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  A Traveler's Tale 
  or 
  The Mad Dwarf 
   
   
   
   
   
   
   
   
  by Ken St. Andre 
   
   
   
   
   
   
  By Ken St. Andre 
  with illustrations by David Ullery 
   
   
   
  Another Dwarf Adventure available from 
  Flying Buffalo, Inc. or in pdf 
  From Drivethrurpg.com 
  
  dwarf world 
  a short gm 
  adventure  
   
   
   
   
   
   
   
   
   
   
   
  Imagined by Ken St. Andre 
  Illustrated by David Ullery 
   
   
  Trollhalla press 
  
  Dwarf World is a short GM adventure written expressly for play with the 
  Tunnels and Trolls 7.5™ roleplaying game system. 
   
  Text copyright December 2011 by Ken St. Andre.  All rights reserved. 
  Reproduction forbidden without permission of Ken St. Andre 
   
  All Dwarf art copyright December 2011 by David Ullery 
   
  Inside back cover of Trollgodfather used by permission of Miika Spray, 
  copyright 2010 by Miika Spray. 
   
  Published in association with Flying Buffalo, Inc. P.O. Box 8467, 
  Scottsdale, Arizona, 85252.  On the Internet at http://flyingbuffalo.com 
   
   
   
   
   
   
   
  A Trollhalla Press publication 
  
  Dwarf World 
   
  Introduction 
   
  Dwarf World is a face to face adventure for Level 1 to Level 10 Tunnels 
  and Trolls characters.  You may use any edition of the rules to play, but 
  it is designed with the 7.5th edition in mind.  Although this is a kind of 
  dungeon adventure, there are no maps.  This is a world of endless 
  tunnels through eternal stone.  There are underground grottos and 
  amazing cities in vast caverns, but these places are interchangeable.  
  Whether Dwarf World is so deeply buried beneath the surface of 
  Trollworld that there is no way to the surface, or whether it is in an 
  entirely different universe of solid stone doesn’t really matter.  The only 
  way to enter or leave is via a magical portal or gateway.   
   
  This adventure is best played with one or more Dwarves in the delving 
  party, but if you want a real challenge, go in without any. Heh, heh, heh!  
  This adventure should be a real challenge for the Game Master—he has a 
  whole world of NPCs to simulate.  He also has to keep the characters 
  moving.  Although there is wealth and knowledge to be won in this 
  scenario, the real challenge will be to get your player characters back out 
  alive.  Good luck with that! 
  --Ken St. Andre, December 12, 2011 
   
   
   
  Getting into Dwarf World 
   
  Dwarf World is entirely subterranean.  There is no surface world at all, everything is 
  buried inside rock.  In this world Dwarves rule.  There are also trolls, goblins, humans, 
  and various cave crawling animals, but Dwarfkind is dominant. 
   
  The G.M. must come up with a way to get the players into Dwarf World.  It could be a 
  mission to find a Dwarven artifact not available on the surface of Trollworld, or it could 
  simply be a portal opening up in front of them as they are exploring some dungeon.  I like 
  to start adventures off with a fight, so why not have the party in combat with an 
  
  overwhelming force of (insert adversary of your choice here) when a Dwarf in the party 
  calls on Gristlegrim, or invokes a talisman, and suddenly a door to Dwarf World opens 
  allowing the party members to squeeze through.  And then . . . 
   
  When the door to Dwarf World is opened, the delvers will see a long, ragged corridor in 
  the stone about 6 feet high and 6 feet wide—plenty of headroom for most dwarves.  In 
  the distance the delvers can hear the sharp clank of metal on stone—probably some 
  Dwarf with a pickaxe extending the tunnel. 
   
  The very stone of Dwarf World shines with a dim blue radiance.  It is dark in these 
  tunnels, but not lightless.  Dwarves in the delving party find that they can see better than 
  they ever could in the harsh glaring light of Trollworld.  The world just looks, feels, and 
  even smells better to Dwarves.  It doesn’t seem all that inviting to anyone who isn’t a 
  Dwarf. 
   
  Players with a Dwarf in their party are considered Dwarf Friends.  When they meet 
  Dwarves in the tunnels they are treated courteously—that is they are treated like a Dwarf 
  with his servants.  If there is no Dwarf in the party, they are treated as intruders and 
  potential slaves.  The Dwarves of Dwarf World have no tradition of friendship with Elves 
  or Humans.  Gristlegrim rules Dwarf World also as a god-king, but he has a different 
  name.  In Dwarf World he is known as Gembeard, because hundreds of  jewels are strung 
  into his magnificent yellow beard. 
   
