TEXT: A Traveler's Tale
  Ken St. Andre
  
  TROLLHALLA.COM
  SERVING T & T GAMERS
  SINCE 2002.
  
  A Traveler's Tale
  or
  The Mad Dwarf
  by Ken St. Andre
  with illustrations by David Ullery
  TROLLHALLA PRESS
  
  A Traveler's Tale copyright February 2011 by Ken St. 
  Andre.
  An earlier version of this adventure first appeared in White 
  Dwarf Magazine in 1982.  Copyright 1982 by Ken St. 
  Andre.
  The illustrations in this publication are used by the 
  permission of the artist, David Ullery.  All illustrations are 
  Copyright 2011 by David Ullery.
  The 8 of Diamonds Trollhalla.com card is part of The Flying 
  Buffalo Origins Poker Deck for 2010 and is used by 
  permission of Flying Buffalo, Inc. and Trollhalla.com.
  TROLLHALLA PRESS
  
  Introduction to the Introduction
  I created the Mad Dwarf adventure for White Dwarf 
  Magazine in 1982.  I wanted to do a Dwarf adventure 
  for a Dwarf magazine.  I didn't get much feedback on 
  the solo, and the editors didn't ask me for anything 
  else, so that proved to be a dead end.
  Still, I thought it was a good adventure then, and I 
  think so now.  This version of it has been brought up 
  to date to be played with the Tunnels and Trolls 7.5 
  rules--the changes are minimal, but there are some. 
  The biggest change is that I've changed the title to A 
  Traveler's Tale.  Calling it The Mad Dwarf gives too 
  much away
  --Ken St. Andre, Feb. 10, 2011
  Introduction
  This is an adventure for a first to third level 
  character with less than 100 combat adds, intended 
  for use with Tunnels and Trolls 7.5.  Only humans, 
  elves, dwarves, and hobbs are allowable kindred 
  types.  You are warned not to bring magical 
  
  weapons, armor, or other artifacts with you if they 
  do anything but enhance attributes.  You may use 
  wizards and rogues, but will gain no advantage from 
  doing so in this adventure.  You will need pencil, 
  paper, dice, and perhaps the T & T rules.  Each time 
  you make a decision, you will be told which 
  paragraph number to read next (example: if you cut 
  the rope, go to <13>.  This means find the section 
  numbered <13> and read it next.  Read only the 
  sections indicated; otherwise, you will spoil the 
  enjoyment of the scenario.  When you are ready to 
  play, go to paragraph <1>.
  <1>  The howling of the dire wolves is getting louder 
  as the beasts get bolder and closer. Monstrous gray 
  shapes flit through the hard-falling snow at the edge 
  
  of your vision. Soon they will attack. Your feet are 
  numb from plodding through the drifts and your 
  hands are so cold that you can’t feel the fingers. The 
  treasure in your backpack is a cold and heavy lump 
  dragging you down to doom. Suddenly a building 
  looms up out of the storm. It is low and strangely 
  built, but soot-colored smoke rising from the 
  chimney shows there is a fire inside. If you wish to 
  approach it and possibly enter, go to <4>. If you 
  wish to ignore it and continue your journey, go to 
  <18>.
  <2>  The mad dwarf staggers through the curtain 
  and you soon hear him pounding on a gong. As the 
  brazen echoes die away you hear a new sound, high 
  
  dwarvish voices singing ‘La la la’ and the tinkling of 
  bells. Through the curtain come three female 
  dwarves wearing nothing but some filmy veils, a few 
  strategically placed golden bells, and broad, gap-
  toothed smiles. There’s a blond and two gray-heads. 
  Only one of them has a beard. In the next hour you 
  are treated to a display of erotic dwarven dancing 
  such as few have ever known. These little cuties will 
  haunt your dreams for many a year to come. After a 
  while of this, you slip into a trance and don’t really 
  
