Tunnels & Trolls TM
Solitaire Adventure, A1
copyright 1998 by Aaron W. Thorne

001	"Not exactly the way I thought it would work out." you think as you sit at the bar in the Rusted Blade inn in Crossway.  It's kind of hard to be an adventurer without an adventure, and nothing much has happened in these parts in the last month or so.  You check your moneypouch and find it depressingly empty; then you return to sulking over your drink.  After a couple hours of this activity the bartender comes up to you.  "Hey, buddy, you've been here awhile and I haven't seen you smile once, not even when old Flagnose told that joke about the drunk wizard.  Something on your mind?"  You reply with a grunt.  "I know your type."  replies the bartender.  "Never happy unless you're slaying evil beasts or saving the world.  I might be able to help you, though."  The innkeeper disappears into a back room and reappears a minute later with a small chest with a large lock on it.  "It isn't exactly slaying dragons, but I need this delivered to a friend of mine who lives in Dark-Edge.  He's the innkeeper at the Blind Ogre.  He'll pay you 100gp on delivery, and I'll provide provisions for your journey."  He's right, it isn't slaying dragons.  Still, it's a job, so you accept.  Soon you're leaving the Rusted Blade with a week's provisions and a small wooden chest in your pack.  If you ever decide to inspect the chest at any time in the adventure, record the number you are coming from, and go to 002.  As you leave the inn, make a level 1 saving throw on IQ.  If you are successful, go to 003.  If not, go to 004.

002	The chest is fairly small, measuring 6"x6"x6" with a flat top.  It has a very competent looking lock on it.  If you want to try to pick the lock, you must make 2 separate level 3 saving throws, one on Luck and one on Dexterity.  If you know the spell Knock, Knock, casting it will allow you to add 5 to each roll.  If you own a Poniard you can add an additional 5 to each roll, but roll an extra die.  On a roll of 1 on this die you have broken the blade and ruined it.  If you fail, nothing happens.  Go back to the section you were at before coming here, and you can't return until after you have progressed 10 more sections into the adventure.  However, if you make both rolls, go to 005.  Magic may help you here.  If you wish to cast a Detect Magic spell, go to 040.

003	You noticed that as you left the inn, two people also got up from their table and left right behind you.  They seem to be following you.  If you wish to attack the men, go to 006.  If you wish to try to lose them, go to 008.  If you wish to ignore them, go to 009.

004	You are now headed toward Dark-Edge.  It is late afternoon as you leave the outskirts of Crossway, and there are not many hours of light left.  In two hours it is time to find a good place to camp for the night.  After a bit of scouting, you have some options.  If you wish to climb a tree and sleep in the branches, go to 010.  If you wish to sleep on the open ground, go to 011.  If you would rather shelter by a group of rocks a little off the road, go to 012.

005	The lock snaps open and you carefully open the lid.  Inside is a golden necklace wrapped in a silk handerkchief.  There are three large emeralds set in the center.  It is worth 1,000gp easily, and possibly more.  If after inspection you replace the necklace in its case and continue on toward Dark-Edge, return to the section where you first looked at the chest.  If you decide to steal the necklace to sell it later, go to 007.  Magic can help you here.  If you wish to cast a Detect Magic spell, go to 041.  If you wish to cast an Oh There It Is spell, go to 042.

006	Stealthily you slip around a corner and wait for your pursuers to get to you.  When they reach the intersection, you draw your weapon and attack.  Both men have MRs of 10/10.  During the first round of combat you can single out one target for your wrath, but after that you must fight both opponents together.  If you win the fight within 5 combat rounds, go to 013.  If you lose within 5 rounds, you are dead!  If after 5 rounds you are still fighting, you have attracted some attention; go to 014.

007	You are a bad person.  Okay, where do you want to head to try to sell it?  If you want to try to sell it in Crossway, go to 015.  If you want to try to sell it in Dark-Edge, go to 016.  If you want to travel to the dwarven city of Deephome to try to sell it, go to 017.  If you want to try to sell it in the elven town of Clearvale, go to 018.

008	Wary of the strangers, you duck into a dark alley and take a circuitous, circular route through the town.  After 5 minutes you determine that they are not following you anymore.  Feeling better, you head off toward Dark-Edge.  Go to 004.

009	You don't pay any attention to the strangers and they don't pay any attention to you.  You decide to leave Crossway.  Go to 004.

010	You never really get comfortable in the tree you choose.  You spend a long, unrelaxing night in the branches and don't get much sleep.  In fact, your sleep was so bad that you lose 2 CON points, though your CON will not go below 1 from this loss.  To start your day, go to 019.

011	You decide that it's safe enough to sleep in the open.  You have a good sleep, dreaming of a red wolf chasing birds.  Restore D6 points to CON if you have lost any.  To start your day, go to 019.

012	You decide that a little bit of shelter would be a good idea, so you bed down in the shelter of a rock formation.  After a light dinner, you lay down and soon drift off to sleep.  Go to 020.

013	After slaying the 2 strangers you inspect their bodies.  Between them you find 2 poniards, 7gp, and 8sp, which you may take if you want.  You also get 20 adventure points.  Not willing to try to explain the killings to the town guard, you quietly hide the bodies and then slip out of town.  Go to 004.

014	Unfortunately (or maybe not, if you're losing the fight), your escapades have attracted the attention of the town guards.  5 of them come running up and quickly end the fight.  The sergeant demands to know what is going on and his men's spearpoints encourage you to give a prompt answer.  If you did not kill either of your foes, go to 021.  If you did kill one of them, go to 022.

015	Make a level 2 saving throw on Luck.  If you fail, go to 023.  If you make it, then you try your best to sell it to some local merchants.  Unfortunately, nobody wants it, and it seems to make most of the merchants very uneasy.  They look at you suspiciously and try to get you out of their shops as soon as possible.  Looks like you'll have to find another place to sell the necklace.  Return to 007 and pick another place.

016	You have decided to sell the necklace in Dark-Edge.  Seeing as how that is where your original journey would take you anyway, you just continue on your trip.  When you get to Dark-Edge you will be given the choice of selling it.  Return to the paragraph where you came from when you first tried to open the chest.

017	So, Deephome is your new destination.  You immediately set off toward the North, thinking yourself rather sneaky and clever.  The first day of travel goes rather well, but after that things deteorate quickly.  It rains constantly, turning the countryside into one big mud-pit.  After a few days you begin to wonder if your food will last until you reach your destination.  Eventually you reach the edge of the mountains, but you are pitifully low on food and water.  As you begin climbing the road toward Deephome, you see a group of cloaked travelers huddled together on the side of the road.  They look shorter than humans - probably dwarves.  You decide to approach them and ask for food and water.  Unfortunately, when you approach them you discover that they are goblins, and they would rather kill you than give you food.  Not liking 10:1 odds, you flee.  Make a level 1 saving throw on Speed.  If you fail, the goblins overcome you and slay you.  If you make it, go to 024.

018	You decide that the elves in Clearvale will give you the best price for the necklace, so you immediately set off for their home in the Great Wood.  The weather is fair enough, and you soon reach the road that cuts through the Great Wood and head towards Clearvale.  Your luck changes the night after you enter the forest, though.  As you lay down to sleep, a net is dropped over you from the trees above.  As you struggle to free yourself a group of bandits rush you and knock you unconscious.  When you finally come to, you find that the bandits have stolen the chest, the necklace, any weapons you were carrying, all your money, and your backpack and everything in it.  How nice of them to leave you your clothes.  Later in the morning you meet up with a group of elves who take pity on you for your sad tale.  They allow you to travel with them to Clearvale, where you tell the local authorities about the robbery.  Unfortunately nothing ever turns up, and your adventure is over.  You do gain 100 adventure points as consolation for your troubles.

019	After a wonderful breakfast of trail bread, dried fruit and water, you set off down the road.  The day starts off sunny, but gets cloudy as the day progresses.  After a short break for lunch you head off again.  Soon the terrain gets hilly and the road winds up and down.  Late in the afternoon you come across a gorge along the road, crossed by a solid wooden bridge.  The gorge is about 20 feet deep and mostly hidden in shadows at this time of day.  As you approach the bridge, make a level 1 saving throw on Luck.  If successful, go to 025.  If not, go to 026.

020	You are awakened in the night by a scraping noise.  In the dim light it is hard to see what is making the noise.  Make a level 2 saving throw on IQ.  If successful, go to 027.  If not, go to 028.

021	Your claim that the men were tracking you is vehemently denied by your opponents.  They claim they were just headed home when you jumped them.  The sergeant decides to detain everyone for further questioning.  You spend half the night in the local jail sleeping and the other half answering questions.  In the morning your case is decided.  Make a level 1 saving throw on Charisma.  If successful, go to 029.  If not, go to 030.

022	You tell the sergeant the two men were trailing you, and that you had to defend yourself.  Your surviving opponent calls you a liar and a murderer and claims that he and his friend were just headed home for the evening, and that you should pay for your crimes.  The sergeant looks at the man, looks at the corpse on the ground, looks at you, and decides to haul both of you off.  You spend the night in jail, and in the morning answer a bunch of questions.  Then your case is decided.  Make a level 2 saving throw on Charisma.  If successful, go to 031.  If not, go to 032.

023	You are in your second shop trying to sell the necklace, when who should walk in but the innkeeper who gave it to you in the first place!  He is very surprised to see you, but overcomes his shock quickly and speaks a magical word.  There is a brilliant flash from the necklace, and you pass out.  When you come to you are in the town jail.  You have been found guilty of theft and will spend the next year cutting stones to build a new fort out beyond the western hills.  You get 200 adventure points for the experience, but they confiscate all of your equipment and weapons.  Maybe crime doesn't pay, after all.  Game over!

024	It's amazing what a little adrenaline can do.  You soon out-distance the goblins and they give up the chase.  After another day-and-a-half you drag yourself to the gates of the city.  Lose 4 CON for lack of adequate food and water.  If this kills you, then you're dead!  The dwarven guards are reluctant to let you enter looking like you do, but when you tell them about the goblins they quickly usher you into the guardhouse.  After a decent meal you feel a lot better.  You shack up in the guardhouse for the night and then venture into Deephome the next morning.  You quickly come across a craftman's shop and decide to check it out.  The proprietor greets you, and you pull the necklace out to show him.  He inspects it for about 4 minutes and then offers you 800gp for it.  Eager to get rid of the necklace, you agree to the price.  Soon the leave the shop a richer person.  Go to 033.

025	Your eyes catch a reflection of light in the gorge below.  Being cautious, you creep up to the edge and peer over.  As your eyes adjust to the darkness in the gorge you see ... goblins!  About a dozen are milling around in the gorge under the bridge.  You also see rope ladders leading up to the bridge, with a pair of goblins prepared to pounce on the unwary traveler.  Because you have to cross the bridge, there's no avoiding the goblin ambushers.  So you prepare to fight.  Drawing your weapon, you rush onto the bridge.  The ambushers climb up, but you're ready for them.  The first goblin over the edge gets a swift kick in the head, sending it tumbling over the side of the bridge.  You then turn to face the other attacker.  The other goblin has a MR of 15/12.  If you kill him in 3 turns or less, take 30 adventure points and go to 034.  If you are still fighting after 3 rounds, go to 035.

