “That’s an old 
  one, you dog,” you snarl, and as you bring your 
  other hand up to smash him in the face, he lets 
  the pouch drop, tears his arm free and lances 
  his fingers into your throat. If you’re wearing a 
  full set of armor, go to <8>. If not, go to <26>. 
   
  <13> 
  A human avalanche of gold-hungry 
  scavengers descends an you. Take whatever you 
  missed your saving roll by in damage to your 
  CON. Armor doesn't help at all with this attack. 
  If that kills you, it’s THE END. If you still live, 
  you feel several ribs and the bones in one hand 
  break before you pass out. Go to <14>. 
   
   
   
  <14> 
  You were knocked senseless and are 
  badly hurt. You wake up in the Khazan City 
  Hospital with an uruk nurse beaming garbage-
  breath into your face. When the doctor comes to 
  see you, you learn that your injuries were very 
  serious, but that he has enchanted you back to 
  health, and his fee will be 1000 gold pieces. 
  
  When he learns you can’t pay, he turns nasty, 
  rings a bell, and smirks as two troll orderlies 
  come in and grab you. They haul you off to the 
  Pits beneath the Arena of Khazan, where you 
  can work off your bill by fighting 3 fights. Do not 
  use this character again until you have fought 
  your 3 fights in the Arena of Khazan. (You may 
  use your own weapons - you’re not a slave.) THE 
  END.   
   
   
   
   
   
   
  [If you do not have access to the Arena of 
  Khazan module, the Trolls drag you out behind 
  the hospital and then let you go.  They are 
  having a good laugh about the Healer who 
  thought he could get 1000 gold pieces from a 
  broken-down old adventurer like you.  Breathing 
  a sigh of relief, you head over to the Blue Frog 
  
  Tavern to find out what day it is.  THE END. 
   
   
   
  <15> 
  The weight of a barrel full of water 
  staggers you, but you manage to catch it. The 
  wagon driver asks you to help him load it back 
  on top, where he ties it down more carefully this 
  time. He offers you a gold piece for your trouble 
  and goes on his way. You go on yours. Go to 
  <11>. 
   
   
   
  <16> 
  Extra uruk guards come up and beat 
  you into submission with the flats of their 
  halberds. When you wake up, you are In the Pits 
  of the Arena of Khazan sentenced to fight 10 
  combats in order to regain your freedom. You 
  
  start as an Arena slave. Do not use this 
  character again unless you survive your 10 
  tights in the Arena. THE END. 
   
   
   
  [If you do not have the Arena of Khazan 
  module, the Uruks beat you up, take all your 
  money and weapons, and hold you in a jail cell 
  for a week.  When they get tired of looking at 
  you, they throw you out on the street.  You may 
  take 1 A.P. for each gold piece that you lost in 
  this fashion plus 100 A.P. for the loss of 
  weapons and armor.  You head off to the Blue 
  Frog Tavern to look for a loan and a possible 
  adventure to go on.  THE END.] 
   
  <17> 
  The fishwife gets no satisfaction. and 
  you get taken off to jail, where you are sentenced 
  to fight 3 combats in the Arena  of Khazan, but 
  as a free man (which means you got to use your 
  own equipment). Do not use this character again 
  until you have fought those 3 fights. THE END. 
   
  
   
   
   
   
  [If you do not have the Arena of Khazan 
  module, you spend 3 days working on the City's 
  Waste Removal Squad, which enables you to 
  earn enough money to pay off the fishwife and 
  exit with 10 gold pieces in your pocket.  You do 
  such a good job that the foreman offers you a 
  full time job, but you turn him down.  You 
  would rather be an adventurer than a garbage 
  man.  With a little money in your pocket you 
  resume your interrupted stroll to the 
  marketplace--go to <6>.] 
   
  
   
   
  <18> 
  You’re hurt, but you’re tough. You can 
  either grit your teeth and stagger off to see 
  Khordolon, or grit your teeth and stagger off to 
  the Khazan City Hospital. If you go to the 
  Bazaar, go to <30>. If you go to the Hospital, go 
  to <14> and ignore the first sentence. 
   
   
   
  
   
   
  <19> 
  Having disposed of the uruk, you realize 
  your life is no longer worth a copper piece in the 
  city of Khazan, and so you flee. You get 50 A.P. 
  for slaying the uruk.  You are now an outlaw in 
  Khazan, and if you return to the city your life 
  and freedom will be forfeit. A sea voyage would 
  be good for your health - why don’t you 
  adventure next in the City of Terrors?  
   
