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  Temple of the Fool God 
  A solitaire adventure for Tunnels & Trolls  
  by Stuart Lloyd 
  
  Temple of the Fool God 
   
  Text copyright © 2011 by Stuart Lloyd 
   
  All illustrations within this book, including the cover, are 
  public domain. 
   
  Tunnels & TrollsTM, designed and written by Ken St. Andre 
  is a registered trademark of Flying Buffalo Inc.  For more 
  Tunnels & Trolls products, go to www.flyingbuffalo.com.   
   
  Many thanks to the following people for their advice and 
  support: 
  Scott Malthouse 
  Dan Hembree 
  W Scott Grant 
  Ken St. Andre 
  Nicky Elliott 
  Do you love gamebooks?  Check out these blogs for 
  articles and reviews on gamebooks as well as free 
  gamebooks.   
  http://virtualfantasies.blogspot.com/ 
  http://lonetigerreviews.blogspot.com/ 
   
  
  Introduction 
  Welcome to the realm of the Fool God!  This is a Tunnels and Trolls solitaire 
  adventure using the 7.5 edition rules.  This adventure is aimed at a level 1 character 
  of common kindred with up to 25 adds.  Your character can be a warrior, rogue, 
  wizard or paragon.  If you feel like a real challenge, you could even play this solitaire 
  adventure as a citizen.  You begin this adventure with no equipment or gold, but you 
  will pick up items as you play the adventure.   
  Rules for the adventure 
  DARO and TARO 
  When rolling 2d6, all doubles add and roll over (DARO) and when rolling 3d6, all 
  triples add and roll over (TARO). 
  Magic in this adventure 
  Level 1 spells not used in this adventure 
  There are some level 1 spells that won’t be used in this adventure, the main reason 
  being is that they are used on another, willing target and since this is a solo game 
  you will not find such targets.  The second reason is that there is no reason to use 
  such a spell in the temple. 
  The level 1 spells that are not used in this book are: 
  Crème de la kremm, know your foe, suppress kremm, teacher, who’s there, lock tight 
  Level 1 spells that can be used just before combat 
  In this book, you may cast one spell just before combat. The spells that you may use 
  before combat are: 
  Call flame, call water, dem bones gonna rise, hold that pose, take that you fiend, oh 
  go away (if it scares away a monster, it counts that you win). 
  The Oh There It Is spell 
  You may cast this spell when you are rolling on the treasure table in order to 
  discover more valuable treasures.  When you do, you may add 1 to one roll on the 
  treasure table (see below).  You may cast this spell every time you roll on the 
  treasure table, but only once per roll. 
  Recovery of WIZ 
  WIZ recovers normally in the Temple of the Fool God.  You may restore 1 WIZ on 
  every paragraph that does not involve you making a saving roll, casting a spell or 
  fighting a combat. 
  
  Other rules 
  Returning to rooms 
  You need to keep track of the rooms that you have visited by ticking them off on the 
  table at the back of the book.  Some rooms will be different when you return to them.  
  If this is the case, you will be told to turn to another paragraph.  If the room does not 
  change on return, there will be no paragraph to turn to and you may carry on reading 
  as if you have visited there the first time. 
  Using ranged weapons 
  You may get your hands on some ranged weapons.  If you do, you may use a 
  ranged weapon once before combat begins unless you are instructed that you may 
  not do so in the text.  To hit an opponent, treat them as being less than 30 ft from 
  you, so you must make a L1SR on DEX. 
  Playing a citizen 
  This is something that you should only do if you really want a challenging game.  
  However it can be done.  To make the challenge a little easier, if you decide to play a 
  citizen, you may take any or all of the following benefits: 
  If any of your attributes were rolled up to be under 10, you may raise them to 10. 
  Your talent will give a +6 bonus to your attribute (see below for talents). 
  You may add 1 to any roll on the treasure table (see below for the treasure table). 
   
   
   
   
   
   
   
   
   
   
   
  
  Talents 
  If you are playing as a rogue, you will get the roguery talent which you can use for 
  any saving throw that requires INT, LK or CHA whichever is highest. 
  If you are playing as any other class, however, you are free to choose whichever 
  talent you like.  However, there are some talents that will help you in this book and if 
  you want to make your test a little easier, you can pick one of the following: 
  Labouring (STR + 1d6):  You are skilled at working tirelessly at physically demanding 
  jobs such as mining or shifting heavy loads. 
  Wilderness Lore (CON + 1d6):  You are able to find food, build shelters and resist 
  the effects of bad weather much better than most. 
  Athletics (DEX + 1d6):  You are skilled at feats such as climbing, running, swimming 
  and riding. 
  Dodging (SPD + 1d6):  You can get out of the way quickly.  Always a handy talent for 
  an adventurer. 
  Appraise (INT + 1d6):  You are skilled at knowing the value of various goods.  You 
  may also be able to indentify ancient and magical artefacts. 
  Sense Magic (WIZ + 1d6):  You get a tingling sensation when you are in the 
  presence of a magical item.  You feel it more strongly when you get near the item.  
  You can also get a vague idea on the type of enchantment an item has.   
  Gambling (LK + 1d6):  When it comes to playing games for money, you always seem 
  to win more than your fair share. 
  Persuasion (CHA + 1d6):  Your natural way with people means that they will do as 
  you say. 
  If you are playing with a character who does not have these talents, King Vincentio 
  has a magical device known as a talent swapper.  For this adventure, you can store 
  your talent in a bottle and replace it with another talent from this list.  At the end of 
  the adventure, you can get your talent back if you give up the talent from this list.   
   
   
   
   
   
   
   
  
  Treasure table 
   
   
  0 or less:  You find a pouch containing 10 gold pieces. 
  1 You 10 pieces of low value jewellery (for example, a copper bracelet, a bronze 
  ring, brass earrings, a brooch of amber).  Each one is worth 5 gold pieces. 
  2 You get 100 gold pieces.  
  3 You find several jewels of all colours and sizes.  They are worth 150 gold pieces. 
  4 You find a beautiful glowing gem worth 100 gold pieces.  When you touch it, it also 
  restores your WIZ to its maximum.   
  5 You find an expensive piece of jewellery (for example a jewel studded gold amulet, 
  a platinum ring with a diamond set into it or an ancient silver bracelet) worth 200 gold 
  pieces. 
  6 You find a magical dagger.  It cannot be used in combat, but you may throw it at a 
  monster before combat begins.  It will have the same effect as a Take That You 
  Fiend! Spell.  It is worth 250 gold pieces but it will become worthless if it is used and 
  its magic is spent. 
  7 You find 15 jade pieces, each one worth 20 gold pieces.  
  8 or more. You find 50 gold pieces.  Also, you may roll again on the treasure table. 
   
   
   
   
   
   
   
  If you are lucky enough to find a good haul, you 
  will be told to roll it up on the treasure table to see 
  what you find.  You may have to modify the result 
  up or down. Assume that all jewels, gems and 
  jewellery weigh 0 w.u unless told otherwise. 
  
  Background 
  You have waited all of your life to be old enough to enter the contest, so when you 
  saw the parchment announcing that King Vincentio of Mountebank requested the 
  presence of all who wished to risk their lives and sanity in the temple of the Fool 
  God, you jumped for joy.  The conditions are that the king will equip any contestants 
  and aid them in their journey to the temple and in return, the contestants must give 
  up half the treasure they find to the king.  However, even half the treasure from the 
  temple is beyond your wildest dreams. 
  It is a sacred tradition in the land of Mountebank to honour the fool.  Ancient law 
  dictates that the king must surround himself with twelve fools who he must consult 
  on important matters of state.  These innocents and buffoons are more open to 
  divine wisdom and sometimes channel the words of the gods.   
  It is also a sacred tradition to test oneself in the temple of the patron god of fools, 
  known as Nyan jam roly poly plugh boogaloo pittapatta hurly burley merly curly surly 
  furry shirly shirty dirty dancing prancing pony hubbub quasihemidemisemiquaver 
  smith.  This name is actually a shortened version of His full name but it was deemed 
  necessary to shorten the name after the first high priest of the god of fools, on 
  accepting his position, started to praise His name but still did not finish it after dying 
  of old age, forty years later.  However, those less devout, use an even shorter name.  
  They simply refer to this god as the Fool God.   
  You go to the nearest temple and tell the lavishly dressed priest that you are ready to 
  test yourself in the Fool God’s dungeon.  He presents you with a gold ring, etched 
  with runes.  ‘Take this to the King’s palace in three days time.’  He says, simply 
  before going back to writing more goblin jokes.   
  The next three days are the three slowest days of your life, but eventually the time 
  comes round to visit the King’s palace.  You present the ring to the guard at the gate 
  who opens it and tells you to walk up to the main door.  As you approach the huge 
  mahogany doors set in the marble walls of the palace, they swing open.  ‘Enter!’ you 
  hear a deep booming jovial voice say from no particular source.  ‘Take the left hand 
  set of stairs and then go in the third door on the left.’   
  You do as the disembodied voice says.  You climb the stairs, walk down the corridor 
  and open the door to find yourself in a huge domed room.  The King sits on a throne 
  in the centre of the room.  Either side of his throne are six smaller thrones and upon 
  these twelve thrones sit the twelve garishly dressed (apart from the one who is 
  wearing just underpants and one sock) High Fools of Mountebank.  You kneel before 
  the King. 
  ‘Arise, brave contestant.’  Orders King Vincentio. ‘You are our first contestant this 
  year.  Are you aware of the dangers of the Fool God’s temple?’ 
  ‘I am my liege.’  You reply. 
  
  ‘Too much sense!  Too much logic!  Too much reason!’  Yells one of the fools, a 
  harlequin with a bell ridden hat.   
  ‘You will not get far unless you learn the ways of the fool!’  Says a sad looking clown. 
  One of the fools, a mime, then plays out being trapped in a box of sanity.  He has an 
  uncanny ability to wordlessly communicate a sense of loneliness and isolation that is 
  obtained with being too sane. 
  ‘Ian’ says the fool wearing pants and a sock. 
  ‘The fools speak the truth as always, young one.’  Says the King ‘The temple is a 
  strange and unpredictable place.  I will give you some basic gear, but to survive you 
  must learn that all you believe in may be turned on its head.  Some lose their lives in 
  the temple, but they are considered luckier than those who lose their minds.’ 
  ‘I am ready to enter their, my liege and losing my life or mind brings no fear to me 
  when such treasure could be obtained.’ 
  ‘I see you are willing to risk the good for the better.  That is an admirable quality and 
  it is definitely what you should do to win great treasure in the Fool God’s temple.  
  You must give up all of your treasure for the chance of a better one.  However, 
  beware.  Nothing is as it seems in the temple of the Fool God, and His idea of a 
  better treasure may not be yours.’ 
  ‘The Fool God granted me a million marbles for my treasure.’ says one of the fools, a 
  young man in worn clothes, holding a small bag and a flower.  A little dog sleeps at 
  his feet. ‘He did it because all my life, people told me that I had lost them.  Now I’ll 
  never be short of marbles.’ 
  ‘Ian’ says the fool wearing pants and a sock. 
  ‘Trinculo, could you show our contestant the gear that we have to offer and tell them 
  the direction to the Fool God’s temple.’ 
  With a loud jangle, the harlequin, Trinculo, nods, gets up and asks you to follow him.  
  He heads for the door.  Before you go, however, the mime also gets up and 
  approaches you.  ‘He wishes to offer you a parting gift.’  Says the king.  The mime 
  stands before you as you wait for him to get something from his pocket.  However, 
  he bends down, mimes picking up a box and then offers this mime box to you.  With 
  a sigh, you take it, thank the mime and walk to the door to get some more substantial 
  help for your challenge.   
   
