TEXT: Pocket Delve 3! 
  A solotastic way to play!
  For use with
  Tunnels & Trolls
  Pocket Delve Deuce!
  
  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.  
  Trap damage = missed difference on Save Roll.
  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.  
  All content is copyright 2016 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.  Cover artwork © Jack Badashski, 2016 used with permission. 
  
  Treasure
  You can use any treasure generator you wish
  or you can roll 3d6 and use this one:
  3 – A healing potion that restores 2d6 of Con.  1 dose.
  4 – A potion that adds 1d6 to your SPD for 1d6 rounds.
  5 – 3d6 jewels worth 2d6 x 2d6 in GP.
  6 – A potion that raises your lowest attribute by 1d6.
  7 –1 dose Merphees weapon oil. +1 combat add for 5 
  rounds.
  8 – Pendant of Bahthert – you will not offend anyone while
  worn (27 GP)
  9 – Dagger of duncery – A one shot throwing dagger that 
  reduces the INT of the person/creature hit by 1d6
  10 – Lens of Daa'argararath – Let's you watch the current 
  player in Daa'argararath's Dungeon of Deathtrap 
  Doorways (worth 35GP minus how many you have 
  each)
  11 – 3d6 x 2d6 in Gold Pieces
  12 –Magic mushroom – increases WIZ by 3 but decreases 
  ADDs and DEX by 3 for 3 rounds when eaten.
  13 – 1d6 x 1d6 x your LUCK in gold pieces.
  14 – A ring that adds 3 to your CHR while worn
  15 – Bar of protein health.  Restores 1 point of CON.
  16 –  I dose Merphees shield oil. Absorbs an extra hit of 
  damage for 10 rounds..  
  17 - A healing potion that restores 1d6 of Con.  1 dose.
  18 – A quill that writes without ink...even upside down (19
  GP)
  
  Hallway Wandering Monsters
  1 – Big ol' centipede MR 12     4 – Icky, gooey living stuff MR 16
  2 – Big ol' spider MR 10            5 – Homunculus MR 9
  3 – A scrungy goblin MR 14     6 – A toadfang MR 13
  
  Level 1
  Roll 4d6
  4 – Cursed weapon aura.  Subtract 1 from your current 
  weapons adds.
  5. - Roll on Treasure chart.
  6 – Roll1d6 odds= nothing happens, evens = Hallway 
  monster comes into the room, roll on hallway chart.
  7 – Noggin Joggin - Level 2 save vs. INT
  8 – A flatulent ugaaanot MR 15.
  9 – Fingers of Inzzzz - Level 2 save vs. STR.
  10 – Flying, annoying, unimaginable thing MR 18.
  11 – Roll on Treasure chart.
  12 – Gasssss – Level 2 save roll vs. CON.
  13 – Lesser zealot MR 13.
  14 –  Empty room.
  15 – Flame balls – Level 2 save vs. DEX
  16 – A grunglnapper MR 16.
  17 – Ward of Wizardness – Level 1 save vs. WIZ.
  18 – Roll on Treasure chart.
  19 – Deranged, lost dungeon delver MR 22 .
  20 – Farkhal's Gambit – Level 2 saqve vs. LK.
  21 – Another lesser zealot MR 13.
  22 – Spinning blades of make a level 2 save vs. SPD.
  23 – Roll on Treasure chart.
  24 – Weapon enchantment aura.  Add 1 to your current 
  weapons adds.
  Trap damage = missed difference on Save Roll.
  
  Hallway Wandering Monsters
  1 – Barking spider MR 18     4 – Large toadfang MR 20
  2 – Golem MR 26                      5 – Dungeon shambler MR 19
  3 – Deranged delver MR 16  6 – Dire Hobb MR 24
  
  Level 2
  Roll 4d6:
  4 – Boss.
  5. - Fungusamongushumongus MR 23.
  6 – Roll on Treasure chart.
  7 – Mirror of Mockery – Level 3 save vs. CHR.
  8 – Metal guardian MR 24,  Armor absorbs 3 hits.
  9 – The Phantom Questioning of Ralpius – Level 3 save vs. 
  INT.
  10 – Obsessive zealot MR 21.
  11 – Balls of deftness– Level 3 save vs. DEX.
  12 – Living Oculon MR 25.
  13 –  A gorkus MR 20.
  14 – Boss.
  15 – Roll on Treasure chart.
  16 –It's a trap! – Level 3 save vs LK.
  17 – A calamitous dungeon clam MR 25 Shell takes 2 hits.
  18 – 3 goblins MR 9 each.
  19 – Phantasmagorical boondoggle – Level 3 save vs. WIZ.
  20 –  A damnable beast MR 26.
  21 – Werewolf MR 30.
  22 - Pain of the Ahrssssss – Level 3 save vs STR.
  23 – Roll on Treasure chart.
  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.  Also roll 3 times
  on the treasure chart. It's now time to count your loot and 
  lick your wounds.  Roll 1d6
  1 or 6:  Layhree  MR 48
  Layhree is a large lizard of ill repute.  He claims 
  dungeons for his own and then create a cult of zealots to 
  do his bidding and protect it so he can lounge all day.  He is
  accompanied by three females of any Kin(who flee the 
  dungeon screaming when you encounter him).  Layhree is 
  fast with his tail and will use it to attack every other 
  round(make a level 3 save vs. DEX or take 2d6 damage).
  2 or 5: Borus MR 59
  Borus is a humongous spider.  He considers himself an
  artist as his lair is exquisitely decorated with artwork 
  made from his web spinning.  He is also crazy and 
  considers all intruders to be art thieves that must die.  
  Borus  also tends to attract art loving zealots who worship
  his work and tend to his domain.
  3 or 4:  Snagfapl MR 56
  Snagfapl is a small dragon who has perfected the art 
  of the con.  He has convinced a bunch of zealots who think 
  he is going to help them get rich quick..for a small 
  investment.
  
SOURCE: textdata/thevault/Tunnels & Trolls/Tunnels & Trolls Adventures & Settings/Pocket Delve (T&T)/Pocket Delve 3 (T&T).pdf