026	As you cross the bridge you hear a strange noise.  Then you hear a sharp cry, and you turn to your left to see a goblin climbing over the side of the bridge.  You draw your weapon and turn to fight.  Unfortunately the goblin's partner sneaks up on you from behind and knocks you out with a solid blow to the head.  Go to 036.

027	It is the sound of stone scraping on stone.  You quickly get up, and see that one of the rocks is being pushed aside from below to reveal a tunnel!  A goblin tunnel, you guess, for that is the creature pushing open the stone.  You cannot really see into the tunnel well, so it is impossible to tell how many monsters may be in there.  You have 2 options.  If you wish to charge, and attack the goblin and whatever may be behind him, go to 037.  If you wish to flee, go to 038.

028	Pretty soon the scraping stops.  Then, as you sit there, pondering things, you are hit over the head by a heavy, blunt instrument.  You are knocked out.  Go to 036.

029	The sergeant believes enough of your story that he lets you go with just a warning and a 5gp fine for disturbing the peace.  If you don't have 5gp he'll take whatever you've got left.  You quickly set out for Dark-Edge.  Go to 004.

030	Unfortunately for you and your quest, the sergeant is not convinced your story is true and locks you up for a month on assault charges.  All of your weapons and armor are confiscated.  The chest is returned to the innkeeper, who finds someone else to deliver it.  When you get out your adventure is over.  You get 100 adventure points as consolation for your troubles.  The End.

031	You were able to talk your way out of any charges.  You are set free in the afternoon and quickly head off toward Dark-Edge in the hopes of avoiding any more setbacks.  Go to 004.

032	You just weren't convincing enough.  You are found guilty of murder and are sentenced to 20 years of hard labor working on the new border fortress out west.  All your possessions are confiscated, you are shipped to the work site, and then you die in an unfortunate accident.  The End.

033	As you walk away you see a large flash from the shop you just left, followed by screams of agony.  As you turn around you see the shop owner stumble out of the shop.  He is clutching his right hand, which looks badly burnt.  When he sees you he begins yelling in Dwarvish.  He calls you a swindler and a thief, and says that you sold him stolen goods.  (of course, if you don't know Dwarvish, then you have no clue what he is saying)  The guard quickly comes and arrests you before you can get away.  After a few days in prison you discover what happened.  The necklace had a ward placed on it that would cause a fire if it was handled by anyone other than the deliverer or the owner, and that is how you were found out.  After another week-and-a-half your fate is decided.  The local goblins tribes have been causing a lot of problems recently, and the regional militia has been called together to drive them out of the area if possible.  Lucky you -- you've been chosen to be point man for a delving team which will head into the goblin tunnels.  You earn 100 adventure points for surviving this adventure, and your tale will continue in soliatire adventure A2.  The End, for now...

034	With a mightly blow the goblin is slain.  His friends haven't yet made it up the ladders to the bridge yet, so you take off running.  The goblins don't give pursuit and you quickly leave them behind.  The rest of the day goes smoothly and you have an uneventful night's sleep.  Restore D6 lost CON points.  The next day you head off early and make good time.  After a quick break for lunch at mid-day, you resume your journey.  Go to 039.

035	The goblin is tougher than he looks.  He's forced you into a defensive position near one side of the bridge, and he just keeps raining blows on you.  You begin to wonder how long it will take for reinforcements to climb up to the bridge when you are hit from behind with a heavy club.  You are knocked unconscious.  Go to 036.

036	Many hours later you wake up to find yourself in chains in a disgusting underground hole.  Most likely a goblin hole, considering your captors.  Any equipment you may have had has been confiscated from you.  Your body feels very bruised and battered (lose 3 CON, but don't go below 1), and you are very hungry.  Unfortunately, your captors didn't leave you any food.  Well, there's that slop next to you that the rat seems to like, but you're not sure food would be the appropriate term for it.  After a couple of hours in this condition, you begin to wonder just what the goblins have in store for you.  You find out soon enough, as the crude door to your chamber is noisily opened by four goblin guards, wearing leather curiasses and carrying heavy scimitars.  One of them produces a key and unchains you from the wall.  Two others then drag you out the door and into a rather small tunnel.  You muster up the courage to ask one of the guards what is going on.  He smiles evilly at you and then replies with some phrase in the Goblin tongue.  Do you speak Goblin?  If so, go to 043.  If not, go to 044.

037	Screaming an appropriate battle cry, you charge the goblin.  Caught completely off guard, the goblin can do nothing except die as you bash him in the head with your weapon, sending him tumbling back into the tunnel.  The dead goblin falls directly on another goblin, knocking him to the ground.  Leaping into the tunnel you quickly dispatch the second goblin, just in time for you to face a third one who comes running up the tunnel to investigate the screams of his comrades.  This one is ready for trouble, with his weapon drawn and ready to use.  Fight a goblin with MR 18/14.  If you win, take 45 ep and 10sp, and go to 045.

038	Not feeling very heroic at the moment, you decide to flee from the goblin.  In your haste you leave behind some items in your makeshift camp.  Randomly choose 2 items from you equipment list.  Those items were accidentally left behind and are lost to you.  After running for about 10 minutes, you are pretty sure that the goblin did not follow you.  Your adrenaline is pumping now, though, so you decide to just go ahead and start the day's travels instead of trying to go back to sleep.  Go to 019.

039	The morning's travels are uneventful, and you make good distance on your journey.  Around noon you decide to break for lunch.  In the middle of your meal, you hear someone approaching along the road, coming from the West.  You look down the road and see a wagon approaching, led by a single horse.  When the wagon gets close to you, it stops and out jumps a strangely-dressed, rather short man.  He wears bright green robes and a wide-brimmed hat that is really too big for him.  He has obviously seen you, for he comes right up to you and says, "Hail, stranger and friend!  What a fine day for travelling, hmm?"  You try to answer but the man doesn't let you.  "Well now, who are you?  I am Bombasto, the travelling merchant, purveyor of fine goods and teller of fine tales.  Everyone loves my wares, so I'm sure you will too."  Bombasto's conspiratorial wink after that last sentence doesn't exactly make you trust him, but he seems harmless enough.  "Come, come!  Take a look at my goods; you just may find what you need."  Bombasto heads back towards his wagon, motioning for you to follow.  If you want to go look at Bombasto's goods, go to 046.  If you'd rather not, go to 040.

040	Bombasto seems genuinely hurt that you would not want to at least look at his goods.  "What kind of man shows such disrespect to other travelers on the road?  Surely you must misunderstand me, for all I want is to show you hospitality, as any good traveler and friend would do for another.  Please, come."  If you have changed your mind and decide to give Bombasto a chance, go to 046.  If you tell Bombasto in no uncertain terms that you want nothing to do with him, go to 047.

041	You detect very strong magic of neutral alignment imbedded in the necklace.  Go back to 005.

042	If anything else is hidden in the chest, your spell does not reveal it.  Go back to 005.

043	What you hear chills you to your core.  The guard tells you that you are going to be taken before the Goblin Warchief!  For what reason, the guard does not say, but it is probably not something you will enjoy.  Go to 044.

044	Soon you are carried into a large chamber.  At the near end an underground river flows through a channel cut into the chamber's floor.  At the other end, on a raised platform, sits a rather crude throne.  On the throne sits a rather crude goblin, the Goblin Warchief.  As ugly as he is he sure is intimidating, the largest goblin you have ever seen.  Also in the chamber are rougly a couple hundred goblin warriors, all laughing at you as you are taken in and unceremoniously dumped before the throne platform.  One of your guards grabs your hair and pulls your head up so the Warchief can look at you.  He sneers at you and then says, in the Common tongue, "I hope you have found our hospitality enjoyable; it was the best we could do.  And, now that I have fed and sheltered you, I demand payment.  I want you to tell me everything you know about the human armies and their military strength.  If you do not tell me the truth, I will personally bite your head off.  But if you help us, you will be greatly rewarded."  The Warchief then stops, and waits for your response.  If you can speak Goblin, go to 048.  If you can speak Orcish, go to 049.  If you don't know either of those languages, go to 050.

045	You wipe the goblin blood off of your weapon and check your surroundings.  You are a few feet inside the entrance to an underground tunnel complex.  The tunnel heads for as far as you can see straight ahead.  You have two choices:  you can either grab a torch off the wall and head into the tunnel (go to 052), or you can leave the complex and dead goblins behind and continue on your original job (go to 053).

046	Most of Bombasto's goods are either worthless trinkets or of inferior quality and not worth the price he quotes, but a couple items catch your eye.  The first is a Kris knife, made of meteoric iron.  This fact seems to have been overlooked by Bombasto, who offers it to you for 40gp.  The other item of note is a small jar of ointment.  When you ask Bombasto about it, he tells you that the jar contains rare and valuable medicine from lands far to the East where they know much more about that kind of thing than they do around here.  Bombasto asks 25gp for the jar, which weighs 50cns.  If you purchase the ointment and ever try to use it to heal any wounds, go to 051.  You may purchase either of the items from Bombasto if you wish.  If you do purchase anything Bombasto thanks you profusely for your business before going on his way.  If you don't, then he just curtly excuses himself and then heads on his way.  Go to 055.

047	Bombasto seems geniunely hurt by your lack of interest in his goods.  He quietly walks away and gets back on his cart before moving off down the road.  Go to 055.

048	What do you reply?  If you say, "I will never betray my people.  Do your worst!", go to 056.  If you say, "I am not a soldier, so my knowledge is small, but here is what I know." and then proceed to tell him everything that you know without deceit, go to 057.  If you say the above and then lie through your face, go to 054.

049	What do you reply?  If you say, "I will never betray my people.  Do your worst!", go to 059.  If you say, "I am not a soldier, so my knowledge is small, but here is what I know." and then proceed to tell him everything that you know without deceit, go to 060.  If you say the above and then lie through your face, go to 061.

050	What do you reply?  If you say, "I will never betray my people.  Do your worst!", go to 059.  If you say, "I am not a soldier, so my knowledge is small, but here is what I know." and then proceed to tell him everything that you know without deceit, go to 063.  If you say the above and then lie through your face, go to 058.

051	Roll a d6.  If you roll a 1, Bombasto got it wrong.  You actually bought insect repellant, which doesn't heal any of your wounds.  On a 2 - 6, the medicine is good.  There is enough to heal a total of 9 hits, but you can only use enough to heal 3 hits at a time.  You must read through at least 8 sections before you can use it again to heal another 3 hits.  Return to the paragraph you just came from.

052	You grab a torch off the wall, and proceed onward.  While carrying the torch, you cannot use a shield or any two-handed weapons, by the way.  About sixty feet into the tunnel you come across two side-branches, one on your left and one on your right.  You can either continue on ahead by going to 064, take the left branch by going to 065, or take the right branch by going to 066.

053	You quickly head back down the tunnel complex until you see an exit.  You quickly clamber out, grab your gear, and take off down the road at a quick pace before anybody can track you down.  Go to 019.