  notice when they vanish. Your host gets up and 
  grabs you by the shoulder. ‘Time for bed, my friend,’ 
  he laughs. Seeing the dancing girls is worth 300 a.p. 
  Now the dwarf drags you toward the curtain. As you 
  walk you begin to come back to your senses. Go to 
  <46>.
  <3>  In the morning the dwarf comes and finds you 
  still alive, but in no condition to fight. He’s amazed 
  and impressed. He offers you a choice of evils. You 
  can have a quick death, or he can have you healed 
  and made into a dwarf. If you choose death, it’s The 
  End--go to <9> for the final instructions.  If you 
  choose dwarf-dom, he and his three concubines take 
  you down through the trapdoor, through many miles 
  of tunnels, and finally give you into the keeping of a 
  great dwarven wizard, telling him of your valiant 
  refusal to die. The wizard puts you to sleep and 
  works great spells over you. When you awaken, you 
  feel much better. Double your original STR and CON 
  ratings. Reduce your height and CHR by half. The 
  wizard and the innkeeper confiscate the 2000 gold 
  pieces worth of treasure that you were carrying as 
  payment for their services, but ultimately they 
  release you back into the upper world in a place 
  
  where you can do them no harm – the market inside 
  the city of Khazan.  They gave you Dwarven armor to 
  replace anything you had before and a great-axe 
  worth 5D6 + 3 in combat.  They also left you with 
  100 gold pieces to start your new life as a Dwarf. 
  Take 1000 a.p. and do what you like. The End.  Go 
  to <9> for the final instructions.
  <4>  As you approach the door you see that this 
  place is an inn. A dilapidated wooden sign with the 
  paint mostly gone is flapping in the wind. It shows a 
  dwarf with an axe in hand and his tongue sticking 
  out. If you have the ability to detect magic, go to 
  <20>. Decide whether you wish to enter this place, 
  or take your chances with the wolves. If you knock 
  on the door, go to <14>. If you bypass it, go to <18>.
  
  <5>  An argument ensues as you try to talk him 
  down from the outrageous price of 10 gold pieces. 
  Make your L1SR on CHR (20 – CHR), unless you are 
  an elf, in which case try for a L3SR on CHR (30 – 
  CHR). If you make the roll, you talk him into giving 
  you food and drink included in the 10 gold pieces. If 
  you miss the saving roll you find yourself paying 20 
  gold pieces for the evening’s hospitality. At any rate, 
  you pay him. Go to <8>.
  <6>  You lay aside your weapons and armor and flop 
  down on the bed. IF you are less than 4 feet tall, 
  immediately go to <39>. Otherwise, when you let 
  your legs dangle over the foot of the bed, you get a 
  
  horrible surprise. A razor-sharp guillotine blade 
  shoots up out of the footboard and goes through 
  your legs like a knife through soft cheese, inflicting 
  30 hits worth of damage immediately. If you still live 
  make a L1SR on what’s left of your CON to see if you 
  were able to apply tourniquets before bleeding to 
  death. (20 – CON). If you make the saving roll, go to 
  <3>; if you miss it, it is The End.  Go to <9> for the 
  final instructions.
  <7>  You quickly skin the carcasses and cut out 
  their hearts to eat on the trail. The pelts keep you 
  warm, and the wolf hearts give you strength. A few 
  days later you stagger out of the mountains alive 
  and intact. This adventure is worth 500 a.p. to you, 
  and you have 2000 gold pieces worth of treasure in 
  your pack. Go to <9>.
  <8>  He takes the money. ‘Sit down, stranger. Do 
  you want some stew? How about some booze? Tell 
  me about yourself. What have you got in that 
  backpack? Been dungeon delving, eh?’ On and on he 
  chatters in a voice like gravel scraping on glass. If 
  you order some strew go to <22>. If you just want 
  some booze go to <24>. If you refuse them both and 
  
  ask to see your room, go to <46>. If you just want to 
  stand in front of the fire and get warm, go to <40>.
  <9>  Greetings! This is the exit paragraph. I trust 
  you enjoyed the hospitality of the Mad Dwarf Inn. 
  You may not play this adventure again while using a 
  character that has already tried it, but please feel 
  free to try again with another character. Considering 
  that you probably thrashed the place, you can 
  understand why. If this is the second or third time 
  you are reading this paragraph, please make your 
  decisions randomly on future forays.
  
