TEXT:  
   
             ABYSS 
   
   
  ABYSS is second in a series of Pocket Adventures - short solitaire dungeons the Tunnels & Trolls™ gamer 
  can purchase inexpensively, carry conveniently, and play on a moment's notice when no lengthy campaigns lurk on 
  the hero's horizon.- Like our larger solo adventures, all you need to play is some paper, a pencil, and a few normal 
  six-sided dice. ABYSS does not stand alone as a game system you will also need the Tunnels & Trolls™ rulebook 
  to play. 
   
                                                     Written by Paul Creelman 
                                  Edited by Ugly John Carver and Michael Stackpole 
                                                 Illustrated by Stephan Peregrine 
                                                  Produced by Flying Buffalo Inc.  
                                          P.O. BOX 1467, Scottsdale, AZ 85252 
   
                                            Copyright © 1980 Flying Buffalo Inc.  
                            Art Copyright © 1980 Stephan Peregrine All rights reserved. 
   
   
                                  INTRODUCTION 
   
   
  The Abyss can only be entered by a character used and killed in play. The dead character regains 
  consciousness holding the largest sword or dagger he can wield, and with all prime attributes he had immediately 
  before encountering the cause of his death. A character may enter the Abyss only once. 
   
  Ground rules for this solitaire are standard: T&T rules apply, minimum saving roll is 5, magical/holy 
  artifacts are usable only if they fit the options offered. 
   
  Use of sorcery here is a rather touchy affair. Ethereal fluctuations in the Abyss make all spells 
  undependable, so when you decide what spell you want to cast, refer to the Magic Matrix to find the result. If a spell 
  is not listed, it does not work. 
   
  There are many ways to reach the Abyss, and several methods for the strong or pure of heart to leave. 
  Strangely enough, there is no sure method of traveling to any given portion of the Abyss from any other - thus, both 
  maps and memory can be untrustworthy advisors. You will not emerge unscathed. But success will award you a 
  sweet trophy your life. Good luck.' 
   
  Entry to the Abyss is made alone to the Edge of the Last Ocean. To begin, go to The First Step, on the 
  next page. 
   
                                COMBAT CHART 
   
   
  Find the category your character fits into. Use the number beside it as the multiplier for the dice roll of the 
  monster(s) you face. Multiply before you add in the combat adds. (This multiplier is used to signify the degree of 
  interest the Dark Powers have in your character. The tougher the character, the harder they will try to keep you...) 
   
  Dice roll                    Your 
  multiplier              combat adds 
     1                          -x to 25 
     2                          26 to 50 
     3                          51 to 75 
     4                         76 to 100 
  add 1                  + 50 over 100 
   
                                 MAGIC MATRIX 
  
   
   
   
   
  Cross-reference the paragraph you came from with the spell you cast to find the result. TTYF = Take That 
  You Fiend; GY = Glue You; FP = Freeze Pleeze; BP = Blasting Power; M = Medusa; OGA = Oh Go Away. 
   
          TTYF    GY      FP      BP    M    OGA 
  4B       *         @       ½        *      @       @ 
  5E       ½        @        *         *    1-3       * 
  6C       *         *         *         *    1-3       @ 
  6G       *        @        ½        *      @       @ 
  10C     *        5D       ½       @    1-2       @ 
   
  ½ = half damage 
  1-2= works on roll of 1-2 on 6-sided die 
  1-3= works on roll of 1-3 on 6-sided die 
  5D = go to 5D 
  * = full effect 
  @ = no effect, take 1 combat of hits on your CON. 
   
   
                                   THE FIRST STEP 
   
   
  You stand on the edge of a dirt plain littered with the signs of battle. Mounds of decaying corpses lie about, 
  holding the rusted remains of evil weapons. The tip of the sun starts to slip beneath the horizon; the sky is orange 
  and scarlet. Suddenly, a blinding light strikes your face. 
   
  The leonine Guardian is before you, revealed in his power , robeless. His magnificent mane is flying about 
  as though tossed by a storm, yet there is no breeze. His eyes, once dark gold, now shine like unto two suns. His 
  voice is distorted but powerful in the sunset, it seems to shimmer visibly in the air as he speaks. 
   
  “According to the First Agreement with the nameless, thou may regain thy life and soul by braving the 
  Abyss. Thy way is dark: may thy fate be better. 
   
