TEXT: Pocket Delve!
  A solotastic way to play!
  For use with
  Tunnels & Trolls
  Pocket Delve!
  A solotastic way to play!
  Pocket Delve is a dungeon of random encounters for times when 
  you just want to delve.  
  Da Rules:
  Hallways:  You can move freely around the hallways.  For every 
  10 squares you move you must roll on the Hallway wandering 
  monster chart.  Doors to rooms always open.
  Rooms:  When you enter a room roll on the room chart to see 
  what you've found/encountered.  If you re-enter a room you've 
  been in before you do not need to re-roll on the room chart, but 
  you do need to make a Save Roll the same level as the level of 
  dungeon you are on against Luck.  If you miss the roll or roll two 
  1's then you must fight a wandering monster.  
  Stairs: Stairs going up look like this: 
  On Level 1 they are 
  where you begin and lead to the outside.  Stairs going down look 
  like this:
  They lead to the next level of the dungeon.
  Bosses:  Bosses are only on the bottom level of the dungeon.  If 
  you encounter one and win the fight the game is over.  Count 
  your loot and lick your wounds.  
  Tunnels & Trolls was written & designed by Ken St. Andre
  & is a trade mark of Flying Buffalo, Inc.  Check out more great 
  T&T products at http://www.flyingbuffalo.com.  Also go to 
  Trollgod's Trollhalla at http://trollhalla.com.
  All content is copyright 2014 by Charlie Fleming and Rarr! I'm A Monster Publishing.
  Content can only be reproduced for personal use or review purposes.  All other use is
  prohibited without consent.  Artwork © 2008 Jeff Freels, used with permission. 
  Treasure
  You can use any treasure generator you wish
  or you can roll 3d6 and use this one:
  3 – 3d6 x 2d6 x 1d6 in Silver Pieces
  4 – Gladius of Goblin Doom 3+2 dice/double against 
  goblins, 10STR, 7 DEX
  5 – A potion that raises your lowest attribute by 1d6.
  6 – Ring of Protection – Absorbs 2 extra hits
  7 – 3d6 x 1d6 in Gold Pieces
  8 – Helm of Regeneration heals your level in Con per 
  round.
  9 – Complete set of Uruk scale mail, 8 hits
  10 – A potion that adds 1d6 to your CHR
  11 – Magic weapon balm.  Doubles weapon adds.
  12 – 2d6 x 4d6 in Gold Pieces
  13 – A healing potion that restores 1d6 of Con.  1 dose.
  14 – A golden finger cuff worth 214 GP
  15 – 1d6 gems worth 3d6 x 2d6 in GP
  16 –  of Herb's herbs.  1 dose of the Grand Alchemist 
  Herb's special blend that doubles your Strength and 
  Con for 1 round of combat when eaten.  No matter 
  how far in advance you eat the herbs, it will stay in 
  your system until 1 round of combat is over.  After that
  your Strength goes back to normal but your Con is 
  fully regained to it's original score.  
  17 - A healing potion that restores 2d6 of Con.  1 dose.
  18 – Flaming Chakram 4 Dice, STR 4, DEX 14
  Hallways:
  1 – 1d6 giant Rats
  (MR 6 each)
  2 – Uruk Delver
  (MR 20)
  3 - Goblin (MR 16)
  4 – Goliath Spider 
  (MR 14).  Spite 
  does 2 points 
  venom damage.
  5 – Mindless Shambler
  (MR 12)
  6 – Ogre (MR 24)
  Level 1
  4 – Arrow trap.  Save vs. DEX or SPD.  Damage is 1d6+1
  5. - 1d6 goblins (MR 8 each)
  6 – Roll on Treasure chart
  7 – Living Statue (MR 20, Skin takes 2 hits)
  8 – Falling rock trap -  Save vs. DEX or SPD(whichever is 
  highest.  Damage is 1d6+2
  9 – Tar Man (MR 20, Skin takes 1 hits).
  10 – Roll1d6 odds= nothing happens, evens = Hallway 
  monster comes into the room, roll on hallway chart.