   
   
   
  
  1 
  Trinculo takes you to a room stocked with weapons and equipment. He giggles 
  nervously as you pick up each item to inspect it.  All of the equipment here is of very 
  good quality. You may take one of each item. 
   
  Armour 
   
  Heavy cloth (1 HIT, STR 3) 30 w.u 
  Quilted (3 HITS, STR 6) 100 w.u 
  Buckler (3 HITS, STR 2) 75 w.u 
  Steel cap (1 HIT, STR 2) 25 w.u 
   
  Hand to hand weapons 
   
  Athame DICE 2 + 3 (DEX 7) 27 w.u 
  Broadsword DICE 3 + 4 (STR 15/DEX 10) 120 w.u 
  Shortsword DICE 3 (STR 7/DEX 3) 30 w.u 
  Common spear DICE 3 + 1 (STR 8/DEX 8) range 15 feet 30 w.u  
  Scimitar DICE 4 (STR 10/DEX 11) 100 w.u 
  Longspear DICE 5 (STR 12/DEX 10) range 30 feet, two handed, 120 w.u 
  Quarterstaff DICE 2 (STR 10/DEX 8), two handed, 50 w.u 
  Pickaxe* DICE 3 (STR 15/DEX 10) 160 w.u 
  Crowbar* DICE 3 + 3 (STR 12/ DEX 4) 200 w.u 
   
  *Although you may not want to or be able to use them as weapons, you may want to 
  take the pickaxe anyway so you can break through rock or the crowbar to help open 
  doors and chests. 
   
  Ranged weapons and ammo 
  Light crossbow DICE 4 (STR 12/ DEX 10) range 120 feet 120 w.u 
  20 quarrels 20 w.u 
  Common sling DICE 2 (STR 5/DEX 10) range 50 feet 1 w.u 
  Bag of stones (unlimited ammo for sling) 5 w.u 
  Light self bow DICE 3 (STR 12/DEX 15) range 70 40 w.u 
  20 arrows 20 w.u 
   
   
  Other equipment 
   
  Backpack 10 w.u 
  Waterskin (full) 15 w.u 
  Grappling hook and silk rope 70 w.u 
  Torch 10 w.u 
  Flint and steel 4 w.u 
  Wax candle (15) 10 w.u 
  Shovel 60 w.u 
  Mallet and iron spikes (10) 45 w.u 
  A week’s worth of dried rations 15 w.u 
   
   
   
   
  
  When you have made your decisions, Trinculo escorts you out of the palace. 'Hang 
  on!' You say 'I don't know where to go!'  
   
  'Silly fish!’Laughs Trinculo 'No one knows where the Fool God stands. He is all over 
  the place! Only those minds that are lost can find the way of the Fool God. Now get 
  lost!' 
   
  Trinculo lightly kicks you up the bum then runs off, laughing hysterically. Shrugging, 
  you think about his cryptic words. You decide to head into the Oberon Forest as 
  during your childhood, you were also warned not to enter it because you would get 
  lost there. Turn to 41. 
   
  2 
  The shredded remains of the toys lie around you. You do not find anything of value. 
  If you have a dummy, turn to 91. If not, you leave. Turn to 21. 
   
   
  3 
  The man's body is gone as well as any equipment of his that you did not take from 
  him. Strange.  
   
  There is nothing else to do here, so you look to the exits. If you go east, turn to 5. If 
  you go north, turn to 62.  
   
  4 
  The door is locked and you can find no way of opening it.  It has a kremm resistance 
  so the Knock Knock spell will not work on it and it is too strong to break down in any 
  way as it is made of thick granite. Turn to 141. 
   
  5 
  You are in a stone walled room which is empty but the walls are full of holes. There 
  are four tunnels leading out of here.  
   
  If you decide to put your hand in a hole to see what is in there, turn to 186.  
   
  If not, you can exit through the north tunnel (turn to 13), the west tunnel (turn to 45), 
  the south tunnel (turn to 52) or the east tunnel (turn to 49). 
   
  6 
  The dwarven bread is filling and fortifying. Restore 5 CON. Turn to 176. 
   
  7 
  You present all of your valuable items and the king gives you half their worth in gold 
  pieces. 'You have not found the greatest treasure of the temple' He says 'But you 
  have found a good haul.' You can get 150 AP for this.  
   
   
   
   
   
  
   
   
  8 
  You find yourself in a large room where there are several stone tables. In the centre 
  of the room, there is a shallow pit above which there is a hole in the ceiling so it 
  seems that the pit was for building fires. There are several glass apparatus on the 
  stone tables - conical flasks, alembics, pipes, stirring rods, jars etc. so it looks like 
  you are in an alchemist's lab. You poke around for a bit. Make a L1SR on INT or LK. 
  If you succeed, turn to 111. 
   
  If you fail, you find several items that may be of use to you. You find several lab 
  notes revealing that this is the lab of the wizard Astraglus who set up a lab in the 
  temple of the fool god so that he could experiment in peace. However, he left after all 
  of the shenanigans he got himself into. You may try each item or you may attempt to 
  identify it once by casting the Detect Magic spell (once for each item) or with a L1SR 
  on INT (or appraise) or on WIZ (or sense magic). If you fail, the only way you can 
  identify the potion is by trying it. 
   
  A small pot of white cream. If you identify it, turn to 101. To try it, turn to 39.  
  A bottle of Green liquid. If you identify it, turn to 126. To try it, turn to 80. 
  A potion that glows faintly. If you identify it, turn to 113. To try it, turn to 68. 
  A vial of colourless liquid. If you identify it, turn to 145. To try it, turn to 155. 
   
  When you are finished here, you head south back down the corridor. Turn to 163.  
   
  9 
  Desperately, you run to the gem and hit it with all your might. It explodes into a 
  searing blast of heat and light. Then all goes black. Turn to 125. 
   
  10 
  The answer is T. Well done. You have little difficulty in answering the other 
  questions. When you finish, a crystal appears in front of you. You grab the crystal 
  and run out. Turn to 158. 
   
  11 
  You climb down the God's body to pick up the valuable treasure he burped out. It's a 
  small green gem with the number 93 inscribed upon it. It has a value of 50 gold 
  pieces. If you thank the God for the gem, turn to 32. If you are angry and demand 
  something more valuable, turn to 137. 
   
  12 
  You look down the pit and see the glint of treasure and what seems to be the lair of a 
  monster. If you have a grapple and silk rope or a hammer and spikes, you could 
  lower yourself down to the lair. Turn to 57. You could also jump down the pit. If you 
  do, make a L1SR on DEX (or athletics). If you succeed, you get to the bottom 
  unscathed. If you fail, you lose 1d6 CON in the process. Turn to 57.  
   
  If you decide to ignore the pit, you can move on. If you go west, turn to 5. If you go 
  east, turn to 93. 
   
  
   
   
   
  13 
  You are in a room littered with rubble. The room has chunks of stone scattered all 
  over the floor. There is a large pile of rocks in the centre of the room. If you wish to 
  search through the rubble, turn to 53.  
   
  If not, you think about the exits to the room. If you go south, turn to 5. If you go North 
  West, turn to 62. If you go north, turn to 83.  
   
  14 
  You spend hours traipsing back through the searing heat and twisty little passages, 
  all alike. Unless you have a full waterskin (which you will empty through drinking) or 
  a food pill, you must make a L1SR against CON (or wilderness lore) or lose 1 CON 
  through dehydration. Also, make a L1SR on CON (or wilderness lore). If you fail, 
  lose 1 CON through exhaustion. Turn to 83.  
   
  15 
  'Who is this Fool God?' Asks the man. 'I don't think he is one of our customers.' he 
  says as he leafs through his pile of papers.  You may choose an option that you 
  have not already tried. 
   
  If you tell the man that the Fool God would like to open an account turn to 119. 
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you ask the man who he is, turn to 124. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  16 
  You return to the cave entrance, only to find a big rock blocking your way! You could 
  turn back and try to find another way out (turn to 5) or if you have a pick, you could 
  try to break through the rock.  
   
  If you do try to use a pick, make a L2SR on STR (or labouring). If you succeed, you 
  break through the rock and manage to get out of the temple (turn to 143). If you fail, 
  you manage to break through the rock, but you over exert yourself. Lose 3 CON and 
  turn to 143. 
   
  17 
  You climb down the God's body and pick up the valuable treasure he burped out. It's 
  an enchanted platinum ring of invisibility.  When you are wearing it, you may pay 10 
  WIZ to cast the Hidey Hole spell upon yourself. The ring is worth 2000 gold pieces. It 
  has the number 42 etched onto it. If you thank the God for the ring, turn to 32. If you 
  are angry and demand something more valuable, turn to 114. 
   
   
   
   
   
  
   
  18 
  You force yourself onwards. After an hour of walking, you come across something 
  that you thought you wouldn't find underground - a forest. It is a beautiful place with a 
  little stream running through it (you may refill your waterskin here). If you decide to 
  search the forest, make a L1SR on CON (or wilderness lore). If you succeed, turn to 
  177. If not, turn to 152. 
   
  19 
  The left hand door opens. You go into a room where there are several riddles on a 
  piece of parchment which you have to answer. Riddles such as 'What gets bigger as 
  you take more away?', 'What gets wetter as it dries?' and 'What is the next letter in 
  this sequence OTTFFSSEN?' If that wasn't difficult enough, you also have a three 
  minute time limit and someone seems to be playing a harmonica really badly while 
  you do it.  
   
  Make a L2SR on INT. If you succeed, when you write the final answer on the 
  parchment, a crystal appears before you. Turn to 158. You grab it and run out of the 
  room. If you fail, you have to run out of the room before the time runs out. Turn to 
  116. 
  20 
  You can feel a magical aura around the oak rod, the bottle of blue liquid and the 
  wolf's skull. Turn to 165. 
   
  21 
  You come to a room with a door in the west wall and exits to the north and south. If 
  you have been here before, turn to 36. In the centre of the room is a huge muscular 
  man wearing nothing but a nappy. He is gazing with wonder at a large sapphire on 
  the floor. As you approach him, he clings to the sapphire and stares at you 
  accusingly. 'Go away! Mine!' he shouts. If you want that sapphire, you are going to 
  have to do something special to get it. If you attack him, turn to 136. If you want to 
  fascinate him with the Sparkle spell, turn to 34.  If you try to befriend him, make a 
  L1SR on CHA (or persuasion). If you succeed, turn to 108. If you fail, he does not 
  want to speak to you and so you will have to try another option.  
   
  You may also leave. If you wish to head north, turn to 23. If you wish to head south, 
  turn to 123. If you wish to take the west door, turn to 150. 
   
  22 
  The dwarves are playing all kinds of card and dice games.  You may only play if you 
  have treasure worth 200 gold pieces or more. If you wish to play, make a L0SR on 
  LK (or gambling). If you succeed, roll once on the treasure table. If you fail, you lose 
  200 gold pieces.  You may try again, but the level of the saving throw increases each 
  time. On the second attempt, it is a L1SR on LK, on the third attempt, make a L2SR 
  on LK. When you have finished, you may try elsewhere. 
   
  If you want to visit the tavern, turn to 148. 
  If you want to visit the shop, turn to 161. 
  If you want to leave the town, turn to 83. 
   
  
   
   
  23 
  You are a little nervous to see that the walls of the corridors are painted with clowns 
  and tricksters of all kinds. You are approaching the inner sanctum of the fool god. 
  You hear faint laughing as you approach wooden door. Cautiously you open it. The 
  sight you see makes you stop in your tracks. Turn to 120. 
   
