TEXT: Crypt of the Wolf 
  Prince
  A Tunnels and Trolls    Solo Adventure
  Written by Dan Hembree
  TM
  
  1 
   
  Crypt of the Wolf Prince 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Solitaire Adventure for use with Tunnels and Trolls™ 
   
  Written and Designed by 
  Dan Hembree 
   
  Cover Art by Peter Temesi 
  Interior art by Tamás Baranya, Robert Hemminger, Rick Hershey, William 
  McAusland, Bradley K. McDevitt, and Jason Walton 
  used with permission.   
  Other illustrations are public domain 
   
  
  2 
   
   
   
  Text Copyright © 2011 by Dan Hembree 
   
  Illustrations by: 
  Tamás Baranya, Black Hand Source 
  Copyright © 2010 by Tamás Baranya 
  Robert Hemminger, Avalon Games 
  Copyright © 2009 by Robert Hemminger 
  Rick Hershey, Standard Stock Art (1), Small Niche Games 
  Copyright © 2007 by Rick Hershey 
  William McAusland, Outland Arts 
  Copyright © 2011 by William McAusland 
  Bradley K. McDevitt, Postmortum Studios 
  Copyright © 2006, 2007 by Bradley K. McDevitt 
  Peter Temesi, Hopsy Graphic Art 
  Copyright © 2011 by Peter Temesi 
  Jason Walton, Image Portfolio, Louis Porter, Jr. Design  
  Copyright © 2005 by Jason Walton 
   
   
   
   
  Tunnels & Trolls™, designed and written by Ken St. Andre, is a trademark of Flying 
  Buffalo Inc.  For more T&T products go to www.flyingbuffalo.com. 
   
   
  All rights reserved. No part of this book may be reproduced or transmitted in any form or 
  by any means, electronic or mechanical, without written permission from the author. 
   
   
  Printed in the U.S.A. 
  First Printing –December 2011 
   
   
   
   
   
   
   
   
   
   
   
   
  
  3 
   
  Rules of the Crypt 
   
  Crypt of the Wolf Prince is meant for a single, newly 
  created, first level character of any type with up to 20 
  personal adds. This solo was designed for Humans, 
  Dwarves, Elves, Hobbs, Leprechauns, or Fairies. The 
  trials to be faced in Crypt of the Wolf Prince will tax all 
  of your characters abilities. Consequently, well-
  rounded characters have the best chance of survival. 
  You may bring any weapons, armor, or equipment you 
  wish but to keep things fair you should keep track of 
  how many weight units you are carrying (1 coin = 1 
  weight unit; 10 weight units = 1 pound). Three ready-
  to-run characters are provided at the end of this book 
  if you don’t have the time or desire to create your 
  own. Crypt of the Wolf Prince was designed using the 
  7.5 edition Tunnels and Trolls™ rules, but can be 
  played with any edition (see below).   
   
  Special Note: Crypt of the Wolf Prince is just the first in a series of solo adventures to be set in 
  the ruined city outside the town of Cheapham. You could use a single character through all of 
  the adventures as long as he/she survives. Over time the adventures will become more complex 
  and difficult. If you enjoy this adventure, keep an eye out for the continuing series.  
   
  Abbreviations: 1D6: the result of rolling one six-sided die; SR: Saving Roll; MR: Monster Rating; 
  STR: Strength; INT: Intelligence; CON: Constitution; WIZ: Wizardry; DEX: Dexterity; LK: Luck; 
  SPD: Speed; CHR: Charisma; CBT: combat total; AP: Adventure Points; wu: Weight Units; gp: 
  gold piece; sp: silver piece; cp: copper piece. 
   
  Light Sources: Underground tombs and ancient temples are generally dark. You will be given a 
  fully fueled lantern at the start of this adventure. A key advantage of a lantern is that it can be 
  set down to search and to fight while still providing light. When you are equipped with a 
  lantern, therefore, you may consider both hands to be free to use a weapon and shield or two 
  weapons once combat begins unless otherwise stated. 
   
  Combat and Monsters: Some of the creatures you encounter will be wielding weapons and 
  wearing body armor. However, do not double the armor value of any foes you encounter even 
  if they are considered warriors. When you defeat an armed and armored opponent, you may be 
  given the opportunity to take their equipment. If the option is not provided, then assume the 
  equipment was ruined in combat or is of very poor quality and worthless.   
   
  Ranged Attacks: If you have a ranged weapon ready (bow, dagger, spear, axe, etc.), you may be 
  given the opportunity to use it before starting hand-to-hand combat. Ranged attacks are 
  typically allowed unless your attacker has the element of surprise or is already in range of hand 
  
  4 
   
  weapons when combat begins. Resolve all ranged attacks with a L2-SR on DEX (easy range) 
  unless otherwise noted.   
   
  Magic use: Casting of first level spells is allowed in this solo. If you have the option to cast a 
  spell you will be directed to the Magic Matrix. You will regain Wizardry (or Strength if using 5th 
  edition) points expended from spell casting in specific paragraphs. 
   
  Special Damage: You will face many instances where your character takes damage from 
  accidents or other mishaps in which armor offers either no protection or protection only to 
  certain parts of the body (head, hands, arms, etc.). These situations are noted in the adventure 
  text. An additional form of special damage you may sustain or inflict is Spite Damage as 
  described in the 7.5 edition T&T rules. Whenever a ‘6’ is rolled in combat, take 1 point off of MR 
  or CON regardless of armor protection. This special damage applies to you as well as the 
  monsters you are fighting. Other types of special damage (poison, paralysis, blindness, etc.) 
  may occur when multiple ‘6s’ are rolled by a monster in a single combat turn.  
   
  Running away: If you are losing a fight you may be given the option to run away. To do so, 
  make a L2-SR on SPD unless otherwise noted. If you make the SR, you will be directed to a new 
  paragraph. If you fail the SR, then you must stay and fight but your opponent will typically be 
  given a free attack against you. You may try to escape as many times as you want in a battle. 
   
  Random encounters: Certain paragraphs will ask you to check for random encounters which 
  will occur on a roll of 1 on 1D6. When you do have a random encounter, you will be directed to 
  the Random Encounter table at the end of the book. Be sure to make note of your current 
  paragraph so that you can return after the encounter is resolved. 
   
  Saving Rolls: You will make saving rolls on a number of your attributes depending on your 
  decisions. If you are using Talents, feel free to substitute one of your Talents for an attribute if it 
  fits the situation.  
   
  Adventure Points: When you award yourself APs for fighting monsters, take the MR value in 
  APs unless otherwise specified. When fighting multiple individuals of the same creature, take 
  APs equal to the MR x the number of individuals. Keep track of all APs earned through saving 
  rolls. Additional APs will be awarded for surviving the adventure and exploring the crypt. 
   
  Using Older Editions: If you are using an edition of T&T other than 7.5, one of the primary 
  impacts will be on weapon dice and adds as well as armor values. Details for all weapons and 
  armor are given in the text, so you will not need the rulebook to use them. The Monster Ratings 
  were determined with the assumption that the number of dice does not decrease as the MR is 
  reduced, only the number of adds. Using the straight 5th edition rules, therefore, the battles 
  may be a bit easier. There are two additional standard Attributes in the 7.5 rules: Speed (SPD) 
  and Wizardry (WIZ). If you do not use these Attributes you may substitute Dexterity (DEX) and 
  Luck (LK), respectively, for any Saving Rolls on these scores. Talents are included as well, but 
  only at the player’s discretion; all Saving Rolls in the adventure are attribute-based. 
  
  5 
   
  Introduction 
   
  The many ruins of a vast and ancient city 
  that lay a few miles outside the town of 
  Cheapham have always been subjects of 
  stories and legends. But while most people 
  in the town have a story to tell, none has 
  ever traveled to the site of the ruined city 
  itself. A few adventurers have made the 
  trek, but none of them have ever returned 
  to Cheapham. You have heard tales of 
  great wealth to be taken from the 
  crumbling remains of temples and palaces. 
  In particular the locals talk about a great 
  warrior, known only as the Wolf Prince, 
  who was buried in a tomb at the edge of 
  the city. He is said to have been laid to rest 
  with a great hoard of gold; the spoils of his 
  lifetime of conquest. While the locals have 
  warned you over and over again about the 
  price paid by those that travel to the ruins, 
  the hope of striking it rich and getting out 
  of this backwater is too strong to ignore.  
   