  <10>  It doesn’t matter what spells you threw. Make 
  your L3SR on LK (30 – LK). If you make the roll, you 
  succeeded in defeating or driving the wolves away. If 
  you missed the roll, they killed you. If you have 
  beaten the wolves, you must still walk out of these 
  frozen mountains. Try to make a L10SR on CON (65 
  – CON). If you made it, you were so tough that you 
  walked to safety. You have 2000 gold pieces worth of 
  treasure in the pack on your back and get 500 a.p. 
  for the adventure. If you missed the saving roll, you 
  died of exposure and were eaten by wild beasts. The 
  End.  Go to <9>.
  <11>  He snatched up an axe that was leaning 
  against a wall. The weapon is worth 4D6 + 4, making 
  a total of 4D6 + 34 adds for the dwarf. You also 
  manage to get your best weapon out. Do regular T&T 
  combat until one of you is dead. If you kill him, go to 
  <34>. If he kills you, it is The End.  Go to <9> for the 
  final instructions.
  
  <12>  You have a couple of drinks, and easily go to 
  sleep. Make a L1SR on LK (20 – LK). If you miss the 
  roll, go to <32>. If you made it you wake up safely in 
  the morning. The storm is over and you can 
  continue on your way. A few days later you are 
  safely back in Khazan. The adventure is worth 200 
  a.p., and you have 2000 gold pieces worth of 
  treasure in your pack. Go to <9>.
  <13>  Roll 2 dice (doubles add and roll over) and add 
  it to your DEX. Do the same for the dwarf who has a 
  DEX of 17. The high total wins the game. You may 
  quit at any time, but you can’t play more than 3 
  games. If the dwarf loses, he will pay you with ill 
  grace from a secret cabinet in the bar. When the 
  games are over, he tells you it’s time for bed and 
  leads you out of the common room. Go to <46>.
  
  <14>  The front door of the inn is barely five feet in 
  height, and is built of very heavy oak. It now slams 
  open and before you stands a gnarled figure of a 
  dwarf. His face is mostly hidden by a mass of curly 
  gray beard. One beady red eye peers out of a jungle 
  of dirty gray hair tumbling down from his pointed 
  head over his sloping brows – the other is covered by 
  a jewel-encrusted eye patch. His arms hang nearly 
  to the floor and bulge with muscles, and there seems 
  to be some sort of hump between his shoulders. 
  "Come in or hit the road!" he bellows in the Common 
  Tongue. "It’s cold out here, and I think I hear 
  
  wolves." If you enter, go to <47>; if you hit the road, 
  go to <18>, and if you decide to attack him 
  spontaneously go to <26>.
  <15>  Nothing happens. The dwarf doesn’t come 
  back. After a while you have to make a decision. If 
  you decide to cautiously search the inn, go to <30>. 
  If you decide to stay where you are and try to get 
  some sleep by the fire, go to <12>. If you decide to 
  flee back into the storm, go to <18>.
  <16>  The dwarf leads you out of the Common Room 
  and down a hallway. At the end of it, he lifts a torch 
  out of a torch holder and a small secret door swings 
  open. ‘It’s in there!’ he snarls. The doorway is barely 
  3 feet by 2 feet – a tight fit even for your host. If you 
  wish to enter first, go to <44>; if you tell him to go in 
  and bring the treasure back out, go to <25>.
  
  <17>  Each dwarf female gets 2D6 + 20 in combat. 
  They have CONs of 18 each. If you kill all three of 
  them, you will get 100 a.p. Exploring below the 
  trapdoor you find the harem. There are no more 
  dwarves. You find assorted jewels and other treasure 
  worth 3000 gold pieces. In the morning you collect 
  all your loot and continue your journey. In a few 
  days you reach Khazan. The adventure has been 
  worth 1000 a.p., and you have 5000 gold pieces 
  worth of treasure. Go to <9>.
  
  <18>  The tavern is quickly hidden from sight by the 
  increased fury of the storm. As you stagger on down 
  the mountain you lose track of time. Consciousness 
  fades into a stupor of taking one step and then the 
  next. Eventually you stagger and fall. At that 
  moment the wolves attack. There are 2 – 7 of them 
  (1D6 + 1). Each dire wolf has a monster rating of 80 
  (9D6 + 40 adds). They attack one at a time, but it 
  you slay one, the next is on you without even a 
  single combat turn of rest. Do regular T&T combat 
  to the death, but subtract 5 points from your 
  combat total each combat round for the effects of 
  frostbite and exhaustion. Remember to count spite 
  damage for both sides.  If you would normally use 
  magic instead of weapons, write down the first three 
  spells you intend to throw and go to <10>. If you kill 
  all the wolves, go to <36>; if they kill you think 
  about how warm and safe you could have been 
  inside that inn you passed. The End.  Go to <9> for 
  the final instructions.
  <19>  The stew tastes awful. Make your L2SR on 
  CON (25 – CON). If you miss it, you will become 
  rather sick and lose 3 STR and 3 CON points for the 
  