  24 
  Your weapon passes straight through them. The snakes are also illusions. How 
  much longer is this passageway? You are getting tired. Make a L1SR on CON (or 
  wilderness lore). If you fail, lose 1 CON through tiredness. Dare you sleep in this 
  mad place? If you feel that it will fortify you to take a short nap, turn to 73. If you 
  force yourself onwards, turn to 18.  
   
  25 
  'Good! Good!' He exclaims. A secret door in the east wall opens up. You follow a 
  maze of twisty little passages, all alike until you come to another bust of Rich 
  O'Brain. He stands between two doors. 'Now.' He says. Do you want a mental or a 
  physical challenge? If you choose mental, turn to 19. If you choose physical, turn to 
  40.  
  26 
  You travel through the cave's passageway, picking your way through stalactites and 
  stalagmites. Sometimes, you come across huge underground caverns full of 
  beautiful natural sculptures. After two hours of walking, it starts to get hotter. If you 
  wish to continue, turn to 46. If you wish to turn back, turn to 83. 
   
   
  27 
  You charge the leprechaun who flies up into the air and starts to shoot rainbows from 
  his hands. These rainbows sting and burn as they strike you. The Leprechaun has 
  an MR of 24 (3d6 + 12). Whenever it rolls a 6, it waves its hand and blasts you with a 
  gold coloured ray.  This transports some of your gold pieces to its own pot of gold. 
  Lose 100 gold pieces (this only affects coins, not gems or other treasure). If you win, 
  the leprechaun’s body disappears. You find nothing, so you continue your journey. 
  Turn to 62. 
   
  28 
  'What are you doing? Don't touch my forms! You'll crease them!' He grabs your arm 
  and tries to stop you from touching the forms. Make a L1SR on STR or DEX. If you 
  succeed, turn to 74. If you fail, you have to fight him. Turn to 54. 
   
  29 
  As is typical of adventurers, you drink the strange liquid that you have found in a 
  dungeon. Luckily for you this time, it is a potion of charisma. Increase your CHA by 
  1d6 then turn to 173.  
   
   
   
   
  
   
   
  30 
  'It's been a while since I've seen a friendly face.' Says the man. 'I daren't go any 
  further, but when I returned to the entrance, it was blocked by a boulder.' 
   
  'It's OK.' You say. I'll find us a way out.  
   
  'Well watch out if you go east' warns the man. 'I fell down a pit in a corridor that just 
  opened up.' 
   
  You thank him for his advice. If you are on paragraph 138, you do not need to make 
  a saving roll and can continue as if you have succeeded. 
   
  If you go east, turn to 5. If you go north, turn to 62.  
   
  31 
  You look at the disc, flip it, roll it, even taste it, but nothing happens. You conclude 
  that all you have found is a gold piece. Turn to 173. 
   
   
   
   
   
   
   
   
   
   
   
  32 
  'You're welcome.' Says the god. Your surroundings around you fade and you find 
  yourself somewhere familiar. Turn to 171. 
   
  33 
  You come to a huge stone door with dwarfish runes inscribed upon it. If you have a 
  stone amulet, the doors open for you. Turn to 117. If you do not, a muscular dwarf 
  warrior wearing lots of gold chains sticks his head out of a window and shouts 'Get 
  away from here, you crazy fool!' If you want to persuade him to open the gates, 
  make a L2SR on CHA (or persuasion). If you succeed, he does so. Turn to 117. If 
  you fail, you have no option but to turn back. Turn to 83. 
   
  34 
  The rainbow lights bounce around the room, fascinating the big baby who drops his 
  sapphire and forgets all about it, letting you pick it up. It is worth 500 gold pieces and 
  weighs 0 w.u. 'Again!' says the huge baby. If you want to cast the spell again, turn to 
  58. 
   
  If you do not want to cast it again, you leave. If you wish to head north, turn to 23. If 
  you wish to head south, turn to 123. If you wish to take the west door, turn to 150. 
   
  
   
  35 
  You find yourself in a room full of hundreds of identical broadswords. They lie on the 
  floor, lean against the wall and even hang from the ceiling on ropes. If you have 
  been here before, you may take a broadsword (DICE 3 + 4 (STR 15/DEX 10) 120 
  w.u) and return the way you came (turn to 163). If this is your first visit here, you 
  search through the room to see if any of the swords are distinguishable from the 
  others. Make a L1SR on INT (or appraise), WIZ (or sense magic) or LK (or 
  gambling).  Alternatively, you may cast the Detect Magic spell. If you succeed or if 
  you cast the spell, turn to 149. If you fail, all the swords appear the same to you. You 
  may take a broadsword and leave. Turn to 163.  
   
   
   
  36 
  The giant baby is no longer here. If you wish to head north, turn to 23. If you wish to 
  head south, turn to 123. If you wish to take the west door, turn to 150. 
   
  37 
  The king looks at the magical sword. 'Now that is a powerful weapon and one of my 
  knights will be very grateful to have it. You have found a mighty magical treasure, but 
  even this was not the greatest treasure that the Fool God could offer. Nevertheless, 
  you have done very well.'  Cross the sword off your equipment list. As a reward, the 
  king gives you 2500 gold pieces.  You get 250 AP for your achievements. You leave 
  the palace ready to face other challenges that the world has to throw at you. 
   
  38 
  You carry on over the hills for another day, but you still find nothing. You have now 
  spent a week in the wilderness.  
   
  If you had a week’s worth of rations, cross them off your adventure sheet as you 
  have eaten them all. If you did not, make a L1SR on CON (or wilderness lore). If you 
  succeed, you found enough food to survive. If you fail, lose 1 CON due to hunger.  If 
  you have a waterskin, you drink all of its contents as you can’t find water all of the 
  time.  If you do not have a waterskin, make a L1SR on CON (or wilderness lore).  If 
  you succeed, you find enough water.  If you fail, lose 2 CON through thirst.  
   
  The next morning, you find a nondescript cave on the side of the hill.  As you are 
  looking down the cave, you hear a roar coming from it and a bear charges out of the 
  darkness at you! It is quite small for a bear, so it has an MR of 24 (3d6 +12) which 
  could be worse. 
   
  You do not have time to use a ranged weapon here, but you could try to scare the 
  bear with a L2SR on CON (or wilderness lore). If you succeed, the bear slinks back 
  to its cave with a whine. If not, you have to kill the bear or end up as its lunch. You 
  could try to outrun the bear with a L2SR on DEX (or athletics). If you succeed, you 
  leave it to go back to its cave. If you fail, the bear catches up with you and you have 
  to fight it to prevent yourself from ending up as bear food.  
   
  If you win, the wild goose lands on top of the bear and honks at you loudly. You 
  
  imagine that it is laughing at you. The goose then hops off the bear and starts 
  walking off. This time, you follow it. If you cast any spells, your WIZ is restored to its 
  maximum while you walk. Turn to 48. 
   
  39 
  You taste the cream, but nothing happens. Then you rub some on your face and a 
  giant beard grows within seconds. The wizard Astraglus had a shameful secret. It 
  takes a lot of effort to become a respected wizard and you need a lot of 
  paraphernalia - staff, hat, robes etc. However, one also needs a big beard and 
  Astraglus was terrible at growing huge facial hair. For this reason, he made a lot of 
  hair restorer cream. There is one use in this pot and this means that when you are 
  told in the text that you may use the That's a Natty Beard spell, you may use this 
  cream in place of the spell without using any WIZ points. The pot is worth 250 gold 
  pieces and has weighs 5 w.u. Turn to 8. 
   
  40 
  The right hand door opens. You enter a room that has a body of water between you 
  and the other side. There is a bucket on the other side of the water.  There is a 
  cylindrical bridge across the water and a rope to hold onto. There is also a spring 
  producing red water. You also have a bucket.  
   
  'Fill the bucket on the other side with the magic water from the spring. You have 3 
  minutes. Oh, and the bucket has holes in it.'  
   
  You grab the bucket, fill it up from the spring and get on the bridge. The cylinder rolls 
  around, sending you flying into the water. You are going to have to take this steady. 
  Make a L2SR on DEX (or athletics). If you succeed, you manage to get enough 
  water into the bucket on the other side and a crystal appears in front of you. You 
  grab it and run out. Turn to 158. If you fail, you start to run out of time, so you sprint 
  for the door. Turn to 116.  
   
  41 
  You enter the forest in high spirits. It is a beautiful autumnal time of year. The leaves are 
  turning various colours under the yellow autumnal sun. You camp in a clearing that night.  
   
  The next morning, your high spirits have been considerably dampened by a downpour that 
  went on all night. You head on through the rain, not knowing exactly where you are going. 
  The rain and the journey do not stop for three days. Make a L1SR on CON (or wilderness 
  lore). If you fail, lose 1 CON due to cold. 
   
  Eventually, the woods thin out to leave hills that gradually climb higher. On the sixth day, 
  while you are sitting on a rock after traipsing through hills and valleys, a wild goose flies over 
  head. It starts to honk loudly and fly around you. It then lands and stares at you. You ignore 
  it for a while, but when you get up to walk off, it starts to honk and walk off in a different 
  direction. When you follow it, it waddles off in front of you. If you stop, the goose stops and 
  honks at you angrily. If you wish to follow the wild goose, turn to 43. If you continue the 
  search yourself, turn to 38. 
   
   
   
   
   
  
   
  42 
  'I see.' says the man. He looks at some documents. 'I don't seem to have any record 
  of your employment or mortgage. Do you have any capital to offer?' What is he 
  talking about? You may choose an option that you have not already tried. 
   
  If you say that you left them at home, turn to 47. 
  If you say that you would actually like to borrow 1 gold piece, turn to 172. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  43 
  You follow the goose for a day before it leads you to a nondescript cave entrance on 
  a hillside. It honks and then takes off. You guess that this must be it. You are glad 
  that you have finally found the cave after a week in the wilderness.  
   
  If you had a week’s worth of rations, cross them off your adventure sheet as you 
  have eaten them all. If you did not, make a L1SR on CON (or wilderness lore). If you 
  succeed, you found enough food to survive. If you fail, lose 1 CON due to hunger.  
  Also, if you have a waterskin, you drink all of its contents, emptying it.  If you do not, 
  make a L1SR on CON (or wilderness lore).  If you succeed, you find  enough water.  
  If you fail, lose 2 CON due to thirst. 
   
  Here's a good question. Did you bring a torch, lantern or candles?  If you did, turn to 
  131. If you didn't, turn to 130. 
   
   
   
   
   
   
   
   
   
   
  44 
  You climb down the God's body and pick up the valuable treasure he burped out. It's 
  a bejewelled sparkly broadsword (DICE 3 + 4 (STR 15/DEX 10) 120 w.u).  It is 
  enchanted with the Whammy spell.  This means that before each combat, if you pay 
  10 WIZ, you may triple the damage that the sword causes in combat.  This sword is 
  worth 2000 gold pieces.  The sword has the number 15 etched onto it. If you thank 
  the God for the broadsword, turn to 32. If you are angry and demand something 
  more valuable, turn to 114. 
   
   
   
   
   
  
  45 
  You are in a circular room. If you have been here before, turn to 188.  
   
  If you have not, you see a glum looking man turning between the north exit and the 
  east exit. He is carrying a torch and a shortsword and seems surprised to see you. If 
  you attack him, turn to 162. If you talk to him, turn to 170. 
   
  46 
  The heat starts to rise as you traipse through the cave. After three hours of walking, 
  you are in an almost unbearable heat. Unless you have a full waterskin (which you 
  will empty through drinking) or a food pill, you must make a L1SR against CON (or 
  wilderness lore) or lose 1 CON through thirst. If you want to continue, turn to 167. If 
  you want to turn back, turn to 14.  
   