  If the delvers enter they will find that the tunnel curves away from its original heading 
  until the door they entered by is hidden.  In a short time they will hear a great grinding 
  noise, like stone sliding across stone, and if they should go back, they will only come to a 
  dead end. 
   
  The GM may place anything he wants within Dwarf World, but mostly it is meant to be a 
  series of random encounters.  When delvers enter a new tunnel, they should roll 2D6 and 
  check the following chart to see where it leads. 
   
     
  Tunnel Encounter Table 
   
  2—a Dwarven City—see Dwarven City description starting on page 8.  Players may 
  wander freely into the city as long as there is a Dwarf in their party.  If no Dwarf in party 
  have them attacked by Dwarf warriors until either slain or captured. 
   
  3—the mushroom fields—great fields of mushrooms and toadstools being farmed.  Giant 
  insects the size of dogs and cats live here—roaches, beetles, hoppers.  They are 
  omnivorous and will attack delvers.  Roll 2D6 (DARO) for number of bugs and 2D20 for 
  the monster rating of each one. 
   
   
  
  4-5—more tunnels just like the one the delvers start in.  Keep walking and roll again to 
  see what you find next. 
   
  6—a stream intersects the tunnel and a side cave leads off to both left and right.  Roll 
  1D6 to see how deep the stream is in feet and multiply that by 5 to find it’s width.  
  Things live where the streams run through the rock, so roll on the Random Encounter 
  table at the end of these rules to see what the characters meet here. 
   
  7—a hungry rock troll attacks.  MR equals the number of delvers in the party times 20.  It 
  regenerates 1/10 of its monster rating per combat turn.  It’s too stubborn to run away.  
  Special spite damage for rock trolls on sixes—when a six is rolled it breaks either a 
  weapon, a piece of armor, or a skull.  If it breaks a skull, the unlucky delver is 
  unconscious for 6 combat turns.  The GM only breaks skulls if the troll is winning the 
  combat round. 
   
   
   
  8—a patrol of 2D6 Dwarven warriors in armor.  They roam the tunnels randomly looking 
  for trolls, goblins, and other monsters to kill.  If they meet humans or other kindreds, they 
  capture and enslave them. 
   
  9—a Dwarven mine.  The first clue that you have found a Dwarven mine is that you meet 
  guards and slaves carrying big baskets of ore fragments.  They will be taking them to a 
  nearby city for processing.  Beyond the porters at the entrance there will be 1D100 
  miners, both dwarves and subject races like humans and kobolds chipping away at the 
  walls.  Dwarves mine all sorts of things; copper, iron, lead, silver, gold, mithril, coal, and 
  jewels of all sorts.  If players get a chance to mine, they should make the highest level 
  saving roll they can on Luck to see what they get, 
  
   
  L1—lead   
   
  L2—iron 
   
  L3—gold 
   
  L4—silver 
   
  L5—mithril 
   
  L6—copper 
   
  L7—tin 
   
  L8—aluminum 
   
  L9—rare minerals (tungsten, manganese, beryllium) 
   
  L10 or higher—jewels. 
   
  Lighter minerals are rarer and more useful than heavier minerals on Dwarf World.  Thus 
  copper and tin are worth much more than gold and silver. 
   
  10—a natural cavern of immense size and many chambers.  There is a 50/50 chance that 
  some kind of pool or subterranean lake with associated underground river will be found 
  in these caverns.  If the delvers find one, there is another 50/50 chance that a tribe of 
  goblins will live on or near it.  Such underground lakes are full of all kinds of creatures—
  death frogs, cave squid, deadlypike, poison eels, cave jellies.  Plants that don’t need 
  sunlight grow all around such lakes, and there are often versions of the great mushroom 
  forest nearby.  The goblins are hardy hunters, great swimmers, masters of poison.  They 
  have held their own against the Dwarves for thousands of years.  These goblins are tall 
  and thin, pale green or ochre, with webbed toes and fingers. 
   
  11—a door in the rock.  It is locked but a L3 Knock Knock will open it.  Such doors are 
  the exit from Dwarf World. 
   
  12—a Dwarven fort.—a garrison of Dwarven warriors, usually 100.  They are well 
  equipped fighters, capable of dealing with most of the menaces that Dwarf World offers. 
   