  You gather your belongings and head out 
  of town. As you make your way past a 
  small farm, a grizzled old man comes out 
  from a barn and approaches you. “I take it you’re on your way to the ruins?” The old man looks 
  you over rather critically then hands you a lantern. “You’ll need it,” he says in a gravelly voice. 
  “You can repay me if you come back.” Without saying another word the old man turns around 
  and walks back toward the barn. You examine the lantern. It is fully fueled and appears to be 
  well maintained. You shout your thanks to the old man (or not) and pack the lantern away 
  before continuing on your way. 
   
  After a few miles of walking down the main road, you spot the overgrown trail leading into the 
  woods. You travel through the woods for over an hour before you spot the first of the ruins. 
  Standing on a low hill are four large stone columns set in a square. Large rectangular blocks are 
  scattered about the hillside. You carefully make your way through the rubble to the top of the 
  hill. The columns are fashioned from marble and look like the work of skilled masons. They 
  show the passage of time, however, as their surfaces are deeply pitted and covered with lichen.  
  You look over the rest of the hilltop and find the foundation of an outer wall and the broken 
  remains of more columns. Whatever building was here was large and elaborate. That means 
  that whoever built the structure had gold and plenty of it. Perhaps some of that gold is still here  
  
  6 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  just waiting to be found. Looking just a bit more closely at the columns you see the worn image 
  of a wolf’s head carved into the stone. This must be the tomb the villagers were talking about!  
   
  With the hopes of finding long-lost treasure you set about searching the hilltop much more 
  thoroughly. Make a L1SR on IQ or LK to see what you find. If you succeed, go to 76. If you fail, 
  go to 42. If you cast a spell, write down the name of the spell, make a note of this paragraph 
  number, and go to 111. 
   
  1. You start to poke through the pots, urns, and bowls sitting on the shelf. Most are either 
  empty or contain the desiccated remains of food, bones, or ashes. As you push aside a large 
  bronze bowl you see something move. In the blink of an eye a six-foot-long centipede scuttles 
  out into the light from the back of the shelves. The giant centipede moves at a surprising speed 
  darting straight for your throat! You must fight to survive. The centipede has a MR of 25 (3+13) 
  and its thick exoskeleton can take 2 hits. You have no time to use a missile weapon but you may 
  cast a spell any combat turn instead of attacking with a weapon by writing down the name of 
  the spell, making a note of this paragraph number, and going to 111. However, if the centipede 
  is still alive and fighting after the spell is cast it will get a free attack against you. After the first 
  combat turn you may try to run out of the room by making a L1SR on DEX or SPD. If you make 
  it, go to 47. If you fail, the centipede gets a free attack against you. You may try to run at the 
  end of each combat turn, but the centipede will get a free attack against you each time you fail. 
  If you manage to kill the centipede, go to 9. If your CON is reduced to 0 or less, then your life of 
  adventure ends here. 
  
  7 
   
   
   
   
   
   
   
   
   
   
   
   
   
  2. The chamber is suddenly filled with numerous squeaks. From across the room you see a   
  huge swarm or rats running directly toward you! Before you can react, your feet and lower legs 
  are engulfed by the disgusting creatures. Make a L1SR on DEX to avoid being bitten. If you are 
  wearing knee high boots you may make the SR a second time if you fail. If you make the SR, the 
  rat swarm rushes away into some unseen crevice and vanishes. If you fail the SR, you receive 
  several bites and scratches and take 2D6 hits. Armor will absorb the damage as long as you are 
  wearing a full suit or at least have leg armor. Return to your previous paragraph unless the rats 
  manage to reduce your CON to 0 or less. If that’s the case then this is the end. 
   
  3. You call yourself an adventurer? You leave the ruins and return to town. You might as well 
  sell your weapons and buy a plow. The end. 
   
  4. You channel all of your will against your opponent and 
  shout “Be gone!” If the sum of your INT, LK, and CHR is 
  greater than the MR of your foe, then it retreats away from 
  you. You can now run from the fight without needing to 
  make a saving roll or you may get one free attack against 
  your opponent before it turns and fights once again. If your 
  INT, LK, and CHR is less than the MR of your opponent, then 
  it continues to attack with renewed ferocity. Return to your 
  previous paragraph. 
   
  5. You quickly open your backpack and look through the 
  contents. What could be useful against living stone? If you 
  picked up a stone idol, go to 97. If not, go to 66. 
   
  
  8 
   
  6. The gas fills you lungs and you start to cough uncontrollably. The vase falls from your hands 
  and crashes to the floor breaking into hundreds of pieces and spilling leaves and twigs 
  everywhere. You soon follow the vase and end up sprawled on the floor desperately trying to 
  breathe. Take hits to your CON equal to the amount that you missed the roll (armor does not 
  absorb any damage). If your CON is reduced to 0 or less, then your adventure and life ends 
  here. If not, you manage to struggle to your feet and carry on despite the pain of your burning 
  lungs. You take a few painful breaths and have a look at what spilled out of the now broken 
  vase. Go to 57. 
   
  7. Make a L1SR on DEX or SPD. If you make it, you manage to slip by the stone wolf and out the 
  open door. Go to 35. If you fail, the stone wolf is too quick for you and blocks your path forcing 
  you to fight. Go to 85. 
   
  8. You laugh at the now stationary statue and go back to looting the gold from the mummy. 
  Roll four times on the Gold Treasure Table and collect your treasure the go to 62. 
   
  9. The giant centipede falls to the floor in a twitching heap. You place your foot on its head and 
  press down firmly until you hear a satisfying CRUNCH. Looking around the room, you see that 
  the fight has taken its toll on the ancient artifacts. All of the clay items have been smashed to 
  pieces. There are two bronze bowls that are still intact, however. They are heavy and bulky but 
  could be worth a few gold pieces apiece (3 gp, 50 wu each). If you have not done so already, 
  you can search the rest of the room and go to 110. If you cast a spell, write down the name of 
  the spell, make a note of this paragraph number, and go to 111. If you return to the entry 
  chamber, go to 25. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  9 
   
  10. You start to rummage 
  through the different containers 
  along the wall. They are all 
  covered in dust and cobwebs. You 
  find a lot of dried and barely 
  recognizable food, rotten fabric, 
  corroded bronze weapons, and 
  other worthless items. But you 
  also find a few nice prizes for your 
  effort. Roll three times on the 
  Random Treasure Table. Collect 
  your treasure, and then make a 
  L1SR on LK. If you make the roll, go 
  to 27. If you fail the roll, go to 31. 
   
  11. The wolf is several paces away so you decide that there is still time to strike it from afar. 
  You concentrate and unleash your magical attack on the stone wolf. Calculate or roll for the 
  damage done by your spell and make a note of the number of hits you scored. You have barely 
  just enough time to ready your weapon to defend yourself before the lumbering stone monster 
  is upon you. Go to 85. 
   
  12. You enter a small square chamber. The walls are covered in spider webs and the air is 
  much drier here. You think you can make out some faded murals painted on the walls behind 
  the spider webs. Placed against the wall opposite the open archway you walked through is a 
  stone altar. It is a large, but simple structure composed of five stone pillars supporting a thick 
  stone slab. Standing on the slab is a piece of polished black stone, carved into the shape of a 
  wolf’s head. In front of the altar is a solid stone bench. Sitting on the left side and center of the 
  bench are two clay vases. But what really catches your attention is the corpse lying to the right 
  side of the bench.  The body is sprawled out on the floor with its arms extended out toward the 
  smashed remains of another clay pot. Scattered around the shards of pottery are what look like 
  various dried fruits.  If you investigate the body, go to 30. If you investigate the bench with the 
  clay vases, go to 22. If you investigate the altar, go to 39. If you search the walls for hidden 
  alcoves or doors, go to 29. If you cast a spell, write down the name of the spell, make a note of 
  this paragraph number, and go to 111. If you leave the room, go to 25. 
   
  13. With a clean swipe of your weapon, the top of the vase comes cleanly off and falls to the 
  floor. You look back into the vase and see that the leaves and twigs can now be easily scooped 
  out. Go to 57 to see what you have found.  
   
  14. As you cast the spell you realize that the floor is entirely covered in stone tiles, so the spell 
  has no effect. You have barely just enough time to raise your weapon to defend yourself before 
  the lumbering stone monster is upon you. Go to 85. 
  