  47 
  'Well that's no good, is it? Everything needs to be in order if you are going to get any 
  more gold. You go straight home, and get your documents and I'll wait here for you.' 
  The man waves his hand and the door behind you opens. However, instead of 
  seeing a corridor, you see the throne room of King Vincentio.  You may pick an 
  option that you have not already tried. 
   
  If you take the portal back to the throne room, turn to 171. 
  If you try to persuade him to give you the loan, despite your lack of documentation, 
  turn to 87. 
  If you say that you would like to borrow 1 gold piece, turn to 172. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  48 
  You follow the goose for two days before it leads you to a nondescript cave entrance 
  on a hillside. It honks and then takes off. You guess that this must be it. You are glad 
  that you have finally found the cave after a week in the wilderness.  
   
  Here's a good question. Did you bring a torch, lantern or candles (the Will o the wisp 
  spell does not last long enough to use)?  If you did, turn to 131. If you didn't, turn to 
  130. 
  49 
  You are walking along a roughly cut tunnel. If you have been here before, turn to 
  129. If you have not been here before, turn to 138. 
   
  50 
  As you land the killing blow on the bear, it explodes in a multi coloured blast. The 
  colours hit you with searing pain. All goes black. Turn to 125. 
   
   
   
   
  
  51 
  On closer inspection, you see that the baton contains a bright yellow liquid which 
  glows faintly. You have found a glowstick which will light up when you break the seal. 
  It has 3 w.u. Turn to 173. 
   
  52 
  You are in a natural looking cave. If you have been here before, turn to 16. If not, 
  read on. 
   
  The cave looks like any other and leads deeper into the hill. You could go deeper 
  into the temple (turn to 5) or leave the cave and head home (turn to 143) 
   
  53 
  Make a L2SR on LK or INT. If you succeed, turn to 154. If you fail, or it you have 
  already made the test, turn to 66. 
   
   
  54 
  The man is actually pretty vicious when you threaten his forms. You must fight the 
  demented bank manager. He has an MR of 30 (4d6 + 15). If you win, the room 
  around you dissolves and you find yourself in familiar surroundings. Turn to 171. 
   
  55 
  The man is sitting on the floor, looking glum. He does not speak when you greet him 
  and continues to sit, wallowing in despondency.  
   
  There is nothing else to do here, so you look to the exits. If you go east, turn to 5. If 
  you go north, turn to 62.  
   
  56 
  You open the door to find a nice treasure horde inside. Roll 5 times on the treasure 
  table. Once you have done that, you return from whence you came. Turn to 65. 
   
   
   
   
   
   
   
   
   
   
  57 
  You are at the bottom of a stinking pit. A tunnel runs north. You hear the sound 
  coming from the tunnel and prepare for battle. Then a flock of bats flies out of the 
  tunnel, buffeting you. Eventually, they stop. Warily, you go down the slime covered 
  tunnel for a few metres to find a pile of treasure scattered amongst some leaves and 
  rotting fruit, just begging to be taken. Roll three times on the treasure table. Wary 
  that you are definitely in some creature's lair you hastily return to the pit opening. 
  Turn to 110. 
   
  
  58 
  The baby is fascinated by the spell and reaches around for its dummy. It offers the 
  dummy to you. You are slightly confused but take it anyway. Add the dummy to your 
  equipment list. If weights 0 w.u. 
   
  If you wish to head north, turn to 23. If you wish to head south, turn to 123. If you 
  wish to take the west door, turn to 150. 
   
  59 
  You come to a cold room. If you have been here before, turn to 65. If not, as you 
  enter the room, a man shimmers into view. It is a knight and its translucent 
  appearance suggests that it is a ghost. 'Please traveller, have you found my magic 
  sword?' If you have a magic sword that you wish to give to the ghostly knight, turn to 
  183. If not, the knight disappears. Turn to 65. 
   
  60 
  You do not walk far before you come across a curious sight. If you have been here 
  before, turn to 109. If not, you stare in wonder at what you see.  In the centre of the 
  corridor stands what seems to be a man in smart clothing, but he seems to be 
  painted silver. At his feet lies an upturned hat, filled with gold pieces. If you wish to 
  walk past him, turn to 71. If you want to return to the machine room, turn to 93.  
   
  61 
  The gem is gone now. There is nothing else to do, so you go back. Turn to 62. 
   
  62 
  You find yourself in a room used to store mining gear. Picks and shovels lean 
  against the walls while miner's helmets litter the floor. You may take any of the 
  following items: 
   
  Pickaxe DICE 3 (STR 15/DEX 10) 160 w.u 
  Shovel 60 w.u 
  Miner's helmet (1 HITS, STR 2) 25 w.u 
   
  In addition to acting as a helm, the miner's helmet has a little compartment that you 
  can put a candle into. If you have a candle, you may put it in the miner's helmet to 
  light your way. This means that you can use both hands in combat allowing you to 
  use a shield or a two handed weapon. 
   
  Since there are so many pickaxes, shovels and miner's helmets here, if you lose the 
  one you are carrying, you will be able to return here and get another one.  
   
  There are three exits to this room. You could try a sturdy looking oak door in the 
  north wall (turn to 103), a mined tunnel heading west (turn to 122), a tunnel heading 
  south (turn to 45) or a roughly mined tunnel heading south-east (turn to 13) 
   
  63 
  Make a L1SR on LK, WIZ or INT. If you succeed, turn to 135. If you fail, turn to 75.  
   
   
  
  64 
  The king looks at the magical ring. 'One of my spies will find that extremely useful. 
  You have found a mighty magical treasure, but even this was not the greatest 
  treasure that the Fool God could offer. Nevertheless, you have done very well.'  
  Cross the ring off your equipment list. As a reward, the king gives you 2500 gold 
  pieces.  You get 250 AP for your achievements. You leave the palace ready to face 
  other challenges that the world has to throw at you. 
   
  65 
  You are in the cold room. The room is empty. If you wish to go west, turn to 123. If 
  you wish to go north, turn to 182. 
   
  66 
  The only thing to search is the pile of rubble. Make a L2SR on STR (or labouring). If 
  you have a shovel, it can be reduced to a L1SR. If you succeed, you find a brass key 
  (1 w.u) under a rock. If you fail, you lose 1 CON through having a rock fall on you. 
  You may try to search through the rubble any number of times. When you have 
  finished, turn to 13. 
  67 
  You climb down the God's body to pick up the valuable treasure he burped out. It's a 
  small green gem with the number 122 inscribed upon it. It has a value of 60 gold 
  pieces. If you thank the God for the gem, turn to 32. If you are angry and demand 
  something more valuable, turn to 137. 
   
  68 
  When you drink the potion, you feel magical energy buzzing through your body. 
  Restore your WIZ to its starting level. Turn to 8.  
   
  69 
  Now that you have killed the pit's monster, you think about how you will get out of the 
  pit. If you lowered yourself down on a rope and grapple, you simply climb back up. 
  Turn to 129. 
   
  If you fell down the pit and you have a rope and grapple, after a few tries, you 
  manage to throw the grapple so that it grips something and you can climb out of the 
  pit. Turn to 129. 
   
  If you cannot do either, you will have to climb out. Make a L1SR on DEX (or 
  athletics). If you succeed, you climb out. If you fail, you lose your grip and fall. Lose 1 
  CON and try again. When you succeed, turn to 129. 
   
  70 
  ‘I know you have more treasure and you were told that you have to give it all up to 
  get my gifts.  I’m still hungry.’  The Fool God makes a sucking sound and mighty 
  wind springs up.  You grab the statue’s shoulder, but you can’t hold on for long 
  before you are dragged into the god’s huge mouth and land on top of a huge pile of 
  coins, gems, jewellery and magical artefacts.  You get to enjoy the Fool God’s 
  treasure for all eternity. 
   
   
  
  71 
  As you walk towards the statue, it starts to move slowly as if being moved by some 
  inside mechanism. It then extends its arm with an upturned hand as if telling you to 
  stop. If you do as the statue indicates and head north, turn to 93. If you continue 
  towards the statue, it then clenches its hands into fists. If you want to go further, then 
  you will have to fight the statue.  It has an MR of 30 (4d6 + 15) and its stone skin can 
  take 5 hits but if you use a pickaxe in combat, you may roll 6d6 instead of 3d6. Also, 
  if you have the pickaxe, with every roll of a 6, you hit the statue in a vulnerable spot 
  and smash a large lump off, inflicting an extra 5 points of spite damage.  If you have 
  a vial of stone eater, you may throw this at the statue before the combat.  If you hit it, 
  it causes 5d6 damage to the statue.  If you win, you can take the treasure in its hat.  
  You find 100 gold pieces and you may also roll once on the treasure table. You may 
  then you may take the east tunnel (turn to 185), the south tunnel (turn to 132) or the 
  north tunnel (turn to 93) 
   
  72 
  The machine starts chugging, cranking and vibrating. It then does not stop vibrating, 
  but instead starts to shake. You back away from the mad device as brass cogs fall 
  off and nuts fly out of the cube. There is a huge crunch and then the machine stops 
  abruptly.  
   
  There is nothing left to do here, but leave. If you head north, turn to 146. If you go 
  south, turn to 60. If you open the door, turn to 4.  
   
  73 
  You fall into a welcome, restful sleep. At least at first. Then you start dreaming that 
  pixies and leprechauns are dancing around you, laughing. You feel something grab 
  your ankle…and then you wake up. Your heart sinks as you realise that you are not 
  where you fell asleep, but several miles back towards the temple. Turn to 46. 
   
  74 
  As you start to rip up the forms, the man starts to get angry. 'Oh my, that's Aaron 
  Aaronson's current account! Stop it!' You continue to do so as the man looks 
  helplessly on. Turn to 85. 
   
  75 
  You work for ages, but still make no headway. Lose 1 CON through tiredness. 
  Eventually, you give up. Turn to 77. 
   
  76 
  You can't stop laughing. You laugh so hard that you can't get up from the floor. Your 
  stomach is in agonising pain from all of the laughing. You laugh for hours until you 
  black out and never wake up.  
   
   
   
   
   
   
   
  
  77 
  Annoyed, you turn back, only to hear the threatening, ghostly voice. 'YOU WILL 
  PERISH HERE! WOOOOOO!'  Knowing that the voice does nothing, you ignore it 
  and go back down the tunnel. When you go back round the bend, you see a short 
  man in green speaking into his fist. 'I'm going to get you!' you hear him say as the 
  ghostly voice says the same thing. If you attack him, turn to 27. If you talk to him, 
  turn to 153. 
   
  78 
  You put a piece of roast wurm in your mouth and spit it out! It tastes disgusting! You 
  don't want to touch that again. Turn to 176. 
   
  79 
  The corridor is now empty. You can head west (turn to 83) or east (turn to 33) 
   
  80 
  This is a healing potion. Restore 1 CON. It has 9 uses and each one restores 1 
  CON. Each use is worth 40 gold pieces. It weighs 4 w.u. Turn to 126. 
   
  81 
  When you put the last bit of treasure into the Fool God's mouth, he burps out 
  something in return. 
   
  Roll 1d6.  
   
  If you roll a 1-2, turn to 160. 
  If you roll a 3-4, turn to 11. 
  If you roll a 5-6, turn to 67. 
   