   
   
  Dwarven Cities 
   
  The true cities of the Dwarves are built far, far underground.  This is true in Trollworld as 
  well as in Dwarf World—just there is no surface world in Dwarf World.  They are built 
  in huge caverns, often around a central lake.  Dwarves take these cavernous wonderlands 
  from the goblins who were usually there first, and then totally eradicate all trace of goblin 
  living.  The Dwarves are megalomaniacs when by themselves.  They build huge palaces 
  with long empty halls full of heroic statuary, usually of gigantic Dwarves slaying dragons 
  and subjugating Men and hewing stone.  They make thrones for themselves with 
  stairways built into the back so they can climb up to a high position and look down on 
  their supplicants.  The ambition of every Dwarf is to own his own palace, and have it 
  fully stocked with servants, but a dwarf has to be several centuries old before he/she can 
  accumulate enough power to do so. 
   
  
  The streets of Dwarven cities tend to be wide avenues paved with gold.  Gold is literally 
  such a common mineral that Dwarves use it for paving and building, because it’s easy to 
  work, but heavy enough to support substantial weight.  Dwarves love to drive chariots 
  through those streets, and lacking draft animals, they are drawn by either human slaves, 
  or powered by electric motors.  Dwarves have electricity.  They use it chiefly for light, 
  heat, and motors of different sorts. 
   
  The typical Dwarven city has a lake in the center surrounded by a ring of palaces, each 
  with its own park.  The parks are full of giant mushrooms and heroic statues.  Warriors 
  patrol them and kill any pesty insects that appear. 
   
  The second ring of the city is full of shops.  Craftsmen of all sorts have their home 
  workshops where they manufacture and sell all the necessities of life.  Clothing, furniture, 
  cutlery, crockery, weapons, armor, books, jewelry, machines, gadgets, tools, motors, 
  wire, and anything else you can think of.  Dwarves have it all, and they make it all.  
  Kobolds are excellent craftsmen, and every Dwarven master has Kobold servants—the 
  more servants, the greater the wealth and higher the status of the master.   
   
  The third ring of the city is also full of shops, but these shops are devoted to Art.  
  Sculptors, Painters, Dancers, Musicians, Magicians—every sort of artist lives in the third 
  ring.  These are generally poorer than the craftsmen in the inner ring—some work 
  independently, but many simply wait out the endless years hoping for commissions from 
  the more powerful. 
   
  Restaurants and cafeterias can be found 
  in the second and third rings of the city.  
  Dwarven food isn’t very good.  The 
  main dish is a kind of lumpy porridge 
  made from moss that grows on 
  underground walls.  Sometimes the 
  broth is flavored with different mineral 
  supplements.  A high compliment for 
  Dwarven food is to remark on its 
  coppery flavor.  The porridge is 
  sometimes supplemented with cave fish 
  or boiled insects.  Meaty dishes like this 
  are thought to be especially appropriate for warriors. 
   
  The fourth ring of the city contains the barracks of the warriors.  These are little better 
  than cubes of stone filled with low cots and stone chests.  Dwarven warriors sleep on 
  carved stone beds—usually of softer rocks like pumice.  They cover themselves with 
  sheets of hammered silver as flexible as cloth.  The walls of the barracks are lined with 
  weapons, mostly axes and hammers, but with the occasional knife or sword.  The 
  Dwarven military is all base 8—the squad is 8 Dwarves; the company is 64 Dwarves; the 
  regiment is 512 Dwarves.  All young Dwarves, that is those less than 256 years old, 
  
  spend time in the Dwarven army.  When they are not fighting, they receive training from 
  artisans and craftsmen in hopes of rising to a hgher level of society. 
   
  The fifth ring of the city is where the slaves are kept.  Their quarters are much like the 
  soldiers’ quarters, little cubes of stone.  They don’t get beds—they sleep on the floor.  
  The only furniture consists of the feeding troughs, big stone v-shaped bins where their 
  food is dumped once a day.  Dwarven slaves have nothing—not clothing, not tools, 
  nothing.  They are guarded by the warriors of the army, but not too well.  Even if they 
  escape from their quarters in the city, there is literally no place in the world for them to 
  go.  The best and brightest of the slaves are sometimes taken to be servants of the 
  Dwarves who live in the palace section of the city where they do the most menial of 
  tasks, cleaning, carrying, rubbish removal.  Those favored ones get clothing and a better 
  diet as their reward. 
   