054	You make up some outrageous story about how the garrison at Crossway has been decimated by a strange plague, the king's guard in Deephome have all deserted, and the city guard at Dark-Edge all joined a band of travelling minstrels (female elven minstrels, none the less) and left the city defenseless.  The Goblin King is left speechless, both by the amazing story you just told him and your excellent grasp of his own language.  Make two first-level saving throws, one on Luck and one on Charisma.  If you make either one of them, go to 067.  If you fail both of them, go to 068.

055	You continue on your journey to Dark-Edge, spending the next two-and-a-half days in basically uneventful travel.  After this, you reach the edge of the Dark Woods.  Only another day-and-a-half at most separate you from your goal, as long as you continue to make good progress.  You spend the next evening camped under the shade of a large oak tree (restore 2 CON), and then set out on your journey for the day.  You soon find yourself deep into the heart of the woods, when you happen upon another traveller.  As you make your way down the road towards Dark-Edge, a Leprechaun appears, seemingly out of nowhere, and approaches you.  He introduces himself as Liffet, and asks for your help.  It seems that an Ogre found its way down from the mountains into the woods, and has kidnapped the leprechaun princess.  The leprechauns are desperate to find a way to rescue their beloved princess, and they are too terrified to try themselves after an unsuccessful rescue attempt.  So, what will you do?  If you agree to help rescue the leprechaun princess, go to 069.  If you decide you don't want to get involved, go to 070.

056	The Goblin King is noticeably impressed by both your gall and your knowledge of the Goblin language.  Because of that skill, the King decides to spare your life, even after insulting him in his own court.  You are stripped of all your possessions.  If you carry a dagger, make a 1st-level saving throw on Luck.  If successful, you hid it well and they didn't find it.  After that, you are beaten in front of the King (lose half your remaining CON, rounded down) and tossed back into your cell.  You spend two more days there before a chance to escape presents itself.  Go to 071.

057	The Goblin King is mightily impressed with you.  His assistant copies down everything you said.  The Goblin King tells you that he is glad you decided to cooperate.  For that he will spare your life, for now at least.  Unfortunately, he really can't let you go free, or you could warn the free peoples of his forthcoming attack.  So back into your cell you go, minus any weapons or armor you had carried.  They let you keep any other items you may have carried, though.  If you carried a dagger, make a 1st-level saving throw on Luck to see if you hid it well enough that they didn't find it.  You spend a few days the 'guest' of the Goblin King until an opportunity for escape presents itself.  Go to 071.

058	You tell the Goblin King that his plan has already been leaked out by one of his own soldiers, and even now the army of the free peoples is coming to kill him.  Make a 1st-level saving throw on Charisma.  If successful, go to 072.  If not, go to 062.

059	The Goblin King responds to your insult by jumping down from his throne and biting your head clean off.  The End.

060	The Goblin King respects your attempt to communicate with him in a language close to his own.  He rewards you for the information you give him by tossing you back into your cell, minus any weapons and armor you may have been carrying.  If you carry a dagger make a 1st-level saving throw on Luck to hide it from the guard who stripped you.  After a couple days of bad food and sleeping on the floor (lose 1 CON), you happen upon a chance to escape.  Go to 071.

061	Using your best Orcish, you concoct a believable (at least you hope so!) story about a subtle weakness in the garrison forces of Dark-Edge.  You tell the Goblin King that the city guard are bribable, and that for the right amount of money he could get saboteurs into the city who could wreak great havoc before a full attack.  The Goblin King sits back in his throne and ponders what you have just told him.  Make a 1st-level saving throw on Charisma.  If successful, go to 062.  If not, go to 073.

062	The Goblin King accepts your story at face value, and thanks you for your assistance.  As a reward, you are tossed back into your cell with the rats.  They take all your weapons and armour, by the way.  If you have a dagger you can make a 1st-level saving throw on Luck to see if you can successfully hide it and therefore keep it.  You stay in your cell for about three or four days before a chance to escape presents itself.  Lose 1 CON in the meantime for malnutrition.  Go to 071.

063	You spill your guts to the Goblin King, telling him everything you know about the defenses of the free peoples of the vale.  Fortunately for your people you don't know anything of strategic value to the goblins.  This, however, is unfortunate for you because the Goblin King is annoyed by your lack of usefulness.  He is tempted to have one of his guards run you through for wasting his time.  Plead you case by making a 1st-level saving throw on Charisma.  If successful, go to 072.  If not, you are killed and your adventure is rather abruptly over.

064	The passageway goes onward for a long distance.  It's strange; you don't meet any goblins while in the tunnel.  You suspect that either this tunnel is a minor branch of the main network, or all the goblins must be somewhere else.  Possibly both.  After a long period of time spent slowly working you way through the tunnel, you come across a branch that heads off to your left.  You stop and listen at the side tunnel, and you think you can hear noise down that way.  If you wish to take this new route, go to 073.  If you would rather continue straight ahead, go to 074.

065	This side tunnel quickly opens up into a large chamber, strewn with all sorts of junk and refuse.  You are not sure what this chamber is used for; maybe guards of the entrance stay here when not on duty.  Whoever stays here, they sure leave a big mess.  You can either leave this chamber and explore the other side passage by going to 066, leave this chamber and proceed down the main tunnel by going to 064, or spend some time rummaging through the junk in this chamber to see if you can come up with anything useful by going to 075.

066	This side tunnel leads you on for a long time before opening up into a storage chamber of some kind.  There are various chests, crates, and barrels scattered around, along with some filthy rags and a few rusted old weapons.  If you spent some time searching this area, you may find something useful.  If you wish to do this, go to 076.  If not, you can either head back and take the other side passage by going to 065 or you can head down the central passage by going to 064.

067	The Goblin King is amazed by your tale.  He suddenly leaps up from his throne and shouts out that victory is near at hand.  Immediately the orders are sent out to gather the soldiers for an immediate invasion of the free lands.  You are rather surprised that your story was taken so well, and are even more surprised when the Goblin King tells you that you are to stay by his side during the coming glorious war for good luck.  Until that time you are sent back to your cell.  They do take any non-dagger weapons you may carry and any shield you might have had, but nothing else.  You spend a few days in your cell wondering what to do until a wonderful opportunity presents itself for you to escape from the goblins.  In the meantime they give you somewhat better food to eat, and the rest does you much good.  Restore up to 3 lost CON, and go to 071.

068	The Goblin King sees your story for the obvious lie it is.  He signals to one of the guards, who sticks you in the ribs with his spear.  The guard is good at his job, and you die on the ground before the Goblin King's throne.  The End.

069	Liffet rejoices and leads you off into the forest by a small path you hadn't noticed before.  Before long you come to a small leprechaun village, hidden inside a small grove of trees.  The villagers react fearfully to you when they first see you, but Liffet soon tells them that you are there to help rescue the princess and then they flock around you to get a look at the hero who will help them.  You are soon led to the largest of the buildings in the village.  It is still much to small for you, but Liffet tells you to stay outside and he will go inside and get the mayor.  Soon a fat little leprechaun comes out to see you.  He is dressed well in a velvet red vest over a white shirt, with fancy leather breeches.  He eyes you over and then whispers something to Liffet you don't pick up.  The leprechaun then turns to you and says, "Thank you for agreeing to help us in our hour of need.  I am afraid we cannot offer you much in the way of monetary reward, but we will do the best we can if you are successful in your quest."  After this the mayor takes the opportunity to give a nice, long speech to the villagers.  Then you are taken aside and prepared for your mission.  If you have any wounds, they are lathered in a strange substance that heals all them completely (restore any lost CON).  Additionally, you are given a small silver whistle.  If you ever get in trouble during your quest, blow the whistle and the leprechauns will provide what help they can give.  The whistle weighs 2cns and is worth about 5sp.  Go to 077.

070	Liffet is noticeably discouraged and makes some comment under his breath about brutish tall people.  He then disappears from view completely, leaving you wondering how the little guy did that trick.  You get over your wonder soon enough and you continue on your journey.  Go to 078.

071	Two guards arrive in the morning, bringing you food and water.  One of the goblins is small and wiry, but he looks mean.  The other is really big for a goblin, but looks pretty dumb.  In fact, he looks like a major klutz.  The smaller goblin opens your cell and enters.  The large goblin tries to enter, also, and ends up tripping and falling right on top of the other goblin.  The smaller goblin screams at the other to get off him and begins hurling insults at the larger goblin.  Sheepishly, the large goblin gets up and starts to apologize.  The smaller goblin will have none of it, however, and slaps the big goblin really hard.  The other goblin gets very obviously mad, and slaps the smaller goblin back.  He goes flying across the room and smacks into the wall.  Quickly picking himself off the ground, he draws his sword, screams at the other goblin, and launches an attack!  Soon the two goblins are engaged in a brutal melee, completely ignoring you.  Seeing a good escape opportunity, you quietly slide out of the cell into the tunnel.  You then follow the tunnel until you reach a T-intersection.  Go to 079.

072	Lucky for you, the Goblin King is in a good mood.  He decides to keep you alive, "just in case."  So you are tossed back in your cell to await an uncertain, but most likely unpleasant, fate.  However, after a few days, something happens to change things.  Go to 071.

073	You carefully inch your way along the tunnel, and the noise grows louder.  Soon, you are sure that you are hearing goblin voices.  Sure enough, around a bend in the tunnel you come across two goblins sitting on the ground, playing some kind of game with stones.  Make a L1 saving throw on Luck.  If you are successful, go to 080.  If you are unsuccessful, go to 081.

074	The tunnel goes for a long way, and curves to the right after a while.  After about 1000 feet, you see a tunnel off to your left.  If you decide to take this tunnel, go to 082.  If you decide to press on ahead, go to 083.

075	You spend roughly twenty minutes rummaging through the junk in here, but find absolutely nothing of any value whatsoever.  (well, there was this shirt, but the rats had got to it, you see, and...)  However, someone may have found you!  Make a L2 saving throw on Luck.  If you were successful, go to 084.  If not, go to 085.

076	Your search of the chamber proves fruitful.  Behind a pile of rusted old weapons, you find a box, wooden with metal bands, that has silver writing in Elven script on it.  It is long and narrow, and looks to contain a weapon, possibly.  The box is locked.  Can you read Elven?  If so, go to 086.  You can try to open the lock.  Make a L2 saving throw on Dexterity.  If you have a Poniard, add 5 to your roll, but roll an extra die.  If that extra die rolls a 1, then you have broken your Poniard and it is useless.  If you can cast a Knock, Knock spell, you can open the box automatically.  If you open the box, go to 087.  If not, then you find nothing else of interest in the room.  You can either check out the other side passage by going to 065, or you can proceed down the main passage by going to 064.