  10 
   
  15. Make a L1SR on LK. If you make the roll, go to 26. If you fail, go to 83. 
   
  16. The gas fills you lungs and you start to cough uncontrollably. You end up sprawled on the 
  floor desperately trying to breathe. Take hits to your CON equal to the amount that you missed 
  the roll (armor does not absorb any of the damage). If your CON is reduced to 0 or less, then 
  your adventure and life ends here. If not, you manage to struggle to your feet and carry on 
  despite the pain of your burning lungs. You take a few painful breaths and have a look inside 
  the vase. Your heart sinks as you see that it is empty. If you have not done so, you may look in 
  the open cavity in the bench and go to 70, open the center clay vase and go to 69, or pick up 
  the center clay vase and go to 53. If you would rather leave the other vase alone or, if you have 
  already checked both vases, go to 36. 
   
  17. Make a L1SR on IQ or LK. If you make the roll, go to 96. If you fail, go to 43. 
   
  18. You shake aside the fear, grip your weapon and charge the wolf. The stone wolf somehow 
  senses your impending attack and leaps toward you, meeting your charge half way. Go to 85. 
   
  19. You decide not to risk awakening the stone beast again and leave the mummy alone. Roll 
  two times on the Gold Treasure Table to see what you collected from the mummy before you 
  were interrupted then go to 62. 
   
  20. You reach out and place your hand against the side of the stone wolf. The stone is cold to 
  the touch and smooth but unremarkable. Go to 62. 
   
  21. You hear a sharp hiss from near your feet. You look down 
  to see a three-foot-long viper coiled up on the floor near your 
  left foot. You start to slowly back away, but the viper strikes. 
  The viper has a MR of 20 (3D+10). If the viper rolls two 6s 
  during a single combat turn then you have been poisoned. 
  Make a L1SR on your current STR or take an additional 1D6 hits 
  directly to your CON (armor does not help). You can cast a spell 
  any combat turn instead of attacking with a weapon by writing 
  down the name of the spell, making a note of this paragraph 
  number, and going to 111. However, if the viper is still alive and 
  fighting after the spell is cast it will get a free attack against you. 
  You may also try to run from the viper at the end of each 
  combat turn by making a L1SR on DEX or SPD. If you make it, go 
  to 99. If you fail, then the viper catches you and gets a free 
  attack before you have a chance to fight back. If you manage to 
  kill the viper, return to your previous paragraph. Otherwise 
  your adventure ends here. 
  
  11 
   
  22. You walk up to the stone bench in front of the altar. It 
  appears to have been carved from a single block of stone. 
  When you brush aside some dust you see that the sides are 
  highly polished. Sitting on the left side and in the center of 
  the bench are two, plain clay vases. The vases have narrow 
  necks and broad bases. You notice that each is capped by a 
  lid. The vases are set firmly into hollows carved into the top of 
  the bench. On the right side of the bench you see an empty 
  hollow. Looking inside, you only see an empty space although 
  there does appear to be some wax coating the rim of the 
  opening. If you open the clay vase on the left, go to 75. If you 
  pick up the clay vase on the left, go to 91. If you open the center clay vase, go to 69. If you pick 
  up the center clay vase, go to 53. If you decide to leave both of the vases alone or, if you have 
  already checked both, go to 36. If you cast a spell, write down the name of the spell, make a 
  note of this paragraph number, and go to 111. 
   
  23. You undercover a small alcove in the wall to the left of the steep stairs. There is something 
  inside! You look inside to see what is there. Roll once on the Random Treasure Table to see 
  what you found. In the time you spent searching, you regain 1 WIZ. You should also check for a 
  random encounter. If you roll a 1 on 1D6, make a note of this paragraph number and go to the 
  Random Encounter Table. Return to 25. 
   
  24. You manage to hold your breath and avoid breathing in any of the gas. The gas soon 
  dissipates and you take a nervous breath. The air is acrid, but not toxic. With a sigh of relief you 
  look into the vase but see that it is empty. If you have not done so, you may look in the open 
  cavity in the bench and go to 70, open the center clay vase and go to 69, or pick up the center 
  clay vase and go to 53. If you would rather leave the other vase alone or, if you have already 
  checked both vases, go to 36. 
   
  25. You are in a small empty chamber. The floor is paved with small slate tiles; although the 
  tiles are cracked and covered in dirt and debris. The walls are made of large, closely set blocks 
  that look like they were made by a master stonemason. Now they are covered in cobwebs and 
  soil is visible through the slowly opening seams between the blocks. There are open archways 
  in the walls leading to the left and right. Set in the wall in front of you is a large stone door. 
  Behind you is a steep set of stairs leading up to a small opening through which warm and 
  welcoming sunlight beckons you. If you go left, go to 88. If you go right, go to 12. If you 
  examine the door, go to 82. If you have not already done so, you may search for hidden objects 
  and go to 38. If you go up the stairs toward the sunlight, go to 112. If you cast a spell, write 
  down the name of the spell, make a note of this paragraph number, and go to 111. 
   
  
  12 
   
  26. As you reach for the idol, you suddenly notice a very thin wire running across the altar in 
  front of the idol just above the stone slab. Having spotted the wire, you simply reach over it and 
  pluck the idol from the altar. Go to 40.  
   
  27. You happily pack away your treasure and resume your investigation of the chamber. Go to 
  62. 
   
  28. A chunk of stone suddenly breaks free from the ceiling and falls on your head. Make a L1SR 
  on LK to avoid injury. If you are wearing complete set of armor which includes a helmet or if 
  you simply have a helmet you make may the SR again if you fail the first time. If you make the 
  saving roll, the stone glances off of your head or helmet leaving your ears ringing, but you 
  suffer no damage. If you fail the saving roll, you take 1D6 hits directly to you CON. Return to 
  your previous paragraph unless the falling stone reduces your CON to 0 or less. If that’s the 
  case then this is the end. 
   
  29. You set about searching the walls for hidden 
  alcoves or doors. In order to do so, you have to 
  brush aside thick, sticky layers of spider webs. As you 
  search, you mostly uncover more of the once 
  brightly colored murals depicting what appear to be 
  elaborate religious rites and offerings dedicated to a 
  large wolf. As you examine yet another part of the 
  wall you suddenly notice several medium-sized 
  spiders in the webs darting toward your intruding 
  hands. Make a L1SR on SPD to avoid them. If you are 
  wearing a complete suit of armor or gauntlets, then 
  you may make the roll again if you fail the first time. 
  If you make the roll, go to 61. If you fail, go to 74. 
   
  30. You cautiously approach the body. Whoever it 
  was, he is clearly dead. You see a bit of bone peeking 
  out from the ends of several fingers. The body is 
  dressed in a rotting suit of leather armor. You kneel 
  down beside the body to get a closer look. The face 
  is turned toward you and you see an expression of 
  panic frozen on the dried-up flesh. The smashed pot 
  next to the corpse looks similar to the ones sitting on 
  the bench in front of the altar and it does indeed 
  appear to have contained dried fruit. If you roll the 
  body over and search it for useful items, go to 73. If 
  you leave the body alone, go to 36. 
   
  
  13 
   
  31. As you move to check one last 
  coffer for treasure, the floor suddenly 
  gives way beneath your feet. The 
  seemingly solid paving stones crack 
  and break apart sending you toppling 
  into the darkness below. You soon 
  crash against hard packed earth. 
  Make a L1SR on LK or DEX. If you 
  make the roll you land on the bare 
  floor of the pit and lose 1D6 CON (armor does not absorb any damage). If you fail the roll, you 
  also manage to impale your leg on a spike and instead lose 2D6 CON (again, armor does not 
  absorb any damage). If this reduces your CON to 0 or less, then this is the end. If you survive 
  the fall, you are eventually able to climb the rough stone walls of the pit. Go to 62. 
   
  32. With one last solid blow you create a crack in the stone neck of the wolf statue. The crack 
  quickly spreads through the weakened rock and the head of the wolf drops to the floor with a 
  resounding thud. Without a head, the body stands motionless; a mere statue once again.  You 
  stand with your weapon ready for several minutes waiting for the monster to attack again, but 
  it eventually becomes clear that whatever power brought the statue to life is gone. You laugh at 
  the broken head of the wolf statue and go back to looting the gold from the mummy. Roll four 
  times on the Gold Treasure Table at the end of the book and collect your treasure. Go to 62. 
   
  33. You boldly approach the mummy lying at rest on the stone slab. Judging from the number 
  of items stacked around the body, this must have been an important person; perhaps a great 
  warrior or even a king. The mummy is dressed in a heavy breastplate, helmet, and greaves. A 
  large shield lies by its side as well as a spear and a sword. This is a rich find indeed! As you draw 
  nearer, however, your light shows you the disappointing effects of time. The weapons and 
  armor appear to have been made of bronze and are heavily corroded. They look as if they 
  would crumble to dust if you even touched them. But your disappointment is short-lived as you 
  inspect the mummy further. The gold jewelry adorning the mummy is in almost perfect shape. 
  Even after the leather and bronze rotted, the gold still holds its magnificent luster. If you take 
  the gold jewelry, go to 71. If you decide to leave the mummy and its gold alone, go to 62. If you 
  cast a spell, write down the name of the spell, make a note of this paragraph number, and go to 
  111. 
   