  The sixth ring of the city is where the smelters are.  Tunnels lead out into the neverending 
  rock of Dwarf World, and lines of slaves bring in ore in big metal baskets and boxes.  
  The ore is dumped onto conveyer belts where it is sorted and then dumped into an electric 
  furnace.  Metal comes out molten and is made into bars and ingots.  Slag also comes out, 
  and is dumped into high hills of waste between the smelters.  It provides a kind of natural 
  fortification.  Specially trained slaves watch for ore and gems.  They pull them out and 
  send them to the appropriate smelter.  Each smelter specializes in different kinds of ore. 
   
  Dwarven City Encounter Chart 
   
  When a party of delvers is about to enter a Dwarven City, everything depends on whether 
  they have a Dwarf with them or not.  If not, then a squad of Dwarven soldiers will attack 
  and try to kill or capture them.  If one squad of Dwarves is defeated, then two squads will 
  attack on the following turn.  If the delvers have their own Dwarf, then they are escorted 
  into the city.  From here on, the G.M. may lead them where he wills because they will 
  always have a squad of city Dwarves accompanying them.  If the G.M. has no plans for 
  them, then roll 1D6 to see where they go. 
   
  Dwarven City Encounters 
   
   
  1—6th ring of the city—enter a smelter of your choice.  Dwarves may take as 
  much of any metal as they can carry, or they can take 1 jewel with a value equal to 1000 
  times the character’s level back on Trollworld.  On Dwarf World it’s just a pretty rock. 
   
  2--5th ring of the city—human slaves.  If there are any humans in the party, the 
  slaves beg for rescue.  The Dwarves of the city won’t let them go, but they will sell slaves  
  for 10 pounds of iron each. 
   
  3.--4th ring.  Soldiers barracks.  No encounters in this ring, although they may 
  pick up extra escorts. 
   
  4.—3rd ring.  Delvers meet an artist of some kind who will try to sell them some 
  cheap art.  Roll 1D6 again to determine who they meet. 
   
   
  1.  Painter—will do a portrait of the Dwarves in the party. 
   
   
  2.  Sculptor—will carve a creature for them of their description. 
  
   
   
  3.  Musician—will compose a song in honor of the delvers. 
   
   
  4.  Orator—will create a heroic speech about the delvers and perform it on  
   
   
   
          demand. 
   
   
  5.  Dancer—will teach party members the current dance steps of the city. 
   
   
  6.  Magician—will bring statues to life, or teach low level Dwarven magic 
  to any wizards in the party. 
   
   
  5.—2nd ring.  Delvers meet a craftsman of some sort.  Let them choose the 
  craftsman of their choice, although the good ones to meet would be armorers or weapon 
  masters. 
   
  6.—1st ring.  Delvers meet an ancient Dwarven lord.  Roll 2D6 once.  If you roll a 
  natural 12 you meet Gembeard himself, who will say, “you’re not supposed to be here,” 
  and he will teleport you out of Dwarfworld back to Trollworld.  Other lords will try to 
  recruit the delvers as followers—making them fabulous offers.  Roleplay through such 
  situations.  If they cannot recruit the delvers, they will arrange an ambush for them on the 
  way out of town.  One or two squads of Dwarven soldiers should be sufficient. 
   
  Running an adventure in Dwarf World is going to be very much up to the Game Master.  
  Just remember that the Dwarves rule.  If the party has a Dwarf as a member, they get 
  treated like princes.  If they don’t, they are attacked and made into slaves.  Being a slave 
  is practically a death sentence in Dwarf World, so don’t let them take the delvers alive. 
   
  End. 
   
  Other Denizens of Dwarf World 
   
  In spite of the fact that everything exists inside a network of tunnels and caves there is a 
  full-blown and varied ecology in Dwarf World—plants, animals, and several intelligent 
  kindreds.  In fact, there are two distinct ecologies.  One is the old stone-based ecology 
  where the creatures are made of living stone.  The other is a flesh-based ecology.  
  Dwarves fall somewhere between the two—created from stone, but transmuted into flesh.   
  As GM, you should feel free to invent new creatures to populate this environment.  The 
  stone glows with a natural blue light that provides the necessary warmth and illumination.  
  Many plants live directly on the rock, sinking their roots through the stone itself.  They 
  produce fruits and nuts and berries of different sorts and flavors.  Water flows throughout 
  the caverns in numerous underground streams and rivers, in some places forming pools 
  and lakes.  Where there is water there is animal life—innumerable small creatures from 
  insects to fish to reptiles of all sorts, and a limited number of larger predatory creatures.  
  The following table will only mention some of the most feared omnivores of Dwarf 
  World, because life is a struggle of eat or be eaten.  Here are some of the greater eaters.  
  When the GM wants a wandering monster, use one of these.  If you don’t know which 
  one to use, roll a D10 and take what comes up. 
   