077	The leprechauns show you a secret path that leads to the place where the Ogre has taken up residence in their forest.  You quickly take off down the path, with two small leprechauns as guides to keep you going properly (it's easy to miss the path, you see).  You travel for about 45 minutes before you can hear some deep laughter.  This greatly terrifies your guides, who refuse to go on.  However, they do tell you that if you just continue along the path, you will find the Ogre.  Steeling your nerves, you quietly and slowly head down the path, until you reach the edge of a clearing.  Ducking behind a tree, you peer around it to see a small, roughly 30 foot, clearing with two large rocks in it.  On the rock farthest from you sits a leprechaun.  She is wearing a green sun dress and has a small tiara in her hair.  Also, she is wearing what looks to be a gold bracelet around her right ankle.  She looks tired, scared, and miserable.  Leaning against the rock closest to you, with his back to you, sits the ogre.  You can only see the back of his head, but you can see enough to tell you that you would be outclassed in a stand-up fight with this guy.  Make a L1 saving throw on Luck.  If you make it, go to 088.  If not, you have a choice to make.  If you try to sneak into the clearing, climb on the rock, and bash the ogre in the head, go to 089.  If you try to run as fast as you can, grab the princess, and sprint into the woods before the Ogre knows what happened, go to 090.  If you try to bluster your way past the Ogre, go to 091.  If you know the spell Oh-Go-Away and try to use it, go to 092.  If you try to distract the Ogre in some way so you can grab the princess and run, go to 093.  If you chicken out and just run away, leaving it all behind you, go to 094.

078	You spend another few days trudging through the woods.  Heal all lost CON.  Finally, one night, you top a hill during dusk and you can see the town of Dark-Edge nestled among the trees at the bottom of the hill.  You prepare to head on down, when a light catches your eye from off to the side.  You quietly leave the road to investigate.  What you see are two men seated around a small fire.  They wear military uniforms, and both have swords close at hand.  There are three horses quietly eating nearby.  The men are very alert, and look a little nervous.  If you wish to approach them, go to 095.  If you wish to ignore them, go to 096.

079	The tunnel is dark, and you must quickly decide which way to go to escape the goblin tunnels.  You grab a sputtering torch from the wall before making your decision.  When you grab the torch, you see that there is an alcove below it that contains your confiscated equipment!  You arm yourself and prepare to head into the passageway.  Make a L1 saving throw on IQ.  If you are successful, go to 097 and then return here.  You are in a long passage, and can either go to your left by turning to 098, or you can go to your right by turning to 099.

080	The goblins are so engrossed in their game, that they have not noticed your approach.  If you wish to turn around and go back to the main passage, go to 074.  If you want to ambush the goblins, go to 100.

081	Unfortunately, the goblins noticed your torch light and have decided to investigate.  Fight two goblins, each with a MR of 10/12.  If you defeat them, collect 22 AP and go to 101.

082	It soon becomes clear to you that you have found the goblin's jail.  There are seven small, dirty cells in this passage.  There are three on each side, and one at the end, terminating the passage.  Make a L1 saving throw.  If successful, there is no guard.  You can either return to the main passage and continue down it by going to 083, or you can give up on the whole deal and leave the goblin tunnels by the way you came by going to 053.  However, if you fail your saving throw, there are two goblin guards on duty, and they challenge you with their stell.  The first one is small and has a MR of 15/7.  The second one is big and has a MR of 9/20.  If you kill them, take 26 adventure points and go to 102.

083	You soon reach another intersection.  You can either continue straight ahead by going to 103, you can take the left-hand tunnel by going to 104, or you can take the right-hand tunnel by going to 105.

084	Your search has gone undiscovered.  You can either check out the right-side passage by going to 066, you can continue down the main passage by going to 064, or you can leave the goblin tunnels and go to 019.

085	Unfortunately, your rummaging and searching has made enough noise to attract the attention of two goblin guards.  Each has a MR of 11/11.  If you defeat them, then you can either explore the right-side passage by going to 066, you can continue down the main passage by going to 064, or you can leave the goblin tunnels by going to 019.

086	The elven script reads "Nightcutter."  Return to 076 to try to open the box.

087	The lock pops open, and you carefully lift the lid.  This is indeed a weapon-case.  The inside is lined with red velvet, upon which lies a scabbarded broadsword.  Both the scabbard and the blade are made of steel inlaid with silver.  The sword possesses two distinct abilities.  First, it casts a faint, silvery glow when wielded.  This provides as much light as a standard torch, allowing you to use a shield rather than using your off hand to hold your torch.  Second, its combat dice are 5d+6, rather than a standard broadsword's 3d+4.  If you are strong and dextrous enough to wield a broadsword, you can take and use this sword.  If you are not strong enough but are dextrous enough, you can use the sword under the penalties given in section 2.35 of the T&T rulebook.  If you are not dextrous enough, then you can't use the sword and must leave it behind.  Having solved the box, you must now decide where to go.  You can check out the left-side passage by going to 065, continue down the main passage by going to 064, or leave the goblin tunnels by going to 019.

088	While you are trying to decide how to deal with the ogre, a loud snore carries to your ears from the reclining ogre.  He is asleep!  Unable to believe your good fortune, you creep into the clearing to get a better look.  Sure enough, the ogre is fast asleep.  How will you attempt to take advantage of this golden opportunity?  If you decide to off the ogre where he sleeps, go to 106.  If you decide to try to grab the princess and run off with her, go to 107.

089	As stealthily as you can, you sneak up behind the ogre and climb up onto the rock.  Raising your weapon, you get ready to split his skull.  Make a L1 saving throw on Dexterity.  If successful, go to 108.  If not, go to 109.

090	Steeling yourself for a quick run, you suddenly bolt from your hiding place and head straight for the princess.  The startled ogre can only stare as you race past him and grab the princess.  Suddenly, your hands are filled with pain and you drop the princess on the ground.  You look and can see that your hands have been burned!  (lose 2 CON)  The ogre approaches you, with a massive club in his right hand.  He grins at you.  "Magic worked good, eh?" he asks jovially as he prepares himself to bash you with his club.  Not knowing what else to do, you ready your weapon and give a mighty blow on the whistle the leprechauns gave you.  You must fight the ogre, who has a MR of 30/30.  Before combat starts, roll 1 die.  That is the turn that 3 leprechauns show up, each with a MR of 8/8.  They fight with you against the ogre.  Thus, if you roll a "1", the leprechauns show up immediately.  If you roll a "4", they show up after 3 turns of combat.  The leprechauns dice and adds are added to your own, but any damage sustained by your side must be taken by you alone; the leprechauns just Wink-Wing out of harms way.  If you defeat the ogre, go to 110.

091	Walking up to the ogre, you stand between him and the princess.  He seems to be asleep, so you kick him.  "Hey, you!" you yell.  The ogre opens his eyes and stares at you.  "What you want?" he asks.  "I want the princess, and I'm taking her." you say with as much resoluteness that you can muster.  "What if I want her?" he asks, reaching for his club.  "Then you die." you respond.  "Really?" asks the ogre with raised eyebrows.  "Really." you respond back.  "Oh." says the ogre.  He scratches his head, and you try to look your fiercest.  Make a L2 saving throw on Charisma.  If successful, go to 111.  If not, go to 112.

092	The ogre has a MR of 30.  If the spell is successful, go to 113.  If not, go to 114.

093	You desperately look around for a way to make a diversion.  A couple ideas spring to mind.  You could use some matches that you carry to make a small fire.  If you like this idea, go to 115.  Or, there are some rocks around that you could throw against trees to make noise to attract the ogre.  If you prefer this idea, go to 116.

094	Deciding that you are grossly overmatched, you decide to bug out and leave everything behind.  Silently, you slip into the woods and try to head back to the main road.  Unfortunately, you soon get lost in the dense woods.  As night sets in, you realize that you have no idea where you are.  Do you have a compass?  If so, go to 117.  If not, go to 118.

095	You approach the men with your palms open and a smile on your face.  They seem cautious, but invite you to sit at their fire.  You learn that their names are Josiah and Ranki.  They are with the Pine Lancers, one of the King's own legions from the capital in the East.  They are in this area scouting for goblins, as their activity has markedly increased during recent days.  You tell them of your own encounters with the goblins and they seem very understanding.  "You are not the only traveller to tell us such tales." says Josiah.  "We have heard many times over such stories from merchants and mercenaries alike.  It seems that the goblins are preparing for a major move of some kind."  "That's why we're here." says Ranki.  "When the goblins come, we'll be ready for them."  You learn that a third member of their party, Sustana, went out two hours ago looking for goblin tracks.  He hasn't returned yet, and Josiah and Ranki are nervous about his fate.  Once night is fully upon the land, the soldiers invite you to stay in their camp for the evening.  Not seeing a better opportunity by yourself, you decide to accept.  Go to 119.

096	Taking no further notice of the men, you decide to stay on your own.  Soon night descends, and you know that Dark-Edge's gates are closed at night and opened for no man other than the King.  Seeing as you are not the King, the odds of them letting you in tonight are almost nil.  So, you set about looking for a place to set up camp.  Fairly soon you find a small depression bordered by some bushes a couple dozen yards off the road.  Sheltered from the wind, you try to get some sleep.  Make a L1 saving throw on Luck.  If successful, go to 120.  If not, go to 121.

097	You remember that the left-hand passage was the one that the guards used to take you to the Goblin King's chamber.  There were two wide side passages that you passed on the way there, but you don't know what is in them.  Return to 079.

098	After a few minutes of walking cautiously down the passage, you hear footsteps and the clanking of metal approaching you.  Make a L1 saving throw on Dexterity to try to hide yourself from whatever approaches.  If successful, go to 122.  If not, go to 123.

099	You walk for a long ways, and after a while the passage turns to your left.  A couple minutes after the turn, you see a side passage on your right side.  You listen for any noise, and you do hear something.  However, you can't tell what it is.  If you wish to head down the side passage, go to 073.  If you wish to continue straight, go to 124.

100	Readying your weapon, you rush right at the startled goblins.  Each goblin has a MR of 10/12.  During your first turn, you only have to fight one of the goblins.  Also, because he has not drawn a weapon yet, you do not take any damage, even if he beats you that round.  If you defeat the goblins, take 22 MR and go to 101.

101	Having dispatched the goblins, you continue down the passage.  (you can keep their game dice if you want, but they're not worth anything.)  The tunnel curves around some and gets very rough-hewn in parts, which slows you down as you have to step over and around large rocks jutting into the passage.  After roughly 10 more minutes of walking, you arrive at the end of the passage.  There is, however, a ladder here.  The ladder leads up to a round door set into the ceiling.  This looks like a way out.  If you wish to open the door, go to 126.  If you decide to turn around and head back, go to 125.

102	After satisfying your curiousity to prove that there was nothing of any value in the cells, you head back to the main passage.  You can either continue the way you were going by going to 083, or you can head back the way you came from by going to 053.

103	The goblin tunnels get more ornate through this part of the lair.  The tunnel slowly widens out to the point where 10 goblins could walk side-by-side.  That's a sight you sure don't want to see anytime soon.  However, you do soon see four goblins in ornate (well, for a goblin) armor holding spears standing in front of a crude bronze door.  Make a L1 saving throw on Luck.  If successful, go to 127.  If not, go to 128.

104	This passage, though wide, quickly becomes exceedingly filthy.  Feces and other refuse seems to be randomly strewn around.  The stench is rather overpowering.  If you decide to continue on, go to 129.  If you decide to leave, you can either try the other side passage by going to 105, you can continue down the main passage by going to 103, or you can give up and leave the tunnels as quick as possible by going to 211.

105	This passage seems in very good shape, and is fairly wide.  You follow it for what seems to be a long time (in reality, probably no more than 15 minutes) before you arrive at a Y-intersection.  There is light coming from both passages, as well as goblin voices.  You must decide which way you will go.  If you wish to take the left passage, go to 130.  If you wish to take the right passage, go to 131.  If you wish to return to the main passage, go to 083.