  "Start thy journey with the words of the scholar: 
   
  The gates of hell are open night and day Smooth the descent, and easy is the way; But to return, and view the 
  cheerful skies, In this the task and mighty labor lies. - Dryden.” 
   
   
  With these words, a dank fog closes on you. As the first wisps of mist curl about your feet, the last colors of 
  sunset darken. The chill of the fog weakens you. The Guardian has departed. 
   
  Far above you can see the nebulous shape of a full moon; for the first time, you notice that the pebbles 
  underfoot are cobblestones. if you step forward, go to 2A. If you retreat backwards, go to 9B. If you move to one 
  side, go to 4A. If you stay and observe, go to 11B. If you attempt to remove one of the cobblestones underfoot, go to 
  1B. 
   
  1A  Your eternal soul is cast into the River Pyriphlegethon, there to drift to Cocytos. As the eons pass, the fire in 
  the River of Wailing is gradually extinguished in the great falling waters to the bottom of Tartaros. In other words 
  you lose. Don't feel too bad, though. You can't use this character again, but you can try another one. Maybe your 
  next one will succeed! 
   
  1B  Roll one six-sided die. If you roll a 1 or 2, go to 7G. If you roll a 3 or 4, go to 6B.  
   
  If you roll a 5 or 6, the cobblestone lifts up easily to reveal a small cache. In this hollow, there is a single 
  black pebble, engraved with fine runes which read “Wizard of Blackstone, 1013, similas Judasi”. This  small charm 
  has several interesting properties. It is a deadly poison, and will poison any weapon it is rubbed against. Any liquid 
  which the stone is dipped in becomes a fatal poison, and the touch of the stone against an open wound is invariably 
  fatal. Return to The First Step. 
   
  
   
   
  1C  Just recovering from the effects of the sting, you are carried down the smoking well and pushed through a 
  one-way door into a large cavern. Go to 3A. 
   
  1D  Battered and bleeding, beast is weak enough for you to bind it with ease. Upon each of the horns, you will 
  recall, there is a crown. While the runes on the heads of the Beast are of the vilest evil, the gold and jewels are mere 
  money. You may take as many crowns as you wish. Each is worth 500 gold pieces. Write down the number you 
  want to take, and go to 2C. 
   
  1E  With a mighty blow you shatter the cuff on his ankle. “Quickly, we must flee,” he says running towards the 
  right passageway. “I am Iscariot.” 
   
  Iscariot has a monster rating of 30, and is the betrayer. Whenever you fight anything in the trip, he will join 
  the creature to help it destroy you. Iscariot can also multiply his combat roll by the multiplier that you use when 
  facing monsters. Go to 3A. 
   
  1F  You detect a strange reserve in the motions of the man as you make love. He realizes you have divined his 
  true nature and attacks. You must you are carried down the fight bare -handed - go to 10C. 
   
  2A  If you are male, go to 5A. if you are female, go to 6A. 
   
  2B  The interior of the cave is a passageway which slopes downward. As you emerge from a fully enclosed 
  tunnel, you find that your path has narrowed - one side drops off into a pool of bubbling lava fifty feet below. As 
  you stand there, the earth begins to shake and your ledge begin to crumble. 
   
  Make a third level saving roll on Dexterity. if you make it, go to 6E. If you fail, you fall into the Pits of 
  Eternal Torment, where you will spend the rest of time in perpetual anguish. 
   
  2C  The only thing between you and living again is the Sea. You are 240 feet beneath the surface of the water. To 
  reach the surface, you will have to make 3 first level saving rolls on your current CON. (Magic users have no time to 
  Heal themselves at this point.) For each crown you picked up from the Beast of the Sea, add one level to the level of 
  the saving roll (i.e., 6 crowns, L7SR on CON). 
   
  If you miss one saving roll, be it 1st, 2nd or 3rd, go immediately to 8E. If you make all three, or if you can 
  breathe water naturally, go to 10A. 
   
  2D  If you have an IQ over18 and are male, go to 4D. If you have an IQ of 18 and are female, go to 1F. 
  Otherwise, you are charmed into submission in the act of love. The Mark is placed on your forehead, and you are 
  now a servant of the false prophet, with no mind of your own. Close the book. 
   
  2E  You find a dark oak door under a clump of lacy seaweed. The water is an ultramarine blue, and so are you 
  from holding your breath. If you enter the doorway (which is set in an underwater cliff of granite) then go to 6F. If 
  you do anything else, go to 9E. 
   
