darkshade chronicles quick start guide for tunnels & trolls solo adventures (7443014)

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Some nice T&T-solo advices.

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Johannes Adelstein (order #7443014) ByJerryTelehaDarkshadePublishingLogoKaylaWrightCoverandInteriorArtJamesE.ShieldsAllRulespresentedherehavebeencreatedandpreviouslypublishedbyKenSt.AndreandFlyingBualoInc.ThisguideisintendedtopresentaconsolidatedversionoftheTunnels&Trollsrulesforusewithsoloadventuresforthosenotsofamiliarwiththesystem.DC00: Quick Start Guide For Tunnels & Trolls Solo Adventures, Copyright 2015 Jerry Teleha and DarkshadePublishing.Allrightsreserved.DarkshadePublishing,DarkshadeChronicles,allassociatedlogosaretrademarksofDarkshade Publishing. This product is a work of con. Any similarity to actual people, organizaons, places, oreventsispurelycoincidental.Theunauthorizedreproduconordistribuonofacopyrightedworkisillegal.Criminalcopyrightinfringement,includinginfringementwithoutmonetarygain,isinvesgatedbytheFBIandispunishableby nes and federal imprisonment. No part of this work may be reproduced in any fashion without the expresswrien consent of Darkshade Publishing. All scenarios in this issue are intended for use with Tunnels & Trolls.TunnelsandTrollsisatrademarkofFlyingBualoInc.,createdbyKenSt.Andre,andisusedwithkindpermission.Johannes Adelstein (order #7443014)2 CreangaNewCharacterLikeanyroleplayingsystem,creangacharacterforTunnels&Trollsconsistsof randomly determining and assigning aributes and then picking a kindred(race) and character type (class). In some cases, the kindred you choose willresultinmodierstotheyouraributes(racialadjustments).Yournalaributevaluesmayhelpdeterminewhatcharactertypeyouchoosetoplay.AributesA character has eight aributes: Strength (STR), Constuon (CON), Dexterity(DEX),Speed(SPD),Intelligence(INT),Wizardry(WIZ),Luck(LK),andCharisma(CHA).Thestandardprocedureto generateacharactersaributesistoroll3sixsideddiceforeach.Iftriplesarerolled,addthetotalandrollagain(TAROTriplesAddandRollOver)forthatvalue.Onceyouhaveyoureighttotals,youcanassignthemtotheaributesasyouwish.CONalsorepresentsyourcharactershealthorhitpoints.KindredHumans are the most common kindred in T&T. As the baseline, there are noposiveornegavemodierstoanyaributewhenchoosingtoplayahuman.When playing other common kindred, use the table below to apply the listedmodier(mulplier)tothealreadyrolledandassignedaribute.Keepinmindthat some solo adventures could be restricted to only certain kindred, types,level,andcombatadds(hobb=haling,urook=orc).ThisisonlyaparallistofkindredthatcanbeusedforT&T.Example:If you decide to play a dwarf kindred, you would mulply each arib-ute rolled by the listed value (x2 for STR, x2 for CON, x 0.67 for LK).KINDRED STR CON DEX INT WIZ LK CHA HT WTDwarf 2 2 1 1 1 0.67 1 0.67 2Elf 1 0.67 1 1.5 2 1.5 2 1 0.67Goblin 0.75 0.75 1.5 1 1 1 0.5 0.75 0.75Gnome 0.33 0.33 1.5 2 1 1.5 0.67 0.33 0.33Urook 1.25 1.25 1 0.75 1 0.75 1 1 1.25Hobb 0.5 2 1.5 1 1 1.5 1 0.5 1Johannes Adelstein (order #7443014)3 Johannes Adelstein (order #7443014)4 TypeTherearethreemaincharactertypesinT&T:Warrior,Wizard,andRogue.Addional rules exist for specialty classes, paragons, and cizens. More informaon and details on all character types can be found in a full version of therulebook.Warriorsaretrainedfromanearlyageandshouldbeconsideredprofessionalghterssuchasformersoldiersormercenaries.Theyuseweaponsandarmorbeer