106	You set yourself in front of the ogre.  Readying your weapon, you prepare to split the ogre's skull with a single mighty blow.  Make a L1 saving throw on Strength.  If you are successful, go to 132.  If not, go to 133.

107	Deciding that even combat with a sleeping ogre is too much for you, you quickly run over to the leprechaun princess.  As you get ready to grab her, she frantically tries to get your attention.  She obviously wants your attention, so you give it to her.  She tries to whisper something to you, but she only speaks Gremlin (the native language of leperchauns).  Do you speak Gremlin?  If so, go to 134.  If not, you must try to understand her as she communicates with hand signals.  Make a L1 saving throw on Intelligence.  If successful, go to 135.  If not, go to 136.

108	Ah hah!  The ogre has not noticed you as you poise above him to bash his head in.  Make a L1 saving throw on Strength to attempt the deed.  If you are successful, go to 132.  If not, go to 137.

109	As you try to climb the rock, you slip on some loose chunks of rock and slide off the rock with a yell.  You are unhurt by the fall, but the angry ogre who comes around to investigate looks plenty capable of putting the hurt on you.  Fight an ogre with MR of 30/30.  Because you are unprepared, you are barely able to get a weapon out, and are not able to use the leprechaun whistle.  If you survive, go to 110.  If not, bury yourself a grave and get in it.

110	Standing over the corpse of the ogre, you soon find yourself surrounded by a bunch of jumping and singing leprechauns.  (Give yourself 30 adventure points, as well)  They thank you profusely for your help in rescuing the princess and heal any wounds you have with a magical salve.  They take you back to their home in the woods, where you are the guest of honor at a great celebration feast.  Well, it's a feast by vegetarian standards, anyway.  The leprechauns take back their whistle that they had given to you earlier, but they offer you a choice of two rewards.  If you are a wizard, or a warrior-wizard, or a rogue with magical inclination, go to 138.  If you are a warrior, or a warrior-wizard, or a rogue with martial inclination, go to 139.

111	Feeling very intimidated, the ogre sheepishly gathers up his things, takes another long look at you, and then trundles off into the woods.  The princess claps her hands and smiles grandly.  Then she snaps her fingers on her left hand a bunch of leprechauns magically appear, all of them singing and dancing around you.  The leprechauns are happy that their princess is free, and especially that it could be done without bloodshed.  Take 100 adventure points for your amazing accomplishment.  They take you back to their home in the woods, where you are the guest of honor at a great celebration feast.  Well, it's a feast by vegetarian standards, anyway.  The leprechauns take back their whistle that they had given to you earlier, but they offer you a choice of two rewards.  If you are a wizard, or a warrior-wizard, or a rogue with magical inclination, go to 138.  If you are a warrior, or a warrior-wizard, or a rogue with martial inclination, go to 139.

112	The ogre tosses his head, smacking it against the boulder, and laughs hard and loud.  "You funny human!" he says as he stands up.  "I like you.  I think I shall kill you!"  With that he lunges at you with amazing speed.  Fight an ogre with MR of 30/30.  Before the first round of combat, make a L1 saving throw on Dexterity.  If successful, you are able to blow the leprechaun whistle before the fighting begins.  This summons 3 leprechauns, each with a MR of 8/8.  They fight with you against the ogre.  The leprechauns dice and adds are added to your own, but any damage sustained by your side must be taken by you alone; the leprechauns just Wink-Wing out of harms way.  If you defeat the ogre, go to 110.

113	The ogre suddenly stands up and stares at you with wild eyes.  He screams hysterically, and then runs off into the woods with his hands over his head, running like a scared 2-year old.  The princess claps her hands and smiles grandly.  Then she snaps her fingers on her left hand a bunch of leprechauns magically appear, all of them singing and dancing around you.  The leprechauns are happy that their princess is free, and especially that it could be done without bloodshed.  Take 100 adventure points for your amazing accomplishment.  They take you back to their home in the woods, where you are the guest of honor at a great celebration feast.  Well, it's a feast by vegetarian standards, anyway.  The leprechauns take back their whistle that they had given to you earlier, but they offer you a choice of two rewards.  If you are a wizard; or a warrior-wizard or a rogue with magical inclination, go to 138.  If you are a warrior; or a warrior-wizard or a rogue with martial inclination, go to 139.

114	The ogre suddenly stands up and stares at you with wild eyes.  He screams hysterically, and runs right toward you with arms outstretched!  You are so startled by the sudden attack that you are unable to blow the leprechaun whistle.  Fight an ogre with MR of 30/30.  If you win, go to 110.

115	Using the matches from your provisions, you quickly make a small fire.  Within minutes, it is large enough to attract the attention of the ogre.  He cautiously picks up his club and comes over to interrogate.  You can either try to slip around the ogre to grab the princess by going to 140, or you can slip around behind the ogre and backstab him by going to 141.

116	Finding some suitably large rocks, you start chucking them as hard as you can through the clearing to the other side of the clearing.  Make a L4 saving throw on Luck.  If successful, go to 142.  If not, make a L1 saving throw on Dexterity.  If successful, go to 143.  If not, go to 144.

117	It's a lucky thing you have this compass!  With it, you are able to find your way back to the main road.  It takes you about a day-and-a-half, and you are much the worse for wear.  Take 4 from your CON for the hardship of the journey.  If this kills you, then you're dead.  Better luck next time.  Once you are back on the main road, things go pretty smooth.  Go to 078.

118	You are hopelessly lost, and wander around the woods looking for the road.  Unfortunately, you starve to death long before finding your way out.  THE END.

119	The soldiers take night watch, so you are able to sleep undisturbed.  Unfortunately, you are disturbed during the night.  You awaken to the sound of steel on steel and the yelling voice of Ranki.  Goblins are attacking the camp!  You quickly throw off your blanket and draw your weapon.  You see Josiah and Ranki engaged with 4 goblins.  2 others lay dead at their feet.  However, a goblin is sneaking up on them from behind!  Rushing over, you intercept the goblin and protect the back of the soldiers.  Fight a goblin with a MR of 14/9.  If you defeat him, take 12 adventure points and go to 145.

120	You awake refreshed and ready to face the new day.  Restore up to 4 points of lost CON.  Setting out, you soon reach the gates of the city.  The guards look nervous; probably the increased goblin activity.  However, they let you in with no trouble, and you soon find yourself walking the main street in Dark-Edge.  Within two hours you find the Blind Ogre, where you are supposed to deliver the package.  Did you ever open the box?  If so, go to 146.  If not, go to 147 to deliver the package to the innkeeper.

121	During the night you wake up to the sounds of muffled voices and shuffling feet.  Before you can figure out what is going on, someone drives a sword blade through your heart.  You die immediately.  THE END.

122	You quickly replace your torch in one of the empty sconses in the wall, and throw yourself into a shadowed corner.  You don't have to wait for long before discovering what was making the noise.  Twenty goblin soldiers in armor walk by in a fair semblance of order.  They continue past you and disappear down the passageway.  Shaken, you quickly grab your torch again and continue down the passage.  Go to 083.

123	You quickly replace your torch in one of the empty sconses in the wall, and throw yourself into a shadowed corner.  You don't have to wait long before discovering what was making the noise.  Twenty goblin soldiers in armor walk by in a fair semblance of order.  You hope that they haven't seen you, but your hopes are dashed when the lead goblin points at you and yells something in goblin before drawing his sword.  Realizing your danger, you quickly dash off down the passageway, away from the goblins.  They quickly give chase, and you soon are in a real race for your life.  Make a L2 saving throw on Speed.  If successful, go to 148.  If not, go to 149.

124	You come to an intersection, with two side passages, one on each side of you, and the continuance of the main passage ahead of you.  If you decide to search the left passage, go to 150.  If you decide to search the right passage, go to 151.  If you decide to continue on ahead, go to 152.

125	Deciding that you are not yet finished with the goblin tunnels, you return to the main tunnel and continue following it.  Go to 064.

126	Climbing the ladder, you push on the door.  After a few pushes, it opens.  Looking out, you see that it leads to the outside.  Quickly scrambling out, you gather your bearings, find a path that leads to the main road, and continue on your journey.  Go to 055.

127	The goblins have not yet seen you.  You think that it may be possible for you to sneak past them, if you really want to see what is behind the doors they are guarding.  If you wish to try this, you have the following options:  If you know the spell Oh-Go-Away and want to try to use it on the guards, go to 153.  If you would rather attempt to sneak past them by being as stealthy as possible, go to 154.  On the other hand, if you would rather retreat, you may check either of the side passages (for the left one, go to 104; for the right one, go to 105).  If you would rather leave all side tunnels behind and go as far away as possible from these goblins, go to 099.

128	Luck is definitely not smiling on you.  You are spotted by one of the guards, who raises the alarm.  Within seconds all four goblins are charging you with their spears leveled!  Impressed by the sight of four armored warriors bearing down on you, you bravely turn tail and flee for your life.  Make a L3 saving throw on Speed.  If successful, go to 155.  If not, go to 156.

129	Make a L1 saving throw on Constitution to keep from being overcome by the stench in the tunnels.  If you fail, lose 1D6 CON.  If you survive that, you discover (once the passage opens up into various small caves) that you have discovered the goblin's living area.  This place is horribly filthy and disgusting.  You do not currently see any goblins, but that doesn't mean they won't be coming back sometime.  If you wish to search for any treasure or useful items, go to 157.  If you would rather not, you can either explore the other side passage by going to 105, you can continue exploring the main passage by going to 103, or you can head back the way you came and try to leave the tunnels while you still can by going to 053.

130	After a couple hundred feet, you can clearly hear the sounds of many goblin voices, as well as much clanging and banging.  If your curiosity gets the best of you and you explore ahead, go to 158.  If you decide to turn around, you can explore the other branch by going to 131.  Or you can go back to main passage by going to 083.

131	Slowly moving down the passage, you soon come to a sharp turn formed by a massive rock that just into the passage.  You slowly move around the rock, and soon see a sight that most of the goodly races never see:  a goblin nursery!  There are many dozens of goblin children running around this large chamber, watched over by a handful of goblin women.  You are fascinated to observe that goblin children (well, the small ones, at least) are relatively well behaved.  You see a few older ones that are trying to bash each other's brains out with rocks, but they are the exception.  If your curiosity gets the better of you and you wish to enter the chamber, go to 159.  If you would rather leave, you can explore the other passage by going to 130; or, you can go back to the main passage by going to 083.

132	CRUNCH!!  The ogre's skull splits cleanly and he falls over dead.  Take 15 adventure points.  The princess claps her hands and smiles grandly.  Then she snaps her fingers on her left hand a bunch of leprechauns magically appear, all of them singing and dancing around you.  The leprechauns are happy that their princess is free, and especially that it could be done without bloodshed.  Take 100 adventure points for your amazing accomplishment.  They take you back to their home in the woods, where you are the guest of honor at a great celebration feast.  Well, it's a feast by vegetarian standards, anyway.  The leprechauns take back their whistle that they had given to you earlier, but they offer you a choice of two rewards.  If you are a wizard, or a warrior-wizard, or a rogue with magical inclination, go to 138.  If you are a warrior, or a warrior-wizard, or a rogue with martial inclination, go to 139.