  2F  You are awarded the viper's tail of your opponent. If used as a weapon, the viper fangs will cause three dice 
  damage. When you escape the Abyss, the viper tail can be sold to a sorcerer or holy man for up to 500 GP. 
   
  The mystic horse beasts lead you to the cave entrance, where you see an inlaid marble floor, and a torchlit 
  pathway leading inward with a slight decline. If you enter, go to 5B. 
   
  If you want to fight a duel with another horse beast, return to 11A and try it again. 
   
  3A  You are at one end of a huge cavern which is many rods across; two rods from floor of polished crystal to 
  
   
   
  dome of carven bronze and pearl glass. It is lit by flickering torchlight, seventy-seven torches set in golden holders. 
  There is a tall, wrought metal gate set into the opposite wall. It is magical and holds the sea back. It is the exit to 
  your world. 
   
  Before you is the Beast of the Sea. It has the form of a huge leopard with ten heads, a horn upon each head. 
  On each of the horns is a crown of gold and jewels. Written upon the heads are cruel black runes in an unknown 
  tongue, and the runes are evil to look upon. 
   
  The Beast blocks your path to the door and your freedom. if you wish to try to dodge the ten heads in a mad 
  dash for freedom, go to 10D. If you want to stand and fight the beast, go to 5E. 
   
  3B  If you strike out over the plain, go to 8F. If you head for the cave, go to 11C. 
   
  3C  Make a first level saving roll on Strength. If you succeed, go to 7D. If you fail, go to 8D. 
   
  4A  You move into an area free of the smog, and notice that you are in an open courtyard with carved granite 
  walls. Far above in the west, a red planet is rising into the constellation of Draco, next to Thuban. You can see the 
  source of the dark fog behind you; there is an open well. in the centre of the courtyard, from which pours a dirty 
  cloud of fog and smoke. 
   
  Suddenly, a great and terrible flying creature rises from the well. It has two scaled wings, a form like unto a 
  horse girded for battle, a breastplate of black iron, and a human countenance, upon which rests a golden crown. It 
  has a tail like unto that of a scorpion, and its name is Abaddon, Angel of the bottomless pit. 
   
  You must fight Abaddon or be dragged down into the well, and hence to even darker places. Although 
  Abaddon is immortal and cannot be killed, if you lower his monster rating to 5 or less, you will be able to bind him 
  and throw him back into the pit. 
   
  If you surrender to Abaddon, go to 9A. If you fight, go to 6C. 
   
  4B  As you fall, a giant black bird plucks you out of the air. His red eyes cast a baleful glance at you while his 
  powerful wings pump and carry both of you out of the mist. 
   
  This beast has a monster rating of 40. It will inflict no damage on you - this MR merely reflects the 
  difficulty you will have killing the creature while you are in its talons. Roll for its con 
  reflect a lack of target as the wings, with the rest of the bird's body, rise and fall in flight. 
   
  If you kill it in 1 to 3 combat turns, go to 8F. If you kill it in 4 to 6 combat turns, go to 9C. If you haven't 
  slain it by the end of the 6th combat turn, go to 7H. 
   
  4C  You escape the undertow. If you don't have plate armor on, then you can try to swim back up to the surface 
  by going to 9D. Otherwise, you can continue sideways (go to 2E) or swim downwards (go to 5C). 
   
  4D  You detect a strange reserve in the girl’s motions as you make love. She realizes you have divined her true 
  nature and attacks. You must fight bare -handed - go to 10C. 
   
  4E  You are swept deep into the Last Ocean by a powerful current. You drown. Proceed to 1A. 
   
  5A  You move a few feet through the fog, and discover a stunning blond woman wearing a torchy slit dress. She 
  has a Charisma of 18, and asks you if you want to see a good time. If you do, go to 2D. If you don't, go to 7A. If you 
  attack, go to 10C. If you retreat backwards, go to 9B. 
   
  5B  The path leads smoothly downwards, and after traveling for some time, you come to the entrance of a huge 
  underground cavern. At this  point the tunnel behind you disappears; when you look around behind you, the spot 
  where the tunnel was is now a cul-de-sac in the cavern. As soon as your character recovers from the shock of this, 
  proceed to 3A. 
  
