The solo is pretty interesting. Lots of puzzles, involving brains and luck. It also presents a lot of non-combat options for getting out of some scenarios. I frankly should have mapped it though as it gets down right confusing to navigate in places, with lots of one way passageways and loops.
The plot involves being saved and then tested by the local god of rogues and theievs. The tests take place in the catacombs beneath his temple and the tests truly are diverse, wild and interesting. The rewards can be lavish and if you sruvive you can walk out with gold, tons of spells and magic items and more. As a general rule the adventure does a good job rewarding cleverness just as much as brute strength.
It did include a magic matrix though the few spells my level two rogue knew never really lined up too well with the situations there-in. save for one spell I was able to purchase from within the solo itself. I haven't played any T&T solos in a number of years though and I probably didn't pick the best spells for a solo.
It's designed to fully prepare, fund and equip a rogue for future adventures if they survive.