133	CRUNCH!!  You whack the ogre hard on the head, but his head is thicker than it looks (and he looks pretty thick!!).  He immediately wakes up and lunges at you.  Fight an ogre with a MR of 30/14.  If you kill him, take 30 adventure points and go to 110.

134	Luckily, you can understand the princess.  "Don't touch me!" she whispers in a very high voice.  "This anklet I am wearing is enchanted with magical wards so only that nasty ogre can touch me.  And it will wake him up if I move too far away.  I am afraid you'll have to kill him."  You turn towards the ogre and prepare to do the deed.  If you try to split his skull, go to 106.  If you try to come up with a non-violent way of dealing with the situation, go to 160.

135	You think that the princess is trying to tell you not to touch her, and to go kill the ogre instead.  However, you aren't quite sure.  If you still want to pick her up and dash off into the woods, go to 161.  If you leave her to deal with the ogre, you can either try to dash his brains out while he sleeps by going to 106, or you can try to find an alternative solution by going to 160.

136	Obviously the princess is simply excited about being rescued.  You scoop her up in your arms and prepare to dash off into the woods when a searing flash of light engulfs you. You scream in agony and drop the princess.  Your hands are badly burned, and your shirt is on fire!  Lose 5 CON.  This has unfortunately alerted the Ogre to your presence, and he comes over to finish you off (if his magic didn't already).  Fight an ogre with MR of 30/30.  If you win, go to 106.

137	You just aren't as strong as you think you are.  The rock bounces right off of the ogre's head, seemingly without doing any damage.  The ogre grunts in surprise and grabs his head with one hand while grabbing his club in the other.  He takes a wild swing at you, but you jump off the boulder in time to avoid turning into a Mark McGwire home run.  Fight an ogre with a MR of 30/30.  Make a L1 saving throw on Dexterity before each combat round to see if you can blow your leprechaun whistle.  If successful, three 8/8 leprechauns join you in your fight against the ogre.  Their combat results are added to yours, but if your side takes damage you must take all of it.  If you defeat the ogre, go to 106.

138	The leprechauns bring you an oak box with a silver latch on it.  Upon opening it, you discover a small silver ring with a sapphire set into it.  The leprechauns tell you that this ring will enhance your magical abilities.  It has the following abilities:  1) if using a Power statistic (or something equivalent), it multiplies your maximum POW by a factor of 1.3, rounded up.  Thus, if your Power was 15, it would increase it to 20.  2) if not using a Power statistic, it reduces the cost of casting any spell by 30%, rounded to the nearest whole.  Thus, a TTYF would cost 4 instead of 6.  You thank the leprechauns very much for the fine gift, and they tell you that they are deeply indebted to you and consider you a friend of the leprechauns forever.  You spend the night with the leprechauns, and then the next morning you are guided back to the main road, where you continue on your journey to Dark-Edge.  Go to 078.

139	The leprechauns bring you an oak box with a sliver latch on it.  Upon opening it, you discover a pair of magical forearm braces of the type used by swordfighters.  The leprechauns tell you that the bracers will enhance your combat abilties.  It has the following ability:  Once you roll your combat dice and add or subtract your adds, multiply the total by a factor of 1.3, rounded up.  For example, let's say you use a 4die weapon and have a total of 3 adds.  You roll your dice, giving a total of 15.  Then you add 3 to give you 18.  Now multiply the 18 by 1.3 and you get 24.  This is your new combat total.  You thank  the leprechauns very much for the fine gift, and they tell you that they are deeply indebted to you and consider you a friend of the leprechauns forever.  You spend the night with the leprechauns, and then the next morning you are guided back to the main road, where you continue on your journey to Dark-Edge.  Go to 078.

140	Steeling yourself for a quick run, you suddenly bolt from your hiding place and head straight for the princess.  The startled ogre can only stare as you race past him and grab the princess.  Suddenly, your hands are filled with pain and you drop the princess on the ground.  You look and can see that your hands have been burned!  (lose 2 CON)  The ogre approaches you, with a massive club in his right hand.  He grins at you.  "Magic worked good, eh?" he asks jovially as he prepares himself to bash you with his club.  Not knowing what else to do, you ready your weapon and give a mighty blow on the whistle the leprechauns gave you.  You must fight the ogre, who has a MR of 30/30.  Before combat starts, roll 1 die.  That is the turn that 3 leprechauns show up, each with a MR of 8/8.  They fight with you against the ogre.  Thus, if you roll a "1", the leprechauns show up immediately.  If you roll a "4", they show up after 3 turns of combat.  The leprechauns dice and adds are added to your own, but any damage sustained by your side must be taken by you alone; the leprechauns just Wink-Wing out of harms way.  If you defeat the ogre, go to 110.

141	Carefully positioning yourself behind the ogre, you wait until he is completely occupied by the fire.  Then, you sneak up behind him and let him have it.  Make a L2 saving throw on Strength.  If you are successful, go to 177.  If not, go to 162.

142	You are a pathetic shot.  In fact, you are so pathetic that you can't even hit the trees on the other side of the clearing.  You are so bad, that your shot falls far short.  Short enough to hit the ogre clean on the head and bust his skull.  Man, you are pathetic.  Go to 110.

143	You throw a number of rocks over the clearing and into the woods on the other side.  They hit some trees and break some branches, making a lot of noise.  The ogre gets up, scratches his head, picks up his club, and goes over to investigate.  Now is your chance!  You quickly sprint over to the princess, but as you get ready to grab her, she frantically tries to get your attention.  She obviously wants your attention, so you give it to her.  She tries to whisper something to you, but she only speaks Gremlin (the native language of leperchauns).  Do you speak Gremlin?  If so, go to 134.  If not, you must try to understand her as she communicates with hand signals.  Make a L1 saving throw on Intelligence.  If successful, go to 135.  If not, go to 136.

144	That is one smart ogre.  When the rocks hit the trees on the other side of the clearing, he saw them.  Then he traced their arc back to where they came from.  Now he's looking right at you!  He grins broadly, picks up his own rock (much bigger than yours), and chucks it at you!  Make a L1 saving throw on Dexterity to keep from getting squashed like a bug.  If successful, the ogre charges you with his club.  Fight an ogre with a MR of 30/30.  Before he reaches you, you are able to blow the leprechaun whistle.  Before combat begins, make a die roll.  The result is the combat round that three leprechauns appear, each with a MR of 8/8.  They will fight with you against the ogre, but if your side loses the round you must take all the damage.  (they just Wink-Wing out of harms way)  If you win, go to 110.

145	As you dispatch your goblin, Josiah and Ranki kill two more.  The fight seems to be going your way, but then Josiah yells out that there are more approaching.  "We'll have to make a break for it." says Ranki.  "Quick!" he yells at you.  "Take the third horse, and we'll ride to Dark-Edge."  You argue that the gate is closed at night.  "Not to us!" says Ranki as he runs for his horse.  Without arguing, you all quickly mount the horses and take off into the night, headed towards Dark-Edge.  You soon leave the goblins behind you, and reach the gates of the city within 20 minutes.  The guards challenge you, but Josiah and Ranki show their mission orders and are allowed in to the city, along with you.  You spend the night on the floor of the barracks in the city, and the next day you bid farewell to the soldiers as you head out to do your job.  You soon find the Blind Ogre inn, and prepare to give the box to the innkeeper.  Did you ever open the box to see what was inside it?  If so, go to 146.  If not, go to 147 and give the box to the innkeeper.

146	Okay, you now have a choice.  You can either give the necklace to the innkeeper as per your instructions by going to 147, or you can try to sell the necklace to someone else by going to 163.

147	Upon entering the Blind Ogre, you take a seat at a table in a corner, by yourself.  There are not many patrons here at this time, so you get the attention of the innkeeper himself.  When he comes to take your order, you bring out the box and tell him of your mission.  He looks very happy, and says he will go get your money now.  A couple minutes later he returns with a drink and a bag with 100gp in it.  He gives both to you, and you give the box to him.  He then proceeds to open the box, revealing a beautiful golden necklace with three large emeralds in it.  He then proceeds to tell you that this was made for him by a jeweler in Crossway as a gift for his new bride, whom he will be taking in a month.  He thanks you profusely for delivering it to him.  Your adventure is over.  Take 500 adventure points for successfully completing your quest.  THE END.

148	You run as fast as you possibly can, as you speed down the passageway.  The goblins are close behind you, but you are starting to gain ground on them.  Seeing that you are too fast for them, they begin yelling and screaming as much as they can to get the attention of any other goblins within earshot.  Of course, you knew there would be.  As you round a curve and run past a side passage, two goblins step out of the passage right in your way.  Running way too fast to stop in time, you just lower your shoulder and plow the first goblin right off his feet.  He cartwheels into the wall, but you don't wait around to see what happened to him.  The second goblin quickly dives out of your way to avoid a similar fate.  Soon, you see the entrance in sight.  With no goblins in the way to stop you, you sprint up the ladder and out into the woods.  Take 50 adventure points for escaping the guards, and go to 055.

149	You run as fast as you possibly can, as you speed down the passageway.  However, you are not fast enough.  One of the goblins catches you from behind and stabs you right through your stomach with his spear.  You drop to the ground and are hacked to pieces.  THE END.

150	This side tunnel leads you on for a long time before opening up into a storage chamber of some kind.  There are various chests, crates, and barrels scattered around, along with some filthy rags and a few rusted old weapons.  If you spent some time searching this area, you may find something useful.  If you wish to do this, go to 164.  Or, you can either explore the other side passage by going to 151, or continue down the main passage by going to 152.

151	This side tunnel quickly opens up into a large chamber, strewn with all sorts of junk and refuse.  You are not sure what this chamber is used for; maybe guards of the entrance stay here when not on duty.  Whoever stays here, they sure leave a big mess.  You can either leave this chamber and explore the other side passage by going to 150, leave this chamber and proceed down the main tunnel by going to 152, or spend some time rummaging through the junk in this chamber to see if you can come up with anything useful by going to 165.

152	After a little while you come to an exit.  An old, worn wooden ladder leans against the wall at the end of the passageway, and leads up to a trap door in the ceiling.  There are no guards around, so you quickly climb up the ladder and push open the door.  The light from outside dazes you, and it takes a little while to get used to it again.  However, you soon recover and leave the goblin tunnels far behind.  Go to 055.

153	The guards have a combined MR of 80.  If the spell works (riiiight...) go to 166.  If not, go to 167.

154	Make 2 L2 saving throws, one on Dexterity and one on Luck.  If you make both of them, go to 168.  If you fail either of them, go to 128.

155	You run like you have never run before.  Dashing along madly down the goblin tunnels, you soon leave your pursuers behind.  You don't dare stop, though;  you know that the guards will have raised the alarm by now, and will be searching for you.  But lucky you; you come across an unguarded entrance.  Pretty soon you are again on your way to Dark-Edge.  A little the worse for wear, but alive and kicking.  Go to 055.

156	Looks like you bit off more than you could chew, this time.  Even though your try your hardest to outrun the goblin guards, you are run down from behind and skewered on three different spears.  Your adventure (and your life, by the way) is over.

