Tunnels & Trolls 7e - Strange Destinies.pdf

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S
OLO
A
DVENTURE
BY
K
EN
S
T
. A
NDRE
STRANGE DESTINIES
Written by
Ken St. Andre
Cover by Claudio Pozas
Interior illustrations by Claudio Pozas
Edited by Scott Holden
Production: Jason Kempton
Published by Fiery Dragon Productions, Inc.
www.fierydragon.com
Strange Destinies text Copyright © 2007 by Ken St. Andre, originally published
by Outlaw Press. Used under license by Fiery Dragon Productions, Inc.
All Rights Reserved.
This solo adventure is intended for use with Tunnels and Trolls™. Tunnels and
Trolls™ is trademarked by Flying Buffalo, Inc. The use of Tunnels and Trolls™
by Outlaw Press, Inc. is officially approved by both Flying Buffalo, Inc. and
Ken St. Andre. The use of Tunnels and Trolls™ by Fiery Dragon Productions,
Inc. is officially approved by both Flying Buffalo, Inc. and Ken St. Andre.
All art © Fiery Dragon Productions.
Visit Outlaw Press’ Tunnels & Trolls™ web site at
http://www.geocities.com/hobbit_lands/
Fiery Dragon First Printing July 2008
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General Notes
Strange Destinies
is a solo adventure
designed for a monster or warrior only
— a big, tough, practical warrior!
Common trolls, ogres, minotaurs, and
urookin are the recommended kindred
for this delve. You may also use a
human, dwarf, elf, hobgoblin, or the
like, if you really want to, but only
warriors ought to show up here, only
one at a time, and of no more than 3rd
level. This solo was designed to be used
with a tough, battle-minded character
from the 7th Edition rules.
Not
welcome here are wizards, rogues,
specialists (or any spell-slingers for that
matter); neither are powerful mountain
trolls, wolf trolls, or giants (basically
anything with more than a x3 STR
modifier); nor faeries, harpies, or
basically anything that can fly, as any of
these would have an advantage that
might spoil your enjoyment.
You should have a pen, some paper, and
a set of Tunnels & Trolls™ 7th Edition
rules handy.
MR:
Monster Rating
AP:
Adventure Points
STR:
Strength
CON:
Constitution
DEX:
Dexterity
SPD:
Speed
INT:
Intelligence
CHR:
Charisma
WIZ:
Wizardry
LK:
Luck
Adventure Points (AP)
Give your character a number of AP
equal to the full MR value of any
monster defeated. In addition, the
notation
AP
appears at the end of some
paragraphs, along with a numeric value;
this value represents the special
Adventure Points award earned by a
delver that survives the events
described in that paragraph. These
bonus AP are in addition to Adventure
Points earned for defeating monsters,
making Saving Rolls, or expending WIZ
to cast spells.
Standard Abbreviations
xD6:
a number of six-sided die equal to
x,
totaled (so “3D6“ nets a value of 3 to
18)
gp:
gold pieces
sp:
silver pieces
cp:
copper pieces
HT:
height
WT:
weight
Saving Rolls
When asked to make a Saving Roll, you
are also given a Level and an Attribute:
for instance, a “Level One Saving Roll
versus Speed“ (usually shortened to
“L1-SR on SPD“).
2
Level
1
2
3
4
5
6
Target Number (TN)
20
25
30
35
40
45
final roll would be 6 + 12 + 5 = 23.
Rolling a “3“ on a roll-over does
not
count as a fumble.
Thrown Weapons:
You can throw a
weapon at a foe before the first combat
turn begins without affecting your
ability to participate in melee combat for
that first turn. All targets are large and
at near range, requiring a
L4-SR on DEX
(TN 35) to hit. If you miss with a thrown
weapon, roll 1D6. If the result is 1-3, you
lose it.
Spite Damage:
In combat, every “6“
rolled always counts for 1 point of
damage (i.e., dealt directly to the
target‘s CON or MR despite armor
protection), no matter which side wins
the turn. Those points of damage get
through “in spite of“ everything one can
do to stop them. Since T&T does not use
a blow-by-blow description of combat
with hit locations, spite damage reflects
the fact that combat is always
dangerous and one can always be hurt
by it.
Equipment:
As a player, you may buy
extra weapons and supplies before the
start of this solo, but it is assumed you
already have those goods. As long as
your off-hand weapon is a dagger, you
can wield two weapons for melee
combat — but the total dice cannot
exceed 10D6.
To actually attempt the Saving Roll,
simply roll 2D6 and add the relevant
Attribute (in this case, Speed). Compare
that total to the target number, as shown
on the table to the right; if your total is
equal to or higher than the target
number, you succeed.
Note, though, that you always fail on a
natural roll of 3; no matter how lucky
you are, accidents can always happen.
In short, if your Saving Roll dice come
up with a “1“ on the first die and a “2“
on the second, you‘ve fumbled, failing
automatically.
DARO (“doubles add and roll over“):
When making SRs, as long as you roll
doubles, you may add their total and
roll again. There is no limit to how
many times you may roll over, as long
as you keep getting doubles. For
example, if you roll two “3s,“ you may
roll again and add the “6“ you already
have to the new number; if you roll two
“6s“ on your second try, you then roll
again, adding 6 + 12 = 18 to the next
result; assuming your result on this
third roll was a 5 (a “2“ and a “3“), your
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