  rest of the adventure. If you make the saving roll, 
  the muck is actually good for you. Add 1 STR and 1 
  CON point to your attributes permanently. Go back 
  to <30> and make another choice.
  <20>  Your psychic senses note something strange 
  about this building – it seems to be in the centre of a 
  magical dead area – a place where no magic will 
  function. Note: This means any magical weapons, 
  artifacts, or armor that you have on your body will 
  serve only as ordinary items of that type. Any spells 
  you may attempt to cast in this area will have no 
  effect. Attributes that are enhanced because you are 
  wearing some magical item will revert to their 
  original (lower) value. Attributes that have been 
  permanently raised to a higher value by magic in the 
  past will not be affected, however. Go back to <4> 
  and keep reading.
  
  <21>  He jumps clear and runs through a curtained 
  doorway. You look around, noting that you are in a 
  large Common Room with a low table, a roaring fire 
  with a black iron cauldron in it, a bar well stocked 
  with potables, and an obscene painting of some 
  naked elf maidens on a wall. If you wish to follow 
  him through the doorway go to <29>. If you run 
  back out into the storm go to <18>. If you just wait 
  to see what happens next go to <15>.
  <22>  The stew is black and lumpy and has a foul 
  smell. Nevertheless, you gag some down. It tastes a 
  lot like anthracite. Make a L2SR on CON (25 – CON). 
  If you miss the saving roll you become sick and lose 
  3 CON and 3 STR points for the duration of this 
  adventure. If you make the saving roll, the stuff is 
  actually nourishing you. Add 1 STR and 1 CON point 
  to your attributes permanently. Your host brings 
  over a small cask of ale and two pewter mugs and 
  slaps them down on the table. ‘Hey, you wanna get 
  
  drunk?’ he asks. If you want to get drunk with him, 
  go to <31>; if you just want to go to bed now go to 
  <46>.
  <23>  Beating them all together is worth 300 a.p. 
  With all the time you need, you give the tavern 
  another thorough search and find 3500 gold pieces 
  worth of easily portable treasure. When you’re done, 
  you put the place to the torch. A few days later you 
  reach Khazan. Take 1500 a.p. for the episode, and 
  you have 5500 gold pieces worth of treasure. Go to 
  <9>.
  <24>  He brings you the booze of your choice and 
  charges another 5 gold pieces. It is the real rotgut 
  stuff, but after a couple of mugs full, it begins to 
  
  taste better. The dwarf has been sopping it up like a 
  sponge, too. Now he focuses his one good eye 
  squarely on your bellybutton (unless you’re also a 
  dwarf in which case he locks eyes with you), and 
  asks if you want to play darts, see the dancing girls, 
  or go to bed. If you want to play darts, go to <41>; if 
  you want to see the dancing girls go to <2>; if you 
  want to go to bed, go to <46>.
  <25>  The dwarf crawls inside. Suddenly the 
  trapdoor closes behind him, cutting you off from 
  him. A few seconds later you hear his hollow 
  laughter booming through the wall. You search all 
  around, but nothing you can do will open the 
  trapdoor again. In disgust you go back to the 
  common room. Much to your amazement, the mad 
  dwarf is waiting for you there. And is he mad! 
  There’s an axe in his hand and murder in his eye. 
  Go to <11> to fight to the finish.
  <26>  Your attack is so sudden that neither you nor 
  the dwarf have time to draw a weapon. Do regular 
  T&T combat. You get 1 die plus your combat adds; 
  he gets 1 die + 30 combat adds. The dwarf has a 
  CON of 36. If you kill him in one combat turn, go to 
  
  <34>; if he kills you it is The End--go to <9> for final 
  instructions.  If you wound him but don’t kill him, 
  go to <38>; if he wounds you go to <21>; if you are 
  both unhurt, you will be able to draw weapons for 
  the second combat round. Take your best weapon – 
  the dwarf will grab up an old wood-axe worth 4D6 + 
  4. Now it is a fight to the death. Remember to count 
  spite damage no matter who wins the combat 
  rounds.  If you kill him, go to <34>; if he kills you, 
  it’s The End.  Go to <9> for the final instructions.
  <27>  When you enter the common room in the 
  morning you find your host waiting with an axe in 
  hand and 3 even smaller dwarves in chain mail 
  wielding large knives. ‘Gimme the treasure in your 
  pack,’ he snarls, ‘and I’ll let ya live. Now!’ If you 
  throw him the treasure, go to <42>; if you draw your 
  weapon and attack, go to <37>.
  