157	Make a L1 saving throw on Luck.  If successful, no goblins show up during your search.  Please go to 169.  If, however, you didn't make the roll, then 1D6 goblins break up your search.  Each one has a MR of 11/9 and is worth 10ep each.  If they kill you, you are dead. (duh!!)  If you defeat them, then go to 168.

158	Oh, bother.  You just walked into the goblin equivalent of a mess hall.  Granted, the name does seem appropriate here.  There are roughly 30 goblins eating food, beating on each other, and otherwise entertaining themselves.  Upon seeing you, however, they cease entertaining themselves and just stare for a few seconds.  This is good, as it gives you a chance to get the heck out of there!  Within seconds of your flight you have 30-odd goblins on your tail, screaming, yelling, and doing other goblin things.  Your head start holds, though, as you round the corner into the main passageway.  But does your luck hold, also?  Make a L1 saving throw on Luck.  If successful, go to 170.  If not, go to 171.

159	You are truly an idiot.  Do you know that?  You are immediately spotted by a group of goblin children who begin screaming very loudly.  Some of the larger children decide to prove their worth by trying to take you out themselves.  Before you can escape, you must fight off 3 goblins with MRs of 6/6 each.  Please keep track of the number of combat rounds it takes to defeat the goblins.  If you defeat them within 3 rounds, go to 172.  If it takes from 4 to 6 rounds, go to 173.  If it takes longer than 6 rounds, go to 174.

160	If you know the "Oh-Go-Away" spell, you can try to cast it by going to 092.  If not, you sit down and wrack your brain for a long time.  The ogre is obliging enouch to stay sleeping while you think.  Then, in a flash of inspiration, it comes to you.  Make a L1 saving throw on Intelligence.  If you make it, go to 175.  If not, go to 176.

161	You scoop her up in your arms and prepare to dash off into the woods when a searing flash of light engulfs you. You scream in agony and drop the princess.  Your hands are badly burned, and your shirt is on fire!  Lose 5 CON.  This has unfortunately alerted the Ogre to your presence, and he comes over to finish you off (if his magic didn't already).  Fight an ogre with MR of 30/30.  If you win, go to 106.

162	You nail the Ogre solidly on the noggin.  WHACK!  To your dismay, the ogre doesn't fall over.  Instead he slowly turns around until he is facing you.  "'Dat hurt." he said.  "I don't like to hurt."  Fight an ogre with a MR of 30/17.  If you win, go to 110.

163	After a couple hours of searching, you come across a suitably seedy-looking establishment.  You enter, and find yourself in a very dingy-looking pawn shop kind of place.  The proprieter looks like she has seen better days.  She grunts at you, and you pull out the box.  You show her the necklace and she looks at you with a knowing look.  Without a word, she proceeds to lay out 500 gold pieces.  Will you take 500gp for the necklace?  If so, go to 177.  If not, go to 164 to haggle for more.

164	"I think you can do better than that." you say.  Then you begin to haggle with the proprieter over a price for the necklace.  Make a L1 saving throw on Charisma.  If successful, you get an offer of 800gp.  If you will accept that, go to 177.  If not, haggle again by going to 178.  If you were originally not successful, she won't budge on her 500 offer.  You can either accept it and go to 177, or you can reject it, take the necklace back, and go to 180.

165	You spend roughly twenty minutes rummaging through the junk in here, but find absolutely nothing of any value whatsoever.  (well, there was this shirt, but the rats had got to it, you see, and...)  However, someone may have found you!  Make a L2 saving throw on Luck.  If you were successful, go to 181.  If not, go to 182.

166	You are a much more powerful magician than you look like.  You send the guards running in fear!  They take off in random directions, running around you to escape.  Flushed with victory, you can now search the doors that they were guarding.  The doors are ornate by goblin standards, with some crude bronze designs worked into them.  The designs are all goblin faces, mostly subservient, with a few in rather strange positions.  The doors are large, running from floor to ceiling, and look very thick, too.  There seems to be no lock.  If you wish to attempt to open the doors, go to 183.  If you would rather go back the way you came, you may check either of the side passages (for the left one, go to 104; for the right one, go to 105).  If you would rather leave all side tunnels behind and return from whence you came, go to 099.

167	Let's just say that the spell didn't work.  As the magic infuses the goblins, they don't get scared of you; they get really mad at you.  Really, really mad!  Then they run at you, spears leveled, screaming like a pack of banshees in complete gibberish (even for goblins).  Being the brilliant sort you are, you decide to get out of there.  Make a L4 saving throw on Speed.  If successful, go to 155.  If not, go to 156.

168	Bruised and bloodied, and more than a little worried that more goblins will come, you decide to abandon your search and head for safety.  Go to 053 to try to find a way to the surface.

169	Your search does not turn up much.  Well, okay, you find a lot of feces, clothing shreds, nasty straw used for sleeping, and some crusty stuff that you would rather not know what it is.  But other than that, all that you find is a very serviceable Poniard, two torches, and 16cp.  Now, you can either explore the other side passage by going to 105, you can continue exploring the main passage by going to 103, or you can head back the way you came and try to leave the tunnels while you still can by going to 053.

170	You are a lucky person.  You round the corner like a professional athelete and take off down the passageway like mad.  All of the noise attracts the attention of some guards at the end of the hall, but they'll never catch you with the head start you've got on them.  Tearing along like you are, you almost miss a short passage heading up and to your right.  But we already established that you are lucky, so you of course find it, enter it, and find that it leads to a ladder that leads to an exit to the surface!  Take 50ep for escaping the tunnels, and go to 055 to continue to Dark-Edge.

171	As you round the corner, you happen to literally run into four large guards that were coming from further down the main hallway, attracted by all the noise you were making.  As you try to untangle yourself from all of the goblin limbs you are tied up in, the first group catches up with you and, uh... well, let's just say they kill you.  THE END.

172	You quickly slay the little rotters and run out of the chamber.  The noise of the screaming goblin children has attracted some attention, so you quickly find a veritable horde of goblins chasing after you.  Make two L1 saving throws; one on Luck, and one on Dexterity.  If you make both rolls, go to 184.  If you fail only one of them, go to 185.  If you fail both of them, you are run down from behind and brutally slain, thus ending your adventure.

173	Damn!  Just as you kill the stupid brats, a couple of goblin guards show up.  You must fight them, and quickly!  Each has a MR of 15/10.  If you defeat them in 4 rounds or less, go to 186.  If you have not killed them by the end of round 4, go to 187.  If they have killed you by the end of round 4, roll up a new character and play again.

174	While still fighting the children, (You can't even beat up a few kids?  You suck.) a bunch of guards come running into the chamber.  You are quickly knocked down and skewered like a pincushion.  You are dead.  THE END.

175	Eureka!  You have hit upon a plan to get rid of the Ogre, as long as he falls for it.  Taking your weapon, (or whatever else is handy) you begin diggin a hole under the far side of the rock the princess is sitting on, so the Ogre can't see you.  You dig for a while, but the Ogre never wakens.  Pretty soon, you realize that you'll never get the hole dug fast enough on your own, so you blow your leprechaun whistle, as quietly as you can, and almost immediately 6 leprechauns pop out of thin air.  You explain your plan to them, and two of them run into the woods while the other four help you dig your hole.  Soon the two foragers return with a nice wooden straw and lots of bark  Using the bark, you build a small bunker in the ground.  You then explain your brilliant plan to the princess.  She seems very leery at first, but with her subjects showing confidence in you, she finally relents.  Crawling into the hole, she puts the straw in her mouth.  Then you cover her with the bark, making sure that the straw sticks out.  Then you and the leprechauns start putting dirt over the princess, being very careful not to smother her.  When you are done, all you see is a little lump of ground behind the rock.  With the plan set in motion, you and the leprechauns race off into the woods to watch from a safe distance.

After a few agonizing hours, the ogre finally wakes up.  With a big yawn, he stretches out and lazily gazes over where the princess had been sitting.  When he sees that she isn't there, he stares for a bit, but then seems to get over it.  He then reaches into a pocket in his vest and pulls out what looks like a locket.  He opens it up and says something into it.  He stands there for a while, and then gets very mad!  He curses, yells, throws rocks around, and then finally smashes the locket in his hands and throws the locket away, way up in the air and over the trees.  He then causes some more minor distruction before leaving the clearing dejectedly.

You all wait another ten minutes to make sure that the ogre has really left.  Then, you quickly run over to where you buried the princess.  You quickly dig her out of the ground.  She is not happy that she is now utterly filthy and has been buried in the ground for the last two-and-a-half hours, but is so happy to be free of the ogre's magic that she gives you a big kiss on the lips.  You are somewhat emberassed by this (especially if you're a woman), but the other leprechauns seem to take it all in stride.  The princess tells you that she could tell that the ogre's magic had broken about fifteen minutes before you dug her out.  Take 100ep for creatively dealing with the ogre.  They take you back to their home in the woods, where you are the guest of honor at a great celebration feast.  Well, it's a feast by vegetarian standards, anyway.  The leprechauns take back their whistle that they had given to you earlier, but they offer you a choice of two rewards.  If you are a wizard; or a warrior-wizard or a rogue with magical inclination, go to 138.  If you are a warrior; or a warrior-wizard or a rogue with martial inclination, go to 139.

176	You think for a long time, but you just can't come up with anything that will work.  Looks like you're going to have to fight him after all.  So, you decide to use his current docile state to your advantage by bashing his brains out with your weapon.  Go to 106.

177	You quietly take the gold and put it away.  Then she takes the box and closes it, placing it under the counter.  You bid her a good day, and leave the shop.  You really don't know what to do now.  You probably shouldn't go back to Crossway, because the innkeeper at the Rusted Blade will soon find out that you stole the necklace instead of delivering it.  Maybe you'll head West, you think.  Well, that's all for another day.  You soon find yourself an inn near the edge of town and get a room for the night.  You eat a great meal in the common room, and then bed down for the night.  Subtract 7gp to pay for the room and the meal.  Go to 188.

178	You try to impress on the lady how valuable the necklace really is and how it is a truly unique item worth more than 800gp.  Make a L3 saving throw on Charisma.  If successful, go to 179.  If not, you can either take the necklace for 800 and go to 177, or you can leave her shop and go to 180.

179	The woman is impressed by your story, and gives a final offer of 1000gp.  You can either accept the offer and go to 177, or you can reject the offer, take the necklace with you, and leave the store by going to 180.

180	So now what are you going to do?  You've got the necklace, but no money, and you don't know what else to do with it.  It's a little late in the day to look for another fence, so you can either go ahead and deliver it to its intended recipient by going to 147, or you can try to find another buyer tomorrow.  If so, go to 189.

181	Nobody investigates the racket you are making.  So, now you have to decide where you will go from here.  You can either leave this chamber and explore the other side passage by going to 150,  or leave this chamber and proceed down the main tunnel by going to 152.

182	While you were busy investigating the chamber, you did not notice the two goblin guards that decided to investigate the noise.  Fight two goblins with MRs of 10/10.  Additionally, before the combat begins make a L1 saving throw on either IQ or DEX, whichever is higher.  If successful, you are able to ready yourself for combat.  If you fail, you must roll 1D6 less than normal for your first round of combat.  If you defeat the goblins, you can either leave the chamber and explore the other side passage by going to 150, or you can leave the chamber and proceed down the main tunnel by going to 152.