  34. You suddenly smell something terrible. You spin around half expecting to see an ogre or a 
  troll standing behind you but there is nothing there. The smell begins to make you nauseous 
  and the room begins to spin.  You are engulfed in some kind of noxious gas. Make a L1SR on 
  STR. If you make the roll, you manage to shake off the effects of the gas. If you fail, you take 
  1D3 hits directly to your CON (armor does not help). If you survive, return to your previous 
  paragraph. Otherwise your adventure ends here. 
   
  
  14 
   
  35. You swiftly dodge the snapping jaws of the stone wolf and run out of the open door. You 
  hear the thump of the wolf’s heavy feet on the floor as it chases after you, so you run through 
  the entry chamber and race up the stone steps back out into the sunlight above. You stop once 
  you reach the surface and look back. There is no way that the statue could fit up the narrow 
  steps and out the partially collapsed entrance. You feel safe; for now. Roll twice on the Gold 
  Treasure Table to see what you managed to take from the mummy before you were 
  interrupted, then go to 112. 
   
  36. Regain 1 point of WIZ and check for a random encounter. If you roll a 1 on 1D6, make a 
  note of this paragraph number and go to the Random Encounter Table. If you have not done so 
  already, you may investigate the body and go to 30, investigate the bench with the clay vases 
  and go to 22, investigate the altar and go to 39, or search the walls for hidden alcoves or doors 
  and go to 29. If you cast a spell, write down the name of the spell, make a note of this 
  paragraph number, and go to 111. If you leave the room, go to 25. 
   
  37. You stand your ground against the giant stone monster despite the fact that your instincts 
  are screaming RUN! Just as you are about to obey, the wolf turns around and walks back 
  toward its pedestal. It climbs up onto the stone, circles twice, and then sits. You wait for the 
  creature to move, but it once again looks like an ordinary statue. Go to 86. 
   
  38. You start to search the floor and walls hoping to find some hidden treasure. Make a L1SR 
  on LK or IQ. If you succeed, go to 23. If you fail, go to 92. 
   
  39. You walk past the stone bench in order to get a better look at the altar. The stone slab and 
  pillars are all made of the same type of polished stone. As you clear away some of the dust and 
  grime, small and large crystals gleam and sparkle in the light. With the amount of dust covering 
  the idol sitting in the center of the altar, it too looks as though it has sat there for a very long 
  time. The stone of the idol is blacker than any night you have ever seen. The carving is crude, 
  but it is unmistakably the image of a wolf’s head. If you pick up the black 
  idol, go to 15. If you search the altar for traps, go to 17. If 
  you leave the idol and altar alone, go to 36. If you cast a 
  spell, write down the name of the spell, make a note of 
  this paragraph number, and go to 111. 
   
  40. You carefully pluck the idol from the altar. The idol  
  is quite heavy for its size. Wiping away most of the dust,  
  you see that the stone is well polished. The carving depicts a 
  snarling wolf bearing some rather sharp teeth. The idol is not 
  made of gold or silver, but it might be worth something to 
  an antiquities dealer back in town. You pack away the idol 
  and turn to investigate the rest of the room. Go to 36. 
  
  15 
   
  41.  You walk to all four corners of the room 
  looking to see if there is anything lurking in the 
  darkness or any riches tucked away out of sight. 
  As you check the last corner, you catch sight of a 
  horrid looking creature crouching against the 
  wall. It is an unholy thing, with grey and purple, 
  blotchy flesh and bright red eyes. Your light 
  reveals muscle, organs, and bone showing from 
  great tears in the creature’s ragged clothing and 
  skin. The ghoul bares a mouth full of sharp teeth 
  and suddenly leaps toward you! The ghoul has a 
  MR of 30 (4+15). If you have a missile weapon 
  ready you may use it by making a L1SR on DEX. 
  You’ll have just enough time afterward to draw 
  another weapon before the ghoul reaches you. 
  Alternatively you have a chance to cast a spell before the ghoul attacks. If you do so, write 
  down the name of the spell, make a note of this paragraph number, and go to 111. You may 
  also try to run from the ghoul by making a L1SR on DEX or SPD. If you make it, go to 54. If you 
  fail, then the ghoul catches you and gets a free attack before you are forced to fight. You may 
  try to run at the end of each combat turn, but the ghoul will get a free attack against you each 
  time you fail. You can cast a spell any combat turn instead of attacking with a weapon by 
  writing down the name of the spell, making a note of this paragraph number, and going to 111. 
  However, if the ghoul is still alive and fighting after the spell is cast it will get a free attack 
  against you. If you defeat the ghoul, go to 59. If your CON is reduced to 0 or less, the ghoul 
  begins its feast and this is the end. 
   
  42. As you search the hilltop moving rocks and pushing aside brush, your foot suddenly 
  encounters empty air rather than solid ground. You stumble then tumble down a steep slope 
  banging your head on a large rock in the process. Reduce your CON by 1 (armor will not absorb 
  the damage). You finally come to a stop in a dusty heap in a dark chamber barely lit by sunlight 
  filtering down from above. After your head clears, you dig your lantern out of your backpack, 
  strike flint to steel and make a nice warm light to see by. Go to 25. 
   
  43. You carefully inspect the altar, but find nothing but dust and filth. If you pick up the black 
  idol, go to 15. If you leave it alone, go to 36. 
   
  44. Your weapon glows brightly as you cast Vorpal Blade upon the cold steel. You may double 
  the number of dice you roll in the next combat turn. Return to your previous paragraph. 
   
  45. You manage to hold your breath and avoid breathing in any of the gas. The gas soon 
  dissipates and you take a nervous breath. The air is acrid, but not toxic. With a sigh of relief you 
  start to poke through the remains of the smashed vase to see what was inside. Go to 57. 
  
  16 
   
  46. You focus on the wolf’s head idol and see that it does indeed glow with magical energy. 
  Return to your previous paragraph. 
   
  47. You spring out of the way as the centipede lunges for you and run out through the 
  archway. You hear the clicking of the centipedes many armored legs on the floor as it chases 
  after you, so you run through the entry chamber, up the stone steps and back out into the 
  sunlight above. You stop once you make it outside and look back but there is no sign of the 
  centipede. Perhaps it is waiting for you in the darkness below? You feel safe for now but decide 
  it would be good to escape this place before the centipede comes out to finish you. Go to 112. 
   
  48. You sort through the random gear in your backpack. You spot the stone idol in the shape 
  of a wolf’s head, but brush it aside. Nothing looks useful. You suddenly look up and see the 
  stone wolf bearing down upon you. You grab a weapon and prepare to defend yourself. Go to 
  85. 
   
  49. You manage to hold your breath and avoid breathing in any of the gas. The gas soon 
  dissipates and you take a nervous breath. The air is acrid, but not toxic. With a sigh of relief you 
  look into the vase but see that it is empty. If you pick up the vase, go to 91. Otherwise you may 
  leave the vase alone and, if you have not already done so, you may either open the center clay 
  vase and go to 69 or pick up the center clay vase and go to 53. If you decide to leave both of the 
  vases alone, or if you have already checked both, go to 36. 
   
  50. The wolf is still several paces away so you decide that there is still time to strike it from 
  afar. You ready your weapon and let fly. Make a L1SR on DEX. If you make the SR, your weapon 
  takes a nice chunk out of the statue. Roll for damage, subtract 5, and make a note of the 
  number of hits you scored. If you fail, your weapon sails into the darkness beyond the 
  advancing statue. Regardless of the outcome, you have barely just enough time to draw 
  another weapon to defend yourself before the monster is upon you. Go to 85.  
   
  51. The gas fills you lungs and you start to cough uncontrollably. You end up sprawled on the 
  floor desperately trying to breathe. Take hits to your CON equal to the amount that you missed 
  the roll (armor does not absorb any damage). If your CON is reduced to 0 or less, then your 
  adventure and life ends here. If not, you manage to struggle to your feet and carry on despite 
  the pain of your burning lungs. You take a few painful breaths and start to poke through the 
  remains of the smashed vase to see what was inside. Go to 57. 
   
  52. A crossbow bolt flies down from a hole in the ceiling above your head and strikes your left 
  shoulder. Take 4D+0 hits to your CON reduced by any body armor that you are wearing (but not 
  shields). If you still live, you reach across the altar to pick up the idol once again, but much more 
  slowly this time. Go to 40. If your CON is reduced to 0 or less, then this is the end.  
   