  <28>  You have enough presence of mind to examine 
  the bed closely before getting into it. When you study 
  the footboard you find there is a razor sharp blade 
  hidden inside it. Anyone who draped their legs over 
  the edge would suffer a sudden amputation. The 
  room is a trap. If this makes you mad enough to go 
  out and attack your host, you will find him back in 
  the Common Room. He’s not happy to see you 
  coming.  Go to <11>. If you decide to just sleep on 
  the floor, you can do so. In the morning you grab 
  your things and prepare to leave. Go to <27>.
  
  <29>  As you go through the door you take a 
  tremendous blow. The dwarf has stopped on the 
  other side, snatched up an axe, and chopped at you 
  as you came through the curtain. Roll 4 dice and 
  add 34 for the number of hits that you took. Armor 
  will help protect you here if you are wearing any. If 
  that kills you that’s The End--go to <9> for the final 
  instructions.  If you can still fight, you reel back into 
  the Common Room and the mad dwarf follows you 
  swinging his axe viciously. Go to <11> and fight the 
  indicated combat to the death.
  <30>  You find the stew in the pot. If you wish to eat 
  some, go to <19>. You find the booze behind the bar. 
  If you wish to drink some of it, go to <43>. You find 
  a little room with a bed in it. The bed is only 4 feet 
  long, but is obviously massively built. If you wish to 
  collapse on it and go to sleep, go to <45>. You find a 
  kitchen with all sorts of provisions and cutlery. 
  There is nothing interesting there. You also find a 
  gong near a trapdoor at the end of a short hall. If 
  you decide to ring it, go to <33>. If you wish to 
  ignore all these options and go back to the Common 
  Room to sleep before the fire, go to <12>.
  
  <31>  Before long you are both feeling no pain 
  singing old dwarven drinking songs, and pounding 
  boisterously on the table. He leers at you and says, 
  "Hic, I gotta surprise for ya. I got dancing girls in 
  this place. Let me go call ‘em." He staggers to his feet 
  and out of the room. Go to <2>.
  <32>  During the night someone came and stole 
  your backpack. When you wake up in the morning 
  you can’t find it anywhere. Also your weapons and 
  the weapons that were strewn around the inn here 
  and there are gone. Although you search, you are 
  unable to locate anyone or anything worth finding. 
  Finally you leave. In the snow outside you find the 
  dead dwarf and take his jeweled eye-patch. It will 
  have 2D6 worth of small gems on it. Roll them up on 
  the random treasure generator jewels table at the 
  end of this adventure. A few days later you reach 
  Khazan safely. Take 300 a.p. for the whole outing. 
  Go to <9>.
  <33>  BONGG!!! As the echoes of the gong die away, 
  the trapdoor pops open and out hop 3 dwarven 
  
  maidens clad only in filmy veils and gap-toothed 
  smiles. There are two gray-heads and a blond, and 
  only the blond has a beard. Seeing you with a 
  weapon in your hand they lose their silly grins and 
  turn into shrieking furies. They attack you with 
  tooth and nails, literally. If you wish to fight them, 
  go to <17>; if you don’t kill women, they will drive 
  you out of the inn and back into the storm – go to 
  <18>.
  <34>  The dwarf is dead. A quick search of his body 
  finds nothing of value. If you wish to search the inn, 
  go to <30>. If you decide to sleep by the fire without 
  doing any searching, go to <12>. You get 50 a.p. for 
  killing him.
  