   
   
   
  5C  You estimate that you have swum downwards over twenty fathoms in the blue water, when you finally reach 
  the seafloor of bare granite. Set in the granite is a trap door. If you go through the trap door, go to 3A. If you search 
  the sea floor, go to 4E. 
   
  5D  You have bound the false prophet. Award yourself 1000 experience points for this. The only treasure you find 
  is a silver arrow with a cursed tip; it causes 33 hit points of damage when it breaks the skin of an enemy. It is usable 
  once only. 
   
  By now the fog has entirely lifted, and you can see that you are in an open courtyard with two exits. One is 
  a sheer drop of twenty feet to a frothing body of sea water. If you dive in here, go to 8A. The other exit is a pathway 
  leading out over a rocky plain to a cave in the nearby Iron Hills. If you leave this way, go to 3B. If you investigate 
  the large covered well, which is the only item of interest in the courtyard, go to 7E. 
   
  5E  Roll a six-sided die. This is the number of 15 MR Beast-heads that attacks you. Until you have destroyed all 
  of the heads fighting you, roll another six-sided die each combat turn this additional number of heads joins the fight. 
  (There will never be more than ten heads fighting you at one time. (if you have an ally, both of you share hits (but 
  you cannot use him as a shield). 
   
  After you have defeated all the heads engaging you (even if there are still unscathed heads), you may elect 
  to dodge to freedom. In this case, you only have to dodge the remaining heads - go to 10D. If you stand and destroy 
  all the heads, go to 1D. 
   
  6A  You move a few feet through the fog, and discover a handsome man in black pants and an open white shirt. 
  He has a well-groomed moustache, machismo, and a Charisma of 18. He inquires into your health, and after several 
  minutes of charming conversation asks if you want to see a good time. If you do, go to 2D. If you don't, go to 8B. If 
  you attack, go to 10C. If you retreat backwards, go to 9B. 
   
  6B  You find a gold piece. Return to The First Step. 
   
  6C  Abbadon has a MR of 55. Once you reduce this to 5 or less, you have won. Conduct combat. If your CON 
  falls to zero first, then go to 1A. If you win, go to 7C. 
   
  6D  The number of saving rolls you missed is the number of heads that have managed to attack you. Each has a 
  monster rating of 15. Only these heads will fig ht you (they are the only ones that can reach you). After you have 
  defeated these heads, go to 2C. 
   
  6E  As you leap from the ledge to a more solid point, you feel the ledge fall completely away. You pause and 
  catch your breath - you are not injured - and press on. The path continues downward and you find that it is getting 
  warmer. As the tunnel you are in ends, you find a group of men with shovels, digging more passageways. Each is 
  chained to a large spike. 
   
  They see you and cry, “Free us!” Their cries attract a demon, who comes running down the passageway to 
  the left. 
   
  If you wish to free one of the men, make a 2nd level saving roll on Luck. if you make it, go to 8C. If you 
  miss, go to 1E. If you choose to ignore them and run into the righthand passage, away from the demon, go to 3A. 
   
  6F  You enter a small room, the foyer to a huge underground cavern. The sea door you have entered is one-way - 
  there is no alternative path for you. Go to 3A. 
   
  6G  Despite the damage you have inflicted, the bird carries you to its nest. There you find three young birds. They 
  
   
   
  each have a monster rating of 12. The large bird drops you into the nest and flies away. If you kill the young birds, 
  go to SB6. 
   
  7A  She persists. In a silken and seductive voice she insinuates you're the best man she has seen in a long time. If 
  you have an IQ of 10 or greater, then you may refuse and retreat (go to 9B) or attack her (go to 10C). Otherwise, she 
  is so attractive that you can't help yourself, and accept. Go to 2D. 
   
  7B  You take ten dice in damage from fire, brimstone fumes, and missile weapons. If this kills you, then go to 1A. 
  Otherwise, go to 11A. 
   
  7C  You have succeeded in binding Abaddon. Under his wings he carried a leather pouch containing seven 
  brilliant jewels. The first and largest of the gems will call a plague of black locusts with the stings of scorpions. This 
  will cause 33 points damage against whatever the locusts are directed against. The plague may only be called once, 
  after which the gem is worth 1000 GP. The other six gems are each worth 33 GP. 
   
  You have also halted the issue of smoke and fog, and can see clearly that you are in an open courtyard with 
  only two exits. One is a sheer drop to a frothing body of seawater, and the other is a path leading to a cave in the 
  nearby Iron Hills. If you dive into 
  the water, go to 8A. If you walk along the path, go to 3B. 
   