   
  
   
   
   THE END.  [If you do not own City of Terrors, 
  you may either end the adventure or wander off 
  into any other solitaire adventure that you do 
  own.] 
   
   
   
  <20> 
  “Look out!” You look up from your 
  thoughts and see a heavy barrel failing on you 
  from atop a stack of such barrels on a wagon. 
  Without time to dodge or think, you try to reach 
  up and catch it. Make a L3-SR on Strength (30 - 
  STR). If you make it, go to <15>; if you miss it, 
  go to <2>. 
   
  
  <21> 
  As people begin to land on your back 
  and hands in their mad scrabble for your gold, 
  you heave up like an angry bear, smiting to left 
  and right. This starts a fight, which quickly 
  spreads. You whip out your sword. People 
  around you begin to die as you try to fight clear, 
  but before you can manage it, 200 Uruk City 
  Guards come up and demand that everyone 
  surrender. Then, the City Guards go into the 
  throng and arrest everyone with weapons in 
  their hands (including you) because they figure 
  the armed ones are the troublemakers. In court 
  you are found guilty of Disturbing the Peace. As 
  your punishment, either serve 3 fights in the 
  Arena of Khazan (as a free man--you get to use 
  your own weapons), or run the Royal Khazan 
  Gauntlet of Justice (better known as Naked 
  Doom).  
   
   
   
   
  Do not use this character again until you have 
  
  completed your sentence. This fight was worth 
  100 experience points. THE END.  [If you do not 
  own either module, then the sentence was 
  service in the Khazan Death Horde and you find 
  yourself in the army.  Months later you manage 
  to escape from it in a location far from Khazan--
  you may resume adventuring at that time.  For 
  serving in the army roll 1D6 and take 100 times 
  that number in adventure points.  THE END] 
   
  <22> 
  As you prowl among the gravestones in 
  search of your foe, you hear the main gate clang 
  shut, and watch in disbelief as the chain moves 
  by itself to lock it. The air in front of you 
  shimmers and the thief materializes. As it dawns 
  on you that you're facing black sorcery, the 
  earth begins to move and bony fingers pierce the 
  soil to grip your ankles.  
   
   
   
  The thief sneers, reaches up and grips his greasy 
  brown hair. He rips his face off, revealing 
  beneath the mask the features of your greatest 
  foe, the evil magician known as Yugded. A bolt of 
  blue energy flashes from his hell-red eye sockets 
  to enwrap your muscular form. The sword drops 
  from your strengthless fingers. All around you 
  
  now, graves are opening.  Moldering corpses and 
  skeletons emerge and shamble toward you. You 
  hear his evil laugh reverberating in your brain, 
  and as the dead fingers drag you down, you 
  realize it is THE END. 
   
   
   
  <23> 
  The sun is halfway to mid-heaven, the 
  crowd in the bazaar begins to thicken, and a 
  brisk ocean breeze freshens the air as you step 
  off Bear Street into the jumble of wooden booths 
  and small shops in the Great Bazaar. The 
  armorers' quarter is over by Bow Street, but it’s 
  such a nice morning you thought you'd mingle 
  with the crowds a bit, perhaps buy something 
  for breakfast. A big ugly fellow in ragged clothing 
  is headed in your general direction. Suddenly he 
  seems to stumble and crashes into you. Make a 
  L1SR on 1ntelligence. If you make it, go to 
  <12>. If you miss it, go to <3>. 
   
  <24> 
  You give up your sword, and the fishwife 
  goes away happy. The uruk warns you not to let 
  it happen again. But the Gods are watching, and 
  
  they decide you are unworthy of being a Warrior. 
  They change your class to Rogue! You have been 
  given the ability to learn magic, and you gain the 
  Talent Roguery, but you lose the ability to get 
  double protection value from your armor.  You 
  forfeit all Adventure Points, but your attributes 
  remain the same. You may not even realize that 
  this has happened to you until you get into your 
  next adventure.  Right now, this is THE END. 
   
   
   
  <25> 
  “Look out!” At the warning you dodge 
  violently to the left. An instant later a heavy 
  barrel of water smashes on the pavement at your 
  feet. It had fallen off a wagon loaded with many 
  barrels of fresh water that was on its way down 
  to the docks. An uruk guardsman stops the 
  wagon driver, a cross-eyed dwarf, and orders 
  him to clean up the mess of broken lumber in 
  the street. You go on your way to the Bazaar. Go 
  to <11>. 
   