  11 - Save vs. LUCK.  Missing = TTYF trap.  Damage =  
  missed difference.
  12 - Goblin Thief (MR 18).  Level 1 save vs. Luck.  If you 
  lose he steals 1/4 of your loot and runs away.
  13 – 2 Skeletons (MR 11 each or MR 22 total).
  14 – Rival delver(MR 16).  
  15 – Gas Attack.  Save vs. CON.  1D6 damage if missed.
  16 – 2 Goblins(MR 9 each or MR18 total)
  17 – Cyclops (MR 28).
  18 – Roll on Treasure chart.
  19 – Hume-goo(MR 23). Human/ghoul hybrid
  20 – Viridian slime (MR 14) – Edged weapons do half 
  damage against it.
  21 – Power orb.  Add a permanent +1 to lowest attribute.
  22 - Spider nest.  1D6 large spiders (MR 6 each). 
  23 - Roll on Treasure chart.
  24 – Cave Troll (MR 30).
  Hallways:
  1 – Zombie (MR 22each)
  2 – Uruk Delver (MR 30)
  3– Ogre (MR 34)
  4 – Ghoul (MR30)
  5- Black Snark 
  (MR22)
  6- Pulpous Scuz 
  (MR 28)
  Level 2
  4 – Boss
  5. - Invisible punch of Kalibassa.  Make a level 2 save vs. 
  Strength to resist the force of an unseen fist.
  6 – Dethepede (MR 29)
  7 – Cave Caiman (MR 26)
  8 – Doom Jelly(MR 30).  Extra 1 die of damage on spite
  9 – Faceless wanderer (MR 32)
  10 – Goblin Guard (MR 28)
  11 - Spinning blade from the wall.  Make a level 2 save vs. 
  Speed.
  12 - Boss
  13 – 1d6 Skeletons (MR 11 each).
  14 – Roll on Treasure chart
  15 –Gobgre (MR 35) Mutated offspring of Goblin and Ogre.
  16 – Gylph of internal inflammation.  Make a level 2 save 
  vs. Wiz.
  17 – Goblin Chief (MR 38)
  18 – Tar Man (MR 30, Skin takes 1 hits).
  19 – 1d6+ 2 goblins (MR 8 each)
  20 –  Dark Gnome (MR 28)
  21 – Naught (MR 30)
  22 - Roll on Treasure chart
  23 - Swinging iron ball from the ceiling.  Make a level 2 
  save vs. DEX
  24 – Boss
  Trap damage = missed difference on Save Roll.
  Bosses
  If you defeat a boss then the dungeon has been 
  cleared and you exit safely to the outside.  You may also 
  roll 3 times on the treasure chart. It's now time to count 
  your loot and lick your wounds.  Roll 1d6
  3 or 4: Kulgog The Undefinable MR 42
  Kulgog is a 7' tall mutant mess of Goblin, Uruk, Ogre 
  and who knows what else.  He wields a mace fashioned 
  out of an ogre bone in the hand of the top of his two right 
  arms.  In his left he holds a shield that absorbs 4 hits.  He 
  uses his other right arm to sucker punch.  Make a level 2 
  Save vs. LUCK  each round or he hits you for an extra die of
  damage.  His Combat dice is 5+26.
  2 or 5: M'aa'roo, He Who Moves Still MR 46
  M'aa'roo is the living skeleton of a long dead mage.  He
  casts Dem Bones immediately so you must fight 1d6 
  skeletons (MR 10 each) before you can fight him.  Every 
  other round(even while fighting skeletons) M'aa'roo 
  throws a fireball at you.  Make a  level 2 Save vs. DEX or 
  take 1d6 extra damage.  His Combat dice is 5+23.
  1 or 6:Tarugarugarugarugaruga The Worm God MR 50
  Tarugarugarugarugaruga is a massive giant worm.  
  He's not really a god, he just thinks he is.  His Combat dice 
  6+25.
  
SOURCE: textdata/thevault/Tunnels & Trolls/Tunnels & Trolls Adventures & Settings/Pocket Delve (T&T)/Pocket Delve PM (T&T).pdf