Well, not exactly. I did get some other loot too, and some of it may be useful at a later point, but none of is was that overpowering type of loot the earlier solos were known for, like excessive combat dice weapons.
So, what did the Man With No Name (I forgot to name my new PC, so he will now be "Joe" from A Fist Full of Dollars) get for surviving these adventure?
A 4d6 Katar that can hit magical creatures as if it were magic
A pair of Ogre gloves that add +1d6 to unarmed combat
A potion of Curare
About 1700 gp, 487 sp and 11 gems of unknown (unrolled) quality
Oh, and about 2013 AP
This is how I ran the game:
PC creation was 4d6 (drop 1 die) with TARO (only the TARO get rolled over, not all 4), rolling up a stable of 10 PCs - Human Only - 7.5e Stats - I put the highest stat in CON - Figured longevity at its best.
With my 6th character I had 2 TAROs and all stats were 12 or over, so I went Paragon. Woot! Still, most adventures don't allow much, if any magic, but still fun to roll.
I used spite for the Player only - T&T solo combat is deadly enough without spite for the adversaries.
My single fudge was with the mental combat encounter - I don't think any non-pure caster could win as written, and no one would put a pure caster thru an adventure lacking a Spell Matrix. So I made myself make a level 2 Saving Roll vs luck as per the T&T 5e rules to peel of 1 of the 3 mobs first. Yeah, not quite within the rules of the solo, but something that may have worked with a GM.
The Dark Temple was a very entertaining solo to go thru. Well written and fun. Took me nearly 2 hrs from start to finish.
I did run it as a hodge-podge of 5e and 7.5e, but that worked okay.
I think I will treat level as total expo earned, but use the 7.5e method of spending AP to raise stats. Need to pick an adventure for tomorrow now ;)
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