than any other type. To reect this, the warriors special abilies arebonus combat adds based on the warriors level (1 addional combat add at1stLevel,2at2nd,andsoforth)andabonuswhenwearinganyarmortogetdoubletheHitsvaluelisted(damageabsorbedbyarmorbeforebeingappliedtothecharacter).Example:LeatherArmorhasavalueof5Hits;forawarrior,thisvaluewouldbe10Hits.Warriorscannotcastspells.Wizardsmeanwhilearetrainedtoworkintherealmofmagicandspells.Everywizardisabletocastall1stLevelSpellsatthestartoftheirdelvingcareerreecng their ocial training with the wizarding guilds and schools. Learningspellsbeyond1stLevelrequiresthecharactertoeitherndsomeonetoteachthemthespell,orpurchasingnewspellsfromtheguilds.Oneotherconsideraonforawizardcharactertypeisarestricononthemelee weapons that can be used. Classied as noncombatants, wizards receivelileocialweapontraining.Toreectthis,wizardscannotuseweaponswithabasedamageof2d6(plusanyaddionalweaponadds).Ifawizardusesanyweapon with base damage of 3d6 or greater, he does not get to apply anycombataddsorcastanyspells.Roguesarecharactersthathavetheirfeetinbothwarriorandwizardtraining.Thischaractermayhavenaturalmagicalaptude,butneverhadthemoneyorthechancetobeeducatedinanocialwizardingschool.Theyareabletocastspells, but only start with one spell that can be chosen from the Level 1 spelllist.Roguesdonotgettheaptudebonusthatwizardsgetandarealsoconsideredoutcastsbythemainwizardingguildssoitisdicultforaroguetolearnor purchase new spells. Rogues can use any weapons and armor, but do notget any of the bonuses that warriors get regarding combat adds or the armorprociency.While not all rogues are thieves, all rogues do get the special ability calledtheRoguerytalentwhichreectstheirversalityandrelianceonINT,CHA,Johannes Adelstein (order #7443014)5 andLK.ThehighestoftheseaributesiswhatthecharactersRoguerytalentisbased on. This talent can be used any me the character is called upon tomake a saving roll involving these three aributes. Treat Roguery as a specialability and bonus talent for the rogue character. Your character is sll able topickastarngtalentat1stlevel.LevelThe characters inial level is determined by the highest aribute of thoselisted below for each character type. If the highest aribute value is less than20, the character is at Level 1. If the highest aribute value is in the 20s, thecharacter is at Level 2, and so on. The characters level aects the number oftalentsthehecanhave,addionalcombataddsforawarrior,andyoucanaddyourcharacterleveltoanySavingRollyouhavefailedinordertochangethatfailuretoasuccess(moreonthisintheSavingRollsseconofthisguide).CombatAddsAn aribute score between 9 and 12 is considered average for most denizensof Trollworld. Anything above 12 can be considered beer than average andtranslates into combat bonuses to damage that can be dealt. The aributesthat contribute to a characters Combat Adds are Strength (STR), Dexterity(DEX), Speed (SPD), and Luck (LK). Values for any of these aributes that aregreaterthan12representaposivemodier.SeetheexamplebelowforDirktheDirtyandhowhiscombataddswouldbecalculated. DirktheDirtysCombatAdds:13(0+6+4+3) STR:10(scorenotgreaterthan12. DEX:18(6pointsgreaterthan12) SPD:16(4pointsgreaterthan12) LK:15(3pointsgreaterthan12)Valueslessthan12donothaveanegaveaectoncombatadds.CHARACTERTYPE LEVELATTRIBUTESWarrior STR,DEX,SPD,LKWizard DEX,INT,WIZ,CHRRogue