  7D  You make it back to the surface, and up the wall. This supreme effort costs you half your ST and 4 CON 
  points. 
   
  The fog has cleared away, and you see that you are at one end of an open courtyard. At the other end is the 
  only exit, a path leading over a rocky plain towards a cave in the nearby Iron Hills. If you go out that way, go to 3B. 
  If you dive back in the water, go to 8A. 
   
  7E  There is a small gem (worth 33 GP) set in the well cover. The well cover can’t be opened by mortal hands. 
  Return to 5D, and choose another option. 
   
  7F  The horse beasts don’t like cowards. You are dragged off to the bottomless pit, and spend eternity falling 
  through pitch blackness. Close the book. 
   
  7G  You make an interesting discovery. You have just been bitten by a small green spider. Its venom causes the 
  little finger on your right hand to promptly fall off. Reduce your DEX permanently by 3 points, and return to The 
  First Step. 
   
  8A  You fall twenty feet and plunge into a frothy body of salt water. There is a terrific current here, the 
  intersection of three dangerous undertows, and it swiftly drags you straight under and down towards the bottom. It is 
  so strong that you will lose most of your belongings, if you attempt to fight it. 
   
  If you drop all your equipment but small gems and items weighing less than a total of 20 weight units, you 
  can try to swim upwards by going to 3C. If you swim sideways, go to 4C. If you keep your possessions and swim 
  downwards, go to 5C. 
   
  8B  He insists that you are the best-looking woman that he has seen for a long time. If you have an IQ over 10, 
  then you may choose to retreat backwards (go to 9B) or attack him (go to 10C). Otherwise, the stranger is so 
  exciting that you can't resist. Go to 2D. 
   
  8C  Striking a mighty blow, you shatter the cuff on his ankle. “I am Firebringer,” he says as he leads you to the 
  right passageway. “We’d better move fast if we want to escape!” 
  
   
   
   
  Firebringer has a MR of 30, and can multiply his combat roll by the multiplier that you use when facing 
  monsters. He will fight with you, and aid you to escape, though the Mark burned into his forehead tells you that he 
  cannot leave this place. Go to 3E. 
   
  8D  You cannot make it back to the surface. You have barely enough air left to swim downwards (go to 5C) or to 
  move sideways (go to 4C). 
   
  8E  As you rose to the surface, the air in your lungs expanded, and ruptured your lungs. Pain flashes through your 
  chest. Crimson bubbles play about your face and cloud your vision. You have failed - you are dead. You can never 
  be reborn again. This is the end. 
   
  8F  As soon as you step out onto the plain, you hear a hunting horn. Sweeping down on you from both sides is a 
  wave of four-legged beasts (vaguely equine), charging towards you. They have already cut off your way back to the 
  courtyard, and are closing rapidly. If you run for the cave entrance, go to 11C. If you stay and fight, go to 7B. 
   
  9A  Abbadon takes every one of your possessions, and then poisons you with his scorpion's sting. You will lie 
  paralyzed, with a CON of 1, for five months real time. Write the date and particulars on your character’s card. 
   
  After a painful five months, proceed to paragraph 1C. 
   
  9B  As you step backwards you feel yourself falling. Mist surrounds you, and you hear nothing but the sea and the 
  sound of wings. Make a first level saving roll on Luck. If you make it, go to 4B. If you miss, go to 8A. 
   
  9C  The beast carries you over the plains below and begins to lose altitude as it nears its mountain home. Above 
  you, on the top of the mountain, you see a nest with young birds in it. Your bird, wounded as it is, never makes it to 
  the nest and you crashland on the side of the mountain. 
   
  As you pull yourself free of the dead bird’s claws,  you notice a path on the mountain. If you would like to 
  go up to a small cave, go to 2B. If you want to go down the hill to the plains, go to 8F. 
   
  9D  You almost reach the surface when the undertow catches you again. Make a first level saving roll on 
  Constitution. If you fail, you ran out of air. Go to 1A. If you succeed, you reach the surface. Go to 7D. 
   
  9E  You are swept down by a powerful undertow, far into the depths of the Last Ocean, into the black reaches of 
  the Lower Waters where the entrance to the Lake Acherusian swallows you. Go to 1A. 
   