  
  17 
   
  53. You grab the vase and start to lift it out of the bench. You feel a little resistance at first, 
  almost as if the vase was stuck, but with a little force it comes out. As soon as the vase is free, 
  you are engulfed in a cloud of yellow gas that pours out of a cavity beneath the vase. You cough 
  and gag as the gas begins to seep into your nose and mouth. Make a L1SR on STR. If you make 
  the roll, go to 77. If you miss the roll, go to 6. 
   
  54. You swiftly evade the clutching claws of the ghoul and run out of the open door. You hear 
  the ghoul screaming as it chases after you, so you race through the entry chamber, up the stone 
  steps, and back out into the sunlight above. You stop once you make it to the surface and look 
  back, but see no sign of the ghoul. There is no way that the unholy creature would come out 
  the tomb in the light of day. You feel safe for now, but you had better be far from this place 
  before sundown. Go to 112. 
   
  55. You walk to all four corners of the room looking to see if there is anything lurking in the 
  darkness or any riches tucked away out of sight. Your luck holds out and lying on the floor in 
  one corner you find something mixed in with the dirt and detritus. Roll once on the Random 
  Treasure Table, collect your treasure, and then go to 62. 
   
  56. You have misjudged the amount of force need to break the vase. When your weapon hits, 
  the entire vase smashes to pieces and falls out of the bench. As soon as the vase falls free, you 
  are engulfed in a cloud of yellow gas that pours out from a cavity within the bench. You cough 
  and gag as the gas begins to seep into your nose and mouth. Make a L1SR on STR. If you make 
  the roll, go to 45. If you miss the roll, go to 51. 
   
  57. You have found a variety of dried leaves, twigs, 
  and cones. They all give off a rather strong aroma. 
  You sort through the plant debris to see if anything of 
  value might be hidden among the leaves. Make a L1SR 
  on IQ. If you make the roll, go to 81. If you fail, go to 
  93. 
   
  58. You channel all of your will against the wolf 
  statue and shout “Be gone!” If the sum of your INT, 
  LK, and CHR is greater than 40, then the stone wolf 
  retreats away from you. You can now flee the room 
  out of the open door if you wish and go to 35 or you 
  may get one free attack against the stone wolf before 
  it turns and fights and go to 85. If your INT, LK, and 
  CHR is less than 40, then the stone wolf charges. Go 
  to 85. 
  
  18 
   
   
  59. The ghoul falls to the floor in a heap. It almost seems to sigh contentedly as it dies. You 
  move away from the creature as quickly as you can and resume you search of the room. Go to 
  62. 
   
  60. You try to stand your ground, but all of your instincts scream RUN! You have no choice but 
  to obey. As soon as you start to flee, the stone wolf charges. Make a L1SR on DEX or SPD. If you 
  make it, you manage to slip past the wolf and out the open door. Go to 35. If you fail, then you 
  are forced to fight. Go to 85. 
   
  61. The spiders try to reach your exposed flesh and bite, but you manage to pull your hands 
  away and smash them before they get a chance. You continue your search a bit more carefully, 
  but find nothing other than more paintings. Go to 36. 
   
  62. Regain 1 point of WIZ and check for a random encounter. If you roll a 1 on 1D6, make a 
  note of this paragraph number and go to the Random Encounter Table. If you have not done so 
  already, you may now approach the body on the stone slab and go to 33, investigate the wolf 
  statue by going to 78, go through the containers along the wall and go to 10, or search the 
  room’s dark corners by going to 107. If you cast a spell, write down the name of the spell, make 
  a note of this paragraph number, and go to 111. If you choose to leave the room through the 
  open door, make a note of this paragraph number in case you want to return and go to 25. 
   
  
  19 
   
  63. The door opens with a loud scraping and cracking sound as though a seal has been broken. 
  Stale and putrid air pours out of the space beyond. From your flickering light, you can see a 
  couple of large objects inside, but there is no sound and nothing moves. If you enter the 
  chamber, go to 67. If you decide not to enter the chamber yet, return to 25 but make a note of 
  this paragraph number so that you may return here again if you wish to enter.  
   
  64. The gas fills you lungs and you start to cough uncontrollably. You end up sprawled on the 
  floor desperately trying to breathe. Take hits to your CON equal to the amount that you missed 
  the roll (armor does not absorb any of the damage). If your CON is reduced to 0 or less, then 
  your adventure and life ends here. If not, you manage to struggle to your feet and carry on 
  despite the pain of your burning lungs. You take a few painful breaths and have a look inside 
  the vase. Your heart sinks as you see that it is empty. If you pick up the vase, go to 91. 
  Otherwise you may leave the vase alone and, if you have not already done so, you may either 
  open the center clay vase and go to 69 or pick up the center clay vase and go to 53. If you 
  decide to leave both of the vases alone, or if you have already checked both, go to 36. 
   
  65. You sense no magic in the area. Return to your previous paragraph. 
   
  66. You sort through the random gear in your backpack. Nothing looks useful. You suddenly 
  look up and see the stone wolf bearing down upon you. You grab a weapon and prepare to 
  defend yourself. Go to 85. 
   
  67. You step through the now open doorway into the dark chamber. The room is quite large. 
  The light from your lantern just barely illuminates the space; the corners are still dark and 
  hidden. To your right is a large stone slab. Sitting on the slab is a mummified body. The flame of 
  your lantern reveals that the mummy is adorned in gold jewelry. You also see a number of 
  weapons and various types of armor lying upon the body. To your left is a large statue of a wolf 
  standing by the opposite wall. The wolf is sitting on a stone pedestal and looks in the direction 
  of the mummified body. The wall in front of you is lined with various vases, urns, and small 
  stone chests. If you investigate the body, go to 33. If you investigate the wolf statue, go to 78. If 
  you go through the containers along the wall, go to 10. If you search the room’s dark corners, 
  go to 107. If you cast a spell, write down the name of the spell, make a note of this paragraph 
  number, and go to 111. If you leave the room, make a note of this paragraph number in case 
  you want to return and go to 25. 
   
  68. You spot the stone idol in the shape of a wolf’s head sitting in your pack. Suddenly an idea 
  flashes through your mind. You pick up the idol and hold it in front of you, showing it to the 
  advancing stone monster. The stone wolf stops. It stands motionless for several moments. You 
  stand there, holding the idol trying desperately to keep your nerve. Make a L1SR on IQ or LK. If 
  you make it, go to 37. If you fail, go to 60. 
   
  
  20 
   
  69. You carefully remove the lid from the clay vase in the center of the bench. As soon as you 
  raise the lid, you are hit with a pungent but sweet aroma that rises from inside the vase. 
  Looking inside, you see that the vase is filled with various leaves, twigs, and cones. You 
  immediately notice that the neck of the vase is far too narrow for your hand to fit through to 
  grab any of the plants. If you pick up the clay vase and pour out the contents, go to 53. If you 
  try to break off the top of the vase with your weapon, go to 108. Otherwise you may leave this 
  vase alone and, if you have not already done so, you may either open the left clay vase and go 
  to 75 or pick up the left clay vase and go to 91. If you decide to leave both of the vases alone, or 
  if you have already checked both, go to 36. 
   
  70. Looking inside the cavity, you see that it is filled with gleaming stones of various shapes, 
  sizes, and colors. There must be a small fortune in semi-precious stones inside! Go to the 
  Random Gem Table at the end of this book and roll three times to see what you have found. 
  You happily pocket all of the gems and then take another look the stone bench. If you have not 
  done so already, you may open the vase you removed from the bench and go to 94, open the 
  center clay vase and go to 69, or pick up the center clay vase and go to 53. Otherwise, go to 36. 
   
  71. You reach down and start to remove the gold jewelry from the neck, arms, and fingers of 
  the ancient mummy. The fabric covering the body cracks and breaks as you remove the gold 
  and you see the dried and shriveled remains of flesh beneath. As you start to pocket the gold, 
  you hear a sharp CRACK from behind you. You spin around expecting the worst. You see the 
  stone wolf that had been standing on the pedestal, cold, dust covered, and immobile, now 
  slowly stalking toward you. The massive stone paws thump on the paving stones. Once again, a 
  loud CRACK breaks the silence of the tomb as the weight of the stone wolf shatters another 
  paving stone. The sheer impossibility of this stone creature moving toward you almost 
  paralyzes you with fear. The monster will be on you in moments. What do you do? If you try to 
  run out the door, go to 7. If you draw your weapon and charge the stone wolf, go to 18. If you 
  use a missile weapon to attack the wolf, go to 50. If you cast a spell, write down the name of 
  the spell you wish to cast, make a note of this paragraph number, and go to 111. If you reach 
  into your backpack for something else to use, go to 5.  
   