  82 
  The king looks at the single small gem that you present to him with incredulity. 'This 
  is one of the few living stones! These gems are alive and contain great magical 
  powers that the followers of the Fool God can unlock. My friend, you truly have found 
  the greatest treasure that the Fool God has to offer, the knowledge and wisdom that 
  only those open to the world can attain to take them on their next steps in life. You 
  must have overcome many obstacles to find such a rarity. You have known the path 
  of the fool but you have now learnt and risen to the next stage in your life. The 
  experience that you have picked up will serve you well in the future.  I will give you 
  some gifts to help you find a new path.’ The king presents you with 7000 gold pieces 
  and a magical athame (DICE 2 + 3 (DEX 7) 27 w.u).  You may place it on the ground 
  and spend 1 WIZ.  When you do so, it will point to true north.  It is worth 535 gold 
  pieces.  The king also gives you the freedom of Mountebank You will forever be one 
  of his favourites. You may also get 500 AP for your great accomplishments.  
   
  83 
  You are in a room where the walls are covered in paintings of jesters, fools, 
  tricksters, riddlers and creatures of all kinds. You feel that you are entering the inner 
  sanctum of the Fool God. There are exits to the north (turn to 123), south (turn to 
  13), east (turn to 92) or west (turn to 156) 
   
  
  84 
  'Well, next time you need property insurance, don't come to me!' Says the bank 
  manager in a bored tone. He waves his hand and the door behinds you opens up. 
  However, instead of the corridor, you see the throne room of King Vincentio. 
   
  If you take the portal back to the throne room, turn to 171. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  85 
  Whatever you have said or done, the man starts to get angry 'You know what, I hate 
  this job. I've been filling in forms, approving and refusing loans, making investments 
  and pushing mountains of paper for centuries! When do I get my chance to shine? 
  When I was younger, I wanted be on stage. I just want to SING!' The man stands up, 
  grabs some sheets of parchment, rips them up and throws the pieces into the air. He 
  engages in a mad frenzy of shredding, throwing and raging before he finally calms 
  down, panting and sweating. 'Thank you, stranger. I'm off to bards' school now.'   
   
  The man, desk and paper fades away and a door in the north wall appears. A voice 
  says 'You have passed the test and you are worthy to see me.'  
   
  You go through the north door to meet the Fool God. Turn to 139. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  86 
  Cautiously, you try a few things such as pulling levers, pushing buttons and 
  squeezing brightly coloured balloons. Is something going to work? Make a L1SR on 
  INT (or appraise) or LK. If you succeed, turn to 165. If you fail, turn to 72. 
   
   
   
   
   
   
   
   
  
  87 
  'Well, this is very irregular.' Says the man, who seems to have as much imagination 
  as the desk he's sitting at. Make a L2SR on CHA (or persuasion). If you succeed, 
  turn to 85. If you fail, he does not budge from his position and offers you the portal 
  home again.  
   
  If you take the portal back to the throne room, turn to 171. 
  If you say that you would like to borrow 1 gold piece, turn to 172. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you attack the man, turn to 54. 
   
  88 
  Your light source is blown out by the wind. If you have another source of light such 
  as a glowstick, lantern or the Will O the Wisp spell, turn to 107. Otherwise, you can 
  go back to the cold room (turn to 65) or go across the floor in the dark (turn to 151). 
   
  89 
  The garlic mushrooms are delicious. They also give you very smelly breath. Until 
  your next combat, you must half your CHA. However, in your next combat, you may 
  half your opponent’s adds due to them being put off by your breath. After the 
  combat, both effects wear off. Turn to 176. 
   
  90 
  You can imagine that the skull is talking to you when you look into it. You then hear a 
  voice in your head. 'Break in case of emergency'. The voice then instructs you that 
  the skull has been bespelled with the Dem Bones Gonna Rise spell. You may use 
  this skull at the beginning of a combat to create a skeleton wolf with an MR of 25 
  (3d6 +13) that will fight the combat for you. It cannot be used after that whether it 
  wins or loses. The bespelled skull is worth 250 gold pieces (but will be worthless 
  once you use it). Turn to 173. 
   
  91 
  The dummy starts to vibrate. As it does, a secret door in the west wall opens, 
  revealing a treasure horde. Roll 5 times on the treasure table. Happy with your find, 
  you leave. Turn to 21.  
   
  92 
  You walk down a corridor where the ceiling becomes low. If you have been here 
  before, turn to 79. If not, you notice a grumpy looking beardless dwarf, starling 
  listlessly at the wall. If you talk to him, turn to 99. If you attack him, turn to 95. 
   
   
   
   
   
   
   
   
  
  93 
  You are in a room containing a huge machine. If you have been here before, turn to 
  141. If not, you are amazed to see the huge contraption in the centre of the room, 
  made up of a chaotic intertwined mass of cogs, levers, pipes, glass, balloons, 
  bellows and various other paraphernalia. There are tunnels to the north and south of 
  this room and there is a stone door in the east wall. If you try to use the machine, 
  turn to 86. If you head north, turn to 146. If you go south, turn to 60.  If you head 
  west, turn to 49. If you open the door, turn to 4.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  94 
  You have to get up to the mouth before you can shove all of your treasure into it. If 
  you have a rope and grapple or hammer and spikes, you can climb up to the mouth 
  fairly easily. Otherwise, you will have to make a L1SR on DEX (or athletics) to get up 
  to the mouth. If you fail, lose 1 CON and you can try again. If you can get up to the 
  mouth, turn to 169. 
   
  95 
  You attack the dwarf. He has an MR of 18 (2d6 + 9). If you win, you may take his axe  
  DICE 3 (STR 8/DEX 4) 70 w.u and some treasure – roll on the treasure table but 
  subtract 2 from the roll. If you head west, turn to 83. If you head east, turn to 33. 
   
  96 
  You try one of the sweets and enjoy the lemon flavour. After you have swallowed it, 
  you immediately feel full and hydrated. You have actually found a bag of food pills. 
  You have a month’s worth of food and water in a small pouch. The food pills have 1 
  w.u. Turn to 173. 
   
  97 
  The king looks at the magical carpet. 'One of my wizards will find that very useful 
  when trying to get somewhere fast. You have found a mighty magical treasure, but 
  even this was not the greatest treasure that the Fool God could offer. Nevertheless, 
  you have done very well.' Cross the carpet off your equipment list.  As a reward, the 
  king gives you 2500 gold pieces.  You get 250 AP for your achievements. You leave 
  the palace ready to face other challenges that the world has to throw at you. 
   
  98 
  You manage to suppress the laughter. As you manage to, the room around you 
  dissolves and you find yourself in familiar surroundings. Turn to 171. 
   
  
   
  99 
  'Are you OK?' You ask. 'Just because I'm short doesn't mean I'm a child.' He snaps 
  back at you before bursting into tears. 'I don't know what to do! The other dwarves 
  kicked me out because I don't have a beard and told me not to come back until I'd 
  killed something big.'  If you can cast the That's a Natty Beard spell, turn to 140. If 
  you cannot, you get embarrassed and leave. If you go west, turn to 83. If you go 
  east, turn to 33. 
   
  100 
  This man clearly has no imagination or initiative.  If you can think of something that is 
  not covered in his regulations, then you might just drive him over the edge.  You ask 
  for something completely preposterous that the banker would not be able to deal 
  with.  Make a L1SR on INT.  If you succeed, turn to 184.  If you fail, turn to 102. 
   
  101 
  The wizard Astraglus had a shameful secret. It takes a lot of effort to become a 
  respected wizard and you need a lot of paraphernalia - staff, hat, robes etc. 
  However, one also needs a big beard and Astraglus was terrible at growing huge 
  facial hair. For this reason, he made a lot of hair restorer cream. There are two uses 
  in this pot and this means that when you are told in the text that you may use the 
  That's a Natty Beard spell, you may use this cream in place of the spell without using 
  any WIZ points. The pot is worth 250 gold pieces per use and weighs 5 w.u. Turn to 
  8. 
  102 
  You ask the man if he takes plastic, knowing that plastic has not been invented yet.  
  He says that he does and produces a small device to put your plastic into.  This 
  tactic hasn’t worked.  You may try something else that you have not already tried. 
   
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you say that you would like to borrow 1 gold piece, turn to 172. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you attack the man, turn to 54. 
   
  103 
  You are standing before an oak door. If you have already opened it, turn to 176. If 
  not, read on. 
   
  You can try to open the door with the Knock Knock spell, by picking the lock with a 
  L1SR on DEX, INT or LK or by breaking it with a L1SR on STR (add 1d6 to the roll if 
  you have a crowbar).  
   
  If you succeed in any roll, you manage to open the door. If you fail the lock pick roll, 
  you jam a piece of wire in the lock and you cannot try this again. If you fail breaking 
  the door down, you exert yourself (Lose 1 CON point), but you may try again. 
   
  If you open the door, turn to 176. If you don't, you may try another exit from the 
  room. Turn to 62. 
  
   
  104 
  On closer inspection, you see that the crystal sparkles with all colours. This wand 
  contains the sparkle spell. You may now cast the sparkle spell when given the option 
  in the text. It costs 1 WIZ. The wand is worth 550 gold pieces and weighs 3 w.u. Turn 
  to 173. 
   
  105 
  You return to the room.   Rich O'Brain is no longer on the plinth, but instead there is 
  a glass orb resting on a cushion. You look inside it to see some people in matching 
  jerkins. One of them is in a room, trying to cross a narrow plank of wood while 
  carrying a rock. The others are shouting encouragement to him from outside the 
  room, while the Rich O'Brain looks on, grinning maniacally. You leave them to it. You 
  may go through a door to the west (turn to 35), south (turn to 146) or go north up 
  through a corridor (turn to 8). 
   
  106 
  You try to run past the beast, but it knocks you to the floor. Lose 1 CON. The gem 
  then flares up, filling the room with light and heat. The beast you are facing is a huge 
  shaggy three eyed, five legged, two headed bear. What is worse is that the gem is 
  heating up the tunnel to almost unbearable levels. There is no escape. If you fight, 
  turn to 121. If you destroy the gem, turn to 9. 
   
  107 
  Your light source is not put out by the strong wind, which is good as you see spikes 
  shooting up through holes in the floor However, since you can see them, you can 
  avoid them easily as you get to the other side of the room where the door is. As soon 
  as you touch the door, the wind stops and the spikes stop shooting up through the 
  floor. The wood is very strong, probably magically strengthened and the lock is very 
  complex. You can only open it if you have a brass key. If you do have a brass key, 
  turn to 56. If not, you have to go back. Turn to 65. 
   
  108 
  You make a few funny faces and baby sounds and the baby starts to laugh. You 
  start to dance around a bit. Fascinated, the baby drops the sapphire and forgets all 
  about it. After your little dance, the baby offers you its dummy. Despite being a bit 
  confused, you take the dummy (it has 0 w.u) and the sapphire (it is worth 500 gold 
  pieces and weighs 0 w.u) and leave. 
   
  If you wish to head north, turn to 23. If you wish to head south, turn to 123. If you 
  wish to take the west door, turn to 150. 
   
   
   
   
   
   
   
   
   
  
  109 
  If you have killed the living statue, you may take the east tunnel (turn to 185), the 
  south tunnel (turn to 132) or the north tunnel (turn to 93). If you have not killed the 
  statue, you must head back the way you came (turn to 93) or fight it with whatever 
  MR it had when you left it. If you win, you can take the treasure in its hat. You may 
  roll once on the treasure table and add 100 gold pieces to that treasure. You may 
  then you may take the east tunnel (turn to 185), the south tunnel (turn to 132) or the 
  north tunnel (turn to 93) 
   
   
   
   
   
  # 
   
   
   
   
   
   
  110 
  A large heavy furry thing lands on top of you. Desperately, you fight to push it off. 
  Victorious, you shove it away, to see what you face. You can't see the thing clearly 
  as it looks like the rock around you, but it has the shape of a chimp. You face a 
  chameleon chimp and it beats its chest angrily before it attacks you. You may not 
  use a bow here. It has an MR of 16 (2d6 + 8). The chameleon ape’s camouflage is 
  very effective in making it harder to hit.  This means that you cannot inflict spite 
  damage on the ape.  If you win, turn to 69. 
   