   
   
  
  Creatures You Might Meet 
   
  1.  Obsidian Spiders.  Monster rating from 100 to 
  400.  12-legged spidery horrors made of living 
  obsidian—distant kin of rock trolls.  Intelligent, 
  malevolent, solitary.  Their nourishment is 
  primarily rock-based, but the calcium of bones and 
  teeth, and the iron in blood is food for them.  
  Number appearing: 1. 
   
  2. Rock Trolls.  Monster rating from 50 to 200.  Savage humanoid creatures of 
  living rock with acidic lava-like blood.  These trolls may be as small as 3 feet tall 
  or as large as 8 feet—the 8-footers have a hard time getting through the tunnels.  
  They hate Dwarves.  They regenerate up to 1/10th of their monster rating per 
  combat round.  The only way to truly kill them is to break them into  
  many pieces, but decapitation will seriously slow them down since  
  both eyes and brain are located within the head.  Even if slain and  
  broken into fragments, it is likely that each part that  
  contains one of the troll’s auxiliary hearts will  
  regenerate in time into a small troll.  That is why  
  Dwarves collect the fragments of broken trolls  
  and melt them down in their smelters—that keeps  
  them from regenerating and generally improves the  
  strength of the metal being smelted.  Number appearing: 1-3 
   
  3. Goblins.  Monster rating from 30 to 60.  Hairless humanoids with webbed hands 
  and feet that generally live near pools.  They are pre-technological but intelligent.  
  They make their own weapons from rock and bone, but love to get their hands on 
  Dwarven tools and weapons of all sorts.  They range from 3 feet to 5 feet in 
  height and come in both sexes.  Number appearing:  1 to 20. 
   
  4. Deathfrogs.  Monster rating from 10 to 100. These albino frogs grow to amazing 
  sizes, and are much like ordinary frogs except that they have teeth and talons.  
  Their primary prey animals are the giant insects that live near the underground 
  streams and lakes, but Goblins are their favorite food.  They range in size from 1 
  foot to 10 feet long and generally only attack prey that is smaller than they are.  
  Number appearing: 1 to 20.  Deathfrogs with monster ratings over 50 are 
  generally solitary, and never more than 3 in a group. 
   
  5. Cave Squid.  Monster rating from 40 to 160.  Amphibious, tentacled, beaked 
  creature that haunts the streams and pools of Dwarf World.  Squids have 
  anywhere from four to twelve tentacles—if they lose one it will regrow over time 
  and possibly branch into two appendages. Each tentacle ends in a chitinous claw 
  capable of gouging iron.  Their rubbery flesh has color-changing ability and they 
  have excellent camouflage, almost always appearing to be the same color as 
  whatever is behind or around them.  These monsters are migratory and sometimes 
  
  leave their home environment after stripping it of all suitable food beasts.  That is 
  when they can be found dragging themselves through the tunnels in search of 
  another nesting place.  Their general fighting style is to flail at things with 
  tentacles until the prey stops moving and then close in to finish eating. Number 
  appearing: 1 to 2. 
   
  6. Deadlypike.  Monster rating from20 to 100.  This is the largest fish in Dwarf 
  World, ranging in size from 2 feet to 8 feet in length.  The largest ones can only 
  be found in pools and lakes but the smaller one--up to 5 feet in length--migrate 
  through all the streams.  Pike are a jumping fish and like nothing better than to 
  make aerial attacks on creatures walking beside a body of water.  They have 
  muscular fins that are razor-sharp that may be used as both feet and knives.  They 
  can survive out of water for up to 5 combat rounds (10 min.).  They often travel 
  together in schools.  Their scales are silver with blue and indigo highlights.  Their 
  strong sharp teeth are often used by Goblins as knives.  Number appearing: 1 to 
  10. 
   