DEX,INT,WIZ,LKJohannes Adelstein (order #7443014)6 TalentsEvery character has skills. Being able to start a re or chop down a tree arebasicskills.Beingabletohunt,rideahorse,pickpockets,orclimbwallswouldbeconsideredtalents.Talentsareusedtorepresentspecicskillsortrainingacharacterhasthatresultinahigherlevelofpossiblesuccess.Whenatalentischosen, determine which aribute it would apply to and roll a single D6. Thevaluerepresentsthebonusthatcanbeaddedtoyoursavingrollwhensuchanaemptismadewherethetalentcouldbeapplied.The rule of thumb for T&T is one talent per level of your character. Rogueswould start with two talents at rst level, having the special ability talent ofRogueryaswellasoneofthecharacterschoosing.Belowaresomeexamplesoftalentstoconsideroruseforreference.Inmostsoloadventures,youwillberesponsibleforapplyingyourtalenttotheapplicablesituaon.Whenaskedtomakeasavingrollthatinvolvesanaemptsimilar to a talent your character possesses and ulizing the same aribute,youwouldmakeyoursavingrollwiththetalentbonusapplied.DICEROLL(2d6)+ATTRIBUTE+TALENT(ifapplicable)=TOTALVALUEExample: Your character has an aptude with animals, reected in a chosentalentofAnimalHandlingusingCHAasthebasearibute.Thebonusyouhaverolledforthistalentisa3,soyourtalentshouldbelistedonyourcharacterTALENT ATTRIBUTEAnimalHandling CHAEndurance CONGambling CHAHunng INTInmidaon CHATracking INTClimbing STRBalance DEXJuggling DEXJohannes Adelstein (order #7443014)7 sheet as Animal Handling (CHA) +3. An adventure may ask for a saving rollversusCHAtotrytocalmafrightenedhorse.Inthissituaon,youcouldapplyyourtalenttothissavingrollgengyour+3bonusonyouraempt.Johannes Adelstein (order #7443014)8 WeaponsandEquipmentListed here are some basic weapons, armor, and equipment you can use tostartyourcharacter.Charactersareabletowieldtwoonehandedweaponsifthe combined STR and DEX requirements for the weapons do not exceed thecharactersaributevalues.Damage:Dice+Adds,theamountofdamagetorollfortheweaponlisted.Addyourcombataddstothisinacombatturntogetyourtotalvalue.STRorDEXReq:Aributevaluerequiredtowieldtheweaponeecvely.2 Hands?: Nocaon that the weapons requires two hands to properly useformaximumdamageandeecveness.Range(yds):Rangeislistedifameleeweaponcanbethrownasanaack.Thedistanceinyardsrepresentsitsmaximumrange.Hits:Theamountofdamageorhitsthatcanbeabsorbedbythearmorifworn.Melee Damage STRReq. DEXReq. 2Hands? Cost(GP)Axe,broad 4 17 8 N 100Broadsword 3+4 15 10 N 140Dirk 2+1 1 4 N 18GreatSword 6 21 18 Y 240Hatchet 2+3 6 6 N 8Javelin 2 5 7 N 10Morningstar 5 17 11 N 140Missile Damage STRReq. DEXReq. 2Hands? Cost(GP)Longbow 4+3 15 15 Y 100LightCrossbow 4 12 10 Y 170SlingandStone 2 5 10 N 5Sax 2+5 7 10 N 30Scimitar 4 10 11 N 120Trident 4+3 10 10 N 60Quartersta 2 10 8 Y 10Spear 3+1 8 8 N 15Range(yds)101010155Range(yds)1409050Weight15012016170503011050251003075Weight601201Johannes Adelstein (order #7443014)9 Reminder that armor worn will prevent damage from being applied to yourcharacter. The value listed for Hits is the amount that is absorbed. Armorworn is cumulave, so wearing a full suit of so leather as well as a full helmwouldprovideatotalproteconof8Hits(doubledto16ifyouareaWarrior).OnlydamageabovethistotalwouldactuallybeappliedtoyourCONvalue.Weightvaluesarelistedforbothweaponsandarmor.MulplyyourSTRaributeby100andthisnumberrepresentshowmuchweightyoucancarry.Asastarngcharacter,youmayroll3d6x10togetastarnggoldvaluetobuyyour equipment