  72. Your weapon glows brightly as you cast Vorpal Blade upon the cold steel. You may double 
  the number of dice you roll in the next combat turn. You have just barely enough time to 
  prepare your weapon to defend yourself before the lumbering stone monster is upon you. Go 
  to 85. 
   
   
   
   
   
   
   
  
  21 
   
   
   
   
   
   
   
  73. You hold your breath and roll the body over. Once you do, you see a broad axe (4+0, 17 
  STR, 8 DEX, 100 gp, 150 wu) on the floor that was lying beneath the body. You search the body 
  and find 5 silver coins in a belt pouch and a sack containing some rotten food and two torches. 
  Take what you want and go to 36. 
   
  74. The spiders are too quick for you. They climb onto your hands and arms, find some 
  exposed flesh, and sink their fangs into your skin. Your blood burns as they inject their venom. 
  The spiders are motionless while they do their evil work, so you smash them while you have the 
  chance. You take 1D6 hits to your CON from the spider’s bites but armor does not absorb any of 
  the damage. If you survive, you continue your search a bit more carefully, but find nothing 
  other than more paintings. Go to 36. If your CON is reduced to 0 or less, then this is the end. 
   
  75. You carefully remove the lid from the clay vase on the left side of the bench. You feel a 
  little resistance at first, almost as if the lid was stuck, but with a little force it comes off. As soon 
  as the lid is free, you are engulfed in a cloud of yellow gas that bursts out of the vase. You 
  cough and gag as the gas begins to seep into your nose and mouth. Make a L1SR on STR. If you 
  make the roll, go to 49. If you miss the roll, go to 64. 
   
  76. You find a narrow opening leading down into the hill underneath some thick bushes. After 
  a bit of trimming you clear the bushes enough to reveal a set of steep and worn stone steps. 
  The passage is choked with cobwebs and leads down into darkness. A damp and musty smell 
  rises up from the space beyond. If you light your lantern and descend the stairs, go to 25. If 
  you’d rather not enter such a creepy looking place, go to 3. 
   
  77. You manage to hold your breath and avoid breathing in any of the gas. The gas soon 
  dissipates and you take a nervous breath. The air is acrid, but not toxic. With a sigh of relief you 
  pour out the contents of the vase onto the floor to have a closer look at what’s inside. Go to 57. 
   
  78. You walk up to the statue of the sitting wolf. It is a massive sculpture, standing well above 
  your own head. The details of the sculpture are quite impressive. The artist captured every line 
  and curve of the canine form. Here and there, however, you see signs of the stone’s age where 
  parts have fallen off or flaked away. The face of the wolf is frozen in a snarl, eyes narrowed and 
  teeth bared. In the shadows cast by your light, it is quite an unnerving sight. If you touch the 
  
  22 
   
  wolf statue, go to 20. If you decide to leave it alone, go to 62. If you cast a spell, write down the 
  name of the spell, make a note of this paragraph number, and go to 111. 
   
  79. You cast your spell and look around, but your magic reveals nothing deliberately hidden 
  from sight. Return to your previous paragraph. 
   
  80. You cast Will-o-Wisp and summon a small light that begins to float around your head 
  adding a small amount of illumination to the chamber. Return to your previous paragraph. 
   
  81. As you sift through the plant material you find one twig with leaves that catches your eye. 
  You learned about this plant in your youth; it has curative powers if dried and then chewed! 
  Each leaf will restore 2 CON when chewed. There are three leaves on the twig, however, it is 
  only useful once per day. You carefully pack away your find and consider what to do next. If you 
  have not done so already, you may open the clay vase on the left and go to 75 or pick up the 
  clay vase on the left and go to 91. Otherwise, go to 36. 
   
  82. You walk up to the stone door to get a closer look. The door is massive and there are no 
  obvious signs of handles or even hinges. You wonder how such a door could be opened. If you 
  try to push open the door, go to 101. If you decide to leave it alone, return to 25. If you cast a 
  spell, write down the name of the spell, make a note of this paragraph number, and go to 111. 
   
  83. As you reach across the altar to take the idol, your arm catches against something for a 
  moment and then you hear a sharp TWANG! Make a L1SR on LK or DEX. If you make the roll, go 
  to 98. If you fail, go to 52. 
   
  84. From above your head you hear an angry shriek. You shine your lantern upward and see 
  angry rat-like faces staring down at you. There are 1D6 giant bats roosting in the ceiling above. 
  Each is the size of a fox and bears viscous looking fangs. 
  They immediately swoop down and attack! Each giant bat 
  has a MR of 10 (2D+5). The bats are fast and nimble and can 
  each avoid 2 hits each combat turn. You can cast a spell any 
  combat turn instead of attacking with a weapon by writing 
  down the name of the spell, making a note of this 
  paragraph number, and going to 111. However, if the bats 
  are still alive and fighting after the spell is cast they will get 
  a free attack against you. You may also try to run from the 
  bats by making a L1SR on DEX or SPD. If you make it, go to 
  99. If you fail, then the bats catch you and get a free attack 
  before you are able to fight back. You may try to run at the 
  end of each combat turn. If you manage to kill the bats, 
  return to your previous paragraph. Otherwise your 
  adventure ends here. 
  
  23 
   
  85. The stone wolf has a MR of 40 (5D+20) and its stone hide can absorb 5 hits. The stone wolf 
  will continue to fight until it is destroyed. Because your opponent is made of stone, if the stone 
  wolf rolls two or more 6s in a single combat turn your weapon shatters against the hard stone. 
  You may draw another weapon and continue to fight or you may choose to flee. In fact, you 
  may choose to make a run for it at the end of any combat turn. If you do decide to run from this 
  fight, make a L1SR on DEX or SPD. If you make it, you manage to slip by the stone wolf and out 
  the open door. Go to 35. If you fail, you don’t make it and the stone wolf gets a free attack 
  against you. You can cast a spell any combat turn instead of attacking with a weapon by writing 
  down the name of the spell, making a note of this paragraph number, and going to 111. 
  However, if the stone wolf is still alive and fighting after the spell is cast it will get a free attack 
  against you. If you continue to fight and manage to defeat the stone wolf, go to 32. If your CON 
  is reduced to 0 or less, then the stone wolf crushes you beneath its heavy paws and this is the 
  end. 
   
  86. You stand with your weapon ready for several minutes waiting for the stone monster to 
  start moving again, but it eventually becomes clear that whatever power brought the statue to 
  life is gone. Take 20 AP for stopping the living statue without having to fight. If you go back to 
  looting the gold from the mummy, go to 8. If you decide to leave the mummy alone, go to 19. 
   
  87. Your opponent stops dead in its tracks looking dazed and confused as your enchantment 
  takes hold. You know the effects of this spell are temporary and that you only have seconds to 
  decide your next action. You may either make one free attack on your opponent or 
  automatically succeed in running away with no saving roll required. Return to your previous 
  paragraph. 
   
  88. You enter a long rectangular room. 
  The smell of earth is strong in here and 
  the walls are covered in a thick coating 
  of soil and moss. Set against the wall to 
  your right is a tall set of stone shelves 
  containing clay pots, bronze bowls, and 
  small statues. If you investigate the 
  items on the shelves, go to 1. If you 
  search the rest of the room but leave the 
  shelves alone, go to 110. If you cast a 
  spell, write down the name of the spell, 
  make a note of this paragraph number, 
  and go to 111. If you return to the entry 
  chamber, go to 25. 
   
   
   
  
  24 
   
  89. The stone wolf stops dead in its tracks. You know the effects of this spell are temporary 
  and that you only have seconds to decide your next action. Do you run or attack? If you run out 
  of the open door, go to 35. If you attack, go to 85 and make one free attack before the stone 
  wolf can defend itself. 
   
  90. As you cast the spell you realize that the floor is entirely covered in stone tiles, so the spell 
  has no effect. Return to your previous paragraph. 
   
  91. You grab the vase and start to lift it out of the bench. The vase lifts out of the bench rather 
  easily and it is surprisingly light. As soon as the vase is free, you see that there is a small cavity 
  in the bench below where the vase was set. You set the vase down on the floor and consider 
  what to do next. If you look in the cavity, go to 70. If you have not done so, you may open the 
  clay vase you just removed and go to 94. Otherwise you can leave the vase and cavity alone 
  and, if you have not already done so, you may either open the center clay vase and go to 69 or 
  pick up the center clay vase and go to 53. If you decide to leave both of the vases alone, or if 
  you have already checked both, go to 36. 
   