  <35>  The painting is clearly an insult to all elves. If 
  it makes you mad enough to attack this crazy dwarf, 
  go to <26>. If you can overlook this racial slur, 
  return to <47> and keep reading.
  <36>  You get 80 a.p. for each wolf you slew. Make 
  your L2SR on INT (25 – INT). If you make the roll, go 
  to <7>. If you missed the roll you will keep 
  staggering on your way. Try to make a L10SR on 
  CON (65 – CON). If you make the roll, you were so 
  tough that you walked to safety. You have 2000 gold 
  pieces worth of treasure in the pack on your back 
  and get 500 a.p. for the adventure – go to <9>. If you 
  missed the saving roll, you died of exposure and 
  were eaten by wild beasts. The End.  Go to <9> for 
  the final instructions.
  <37>  You are fighting 4 opponents to the death. The 
  dwarf gets 4D6 + 34 adds. They will not give up 
  unless you kill them all. (Incidentally, they have 30 
  points worth of armor protection.) If you find 
  yourself losing, you can buy your life by throwing 
  
  down your treasure and running for your life. They 
  will stop to pick it up and you can get away. If you 
  do that, go to <42>. If you fight and beat them all, go 
  to <23>.
  <38>  He begs for mercy, saying that if you’ll spare 
  him he’ll give you some gold and free hospitality in 
  
  his inn. If you take him up on the offer, go to <16>; 
  if you keep trying to kill him go to <11>.
  <39>  You get a good night’s rest, never noticing 
  anything wrong, and after a hearty breakfast you 
  settle your bill and leave. A few days later you reach 
  Khazan safely. There are 200 gold pieces worth of 
  treasure in your backpack, and you get 200 a.p. for 
  your experience. Go to <9>.
  <40>  Soon you are nice and warm and beginning to 
  feel drowsy. Your host has been helping himself to 
  his own liquor and getting mellower by the moment. 
  Now he invites you to have some drinks with him. If 
  you decide to drink with him, go to <24>. If you’d 
  rather just go to bed, go to <46>.
  <41>  He hands you 3 darts, keeping 3 for himself, 
  and points to the painting on the wall. ‘We throw 
  from here,’ he explains. ‘Any hit on the body is worth 
  10 points, a face counts for 20, a buttock for 30, and 
  
  a breast for 50. Everything else is a miss. High total 
  wins. Usually stakes are 100 gold pieces per game. 
  Do ya still wanna play?’ If you’re still game for this 
  debauched game, go to <13>; if you’d rather see the 
  dancing girls, you can say so and go to <2>. If you’d 
  rather just go to bed, tell him, and go to <46>.
  <42>  He takes your treasure and lets you walk past 
  him to the exit. Disheartened, you trudge out into 
  the snow and continue your journey. A few days 
  later you reach Khazan, but as you draw near you 
  are snatched by slavers as an Arena slave. Go to 
  paragraph <4> in Arena of Khazan and continue 
  your adventures there. (If you don’t have Arena of 
  Khazan, then you will be rescued in a few days by 
  
  an adventurer, but you won't have anything left. 
  You can always go home and resupply before your 
  next adventure.  Take 100 a.p. and exit from this 
  adventure. The End.)  Go to <9> for the final 
  instructions.
  <43>  The booze is none too good. You drink just 
  enough to quench your thirst. Go back to <30> and 
  make another choice.
  <44>  Before entering the secret door, you turn 
  suddenly and stun the dwarf with the side of your 
  weapon. You may kill him if you wish. Then you 
  force your way through the small portal. Inside you 
  find a small room with a treasure chest in it. The 
  treasure chest is too heavy to move – it must be full 
  of massy gold. If you wish to try and open the chest, 
  
  go to <48>.  If you ignore the chest and keep 
  searching, go to <49>.
  <45>  Make your L3SR on LK (30 – LK). If you make 
  it, you fall on the bed in such a way that no part of 
  you hangs over the foot of the bed; go to <39>, but 
  you need not pay anything in the morning. If you 
  miss the saving roll, go to <6>.
  <46>  He leads you through a curtained doorway, 
  down a short hall, and into a cramped little room 
  mostly filled with a massive bronze bed. "See ya in 
  the mornin’, crowbait," he growls and stomps out, 
  
  slamming the door behind him. You look around by 
  the light of the one candle he left you. The room is 
  warm enough, although the bed almost fills it. A 
  bearskin covers most of the floor, and there is a 
  small table with a basin and a pitcher of water near 
  the bed. The bed is only four feet long, but is 
  massively built, and a great pile of furs lie atop it. If 
  you are more than 4 feet tall, try now to make your 
  L3SR on INT (30 – INT). If you make the saving roll 
  go to <28>; if you miss it go to <6>. If you are less 
  than 4 feet tall go to <39>.
  <47>  The room is surprisingly large and cheerful 
  though the ceiling is no more than six feet above the 
  floor. Against one wall is a short bar with several 
  bottles, flasks, decanters, alembics, vials, and 
  barrels stacked around it on the floor and on 
  shelves. Over the bar is a crudely painted 
  representation of some naked but well-endowed elf 
  maidens dancing in the moonlight of a forest glade. 
  There are several short darts sticking in the 
  