  111 
  You see a small crack in the west wall. Investigating it, you find out that a part of the 
  wall swivels round to reveal a corridor. When you are at paragraph 8, you may use 
  this door to go west and turn to 83 and vice versa. Return to 8.  
   
  112 
  'The look on your face!' Says the leprechaun. 'You've been a great laugh, today. 
  Here is a parting gift with my blessing.' You are delighted to see him hand you the 
  yellow gem. It is huge and flawless. The gem is worth 250 gold pieces. It also gives 
  off a warm glow, filling you with energy. You may restore your WIZ to its starting 
  value.  The leprechaun also wishes you well on your treasure hunt.  From now on, 
  whenever you roll on the treasure table, you may add 1 to the die roll. You return to 
  the storage room. Turn to 62.  
   
   
   
   
   
   
   
   
  
  113 
  This is a potion that restores its drinker’s WIZ to its starting level. It has one dose. It 
  is worth 500 gold pieces and has a weight of 2 w.u. Turn to 8.  
   
  114 
  The god burps out a gold necklace dripping with huge diamonds. It also has the 
  Cateyes spell permanently imbued into it, so that anyone who wears it will benefit 
  from the effects of the Cateyes spell. The necklace is worth 12500 gold pieces. It has 
  the number 168 etched into it. Your surroundings dissolve from around you and you 
  find yourself in a familiar place. Turn to 171. 
   
  115 
  The king looks at the single small gem that you present to him with incredulity. 'This 
  is one of the few living stones! These gems are alive and contain great magical 
  powers that the followers of the Fool God can unlock. My friend, you truly have found 
  the greatest treasure that the Fool God has to offer, the knowledge and wisdom that 
  only those open to the world can attain to take them on their next steps in life. You 
  must have overcome many obstacles to find such a rarity. You have known the path 
  of the fool but you have now learnt and risen to the next stage in your life. The 
  experience that you have picked up will serve you well in the future.  I will give you 
  some gifts to help you find a new path.’ The king presents you with 7000 gold pieces 
  and a magical athame (DICE 2 + 3 (DEX 7) 27 w.u).  You may place it on the ground 
  and spend 1 WIZ.  When you do so, it will point to true north.  It is worth 535 gold 
  pieces.  The king also gives you the freedom of Mountebank You will forever be one 
  of his favourites. You may also get 500 AP for your great accomplishments.  
   
   
   
   
   
   
   
   
   
   
   
   
  116 
  'I'm afraid you didn't get the crystal, but I hope you had fun.' Says Rich. He gives you 
  directions back to the room you met him in. Turn to 105.  
   
  117 
  The dwarf, whose name is Rocky, takes you east to a huge stone gate. Seeing that 
  he has a big bushy beard, the dwarves open the gates for the two of you. Rocky 
  shows you round the town. There are several places that you can visit. 
   
  If you want to visit the gambling hall, turn to 22. 
  If you want to visit the tavern, turn to 148. 
  If you want to visit the shop, turn to 161. 
  If you want to leave the town, turn to 83. 
   
  
   
  118 
  You present all of your valuable items and the king gives you half their worth in gold 
  pieces. 'You have not found the greatest treasure of the temple' He says 'But I hope 
  you use the gold wisely to find it.' You can get 100 AP for this.  
   
  119 
  'Very well, I just need to take some details about the Fool God.' The man gets a form 
  to fill in. 'Right, name - Fool God. Age?'  
  'He's a god.' You reply.  
  'Yes, but he must have an age.'  
  'I think Gods are timeless.' You reply. 
  'But that's not on the form.' 
   
  If you want to keep this up, make a L1SR on CHA (or persuasion). If you succeed, 
  turn to 85. If you fail, the man just rejects the application.  You may choose an option 
  that you have not already tried. 
   
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you ask the man who he is, turn to 124. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  120 
  You are in a bare room where there is nothing but a simple desk. Upon the desk is a 
  pile of papers and behind the desk sits a short man in a black tunic, frantically 
  scribbling his signature on some parchment. The door shuts behind you and does 
  not open. 'Take a seat, please.' says the man, waving to a wooden chair on your 
  side of the desk. You do so. 'Now, please tell me how much you would like to 
  borrow.' What in the name of Trollworld is going on? 
   
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you say that you would like to borrow 1 gold piece, turn to 172. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  121 
  The crazy mutant bear has an MR of 40 (5d6 + 20) and the heat from the gem 
  causes you to lose 1 CON per round. It does not seem to affect the bear. If you win, 
  turn to 50. If you lose, turn to 125. 
   
  122 
  You are in a mining tunnel. You see that it bends round to the left, but before you go 
  round the bend, a deep ghostly voice warns you to turn back. You can't see anything 
  else here. If you take heed of the voice, then all you can do is go back. Turn to 62. If 
  you choose to risk the dangers of going round the bend turn to 147. 
  
   
  123 
  After walking along the corridor for a few minutes, you come to an east bearing 
  corridor. If you head east, turn to 59. If you carry on north, turn to 21. If you head 
  south, turn to 83.  
   
  124 
  'I am a bank manager of course. Don't you want a loan? Time is money, you know.'  
  You may choose an option that you have not already tried. 
   
  If you tell him that his job is stupid, turn to 84. 
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you say that you would like to borrow 1 gold piece, turn to 172. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  125 
  You wake up. You are fine. There is not a scratch on you (restore your CON to what 
  it was when you saw the gem). The leprechaun is nearby, rolling around on the floor 
  with laughter. If you are angry at this joke and attack him, turn to 27. If not, turn to 
  112. 
   
  126 
  This is a healing potion. It has 10 uses and each one restores 1 CON. Each use is 
  worth 40 gold pieces. It weighs 4 w.u. Turn to 8. 
   
  127 
  The pickled rock lizard is delicious and you feel a burst of strength run through your 
  arms. Dwarves eat this lizard so that they can increase the amount of rock that they 
  can break through but it leaves them tired at the end of the day. You may double 
  your STR for your next combat or saving throw.  After that, however, you must half 
  your STR for the combat or saving throw after that. After that, your strength returns 
  to normal. Turn to 176.  
   
  128 
  You enter the cave, holding your light source in one hand (this means that while you 
  are in the cave, you cannot use any shield or two handed weapon as you need to 
  hold your light source) and prepare for the challenges of the Fool God. Turn to 52. 
   
  129 
  You are standing at the edge of the pit.  If you go west, turn to 5. If you go east, turn 
  to 93. 
  130 
  Well that was foolish, wasn't it? Do you not know how to prepare for an adventure? 
  Subtract 1 from your INT. As you stand before the cave wondering what you can do, 
  a leprechaun appears out of nowhere. 'The Fool God likes you for your complete 
  lack of forbearance. No light for an underground temple? No that's foolish.' His tone 
  suggests admiration. 'Here's a little gift as the Fool God would really like to talk to 
  
  you.'  The leprechaun rummages through a small backpack he is carrying and 
  presents you with a candle (0 w.u) and a flint and steel (4 w.u). 'The blessings of the 
  Fool God go with you!' He says before he disappears. Add 1 to your LK.  Also, 
  whenever you roll on the treasure table, add 1 to the number rolled. 
   
  You enter the cave. Turn to 128. 
   
   
  131 
  Brilliant. You bought a light source. Did you also bring a flint and steel with which to 
  light your source? If you did, turn to 189. If you didn't, turn to 130. 
   
  132 
  You come to a dead end, but you see a small sliver of light struggle through a hole in 
  the rock. You might be able to get out this way. You search the wall but find no 
  hidden mechanism.  You may use a pick to smash an exit into the wall. Make a 
  L2SR on STR (or labouring) if you succeed, after long hours of work, you smash 
  through the wall. Lose 3 CON from exhaustion and turn to 143. If you fail, you 
  exhaust yourself, but get nowhere. Lose 1 CON. You may head north (turn to 109) or 
  try again.  
  133 
  You are one dangerous customer! Make a L1SR on LK. If you succeed, you lose 1d6 
  CON from the spikes. If you fail, you lose 2d6 CON from the spikes. You manage to 
  touch the door at the other end of the room and the wind stops. You relight your light 
  source to find that the spikes are gone. The wood is very strong, probably magically 
  strengthened and the lock is very complex. You can only open it if you have a brass 
  key. If you do have a brass key, turn to 56. If not, you have to go back. Turn to 65. 
   
  134 
  After going through a spiral passageway, you turn a corner to find a huge nest of 
  snakes. They see you and start to slither towards you, hissing viciously. If you fight 
  them, turn to 24. If you flee, turn to 14. 
   
  135 
  As you strike the rock, you notice a spark shoot off from a part of the wall to your 
  right. Curious, you scrape the wall that you saw the spark shoot off, while looking at 
  the rest of the walls. As you do, a small rock falls off the wall down the corridor. It 
  seems that hitting the rock, breaks another part of the wall. After a few experiments, 
  you find out where you need to strike the wall to free the gem. After half an hour of 
  work on various parts of the corridor, including the floor, you see that the gem is 
  loose. You manage to prise it out of the wall. It is huge and flawless. The gem is 
  worth 250 gold pieces. It also gives off a warm glow, filling you with energy. You may 
  restore your WIZ to its starting value. Pleased with your find, you return to the 
  storage room. Turn to 62. 
   
   
   
   
  
  136 
  Despite mentally being a baby, the man is extremely strong. He has a MR of 32 (4d6 
  +16). If he rolls two 6s with his dice, he makes a huge burp which makes you recoil. 
  Make a L1SR on CON or SPD (or dodging). If you fail, reduce your next attack by 2 
  while you gag. If you win, you may take the sapphire worth 500 gold pieces and 
  weighs 0 w.u, but the Fool God is not happy with the killing of one of his favourites. 
  Lose 1 LK point.  
   
  You take your leave. If you wish to head north, turn to 23. If you wish to head south, 
  turn to 123. If you wish to take the west door, turn to 150. 
   
  137 
  'OK, OK, keep your wig on.' Says the God. At which point your hair falls out. 'Sorry, I 
  forgot I can do that. Look, just chuck the last thing back into my mouth and I'll get 
  you something else. I just thought you'd like that.' 
   
  The god burps out something else.  
   
  Roll 1d6.  
   
  If you roll a 1-2, turn to 44. 
  If you roll a 3-4, turn to 17. 
  If you roll a 5-6, turn to 179. 
   
   
  138 
  As you step out onto a flagstone, it falls away in front of you. Make a L1SR against 
  DEX (or athletics) or SPD (or dodging). If you succeed, you avoid the pit. Turn to 12. 
  If you fail, you fall into the pit. Lose 1d6 CON and turn to 57. 
   
  139 
  You are standing before the Fool God in a large circular room. The Fool God seems 
  to be a giant stone head with massive jet eyes, a huge hole for a mouth and a huge 
  round boulder for a body.  
   
  'Welcome to the Temple of the Fool God.' Comes the rumbly voice from inside the 
  statue.  
   
  'Why are you called the Fool God?' You ask. 
   
  'Well, if you were a god would you live inside a statue surrounded by weirdoes and 
  eat treasure?' 
   
  'I guess not.' 
   
  'Well there you go.' 
   