  92. You find nothing except small animal bones and dung. You look around the room again and 
  hope there is something more valuable in this ancient hole. In the time you spend searching, 
  you regain 1 WIZ. You should also check for a random encounter. If you roll a 1 on 1D6, make a 
  note of this paragraph number and go to the Random Encounter Table. Return to 25.  
   
  93. You sift through the plant material but find nothing of value hidden among the smelly 
  leaves and cones, not even a copper. You scatter the bits and pieces of dried plants in disgust 
  and consider what to do next. If you have not done so already, you may open the clay vase on 
  the left and go to 75 or pick up the clay vase on the left and go to 91. Otherwise, go to 36. 
   
  94. You carefully remove the lid from the clay vase. You feel a little resistance at first, almost 
  as if the lid was stuck, but with a little force it comes off. As soon as the lid is free, you are 
  engulfed in a cloud of yellow gas that bursts out of the vase. You cough and gag as the gas 
  begins to seep into your nose and mouth. Make a L1SR on STR. If you make the roll, go to 24. If 
  you miss the roll, go to 16. 
   
  95. As you scan the room for magical energy you see that the wolf’s head idol on the stone 
  altar is glowing brightly. You sense no other magic in the area. Return to your previous 
  paragraph. 
   
  96. As you inspect the altar, you suddenly notice a very thin wire running across the altar in 
  front of the idol just above the stone slab. If you reach over the wire and pick up the black idol, 
  go to 40. If you leave the idol alone, go to 36. 
   
  
  25 
   
  97. Make a L1SR on IQ. If you make it, go to 68. If you fail, go to 48. 
   
  98. A crossbow bolt flies down from a hole in the ceiling above your head. Through skill, luck, 
  or divine intervention it strikes the surface of the altar instead of you and shatters against the 
  stone. You reach across the altar to pick up the idol once again, but much more slowly this time. 
  Go to 40.  
   
  99. You turn and run back toward the stairs. You scramble up the steep steps and back out 
  into the welcoming sunlight. Looking back quickly you see no sign of pursuit. You feel safe for 
  the moment, but you decide that you had better leave quickly before the creature comes up to 
  finish you off. Go to 112. 
   
  100. You carefully place your hand upon the door and cast Knock Knock. Unfortunately, there 
  is no obvious effect on the door and it remains closed. Return to your previous paragraph. 
   
  101. You put your hands against the surface of the stone door and give it a push. It does not 
  budge. You put your shoulder against the door and really start to push. Make a L1SR on STR. 
  You can try to make the roll three times. If you make the roll, then go to 63. If cannot do it in 
  three tries, then return to 25 but you may not try to open the door again. 
   
  102. You place your hand upon the door and cast Lock Tight. The door is now briefly magically 
  locked. Return to your previous paragraph. 
   
  103. As you scan the room for magical energy you see that the wolf statue is glowing brightly. 
  You sense no other magic in the area. 
  Return to your previous paragraph. 
   
  104. You cast your spell and look around. 
  You notice that a section of floor near the 
  vases, urns, and chests along the far wall is 
  glowing. A quick examination reveals that 
  the floor is weaker here, an obvious pit trap. 
  You make a mental note of its location and 
  turn your attention back to the rest of the 
  room. Since you know where the pit trap is 
  you will not fall into it and may disregard any 
  instructions to the contrary. Return to your 
  previous paragraph. 
   
   
  
  26 
   
  105. You find a loose piece of wood and cast Hocus 
  Focus. The wood glows briefly as the enchantment 
  takes hold. You now have a makeshift wand. Return 
  to your previous paragraph. 
   
  106. You hear a dull crunch of a boot on sand. 
  Looking to your right you see a goblin that was trying 
  to sneak up on you. As soon as your eyes meet his, 
  the goblin shouts an unintelligible war cry and 
  charges. If you have a missile weapon ready you may 
  use it by making a L1SR on DEX. You’ll have just 
  enough time afterward to draw another weapon 
  before the goblin reaches you. Alternatively you have 
  a chance to cast a spell before the goblin attacks. If 
  you do so, write down the name of the spell, make a 
  note of this paragraph number, and go to 111. The 
  goblin has a MR of 25 and is wielding a short sword 
  and buckler and wearing soft leather armor. With its 
  weapons and armor, the goblin gets 3D+13 in combat 
  and can take 8 hits. You can cast a spell any combat 
  turn instead of attacking with a weapon by writing 
  down the name of the spell, making a note of this 
  paragraph number, and going to 111. However, if the 
  goblin is still alive and fighting after the spell is cast it 
  will get a free attack against you. You may also try to 
  run from the goblin by making a L1SR on DEX or SPD. 
  If you make it, go to 99. If you fail, then the goblin 
  catches you and gets a free attack before you are 
  forced to fight. You may try to run at the end of each 
  combat turn, but the goblin will get a free attack 
  against you each time you fail. If your CON is reduced to 0 or less, then this is the end. If you are 
  able to defeat the goblin, you may take its short sword (3+0, 7 STR, 3 DEX, 35 gp, 30 wu) and 
  buckler (3 hits, 2 STR, 10 gp, 75 wu). The leather armor is rather dirty, smelly, and now bloody 
  so you leave it alone.  A search of the corpse also reveals a 50’ coil of hemp rope (5 gp, 100 wu) 
  and a pouch containing 10 sp. Return to your previous paragraph. 
   
  107. You walk toward the darkness surrounding you, seeking the limits of the large chamber. 
  Make a L1SR on LK. If you make the roll, go to 55. If you fail the roll, go to 41.  
   
  108. You raise your weapon and try to break off the neck of the clay vase. Make a L1SR on 
  DEX. If you make the roll, go to 13. If you fail the roll, go to 56. 
  
  27 
   
   
  109. You concentrate on your opponent and unleash your magical attack. Calculate or roll for 
  the damage done by your spell, make a note of the number of hits you scored, then return to 
  your previous paragraph. 
   
  110. You check the walls and floor of the room. After scraping a little of the dirt off of the wall 
  opposite the shelves you see the remains of a large mural. You scrape off a bit more of the 
  grime and can make out a line of human figures carrying pots, bowls, animals, weapons, and 
  other goods toward a man lying on a stone altar. In the time you spend searching, you regain 1 
  WIZ. You should also check for a random encounter. If you roll a 1 on 1D6, make a note of this 
  paragraph number and go to the Random Encounter Table. If you have not already done so, 
  you may investigate the items on the shelves and go to 1. If you cast a spell, write down the 
  name of the spell, make a note of this paragraph number, and go to 111. If you return to the 
  entry chamber, go to 25. 
   
   
   
   
   
   
   
   
  
  28 
   
  111. Magic Matrix 
  Paragraph 
   
   
   
   
   
  Spell 
   
  Call Flame 
  Call Water 
  Dem Bones Gonna Rise 
  Detect Magic 
  Hocus Focus 
  Hold That Pose 
  Knock Knock 
  Lock Tight 
  Oh Go Away 
  Oh There It Is 
  Take That You Fiend 
  Vorpal Blade 
  Will-o-Wisp 
  Intro 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  1 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  9 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  12 
  NA 
  NA 
  NA 
  95 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  21 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  22 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  25 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  33 
  NA 
  NA 
  NA 
  103 
  105 
  NA 
  NA 
  102 
  NA 
  79 
  NA 
  NA 
  80 
  36 
  NA 
  NA 
  NA 
  95 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  39 
  NA 
  NA 
  NA 
  95 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  41 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  62 
  NA 
  NA 
  NA 
  103 
  105 
  NA 
  NA 
  102 
  NA 
  79 
  NA 
  NA 
  80 
  67 
  NA 
  NA 
  NA 
  103 
  105 
  NA 
  NA 
  102 
  NA 
  104 
  NA 
  NA 
  80 
  71 
  11 
  11 
  14 
  103 
  NA 
  89 
  NA 
  NA 
  58 
  NA 
  11 
  72 
  NA 
  78 
  NA 
  NA 
  NA 
  103 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  82 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  100 
  102 
  NA 
  79 
  NA 
  NA 
  80 
  84 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  85 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  88 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
  106 
  109 
  109 
  90 
  NA 
  NA 
  87 
  NA 
  NA 
  4 
  NA 
  109 
  44 
  NA 
  110 
  NA 
  NA 
  NA 
  65 
  105 
  NA 
  NA 
  NA 
  NA 
  79 
  NA 
  NA 
  80 
   
  NA = The spell has no effect. Deduct WIZ for casting the spell and return to your previous 
  paragraph. 
   