  painting. If your character is an elf, go to <35>. In 
  one corner is a huge fireplace with a roaring fire on 
  it. A huge old black iron kettle is hanging amidst the
   flames, and an indescribable odor is emanating 
  from it. If your character is a dwarf, the scent is 
  pleasant; if not, you may find it fairly repulsive. 
  There is a rough-hewn table in the centre of the 
  
  room with some low benches beside it. The whole 
  thing is not more than two feet off the ground, 
  obviously the perfect height for your host, but 
  somewhat clumsy if you are larger than 4 feet tall. 
  ‘The price is 10 gold pieces for the night, and the 
  meal and drinks cost extra,’ blurts the dwarf. 
  ‘Payable in advance!’ He extends a misshapen paw. If 
  you pay him, go to <8>; if you want to haggle, go to 
  <5>.
  <48>  Cautiously you release the latch and lift the 
  lid with the edge of your weapon. You took every 
  possible precaution, but you are still hit in the face 
  with a blast of poison gas. There is no saving roll for 
  this. It kills you.  Only the dwarf knows the antidote 
  and has already taken it. If it’s any consolation, the 
  chest really was full of gold, with some fragments of 
  mithril. The End.  Go to <9> for the final 
  instructions.
  <49>  This is a nice little treasure room.  You find 
  some loot just lying around on the floor.  Turn to the 
  Random Treasure Generator at the end of this 
  adventure, and make three rolls upon it.  When you 
  are finished, you leave the treasure room and return 
  
  to the inn.  You seem to have the place to yourself. 
  You also found a wineskin full of strong dwarven ale, 
  and you take that along with you.  Go to <12>.
  RANDOM TREASURE GENERATOR
  When told to roll on the Random Treasure Generator, start by rolling 2D6 on 
  Treasure Table 1.  That will tell you what you found.  It will also tell you to roll 
  again on another table.  Make the extra rolls and put it all together to discover 
  what treasure you found.  When you have finished gathering treasure, return 
  to the paragraph that sent you here and make another choice or follow the 
  instructions there.
  Treasure Table #1
  (Roll 2 D6)
  2
  Jeweled Item (Roll once on Jewel Table, and once on Item Table )
  3
  Gold Inlaid Item (Roll once on Item Table)
  4
  Silver inlaid Item (Roll once on Item Table)
  5
  Gold Pieces (For number roll once on Loot Table #2)
  
  6
  Copper Pieces (For number roll once on Loot Table #2)
  7
  Silver Pieces (For number roll once on Loot Table #2)
  8
  Copper Pieces (For number roll once on Loot Table #2)
  9
  Gold Pieces (For number roll once on Loot Table #2)
  10 
  Ornate Silver Item (Roll once on Item Table) 
  11
  Ornate Gold Item (Roll once on Item Table)
  12
  Small Item carved from a Gem Stone (This item is a Mahnah battery with 
  a partial charge left in it.  Roll 3D6 for how many Mahnah points remain.  Its 
  full charge would be 20.)  (Roll once on the Item Table, and once on the Gem 
  Table)
  Loot Table #2
  (Roll 2 D6)
  2 
  3 D6 x 10
  3
  9 D6 
  4
  7 D6 
  5
  5 D6
  6
  3 D6
  7
  1 D6
  8
  2 D6
  9
  4 D6
  10
  6 D6
  11
  8 D6 
  12
  1 D6 x 10
  
  Item Table #3 (Unless otherwise indicated weight of an item is 10)
  (Roll 2 D6)
  (Silver Items have a value of 2 D6 x 10 Gold Pieces)
  (Gold Items have a value of 4 D6 x 10 Gold Pieces)
  (Jeweled or Carved Gem Items have values determined from their respective 
  Tables.)
  2
  Medallion (What it depicts is determined from Statue Table)
  3
  Dagger  (The blade is normal--the pommel is inlaid or encrusted with the 
  precious metals, Gems or Jewels, over all weight is 35)
  4
  Inlaid Box
  5
  Belt Buckle
  6
  Finger Ring
  7
  Ear Ring
  8
  Necklace
  9
  Bracelet
  10
  Goblet
  11
  Sword  (As with the Dagger above pommel is the location of the loot 
  value, over all weight is 120)
  12
  Statuette (To determine what it is a statue of see Statue Table)
  Statue Table 4 (The weight of any of the statues is 10)
  (Roll 2 D6)
  2  
  Ancient Crafts God (Magical--Adds +1 to any given Skill)
  3
  Eagle
  4
  Cat
  5
  Frog
  