  'Did you say that you eat treasure?' You ask. 
   
  'Yes. You will have to give up all of your treasure to win a greater treasure.' 
  
   
  'What do I do with the treasure then?'  
   
  'You need to put it in my mouth. I've got tons of gold and jewels in this big belly of 
  mine.' 
   
  What will you do to win the treasure? 
   
  If you have a pick or some stone eater, you can attempt to break open the Fool God 
  and get all the treasure inside it. Turn to 175.  
   
  If you climb up to the Fool God's mouth and put treasure inside it, turn to 94. 
   
  140 
  A huge beard appears on the dwarf's face. 'That's brilliant. Now I'm like the other 
  dwarves! Here, have this.' The dwarf gives you a stone amulet (10 w.u) it is not 
  magical but it means that you are a friend to the dwarves.  He also takes you mining 
  for a few hours.  With his expertise, you both find some nice gems.  You get 500 gold 
  pieces worth of gems and precious metals (0 w.u).  Afterwards, the dwarf asks 'Hey, 
  do you want to see the dwarf town I'm from?' If you go with him, turn to 117. 
  Otherwise, you go back the way you came. Turn to 83. 
   
   
   
   
   
   
   
   
   
   
   
  141 
  If you have not already tried to do so, you may use the machine. Turn to 86. 
  Otherwise, you leave. If you head north, turn to 146. If you go south, turn to 60.  If 
  you head west, turn to 49.  If you open the door, turn to 4.  
   
  142 
  If you have destroyed the toys, there is nothing else here, so you turn back. Turn to 
  21. If you fled, you will have to either fight them (and they will be at full strength as 
  they have repaired themselves) (turn to 174) or flee (turn to 21). 
   
  143 
  You start the long journey back to Mountebank. It is a week's walk and fortunately, 
  you do not come across any wandering monsters, but you must still survive. Make a 
  L1SR on CON (or wilderness lore). If you succeed, you withstand the harsh weather. 
  If you fail, lose 1 CON due to cold and rain. Also, unless you have a week's supply of 
  food, make another L1SR on CON (or wilderness lore). If you succeed, you find 
  enough food for the journey. If you fail, lose 2 CON due to hunger. Eventually, you 
  find yourself back at the palace of Mountebank, before the King. Turn to 171. 
   
  
   
  144 
  The king looks at the single small gem that you present to him with incredulity. 'This 
  is one of the few living stones! These gems are alive and contain great magical 
  powers that the followers of the Fool God can unlock. My friend, you truly have found 
  the greatest treasure that the Fool God has to offer, the knowledge and wisdom that 
  only those open to the world can attain to take them on their next steps in life. You 
  must have overcome many obstacles to find such a rarity. You have known the path 
  of the fool but you have now learnt and risen to the next stage in your life. The 
  experience that you have picked up will serve you well in the future.  I will give you 
  some gifts to help you find a new path.’ The king presents you with 7000 gold pieces 
  and a magical athame (DICE 2 + 3 (DEX 7) 27 w.u).  You may place it on the ground 
  and spend 1 WIZ.  When you do so, it will point to true north.  It is worth 535 gold 
  pieces.  The king also gives you the freedom of Mountebank You will forever be one 
  of his favourites. You may also get 500 AP for your great accomplishments.  
   
  145 
  This is Giant Toad juice. It is a poison that will cause an additional 2d6 CON damage 
  against any monster that you hit with a weapon smeared in the juice. There is only 
  enough for one use. It is worth 100 gold pieces and has a weight of 2 w.u. Turn to 8.  
   
  146 
  You walk up a nondescript corridor only to be stopped by a portcullis that has been 
  lowered. You try pulling on the chains but they don't work. Then you notice that the 
  portcullis does not go all the way up to the ceiling. It is quite easy to climb over it. As 
  you do, you hear some dramatic music playing in the distance. If you are heading 
  north, turn to 163. If you are heading south, turn to 93.  
   
  147 
  Warily, you peek round the bend, but see nothing dangerous. You walk down the 
  corridor and eventually come to a dead end. If you have been here already, turn to 
  61. 
   
  If you have not been here already, you are amazed to see a large yellow gem 
  embedded in the wall! If you have a pick, you can try to extract it from the wall. Turn 
  to 181.  
   
  If you do not have a pick or you do not want to extract the gem from the wall, turn to 
  77. 
   
   
   
   
   
   
   
   
   
   
    
  
  148 
  The tavern is full of drunken dwarves enjoying the odd pint or brawl after a hard 
  day's mining. You may buy a flagon of ale for 1 silver piece. If you drink dwarven ale 
  for the first time, you feel the strength of the dwarves, but your fragile little brain is 
  not robust enough to withstand it.  Add 1 to STR and lose 1 INT. After the first flagon, 
  you get used to the ale and so extra flagons have no effect. 
   
  You may also pay 3 silver pieces for a room for the night and some good food. If you 
  do, restore your WIZ to its starting score.  
   
  When you are finished, you may go elsewhere. 
   
  If you want to visit the gambling hall, turn to 22. 
  If you want to visit the shop, turn to 161. 
  If you want to leave, turn to 83. 
   
  149 
  You see that one sword is shinier than the others. When you pick it up, you feel the 
  tingle of magic. This is an enchanted vorpal broadsword. If you are in combat, you 
  may spend 5 WIZ to do double its damage in combat (you do not roll extra dice, you 
  just double the number rolled.  Also, it does not double your personal adds or spite 
  damage). Otherwise, it does normal damage for a broadsword (DICE 3 + 4 (STR 
  15/DEX 10) 120 w.u).  It is worth 640 gold pieces. Happy with your find, you go down 
  the corridor. Turn to 163. 
   
  150 
  You come to a room full of toys. If you have been here before, turn to 142. If this is 
  your first visit, your heart sinks to find out that they are not, of course, the good kind 
  of toys. There are creepy dolls, clown puppets and even a cymbal banging fez 
  wearing monkey toy. Why couldn't it have just been a football? You are not 
  surprised, therefore, when they start to slowly approach you with their threatening 
  grins. If you want to stay here, you will need to fight them. If you want to fight them, 
  turn to 174. If you want to return to the baby's room, turn to 21. 
   
   
   
   
   
   
   
   
   
   
   
  151 
  You take a step in the dark and step on a spike! Lose 1 CON. Spikes are shooting 
  up and down through the floor. If you want to continue, turn to 133. If you want to go 
  back, turn to 65. 
   
   
   
  
  152 
  You find a chest by a tree. If you wish to open it, you may do so with the Knock 
  Knock spell or make a L1SR on STR to break it open (if you have a crowbar, add 
  1d6 to the roll) or a L1SR on DEX, INT or LK to pick the lock. You may only attempt 
  to break it once and pick the lock once. Inside the chest, you find 500 gold pieces. If 
  you fail, you cannot open the chest. After this, you return. Turn to 14. 
   
  153 
  'Oh hullo.' Says the leprechaun. 'Err, I think my invisibility's on the blink. It's just a bit 
  o' fun though. I'll tell ye what. I'll get you that yellow gem in the wall.' If you agree to 
  this, turn to 166. If you refuse and leave, turn to 62. If you attack the leprechaun, turn 
  to 27. 
  154 
  While you are searching through the room, you find a crack in the east wall. You 
  push it and search further and eventually reveal stone button which you press. The 
  secret door grinds open revealing a passage heading north east. When you are on 
  paragraph 13, you may take this passageway and turn to paragraph 35 and vice 
  versa. Turn to 66. 
  155 
  You have just drunk a poison! Lose 2d6 CON. When you have finished being in pain, 
  turn to 8.  
   
  156 
  You start walking down a stone corridor. It twists and turns. After an hour, you the 
  smooth, worked stone starts to end and the tunnel looks more like a natural cave. If 
  you wish to continue, turn to 26. If you wish to turn back, turn to 83. 
   
  157 
  When you put the last bit of treasure into the Fool God's mouth, he burps out 
  something in return. 
   
  Roll 1d6.  
   
  If you roll a 1-2, turn to 44. 
  If you roll a 3-4, turn to 17. 
  If you roll a 5-6, turn to 179. 
   
   
  158 
  Rich congratulates you on getting your large crystal. It is worth 500gp. Also, restore 
  your WIZ to its original value. Rich congratulates you and gives you directions back 
  to the room you met him in. Turn to 105.  
   
   
  159 
  You blindly lash out, but hit nothing. The gem then flares up, filling the room with light 
  and heat. The beast you are facing is a huge shaggy three eyed, five legged, two 
  headed bear. What is worse is that the gem is heating up the tunnel to almost 
  unbearable levels. There is no escape. If you fight, turn to 121. If you destroy the 
  gem, turn to 9. 
  
   
  160 
  You climb down the God's body to pick up the valuable treasure he burped out. It's a 
  small green gem with the number 60 inscribed upon it. It has a value of 40 gold 
  pieces. If you thank the God for the gem, turn to 32. If you are angry and demand 
  something more valuable, turn to 137. 
   
  161 
  The dwarves have several goods to help with their mining. You look through the 
  stores and find some items that you may need. You may buy only one of each item: 
   
  Pickaxe (DICE 3 (STR 15/DEX 10) 160 w.u) - costs 15 gold pieces 
  Shovel (50 w.u) - costs 5 gold pieces 
  Crowbar (DICE 3 + 3 (STR 12/ DEX 4) 200 w.u) - costs 12 gold pieces 
  Taper axe (DICE 3 (STR 8/DEX 4) 70 w.u) - costs 20 gold pieces 
  Thrusting axe (DICE 4 + 1 (STR 15/DEX 8) 90 w.u) - costs 90 gold pieces 
  Lantern (20 w.u) – costs 2 gold pieces 
  Miner's helmet with candle (allows you to have a light source and use a shield or two 
  handed weapon) ((1 HITS, STR 2) 25 w.u) - costs 15 gold pieces 
  Second aid kit ((5 uses, each one restores 5 CON) 50 w.u) - costs 100 gold pieces 
  Stone eater potion (dissolves stone away 5 w.u) - costs 200 gold pieces 
  Black powder bomb (ranged weapon) (DICE 4 + 4 20 w.u) - costs 200 gold pieces 
   
  When you are finished, you go elsewhere. 
   
  If you want to visit the gambling hall, turn to 22. 
  If you want to visit the tavern, turn to 148. 
  If you want to leave the town, turn to 83. 
   
  162 
  You charge at the terrified man who desperately tries to defend himself. The man 
  has a MR of 10 (2d6 + 5). If you win, you may search him and take the following 
  items: 
   
   
  Main Gauche DICE 2 (STR 10/DEX 12) 25 w.u 
  Torch 10 w.u 
  Flint and steel 4 w.u 
  Treasure – roll once on the treasure table but subtract 2 from the roll.  
   
  There is nothing else to do here, so you look to the exits. If you go east, turn to 5. If 
  you go north, turn to 62.  
   
  163 
  You come to a bare room. It is bare except for a bust of a bald man on a plinth in the 
  centre of the room.  If you have been here before, turn to 105. When you enter the 
  room, he speaks. 'Welcome to the intricate, usually confusing network of 
  interconnecting pathways which contains solid materials whose constituent atoms, 
  molecules or ions are arranged in an orderly repeating pattern extending in all three 
  spatial dimensions!'  He then adds 'I'm working on the title.' You ask him what he 
  
  does here. 'I am the Rich O'Brain. I have lots of money and so I decided to build a 
  place full of games where you can win prizes. Would you like to do a challenge?' If 
  you say that you would like to, turn to 25. If not, you leave. You may go through a 
  door to the west (turn to 35), south (turn to 146) or go north up through a corridor 
  (turn to 8). 
   