  # = Go to the paragraph number indicated. Be sure that you have recorded your previous 
  paragraph number. 
   
   
   
   
   
   
   
  
  29 
   
  112. You stand beneath the sunlit sky once more. You breathe in the fresh air until your lungs 
  can hold no more. As your eyes become accustomed to the brightness of the sun, you look 
  around from your high vantage point on the hill. Ruins extend across the landscape as far as 
  you can see. Crumbling walls and ancient foundations peek through the tall grass. On another 
  hill in the distance you see more tall columns rising to the sky. Who knows what other riches lay 
  just below your feet? You shoulder your pack and smile. Only time will tell. The end. 
   
  Congratulations, you have survived. In addition to Adventure Points earned for any foes 
  defeated, and saving rolls made, you also receive an additional 50 AP for each room that you 
  explored. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  30 
   
  Random Encounter Table: Roll 1D6, consult the table below, and go to the paragraph indicated. 
  Be sure that you have recorded the number of the paragraph that sent you here since you will 
  (hopefully) need to return there after resolving the encounter. Each event or encounter can 
  only occur once. If you roll a duplicate, nothing happens and you can immediately return to 
  your previous paragraph.  
   
  1. Go to 28. 
   
  2. Go to 21. 
   
  3. Go to 34. 
   
  4. Go to 84. 
   
  5. Go to 2. 
   
  6. Go to 106. 
   
   
   
   
   
   
   
   
  Random Treasure Table: Roll 1D6 and consult the table below. Only one of each item may be 
  found. If you get a duplicate result, you find 2D6 gold pieces. 
   
  1. Small figure of a warrior holding a spear 
  carved from ivory (15 gp). 
   
  2. Jade bracelet (10 gp) 
   
  3. Silver spoon (5 gp) 
   
  4. Fine glass vessel (2 gp) 
   
  5. Gold nugget (20 gp)   
   
  6. Silver necklace (30 gp) 
   
   
   
   
  
  31 
   
  Random Gems Table: Roll 1D6 and consult the table below. Then roll 1D6 to see how many of 
  each gem that you find. 
   
  1. Turquoise (5 gp) 
   
  2. Agate (5 gp) 
   
  3. Onyx (10 gp) 
   
  4. Jasper (10 gp) 
   
  5. Amethyst (15 gp) 
   
  6. Garnet (15 gp) 
   
   
   
   
   
   
   
   
   
   
   
  Gold Treasure Table: Roll 1D6 and consult the table below. Only one of each item may be 
  found. Duplicate rolls result in finding 5D6 gp worth of gold leaf. 
   
  1. Gold face mask (100 gp) 
   
  2. Gold necklace (50 gp) 
    
  3. Gold bracelet (40 gp) 
   
  4. Gold ring (30 gp) 
   
  5. Gold armband (50 gp) 
   
  6. Gold crown (200 gp) 
   
   
   
   
   
  
  32 
   
  Pregenerated Characters 
   
  Name: Vordra Risnor 
  Kindred: Human Female 
  Type: Warrior 
  Level: 1 
   
  ST 17  
  IQ 10  
  DEX 14  
  LK 17  
  CON 11 
  SPD 10  
  CHR 10  
  WIZ 6  
  ADDS +12 
   
  Talents: Wilderness Survival (LK+5) 
   
  Weapons: Short saber (3+1, ST 7, DEX 5, 30 wu, 40 gp) 
   
         Haladie (2+4, ST 2, DEX 4, 15 wu, 25 gp) 
   
  Armor: Soft Leather (5 hits, ST 7, 75 wu, 50 gp) 
   
  Equipment: Backpack, small sack, 2 torches, flint and steel (19 wu total) 
   
  Treasure: 3 gp, 2 sp 
   
  Weight Carried/Weight Allowed: 139/1700 
   
  Background: Raised in a tribe of nomadic warriors, Vordra was taught the ways of weapons 
  from an early age. Her skill with a sword, however, pales in comparison to her ability to live off 
  of the land and survive in the harshest conditions. Over time the success of Vordra’s tribe led to 
  idleness. After conquering a large town, the tribal leaders decided to settle there and live off of 
  the spoils of their conquests. Vordra soon grew bored with the tedious nature of this new life, 
  so she took to the road on her own in search of adventure and fortune. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  33 
   
  Name: Sath Sul 
  Kindred: Human Male 
  Type: Rogue 
  Level: 1 
   
  ST 12  
  IQ 12  
  DEX 14  
  LK 14  
  CON 11 
  SPD 9  
  CHR 9  
  WIZ 10  
  ADDS +4 
   
  Talents: Roguery (LK+6) 
   
    Stealth (DEX+2) 
   
  Magic: Hold That Pose 
   
  Weapons: Short sword (3+0, ST 7, DEX 3, 30 wu, 35 gp) 
   
         Dirk (2+1, ST 4, DEX 4/10, 16 wu, 18 gp) 
   
  Armor: Soft Leather (5 hits, ST 7, 75 wu, 50 gp) 
   
  Equipment: Backpack, small sack, 2 torches, flint and steel (19 wu total) 
   
  Treasure: 5 gp, 2 sp 
   
  Weight Carried/Weight Allowed: 140/1200 
   
  Background: Sath was the son of a noble and destined for greatness. However, Sath’s interest 
  in the secrets of the dark arts and his tactics for acquiring those secrets led to the downfall of 
  his family. While attempting to steal a court Wizard’s book of spells, Sath was discovered by the 
  castle guards and thrown into the dungeon. The offended Wizard had Sath’s father stripped of 
  his lands and title and the entire family was sent into exile. Sath soon escaped the castle 
  dungeon and fled into the wilderness. Sath has since pledged his life to acquiring the power to 
  make his revenge upon those that ruined his family fortune. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  34 
   
  Name: Adnroth Issnal 
  Kindred: Human Male 
  Type: Wizard 
  Level: 1 
   
  ST 10  
  IQ 17  
  DEX 13  
  LK 14  
  CON 11 
  SPD 13  
  CHR 5  
  WIZ 16  
  ADDS +4 
   
  Talents: Intuition (WIZ+5) 
   
  Magic: First level Wizard Spells 
   
  Weapons: Bank (2+3, ST 1, DEX 1, 20 wu, 18 gp) 
        Bank (2+3, ST 1, DEX 1, 20 wu, 18 gp) 
   
  Armor: Soft Leather (5 hits, ST 7, 75 wu, 50 gp) 
   
  Equipment: Backpack, small sack, 2 torches, flint and steel (19 wu total) 
   
  Treasure: 2 gp, 2 sp 
   
  Weight Carried/Weight Allowed: 134/1000 
   
  Background: Adnroth was abandoned as a baby, obviously considered too hideous for life 
  among civilized people. Hidden away in the swamps, Adnroth was raised by an old hag who said 
  she found him beneath a cypress tree. Adnroth was taught the ways of magic and took to them 
  quickly, demonstrating a keen intellect and remarkable magical prowess. His connection with 
  the arcane has given Adnroth a sixth sense, keeping him out of harm’s way more often than 
  not. 
   
   
   
   
   
   
  
  Crypt of the
  Wolf Prince
  Te ruins of a vast and ancient city that lay just
  a few miles outside the town of Cheapham have
  always been the subjects of stories  and legends.  
  But while  most people in town have a  story to 
  tell, none have ever made the trek to the ruined 
  city. A few desperate adventurers have made the
  the journey,  but none have ever returned.  
  You have  also heard the tales of great wealth to 
  be taken from the crumbling remains of ancient 
  temples and palaces. In particular the locals have
  spoken of a great warrior prince who was buried 
  in a tomb at the edge of the city. Te legend says  
  that  he was buried with a great hoard  of gold.  
  Te  townspeople have warned you  about the 
  price paid by those that travel to the ruins, but 
  the reward for success is  very tempting. 
  Do you dare enter the... 
  TM
  TM
  Tis solitaire  adventure is suitable for a single, 
  newly created, frst level  character of any type    
  with up to 20 adds. You may use any weapons, 
  armor,  or equipment you can aford.  Missile 
  weapons and magic use are also allowed. Tree
  pregenerated characters are provided if you do
  not have the time or desire to create you own.
  Crypt of the Wolf Prince is designed for use with  
  the Tunnels and Trolls    game system. You will 
  need the T&T    rules to play this game.
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Crypt of the Wolf Prince.pdf