  10A  Life is real, life is earnest, And the grave is not its goal, Dust thou art, to dust returnest. Was not spoken of 
  the soul. - Longfellow 
   
   
  You break the surface and swim to shore. You now have whatever treasure you garnered, plus your 
  weapons. Due to your experience, you will be able to sense any undead creatures and demons of an evil nature 
  which come within fifty feet of you. Walls will hinder this ability. You won't know how many there are, or how 
  tough they are - you’ll just know that there is something out there. (However, you do have a directional sense and 
  can tell the difference between zombies, vampires and demons.) 
   
  If you die again, you cannot use the Abyss to escape your fate. As the Dark One says, “Fool me once, 
  shame on you. Fool me twice, never!” 
   
  1OB  Leaving the nest, you notice a dirk in the bottom of the nest (see the rules for dice and adds). You also 
  discover a trail that leads down the mountainside. As you descend, you see a cave off to the right. If you wish to 
  enter the cave, go to 2B. If you would rather follow the path to the plains below, go to 8F. 
  
   
   
   
  10C Whether you thought the creature was male or female before, it now changes shape into its true form - a 
  hirsute and ugly form of a dark man, with two horns as a ram, and the long forked tongue of a dragon, speaking of 
  falsehoods and lies. 
   
  This is the false prophet of the Beast, with a MR of 69. It cannot be killed by mortal hands, but if you 
  reduce its MR to 10, you will have weakened it enough to bind it for one thousand years. Fight until you have a 
  CON of zero (go to 1A) or you have bound the false prophet (go to 5D). 
   
  10D  There are ten heads and you must dodge each one. Dodging calls for a saving roll on DEX at the level you 
  get by adding 1 to your monster rating multiplier. (if you have 0 - 25 combat adds, you must make a 2nd level 
  saving roll on DEX). 
   
  Record the number of saving rolls you miss - and remember to take the adventure points for them. if you 
  make all ten saving rolls on DEX, go to 2C. If you missed any at all, go to 6D. 
   
  11A  You find yourself surrounded by these mystic horses - to the number of 200, which is one-thousandth of 
  their number to be. They have breastplates of fire, and jasmine, and black wormwood. Their heads are those of lions, 
  and out of their mouths proceedeth fire and brimstone. Their tails are living vipers, with fangs of black venom. One 
  of their number speaks to you. 
   
  “By leaving the marked path, you have shown yourself to be a freeman. We would do combat with you to 
  prove the worth of your warriors. If you win a single duel with one of our number, we will let you pass to the cave 
  entrance, but nowhere else. Let the duel begin.” 
   
  A horse beast with a MR of 33 comes forward to fight you. If you attempt to run away and break through 
  the circle of mystic horse beasts, go to 7F. Otherwise, you can conduct combat with your opponent until you are 
  dead (go to 1A) or you are victorious (go to 2F). Magic-users get the feeling that no magic can be used here. 
   
  11B  A stray zephyr parts the fog above to form a window to the heavens. The full moon is rising ominously over 
  Vifa Minor, and a red planet is rising into the constellation of Draco, overhanging Thuban. According to the 
  portents, the time of action is upon you. Return to The First Step. 
   
  11C  The cave entrance leads inward. The path is inlaid with pearly marble tiles, exquisitely carved and set in the 
  floor. Every dozen feet there is a flickering torch set in the wall. The path seems to incline slightly downwards. If 
  you go this way, go to 5B. If you go out along the plain, go to 8F. 
   
                - Where Only The Dead May Enter -  
   
   
  ABYSS is based on medieval Christian mythology, and also owes a large debt to the structure of the 
  ancient Greek underworld. Treasures are usually found in groups of seven, and evil fortune occurs in patterns of 
  three. The foremost quality of the Abyss is a propensity for illusion - the masters Hermes and Hephaistos enjoy 
  deception... 
   
   
  ABYSS is second in a series of Pocket Adventurers designed for solitaire play with the Tunnels & Trolls™ 
  game system. To enter the Abyss, you'll need a few six-sided dice, paper, pencil, and the Tunnels & Trolls™ 
  rulebook. 
   
  Flying Buffalo Inc.  
  P.O. Box 1467 Scottsdale,  
  AZ 85252 
   
  Write for our free catalog! 
   
   
  
   
   
  [THIS SOLO WAS SCANNED ONTO THE WEB BY HOBBIT KING PRODUCTIONS.] 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Tunnels & Trolls/Tunnels & Trolls Abyss.pdf