  164 
  The dwarven ale is delicious but very strong. If you drink dwarven ale for the first 
  time, you feel the strength of the dwarves, but your fragile little brain is not robust 
  enough to withstand it.  Add 1 to STR and lose 1 INT. After the first flagon, you get 
  used to the ale and so extra flagons have no effect. 
   
   
  Turn to 176. 
   
  165 
  After chugging, cranking and hissing, the machine stops. The door in the west wall 
  then opens slowly. You go inside the room to find yourself in a room that must have 
  belonged to a wizard or tinker, for it is littered with cogs, prisms and half completed 
  contraptions.  There is a bed on one side of the room and a desk against the north 
  wall, where there are several strange tools. After poking around, you find a few 
  items. You may cast the Detect Magic spell or make a L1SR on WIZ (or sense 
  magic) to see if some of the items are magical.  If you cast the spell or if you 
  succeed in the saving roll, turn to 20. You may also make a L1SR on INT (or 
  appraise) to get some clues on the items. If you succeed on the roll, turn to 178.  
  You may pick 3 items from the list below.  
   
  A leather bag full of sweets. 
  A small gold disc. 
  A small baton with wax at the end. 
  A slim rod of polished oak with a crystal at the end. 
  A bottle of blue liquid. 
  A wolf's skull. 
   
  When you have made your choices, you inspect them. Turn to 173.  
  166 
  You follow the leprechaun back to where the wall with the gem is. 'All you need to do 
  is grab it and I'll use me magic to loosen it for ye.' You hold the gem, but when you 
  do, your light source goes out, plunging the room into darkness. 'Err, wrong spell.' 
  says the leprechaun, confused. 'What have I accidently cast? It went…'  
   
  Then you hear the low growl. 'Oh, no! Run! I've summoned a ARRRRH!' It all goes 
  quiet. You hear the heavy breathing of a large beast but you cannot see anything. If 
  you fight, turn to 159. If you run, turn to 106.  
   
   
   
   
   
  
  167 
  The heat dies down eventually, and after another hour of walking, you come to a 
  large cave which has a pile of gold on the floor. You reach down to grab it, but your 
  hands pass through an illusion. You think you hear a chuckle somewhere, but you 
  are not sure. There is an exit to the west. If you take it, turn to 134. If you turn back, 
  turn to 14. 
   
  168 
  How much treasure have you put into the Fool God's mouth? 
   
  If you have put 5000 gold pieces or more into the Fool God's mouth, turn to 81. If 
  not, turn to 157.  
   
  169 
  You get up to the Fool God's mouth and start to put treasure into it. With every 
  mouthful, he says 'Yummmm. Very good. Ahh. Ahh. Ahh. Again please.' Cross off all 
  money and items that you put into the Fool God’s mouth and turn to 187.  
   
  170 
  'Hello.' You say, trying to be friendly. The man just looks scared. You will have to put 
  a special effort in to communicate with him. Make a L1SR on CHA (or persuasion). If 
  you succeed, turn to 30. If you fail, the man does not want to talk to you. If you attack 
  him, turn to 162. If you just look to the exits, you leave the man looking bewildered 
  and lost.  
   
  If you go east, turn to 5. If you go north, turn to 62.  
   
  171 
  You are in the throne room of King Vincentio and his twelve fools who look delighted 
  to see you. 'Well?' He says. Present your treasure to me as I will take half and leave 
  you the rest. If you have a numbered item, add 22 to the number on the item and 
  turn to that paragraph. Otherwise, total up the value of the treasure you have found.  
   
  If you have found less than 5000 gold pieces worth of treasure, turn to 118. 
  If you have found between 5000 gold pieces worth of treasure and 9999 gold pieces 
  worth of treasure, turn to 7. 
  If you have more than 10000 gold pieces or more worth of treasure, turn to 180. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  172 
  'What? 1 gold piece? Why would you want to do that?' Asks the man as he pulls a 
  large black book out of his desk drawer and leafs through it desperately. 'There 
  aren't any rules for lending 1 gold piece. No one's ever done it before. It's very 
  irregular.' If you want to persuade the man to lend you 1 gold piece, despite it being 
  against the rules, make a L1SR on CHA (or persuasion). If you succeed, turn to 85. 
  If you fail, the man refuses to give you a 1 gold piece loan and you will have to try 
  something else.  You may choose an option that you have not already tried. 
   
  If you say that you want to borrow 1000000 gold pieces, turn to 42. 
  If you ask the man who he is, turn to 124. 
  If you demand to see the Fool God, turn to 15. 
  If you take a look at the man's papers, turn to 28. 
  If you try to find a loophole in the borrowing process, turn to 100. 
  If you attack the man, turn to 54. 
   
  173 
  Turn to the paragraph relevant to the items that you have chosen.  
   
  A leather bag full of sweets. Turn to 96. 
  A small gold disc. Turn to 31. 
  A small baton with wax at the end. Turn to 51. 
  A slim rod of polished oak with a crystal at the end. Turn to 104. 
  A bottle of blue liquid. Turn to 29. 
  A wolf's skull. Turn to 90. 
   
  When you have finished, you have nothing else to do but leave. If you head north, 
  turn to 146. If you go south, turn to 60. If you open the door, turn to 4.  
   
  174 
  You face the creepy toys. They are fragile and have an MR of 16 (2d6 + 8). If the 
  toys roll a 6, they start to song a creepy nursery rhyme which may scare you away. 
  Make a L1SR on WIZ. If you fail, you will have to flee and you will lose 1 CON from a 
  cymbal that the monkey throws at you. Turn to 21.  
   
  If you win, turn to 2. 
   
  175 
  Your attempts to break open the Fool God do not go down well. 'Oh dear, you don't 
  seem to have much of a sense of humour, do you? I’ll tell you what, this will cheer 
  you up. Two trolls walk into a pub…' The Fool God is telling you the funniest joke in 
  Trollworld. You start to chuckle, then laugh. If you cannot stop yourself, you will 
  laugh to death. Make a L2SR on CON. If you succeed, turn to 98. If you fail, turn to 
  76. 
   
   
   
   
   
   
  
  176 
  The door opens up to reveal a larder jammed full of various dwarven foods and 
  drinks. You see pickled rock lizard, garlic mushrooms, dwarven bread, roast tunnel 
  wurm and many other foods. You may try one of the following foods once each. 
   
  If you try the pickled rock lizards, turn to 127. 
  If you try the dwarven bread, turn to 6. 
  If you try the roast tunnel wurm, turn to 78. 
  If you try the garlic mushrooms, turn to 89. 
  If you try the dwarven ale, turn to 164. 
  If you leave the larder, turn to 103. 
   
  177 
  You see a pile of rocks that look like they’ve been arranged by someone. When you 
  remove some, you find that underneath is a huge pile of treasure! Roll 3 times on the 
  treasure table. You are extremely happy with your find. Turn to 152. 
   
  178 
  You can discern some clues from the items. The gold disc is the same size and 
  weight as a gold piece, so that's just what it might be. The baton with wax is a glow 
  torch, a source of light that tinkers create. You know that the oak rod is a wand, but a 
  wand of what you don't know. Return to 165. 
   
  179 
  You climb down the God's body and pick up the valuable treasure he burped out. It's 
  a richly decorated enchanted flying carpet.  When you spend 7 WIZ, it will fly for 10 
  minutes as with the Fly Me spell.  The carpet is worth 2000 gold pieces. It has the 
  number 75 woven into it. If you thank the God for the carpet, turn to 32. If you are 
  angry and demand something more valuable, turn to 114. 
   
  180 
  You present all of your valuable items and the king gives you half their worth in gold 
  pieces. 'You have not found the greatest treasure of the temple' He says 'But you 
  have found a huge fortune. Congratulations.' You can get 200 AP for this.  
   
  181 
  You start to strike the rock around the gem, but after a few minutes of work, you see 
  that the rock is not breaking. If you give up and go back, turn to 62. 
   
  If you carry on working, turn to 63. 
   
  182 
  You come to a stone door. If you have been here before, you find that it is sealed 
  shut and you must turn back. Turn to 65. 
   
  If this is your first time here, you open the door and walk through to find yourself in a 
  large, long corridor with a wooden door at the other end. Before you can take in 
  much more, a strong gust of wind comes up. If you are using a candle, miner's helm 
  or torch as a source of light, turn to 88. If you are using a lantern, turn to 107. 
   
  
   
   
  183 
  You give the sword to the knight, who takes it, thanks you and vanishes with the 
  sword. However, as he vanishes, you see a chest appear. You open it to find a nice 
  haul of treasure.  Roll 5 times on the treasure table. There is nothing else here. To 
  go west, turn to 123. To go north, turn to 182. 
   
  184 
  ‘I want to borrow root minus one gold pieces over a period of pi years.’  You demand.  
  The man frantically looks at his paperwork and pulls out a small box with buttons 
  from his desk.  He furiously starts to jab at the buttons.  ‘Pi years?  I can’t work that 
  out.  The number is too irrational.  I don’t like irrational.  And where is root minus 
  one?  It’s an imaginary number, but I can’t imagine anything!  How am I supposed to 
  calculate this loan?  ARRRHHHH!’  Turn to 85. 
   
  185 
  You are in a room where there is a pool of water in the centre of the floor. A small 
  stream of water from the east wall feeds it. You cautiously try the water to find that it 
  is normal water. You may refill your water skin here. There are no other exits, so go 
  back the way you cam. Turn to 109. 
   
  186 
  The contents of the hole could be beneficial or baneful. If this is the first time you 
  have put your hand in the hole, make a L0SR on LK (or gambling). If you succeed, 
  your hand grasps a large sparkly gem with a value of 250 gold pieces (0 w.u). If you 
  fail, when you put your hand into the hole, something with vicious teeth bites it. Lose 
  1 CON. 
   
  You may try this as many times as you like, but the saving throw increases by a level 
  with each try. So the second time, you make a L1SR on LK (or gambling), on the 
  third time, make a L2SR on LK (or gambling) etc. 
   
  When you have finished, turn to 5. 
   
  187 
  Did you put all (and I mean all) of your treasure (i.e. all money and items with a gold 
  piece value) into the Fool God’s mouth?  If you did, turn to 168.  If you did not, turn to 
  70. 
   
  188 
  Did you kill the man? If you did, turn to 3. If you did not, turn to 55. 
   
  189 
  Nice work. You obviously know how to plan ahead but this is not the sort of thing the 
  Fool God likes. Add 1 to your INT but subtract 1 from your LK.  
   
  You light your source and enter the cave. Turn to 128. 
   
   
   
  
  190 
  The king is very impressed by your find. 'This is an ancient and powerful artefact, 
  dating back to one of the first kings of Mountebank. This treasure truly is beyond 
  price, but even this was not the greatest treasure that the Fool God could offer. 
  Nevertheless, you have done very well.  Many thanks for this gift' Cross the necklace 
  from your equipment list, but the king gives you 6250 gold pieces as a reward.  You 
  also get 300 AP for your achievements. You leave the palace ready to face other 
  challenges that the world has to throw at you. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dare you challenge the Fool God to win 
  his greatest treasure? 
   
  The greatest treasure in the kingdom lies within the belly of a 
  mad god and you have to retrieve it.  Now you have come of 
  age, you must stake your life to brave the tricks and traps of the 
  Fool God’s temple in order to prove your worth. 
   
  Temple of the Fool God is a solo adventure for Tunnels & 
  Trolls.  It is for a 1st level character with no more than 25 adds. 
  http://virtualfantasies.blogspot.com/ 
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SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Temple of the Fool God.pdf