beyond the clothes on your back. You could also create abackground for your character as an alternave that would allow you to startwithsomebeerqualityweaponsorarmorthatwouldbereasonable.Forexample,ifyourcharacterisawarriorthathasrecentlyquithisemploymentwithamercenarycompany,youhavesomeaddionalequipmentlikeabroadswordoramoreexpensivesuitofarmor(mayberestrictthistoonesuchitem).Armor Hits Cost(GP)Bracer(arm) 2(1ea) 10BreastPlate(torso) 3 140Greaves(leg) 2(ea) 20HeavyCloth(fullsuit) 1 20Leatherjerkin(torso) 1 15Mail(fullsuit) 12 250Quiltedsilk/coon(fullsuit) 3 50Scalemail(fullsuit) 8 210Soleather(fullsuit) 5 50Helms Hits Cost(GP)Cap,steel 1 10Fullhelm 3 20Shields Hits Cost(GP)Buckler 3 10Heater 5 65Kiteshield 6 130STRReq.23232126107STRReq.22STRReq.21012Weight2011030301536010030075Weight2550Weight75400500Johannes Adelstein (order #7443014)10 Equipment Cost(GP) WeightArrows(20) 40 10Backpack 1 10Boundbook(50sheets) 10 20Flintandsteel 1 4Grapplinghook 3 50Ink(2oz.bole) 5 5Ironspike(10) 1 25Lantern 2 20Lockpicks(Setof3) 60 6Mirror(small) 4 5Oil,ask 2 5Parchment(10sheets) 2 4Quiver,Arrows(Holds20) 4 30Rope,hemp(50feet) 5 100Rope,silk(50feet) 20 20SlingStones(Pouchof100) 3 50Sack,large 1 5Torch 1 10Water/WineSkin 1 15WaxCandle(10) 3 15Johannes Adelstein (order #7443014)11 SavingRollsA Saving Roll is dened by assigning a level of diculty and an aribute involvedforanacon.Talentscanbeulizedtoincreasethechanceofsuccess.Rolling doubles allows for the opportunity to accomplish what at rst mayseemimpossible.However,thereisalwaysachanceoffailure,nomaerhoweasythetaskortalentedtheindividual.There is a target associated with each level. Roll 2 dice (never more) and addthe total to the associated aribute score. If the result meets or exceeds thevaluerequired,thesavingrollhasbeensuccessful.Adventure Points (AP): Remember that you get experience, or AdventurePoints(AP),foreverySavingRollthatisaemptedbymulplyingyourdicerollby the level of the Saving Roll. This should be applied whether the SR is successfulornot.Character Level:YoucanaddyourcharacterleveltoanySavingRollyouhavefailedinordertochangethatfailuretoasuccess(noAPsareawarded).CricalFailure:Whenrollingforyoursavingroll,aCricalFailureoccursifyourolla'1and2'.Thiswillalwaysresultinafailedsavingroll,regardlessofyourtotal aer adding your aribute. Text in the adventure will alert you to anyinstancewhereacricalfailuremayresultinanythingdierentthananormalfailedroll.DARO: When rolling 2 dice for your saving rolls, if you roll doubles, you rollagain (DARO = Doubles Add and Roll Over). This would not apply to damagerollsifusingaweaponthatulizes2dice,onlySavingRolls(SR).Talents: If you have a Talent that would apply to the saving roll that is beingaempted,youcanaddthevalueofyourtalenttoyoursavingrolltotal.DICEROLL(2d6)+ATTRIBUTE+TALENT(ifapplicable)=TOTALVALUESRLEVEL TARGET SRLEVEL TARGETLevel1 20 Level5 40Level2 25 Level6 45Level3 30 Level7 50Level4 35 Level8 55Johannes Adelstein (order #7443014)12 Johannes Adelstein (order #7443014)13 Example:NoxtheNinjaisaempngtogetthedropontwothugswhohavenotyetnoced him. In order to close the distance and have a chance to get a surpriseaackonthem,NoxneedstomaketwoSavingRolls.OneversusSPDinordertoquicklyclosethegapbetweenhimandthethugs,andasecondoneversusDEXtoleapoverabushbetweenthem.TherstisaLevel1SavingRollversusSPD.NoxsSPDaributeisa17andhehasnotalentthatwouldapplyinthissituaon.Your roll on a 2d6 is a 9 