Ebook: Deluxe Tunnels & Trolls: Adventurers Compendium
Author: Ken St. Andre Michael Stackpole Liz Danforth Paul O Connor Robert B. Schofield Paul Creelman
- Year: 2014
- Publisher: Flying Buffalo Inc.
- Language: English
- pdf
Everything Old is New Again As stretch goal for our Kickstarter supporters, the Fellowship of the Troll promised to republish almost all the old out-of-print, hard-to-find mini-solo adventures published in Sorcerer s Apprentice magazine back in the late 70s and 80s, and here they are, but in a format compatible with Deluxe. That means you can use characters with all 8 attributes instead of 6. Saving rolls always fail on a result of 3 (the dice come up 1 & 2) Remember that doubles add and roll over. You may use Talents where appropriate. For example, if you are asked to make a Luck saving roll in a Thieving situation, and you have the Thievery Talent, you can use that instead. When the number 6 is rolled in combat you score a point of spite damage against your foe whether you re winning or losing. Warriors may use their Warrior weapon bonuses. And so forth. Deluxe rules apply (especially with the solo adventures.) But, if you want to really get the feeling of what playing these games was like back in the 80s, and you have 5th edition, use those rules instead. Some of the old endings were abrupt, and they still are. In some situations your character dies, and that s all there is to it. But, I have written in some narrow escapes that weren’t there in the original for situations where I thought you just might be able to avoid the Reaper. Good luck with that! Ken St. Andre - Feb. 1, 2014 P.S.: We also are including Circle of Ice, another mini-solo that has been out of print for over 20 years, and several GM Adventures that appeared in Sorcerer s Apprentice. This book is meant to be more of a reprinting of these rare adventures rather than an updating. We hope you ll enjoy them in the old school spirit in which they are presented.
Everything Old is New Again As stretch goal for our Kickstarter supporters, the Fellowship of the Troll promised to republish almost all the old out-of-print, hard-to-find mini-solo adventures published in Sorcerer s Apprentice magazine back in the late 70s and 80s, and here they are, but in a format compatible with Deluxe. That means you can use characters with all 8 attributes instead of 6. Saving rolls always fail on a result of 3 (the dice come up 1 & 2) Remember that doubles add and roll over. You may use Talents where appropriate. For example, if you are asked to make a Luck saving roll in a Thieving situation, and you have the Thievery Talent, you can use that instead. When the number 6 is rolled in combat you score a point of spite damage against your foe whether you re winning or losing. Warriors may use their Warrior weapon bonuses. And so forth. Deluxe rules apply (especially with the solo adventures.) But, if you want to really get the feeling of what playing these games was like back in the 80s, and you have 5th edition, use those rules instead. Some of the old endings were abrupt, and they still are. In some situations your character dies, and that s all there is to it. But, I have written in some narrow escapes that weren t there in the original for situations where I thought you just might be able to avoid the Reaper. Good luck with that! Ken St. Andre - Feb. 1, 2014 P.S.: We also are including Circle of Ice, another mini-solo that has been out of print for over 20 years, and several GM Adventures that appeared in Sorcerer s Apprentice. This book is meant to be more of a reprinting of these rare adventures rather than an updating. We hope you ll enjoy them in the old school spirit in which they are presented.
This is it! The new and improved, Deluxe Tunnels & Trolls. T&T is the second ever fantasy role playing game, and the easiest to use. This book contains everything you need to play the game solo (with the many solo adventures) or with a group of friends. Includes a lot of extra material and descriptions of the worlds played in by the designer and his friends back in the late 1970’s. The first 166 pages are the core rules, followed by the Elaborations section which has optional rules and systems you can pick and choose from to add to your T&T games. There is also a 16 page full color section which includes color maps of Trollworld, Khazan, Khosht and Knor along with other paintings and maps. There is a 50 page Trollworld section that includes descriptions of locations on every major continent and three cities, plus a detailed Trollworld timeline. The book also includes a solo adventure that gives you the chance to bring dead characters back to life and a GM adventure on the continent of Zorr, plus a detailed weapons glossary and much much more - over 380 pages of material.
Everything Old is New Again As stretch goal for our Kickstarter supporters, the Fellowship of the Troll promised to republish almost all the old out-of-print, hard-to-find mini-solo adventures published in Sorcerer s Apprentice magazine back in the late 70s and 80s, and here they are, but in a format compatible with Deluxe. That means you can use characters with all 8 attributes instead of 6. Saving rolls always fail on a result of 3 (the dice come up 1 & 2) Remember that doubles add and roll over. You may use Talents where appropriate. For example, if you are asked to make a Luck saving roll in a Thieving situation, and you have the Thievery Talent, you can use that instead. When the number 6 is rolled in combat you score a point of spite damage against your foe whether you re winning or losing. Warriors may use their Warrior weapon bonuses. And so forth. Deluxe rules apply (especially with the solo adventures.) But, if you want to really get the feeling of what playing these games was like back in the 80s, and you have 5th edition, use those rules instead. Some of the old endings were abrupt, and they still are. In some situations your character dies, and that s all there is to it. But, I have written in some narrow escapes that weren t there in the original for situations where I thought you just might be able to avoid the Reaper. Good luck with that! Ken St. Andre - Feb. 1, 2014 P.S.: We also are including Circle of Ice, another mini-solo that has been out of print for over 20 years, and several GM Adventures that appeared in Sorcerer s Apprentice. This book is meant to be more of a reprinting of these rare adventures rather than an updating. We hope you ll enjoy them in the old school spirit in which they are presented.
This is it! The new and improved, Deluxe Tunnels & Trolls. T&T is the second ever fantasy role playing game, and the easiest to use. This book contains everything you need to play the game solo (with the many solo adventures) or with a group of friends. Includes a lot of extra material and descriptions of the worlds played in by the designer and his friends back in the late 1970’s. The first 166 pages are the core rules, followed by the Elaborations section which has optional rules and systems you can pick and choose from to add to your T&T games. There is also a 16 page full color section which includes color maps of Trollworld, Khazan, Khosht and Knor along with other paintings and maps. There is a 50 page Trollworld section that includes descriptions of locations on every major continent and three cities, plus a detailed Trollworld timeline. The book also includes a solo adventure that gives you the chance to bring dead characters back to life and a GM adventure on the continent of Zorr, plus a detailed weapons glossary and much much more - over 380 pages of material.
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