TEXT: Pocket Delve
  Deuce!
  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.  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 – A healing potion that restores 2d6 of Con.  1 dose.
  4 – A potion that adds 1d6 to your INT.
  5 – I dose Merphees shield oil. Absorbs an extra hit of 
  damage for 10 rounds.
  6 – 10d6 x your LUCK in gold pieces.
  7 – Wand of light.  Shines a light when a stud is pressed.
  8 – 2d6 jewels worth 3d6 x 3d6 in GP.
  9 – Enchanted hand warming stones.
  10 – Pouch of infinite banking.  Converts any coins into GP,
  of which it holds an infinite amount of at 3% interest.
  11 – 3d6 x 2d6 in Gold Pieces
  12 – Pendant of life giving.  Restores 2d6 of CON if killed.
  13 – I dose Merphees weapon oil. +1 combat add for 5 
  rounds.
  14 – 3d6 x 2d6 x 1d6 in Gold Pieces.
  15 – Bar of protein health.  Restores 1 point of CON.
  16 –  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 1d6 of Con.  1 dose.
  18 – A potion that raises your lowest attribute by 1d6.
  Hallways:
  1 – 1d6 Giant Spiders
  (MR 7 each)
  2 – Lone Goblin (MR 16)
  3 – Dungeon Jelly (MR 
  20)
  4 – Slitherer (MR 18)
  5 – 1d6 Faceless Ones 
  (MR 8)
  6 – Corridor Creeper 
  (MR 20)
  Level 1
  Roll 4d6
  4 – Roll1d6 odds= nothing happens, evens = Hallway 
  monster comes into the room, roll on hallway chart.
  5. - Weapon enchantment aura.  Add 1 to your current 
  weapons adds.
  6 – Ankle Biter (MR 17)
  7 –Swinging iron ball trap.  Level 2 save vs. DEX
  8 – Small Cavern Wurm (MR 19)
  9 – Roll on Treasure chart
  10 – Uruk Delver (MR 24).  Roll on Treasure if defeated.
  11 – Giant Slitherer (MR 25)
  12 – Mental anguish trap – Level 2 save vs. INT.
  13 – Roll on Treasure chart
  14 –  Scorpiant (MR 21)
  15 – Roll on Treasure chart.
  16 – Goblin Party.  1D6 goblins(MR 10)
  17 – Flames of G'Gath – Level 2 Save vs. SPD
  18 – Arrow Volley.  Level 2 save vs. LUCK
  19 – Empty room.
  20 – Roll on Treasure chart.
  21 – 1d6 Zuvvembi (MR 10)
  22 – Ogre Skeleton (MR 29)
  23 – Cursed weapon aura.  Subtract 1 from your current 
  weapons adds
  24 – Goblin Thief (MR 18).  Level 1 save vs. Luck.  If you 
  lose he steals 1/4 of your loot and runs away.
  Hallways:
  1 – Jagger Worm (MR 
  19)
  2 – 1d6 faceless ones 
  (MR 8)
  3 - Ogre (MR 28)
  4 – Luminous Spider 
  (MR 26)
  5 – Small Cavern 
  Wurm (MR 19)
  6 – Skeleton Guard (MR 
  27)
  Level 2
  Roll 4d6:
  4 – Boss
  5. - Doppelganger.  Same dice, adds and CON as you.
  6 – Roll on Treasure chart
  7 – Spektral Froth.  Level 3 save vs. INT.
  8 – Gelatinous Icosahedron (MR 27)
  9 – Dark Wanderer (MR 32)
  10 – The Torture of Fvnagh'amon.  Level 3 save vs. STR.
  11 – Large Cavern Wurm (MR 38)
  12 - Boss
  13 – Lost Goblin (MR 20)
  14 – Roll on Treasure chart
  15 – 1d6 Shadow Munchkins (MR 10 each)
  16 – Roller Ball.  Level 3 save vs. SPD.
  17 – Dragonette (MR 24)
  18 – Undead Haugbui (MR 30)
  19 – Conundrum Gas.  Level3 save vs. Luck
  20 –  Trollusk (MR 32)
  21 – Giant Cave Lamprey (MR 29)
  22 - Roll on Treasure chart
  23 – Insult to Injury.  Level 2 save. Vs CON
  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:Nurd the Trollusk Lord MR 52
  Nurd is the Lord of his Trollusk Clan.  He stands  7 feet
  tall.  is belly is about 3 feet in circumference.  Nurd carries 
  a large club with slorr teeth embedded in it.  Every third 
  round of combat he will try to belly flop his opponent if 
  smaller than him.  A level 3 save vs. SPD is required to 
  jump out of the way(damage is the missed difference).
  2 or 5: King of the Shadow Munchkins MR 44
  The King of the Shadow Munchkins makes up for his 
  small size with his speed and ability to fade into the 
  shadows.  Make a level 3 save vs. LUCK every combat 
  round or he does an extra die of damage.  His shadow form
  absorbs 3 points of damage.  His Combat dice is 5+22.
  3 or 4: B'gonba'g'nos the Spektral Boss MR 48
    B'gonba'g'nos is a Spektromancer from a plane of 
  existence even more vile than your own.  Every other turn 
  he releases spektral froth into the air.  You must make a 
  Level 2 save vs. INT or you are driven insane and carried 
  away to another plane by B'gonba'g'nos' Gawnts(thus 
  ending your delve).
  
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