The target value for aLevel 1 Saving Roll is a 20 9 (roll) + 17 (SPD aribute) = 26 (greater than 20) Successful Saving Roll, award yourself 9 APs (9 x 1) ThesecondisaLevel2SavingRollversusDEX.NoxsDEXaributeisa15andhehasatalentinAcrobacs(+3).Your roll on a 2d6 is a 5 The target value for a Level 2 Saving Roll is a 25 5 (roll) + 15 (DEX aribute) +3 (Acrobacs) = 23 (less than 25) Unsuccessful Saving Roll, award yourself 10 APs (5 x 2) Sointhisencounter,Noxquicklysprintedtowardsthethugs,butwhenleapingover the bush, he scraped his leg against the top of the plant that madeenoughnoisetoalertthethugstohispresence.Regardingthesecondroll,ifNoxwasaLevel2Warrior,thenyoucouldchoosetoapplyhislevelbonustotheroll(anaddional+2)inordertoturnthisfailureinto a success. In doing so, you would not be awarded the 10 APs, but morethanlikelyagoodtradeo.Thechancetorolldoublesonasavingrollwillalwaysprovidetheopportunityforanyaempttobesuccessful.Whendoublesarerolled,yousimplytotalthedierollandrollagain.Ifyourolldoublesagain,youwouldaddthesecondresulttoyourprevioussumandrollyetagain,andsoforth.KeepingtrackofyourAdventurePointsearnedisveryimportant.Eventhough9or10APsseemlikeasmallamount,theywilladdupquickly.TheseAPscanthenusedlatertoincreaseyourcharactersaributes.Johannes Adelstein (order #7443014)14 SpellsTheWIZaributeisusedaspointstocastaspell.Tosuccessfullycastaspell,acaster needs to make a Level X Saving Roll versus INT; the X represenng thelevel of the spell being cast. If the casng is unsuccessful, the WIZ points aresllburned/lost.Thesepointswillreplenishoverme.AdventuresthatinvolvespellcasngshouldclearlyidenfyhowWIZpointsarerecharged.Ifnotmenoned, consider WIZ points to be returned to full value if able to rest for anight.MoreinformaononthesespellscanbefoundinthestandardT&Trulebook.Wizardsstarttheirdelvingcareerhavingtheabilitytocastall1stLevelSpells.Roguesmaypickoneofthesespellstostartwith.Thefollowingisaparallistof 1st Level Spells. In most solo adventures that involve spell use you will bepromptedwhenandwhatyouwouldbeabletocast.Tocasta1stLevelSpell,thecasterneedsaminimumaributevalueof10forbothINTandDEX.1stLevelSpellsSPELLNAME WIZCOST RANGE DURATIONCallFlame 7 Touch InstantaneousCallWater 8 Touch InstantaneousDetectMagic 1 10feetperlevel 1CombatTurnHoldThatPose 4 50feet 1CombatTurnKnockKnock 3 Touch InstantaneousKnowYourFoe 5 20feetperlevel InstantaneousLockTight 3 Touch 1CombatTurnOhGoAway 5 50feet 1CombatTurnOhThereItIs 4 50feet 1CombatTurnSparkle 1 10feet 1CombatTurnTakeThatYouFiend! 6 Upto100feet InstantaneousVorpalBlade 5 10feet 1CombatTurnWilloWisp 2 Touch 5CombatTurnsDemBonesGonnaRise 10 10feet 2CombatTurnsJohannes Adelstein (order #7443014)15 Call Flame: Produces a quick burst of ame that deals 1d6 damage to target.Canalsobeusedtolightres,torches,orotherammablematerials.Call Water: Produces a quick burst of water that deals 1d6 damage to target.Canalsobeusedtodouseresorforcleaning.Dem Bones Gonna Rise: Raise a skeleton from the ground that obeys simplecommands and will ght with a MR rang equal to casters STR + CON. Thegroundintheareaofthecasngwouldneedtobeaeldorotherareawherebonesfromanimalsorothercreaturesmaybepresent.DetectMagic:Simplydetectsthepresenceofmagicintheareaoranitem.Hold That Pose: Target forgets what she is doing. In combat, this makes thetargethelplessandunabletoaack,butarmorwouldslldeectdamage.KnockKnock:UnlockssimplemechanicallocksorLevel1magicalones.KnowYourFoe:CandeterminetheMRvalueorotheraributeofthetarget.LockTight:CreatesaLevel1magicallockthatholdsadoorshut.Oh