  6
  Human Female (Fertility Goddess)
  7 
  Human Male (Possibly Ancient Hero)
  8
  Human Female (Ornamental)
  9
  Fish
  10 
  Dog
  11
  Exotic Animal (Roll 1 D6, 1=Elephant, 2=Horse, 3=Lizard, 4=Owl, 
  5=Unicorn, 6=Ibex  (Magical--when carried adds +1 to STR, SPD, LK, INT, WIZ, 
  DEX respectively)
  12
  Ancient Illdefined Tentacular Deity (Magical--Adds +2 to any Attribute of 
  your choice)
  Gem Table 5  
  (Roll 3 D6)
  3
  Green Jade  (7 D6 x10 + 7D6 Gold Pieces (G.P.) Value)
  4
  Amber  (7D6 x10 + 5D6 G.P. Value)
  5
  Lapis Lazuli  (7D6 x10 + 3D6 G.P. Value)
  6
  Tourmaline  (7D6 x10 + 1D6 G.P. Value)
  7
  Serpentine  (6D6 x10 + 8D6 G.P. Value)
  8
  Adventurine  (6D6 x10 + 6D6 G.P. Value)
  9
  Hematite  (6D6 x10 + 4D6 G.P. Value)
  10
  Agate  (6D6 x10 + 2D6 G.P. Value)
  11
  Onyx  (6D6 x10 + 1D6 G.P. Value)
  12
  Malachite  (6D6 x10 + 3D6 G.P. Value)
  13
  Moon Stone  (6D6 x10 + 5D6 G.P. Value)
  14
  Tigers Eye  (6D6 x10 + 7D6 G.P. Value)
  15
  Turquoise  (6D6 x10 + 9D6 G.P. Value)
  
  16
  Periodot  (7D6 x10 + 2D6 G.P. Value)
  17 
  Coral  (7D6 x10 + 4D6 G.P. Value)
  18
  Pink Jade  (7D6 x10 +  6D6 G.P. Value)
  Jewel Table 6
  (Roll 2 D6)
  (These Jewels are presumed to be cut and set in the appropriate Item)
  2
  Emerald/Ruby (Roll 1D6, 1- 3 Emerald, 4 - 6 Ruby) (G.P. Value 1D6 x 
  100)  
  3   
  Opal (Roll 1D6, 1-5 regular, 6 Fire Opal)  (G.P. Value 9D6 x 10)
  4
  Beryl  (G. P. Value 7D6 x10 +8D6
  5
  Travertine  (G.P. Value 6D6 x 10 + 5D6)
  6
  Amethyst  (G.P. Value 5D6 + 5D6)
  7
  Quartz (Roll 1D6, 1-5 White, 6 Rose)  (G.P. Value, White 4D6 x 10, Rose 
  4D6 x 10 + 5 D6)
  8
  Garnet  (G.P. Value 5D6 x 10)
  9
  Aquamarine (G.P. Value 6D6 x 10)
  10
  Pearl  (8D6 x 10)
  11
  Diamond  (1D6 x 100)
  12
  Sapphire  (Roll 1D6, 1 - 3 regular, 4 or 5 Star Sapphire, 6 Black Star 
  Sapphire)  (G.P. Value 2D6 x 100, for Black Star Sapphire 3D6 x 100)
  End
  _____________________________________________________________________________
  
  Dwarves also appear in the mini-solo adventure 
  Deep Delving by Ken St. Andre, available from 
  DrivethruRPG.com and from Ken at 
  Trollhalla.com.
  
  This is an adventure for a first to third level 
  character with less than 100 combat adds, intended 
  for use with Tunnels and Trolls 7.5.  Only humans, 
  elves, dwarves, and hobbs are allowable kindred 
  types.  
  TROLLHALLA PRESS
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - A Travelers Tale or the Mad Dwarf.pdf