  7. Poison Eels.  Monster rating 24.  These black and green eels are about 3 feet long 
  and live in all the lakes and streams of Trollworld.  Anyone getting wet should 
  make a L1SR on Luck to see if an eel attacks.  They hit from below, and usually 
  without warning.  Their bite is poisonous, and if they get a free bite that does 
  damage, they get the same amount of damage in poison for the next 3 combat 
  rounds regardless of whether they actually hit or not—even if the player killed it, 
  the poison continues to hit for 3 rounds.  They often swim in groups.  Number 
  appearing: 1-6. 
   
  8. Cave Jells.  Monster rating 30 to 50.  Bubbles of acidic slime that devour 
  anything other than stone.  Ordinary weapons have no effect on them—in fact 
  weapons made of wood or metal dissolve and are eaten away by contact with 
  jells.  Fire boils them and water washes them away.  Magic will slay them.  On 
  death they change into a green-gray powder, which is a deadly poison.  When two 
  large jells merge for a short time they will split into three small jells with ratings 
  of only 30 each and a powdery residue.  Feeding helps them grow back into the 
  larger forms again.  They are attracted by noise.  Sometimes they ooze along the 
  walls or ceilings of the tunnels; sometimes they drift on air currents—they are not 
  very heavy at all.  Number appearing: 1.   
   
  9. Lasher Vines.  Monster rating 40 to 220.  These strange creatures are half plant, 
  half animal and consist of a central spherical core from which grow thorny vines 
  that have all the strength and flexibility of tentacles.  The core has from one to 20 
  eyes, each associated with a vine that grows out adjacent to it, and one mouth 
  with thorns inside it for teeth.  Some vines may act as roots growing directly into 
  the stone of walls, ceilings, or floors.  The vines sometimes produce a large 
  crimson flower (5% chance for any Lasher Vine to have one).  These flowers are 
  highly valued by Dwarves—not only beautiful, but they also have healing 
  properties.  (Roll 2D6 and multiply the numbers to see how many points of 
  
  Constitution are gained when a red flower is eaten.) Lasher Vines are predatory 
  and will attack any warm-blooded creatures that come into reach.  Roll 1D10 + 1 
  to see how many vine tentacles each lasher has, and multiply that number by 20 
  for monster rating.  These creatures can detach from walls and move 
  independently.  Number appearing: 1-10. 
   
  10. Human Outlaw.  No monster rating:  Roll up a new first level character, but do 
  not give it any equipment or money.  This is a slave that has run away from its 
  masters.  The human will arm itself with stones which it can throw or use as a 
  2D6 weapon in close combat.  The human may beg you to help him or her, and 
  will gladly join the party if given the opportunity.  Number appearing: 1-2. 
   
  In addition to the ten encounters listed above, adventurers are likely to run into other 
  creatures such as giant insects, ranging in size from hand-sized to dog-sized—make that a 
  large dog.  Most of these bugs don’t fly—though they can leap and flutter in the air a bit.  
  Most of them bite, and some of them come in swarms.  If you are having the same kind 
  of encounter twice in a row, replace it with a giant insect attack.  Let there be 1D6+3 
  bugs in the swarm, and give them monster ratings of 1d6 times 1D10 for each bug. 
   
  Another likely encounter is a wandering Dwarf or group of Dwarves.  Roll 1D6 for the 
  number.  These will be friendly if there is a Dwarf in the party, and unfriendly if there 
  isn’t.  For quick combat assume each Dwarf has a monster rating of 40 (5D6 + 20)d and 
  is armed with a battle axe, but has no armor.  For more realism, roll up a bunch of 
  Dwarves in advance and equip them fully, then choose some of them to use when  you 
  want a Dwarf encounter.  A friendly encounter with Dwarves can always lead to a visit to 
  the nearest Dwarf city or mining site. 
   
  The Game Master is encouraged to invent other kinds of encounters to liven up 
  wandering in the tunnels of Dwarf World. 
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  Trollgodfather says, “If you enjoyed this adventure and would like to  
  join the greatest group of Tunnels and Trolls players in the world,  
  Then you should visit Trollhalla at http://Trollhalla.com. You can also 
  Follow Trollgodfather on Twitter or Facebook to keep up with the ever- 
  changing Tunnels and Trolls scene. 
   
  
   
   
   
   
   
   
  Dwarf World isn’t all fighting goblins, slaying obsidian spiders, chipping 
  ore out of the walls of the world, or even blacksmithing.  Dwarves are 
  natural party animals.  The question is: can you find the party and will 
  you know what to do when you get there? 
   
  FBI089 
   
   
   
  TROLLHALLA PRESS 
   
   
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Dwarf World.pdf