Go Away: Target of the spell is compelled to ee if his combinedINT+LK+CHAislessthanthesameamountofthecasters.Oh There It Is: Reveals any invisible or hidden items, doors, or beings withinrangewithasomagicalglow.Sparkle: Creates a rainbow glow around the target that does no damage butcouldbeusedtofrighten,distract,ormakeeasiertosee.Take That You Fiend!: Damaging spell for a single living target that bypassesarmorandautomacallyhitsifthespellissuccessfullycasted.DamageisequaltotheINTvalueofthecaster.Vorpal Blade: Doubles the damage dice roll for the targets weapons for thecombatturn.DoesnotdoublecombataddsorSpitedamage.WilloWisp: Summons a small blue radiance that can be used as a oangsourceoflightforthecaster.Johannes Adelstein (order #7443014)16 CombatForanymeleecombat,youwillbeaskedtorollaackdiceforyourselfandforyouropponent.RollthediceassociatedwithwhichevermeleeweaponyouareusingandthenaddyourCombatAdds.Then,rollthedicelistedforyouropponent,additscombatadds,andcomparethetwonumbers.Thehighernumberhas the upper hand for that round and the dierence is applied as damageagainsttheother.SpiteDamageAnyme you roll a natural 6 in combat, it is considered as 'Spite' damage.Whether you win or lose the combat round, spite damage will always be applied.Spitedamagewillalwaysbypassanyarmorthatisbeingworn(cannotbeabsorbedbyarmorvalue/hits).Example:Ifyoulosethecombatroundby6points,youmusttake6damage. However,ifyourolleda'6'foryouraackroll,youwouldalsodo1pointof damage to your opponent.SpecialAacksNormally, spite damage will only result in a single point of damage for eachthatisrolled.Someopponentsthatareencounteredmayhaveaspecialaackthat is triggered based on a certain number of spite that is rolled. Specialaackswillbeclearlydocumentedinthetextoftheadventureregardingwhenitwouldapply.ApplyingDamageDamage taken in combat should come directly o of your CON value, or theCONvalueoftheopponent.Armorwillreducetheamountofdamageappliedbased on the armor value or hits that it can absorb. Spite damage bypassesarmorandwillalwaysbeapplieddirectlytotheCONvalueofthetarget.MissileCombatMissile Combat requires a Saving Roll versus DEX to determine if the aack issuccessful. The level of the Saving Roll will be based on the range or distanceto the target. If the Saving Roll is successful, then damage is rolled for theweaponbeingused.Missile combat should becalledoutspecically in the text of anadventure re-garding when it can be ulized.Johannes Adelstein (order #7443014)17 MissileCombatRangesRANGE SRLEVEL(TARGET)PointBlank (1footofless) Level1(20)Easy (Upto30feet) Level2(25)Challenging (Upto100feet) Level3(30)Dicult (Upto300feet) Level4(35)Remarkable (Over300feet) Level5(40)Johannes Adelstein (order #7443014)18 CreditsThanks to Ken St. Andre and Rick Loomis for creang, publishing, and supporng Tunnels & Trolls and for allowing permission to publish volumes likethis. hp://www.trollhalla.com/ hp://www.yingbualo.com/tandt.htmIfyouhaveanyquesonsorcomments,youcancontactmeviatheDarkshadePublishingwebsite,ormyblog:TheDelvingDwarf. hp://www.darkshadepublishing.com/ hp://www.thedelvingdwarf.blogspot.com/ArtCreditsJamesEShields @2014,Jeshields,usedwithpermission hp://www.jeshields.com/Johannes Adelstein (order #7443014)19 Johannes Adelstein (order #7443014)20 Johannes Adelstein (order #7443014)