  <26> 
  As you choke and gasp for air (take 
  1D6+5 hits directly off your CON), he runs for it. 
  Your pouch - which he dropped - breaks open 
  
  on the hard earth and scatters gold coins among 
  people's feet. If you wish to forfeit the gold and 
  chase the thief, go to <4>. If you want to try and 
  get your gold back by dropping to your knees 
  and scrabbling for it along with half a dozen 
  beggar boys and several unscrupulous citizens, 
  go to <29>. If you’d rather ignore it all and just 
  limp away, go to <7>. 
   
  <27> 
  “That’s the man, officer!” shrills a red-
  faced fishwife that you have never seen before in 
  your life), towing an uruk guard by one hand 
  and pointing at you with the other. “He 
  deliberately knocked me down, and spoiled all 
  my fine fish by scattering them beneath 
  everyone’s feet.”  
   
   
   
   
  “All right, bruiser,” growls the uruk. “You’re 
  under arrest.” If you let the uruk arrest you, go 
  to <31>. If you decide to fight for your freedom, 
  go to <16>. 
  
   
  <28> 
  Khordolon is currently acknowledged as 
  the finest weapons maker in Khazan. His swords 
  are especially good, being triple-tempered of the 
  finest Khargish steel. You decide to buy one. 
  (You may have your choice of anything on the 
  Swords list in the 7.5th edition, but don't buy 
  anything that your character cannot afford. The 
  cost is 50% greater than listed, and the weapon 
  will get an extra 3 adds for its superior 
  trenchancy and hardness.) Well content with the 
  day’s adventures you wander off for the 
  afternoon show at the Arena. THE END. 
   
   
   
  <29> 
  Some double-damned idiot sings out 
  “Gold! Gold! It’s raining gold over here!” and it 
  seems that every thief, beggar, and idler in the 
  Bazaar descends upon you all at once. “That’s 
  my money!” you shriek, but who’s going to listen 
  to a dumb warrior on his hands and knees? 
  Then you are buried under the avalanche of 
  diving human vultures. Make your L3-SR on 
  
  CON (30-CON). if you make it, go to <21>. If you 
  miss it, go to <13>. 
   
   
   
  <30> 
  Khordolon tells you the sword is a 
  basket case, and laughs at his own joke. He says 
  he could make a dagger out of it for you, but you 
  could do that yourself. Then he offers to sell you 
  a used magic sword he inherited lately. Only 20 
  gold coins. The sword is a battered gladius with 
  the runes for flame etched in the rusty blade. 
  Khordolon tells you the sword is enchanted to be 
  fatal to Water Elementals and laughs, because 
  he’s never heard of anyone who had to fight a 
  Water Elemental. (Because of its poor condition, 
  the sword is only worth 2 dice + 4 adds, but its 
  merest touch will destroy any Water Elemental.) 
  Buy the sword or not, as you choose, but this is 
  THE END. 
   
  <31> 
  “But, Officer,” you protest, “I was 
  chasing a man who stole my gold.” 
   
   
  “That doesn’t give you the right to batter 
  
  ordinary citizens like this woman,” he retorts. 
  “However, I'll let you go if you make up her loss.” 
   
   
   
   
  “I don't have any money,” you answer. “A 
  thief just stole it all.”  
   
        “I’ll take his sword,” croaks the woman. 
  “Should be able to hock that for enough to pay 
  for the fish.”  If you are willing to forfeit your 
  sword, go to <24>. If not, go to <17>. 
   
   
   
   
  
   
   
   
  You've seen what it's like to walk about as a 
  human adventurer.  Now see what it's like to be 
  a mighty rock troll. Available from 
  DriveThruRpg.com and Flyingbuffalo.com. 
   
  
   
   
   
   
   
   
   
   
   
   
  Just another day in the city of Khazan--get your 
  sword fixed, deal with a pickpocket, battle some 
  uruks and face hordes of undead. This is a 
  Tunnels and Trolls mini-adventure for a human 
  warrior with 50 combat adds or less. Can you 
  survive it? 
   
   
  TROLLHALLA PRESS 
   
  FBI83 
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - A Sworded Adventure.pdf