183	You slowly push open the door, and discover that you are looking into a goblin throne room!  On a raised podium at the far end of this large chamber is a large, stone throne.  There is an empty receiving area marked off in the middle of the stone floor.  Other than that, it's just a big, open cavern.  If you are feeling rather daring you can explore further into the throne room by going to 190.  Otherwise, you can turn around and go somewhere else.  If you want to explore the left passage (now on your right), go to 104.  If you would rather explore the right passage (now on your left), go to 105.  If you would rather just get out of here, go to 053.

184	Running like your life depended on it (which it does), you quickly leave your pursuers behind.  You turn left at the intersection and run madly down the main passageway.  All of the noise attracts the attention of some guards at the other end of the hall, but they'll never catch you with the head start you've got on them.  Tearing along like you are, you almost miss a short passage heading up and to your right.  But we already established that you are lucky, so you of course find it, enter it, and find that it leads to a ladder that leads to an exit to the surface!  Take 50ep for escaping the tunnels, and go to 055 to continue to Dark-Edge.

185	Running like your life depended on it (which it does), you quickly leave your pursuers behind.  However, a lone goblin is coming at you with a spear!  Looks like you'll have to take him on.  Due to the fact that you are both charging each other, you will only get one round of combat.  If you win the combat round, go to 191.  If you lose the combat round, go to 192.

186	You finally slay the goblins and run out of the chamber before more show up.  The noise of the screaming goblin children and the fighting has attracted some attention, so you quickly find a veritable horde of goblins chasing after you.  Make two L1 saving throws; one on Luck, and one on Dexterity.  If you make both rolls, go to 184.  If you fail only one of them, go to 185.  If you fail both of them, you are run down from behind and brutally slain, thus ending your adventure.

187	Unfortunately, it just took you too long to kill the goblins and get away.  About fifteen or so goblins, armed to the teeth, enter the chamber to trap you.  You fight well, but are slain.  THE END.

188	You sleep very deeply, and are greatly refreshed come morning.  You do awaken at one point in the early morning because of a loud bang and flash somewhere in the city outside.  However, you decide it means nothing and go back to sleep.  When morning comes you rise quickly, get dressed, and head down to the common room for some breakfast.  You notice that things seem somewhat abnormal; the innkeeper is not there, but his wife seats you and serves you some baked ham and boiled potatoes.  As you eat you notice that a number of people continually come and go outside the front window, carrying buckets of water.  You ask the innkeeper's wife about them, and she tells you that one of the stores last night caught fire and burned to the ground, killing the store owner and destroying all of her goods.

A little voice in the back of your mind tells you that you should look into this, but you push it aside; breakfast is much more important right now.  Once you have eaten your fill you return to your room to gather your gear and you set out into the city.  Once outside, you catch the scent of burnt wood on the air, and you can see some soot traces swirling through the air.  Not having anything better to do, you follow the bucket brigade and soon find yourself outside the store where you sold the necklace!  You have a nagging thought that maybe the necklace was behind the fire, but you have no proof of that.  You do quickly leave the scene, though.  It's not really your problem, is it?  You've got money in your pouch, and the world in front of you.  Your adventure is over.  Take 500ep for surviving the adventure.

189	You find an inn, The Besotted Lady, on the other side of town.  It looks a little seedy, but it will do.  You don't feel like spending a lot of coin, anyway.  There aren't too many people inside, just a half dozen people watching an attractive lady play a flute in a corner.  You inquire about a room for the night and are told that there is a room available for you, costing 5gp.  If you have that much money, go to 193.  If not, you can try to shack up in the stable by going to 198.

190	There really isn't much to mention here.  It's a large, open room with the raised throne on the far end.  There are a few torch holders in the wall, but most of them look unlikely to actually hold a torch up for long without falling off the wall.  After determining that there is nothing of value in the main area of the chamber, you approach the raised platform.  At first you are unable to figure out how to get up on it, until you go to the far side of the chamber and see a staircase that leads up from behind the throne.  You carefully ascend the stairs and soon find yourself standing behind the throne.  Make a L2 saving throw on IQ.  If successful, go to 196.  If not, go to 197.

191	You block the goblin's thrust with your weapon and are able to counter-swing it to catch the goblin on the side of the head as you rush past.  He crumples to the ground and you leave him in the dust.  In fact, you leave all of the goblins in the dust as you race through the tunnel.  Soon you find a side entrance and are able to escape to the surface.  Go to 055.

192	You try to block the goblin's spear, but he redirects it at the last minute and stabs you in the leg.  The force of the momentun carries it into your knee, causing you to collapse to the ground in shock.  Before you can repond, though, you are mercilessly hacked up by the pursuing goblins.  THE END.

193	You pay the money and sit down to a meager meal of bread and potato soup.  After a few minutes two figures enter the inn.  They look tired, like they've been doing heavy lifting all day.  They talk to the innkeeper for a moment, and then one of them sits down at the table with you.  He politely introduces himself as Jon Roperson and begins to talk to you about the weather, grain prices, and other benign topics.  Make a L2 saving throw on IQ.  If successful, go to 195.  If not, go to 194.

194	 Jon talks to you for about fifteen minutes before leaving to go watch the performer.  You also watch the flute player for a little while before heading up to your room. (feel free to toss a few gp into a plate for her, if you wish)  Once in your room you stow your equipment under your bed and lie down for the night.  Go to 199.

195	After talking to Jon for five mintues or so, you realize that his buddy is nowhere to be seen.  Suddenly feeling a little nervous, you look around just in time to see the man taking the box with the necklace in it out of your pack!  You quickly seize the man and begin wrestling with him over the box.  A solid kick from you makes him drop the box, but he kicks it away before you can grab it.  However, as it hits the wall of the inn, the box explodes!  A wave of flame flies from the box, knocking you (and everyone else) over and setting the building on fire.  Lose 2D6 CON.  If you are still alive, make a L1 saving throw on Luck.  If you make it , go to 200.  If not, go to 201.

196	The throne is a large, stone chair of fairly crude construction.  However, it isn't the throne itself that is interesting.  In the back of the throne you can see faint lines in the shape of a square.  You move over to investigate and discover that you can push it open.  It is pitch black inside, and you can't see anything in there.  Even holding a light source right up to the opening doesn't tell you what is in there.  If you want to reach inside, go to 202.  If not, you ignore the throne.  Go to 197.

197	You really don't see much of any import here, but there is a small alcove behind the raised area.  You look inside, and see that there seems to be a small passage leading directly away from the throne.  You follow it for a while, and soon discover that the passage leads upward, to a small alcove.  In the roof of the alcove is a trap door.  You pull on the rope connected to the trap door and the door opens to reveal a ladder leading up into the darkness.  If you wish to ascend the ladder, go to 203.  If not, you must return to the main goblin tunnels.  Go to 204.

198	You make your way to the stable and sneak in through a back door.  You find a pile of fresh hay and make a bed for the night.  You try your best to stay on your guard, but your ordeal soon overtakes you and you go into a deep sleep.  Unfortunately, you never wake up from your sleep as two thieves enter the stable in the night and murder you, so you can't tell the authorities they were there.  THE END.

199	You wake up very refreshed the next morning and are eager to start your day.  After a quick breakfast of dried biscuits and water you set out to sell the necklace.  Only then do you discover that it has been stolen from your pack!  Someone must have stolen it from you last night, but you have no idea who.  Your adventure is over.  Take 500ep for surviving.  THE END.

200	You are able to regain your senses and scramble out of the building before the whole thing collapses in a burning heap.  The town guard soon arrive and begin a bucket brigade to contain the blaze; the inn is a lost cause.  Someone sees to your injuries, and you are given a place to spend the night at the closest barracks.  However, your adventure is over.  Also, you have lost all equipment except daggers and stuff carried in belt pouches.  Take 500ep for surviving the adventure.  THE END.

201	You quickly arise and scramble for the door, but a burning ceiling beam crashes onto you, breaking your legs and setting you on fire.  You don't die quickly.  THE END.

202	You reach into the opening and move your hand around.  Eventually you touch metal.  You don't know what it is, but it's definitely metal.  It is also round, kind of like a handle.  You can't feel enough of it to be sure.  If you want to grab it and pull it out, go to 205.  If not, go to 206.

203	You begin climbing the ladder.  It goes up for a fair ways, but eventually you reach a ledge.  There is a torch in the wall of the ledge to provide some light.  There is a passage cut into the rock leading away from the ledge.  You head down it.  You soon come to the end of the passage, where there is a door.  There is also a rather mean looking guard dog in front of the door.  Upon seeing you, he lunges for your throat!  Fight a guard dog with MR of 25/15.  If you survive, go to 207.

204	You are back at the intersection.  You can either go down the tunnel to your left by going to 105, go down the tunnel to your right by going to 104, or continue down the main tunnel by going to 208.

205	You grab onto the metal bar, and pull it out of the hole.  You find that you are holding a large mace.  It looks very mean, with a heavy spiked ball on one end and a hook on the other.  It is also magical, requiring only a STR of 12 and DEX of 3 to use.  It gets 5 dice + 10 adds, and any hits on an opponent are doubled.  Now go to 197.

206	You decide to leave well enough alone.  Go to 197.

207	With the dog dead, you approach the door.  Wooden and old, it is also unlocked.  You open the door, to see a set of crude stone stairs beyond.  You bravely mount the stairs, and soon find that the stairs go right up into the ceiling.  There is also a small door in the ceiling.  You push on it for a little while, and it pops open to reveal sunlight!  You stick your head out and see that you are in the woods somewhere.  Of course, being anywhere outside is better than being in the goblin hole.  So you quickly climb out of the hole and attempt to gain your bearings.

After a few minutes, you realize that the main road to Dark-Edge is just to your east.  The goblins must use that entrance to stage raids on travelers.  You soon hit the road again on your way to your destination.  Go to 078.

208	You cautiously walk down the main tunnel.  You occasionally hear noises, but you don't see any goblins.  You walk down the tunnel for a while, until you come to a corner in the passage, branching to your left.  As you round the corner, you come face-to-face with a goblin!  Actually, his face reaches your chest, but you get the idea.  Make a L1 saving throw on either LK or DEX, whichever is better for you.  If successful, go to 209.  If not, go to 210.

209	Quickly overcoming your surprise, you punch the goblin in the face hard enough to knock him flat.  He doesn't move after he hits the ground.  However, you do see two more goblins coming down the passage, and they've just seen you.  Frantically you look around, and you see a small side passage branching off of the main one.  You quickly duck inside, and rund down the passage.  But you freeze when you hear voices ahead of you!  Silently you approach, with your weapon at the ready.  Go to 073.

210	The little rotter guts you with the dagger he was carrying.  You keel over from the pain and surprise, and he finishes you off with a shot to the back of your head.  THE END.

211	You quickly head the other direction down the main tunnel in the goblin kingdom.  You find that though you often hear what you think are goblins, you do not come across any.  You soon find an exit to the tunnels.  You clamber up the short steps and throw open the door.  Light greets you as you exit; you never thought it looked so good!  Gathering your stuff, you quickly head out towards Dark-Edge.  Go to 039.