0-Dtt Rules Int July 8 2015.Qxp
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A Fantasy Role-Playing Game by Ken St Andre, Liz Danforth, and James “Bear” Peters Illustrations by Rob Carver, Steve Crompton, Liz Danforth & Stephan Peregrine SampleAdditional material by Bear Peters, & Brian file Penn Published by Flying Buffalo DELUXE TUNNELS & TROLLS A game by Ken St Andre Designed and written by Ken St Andre, Publishing and Kickstarter Management Liz Danforth, and James “Bear” Peters by Rick Loomis Abyss solo adventure by Paul Creelman Game development by Liz Danforth Gull, the City of Terrors by Michael Stackpole with additional development by James “Bear” Peters, Project coordination, maps, layout, and graphics Brian Penn, and Stefan Jones by Steve Crompton Editing by Liz Danforth, T&T archival materials provided by Debora Kerr, and Rose Beetem Ken St Andre, Patrice Geille, Rick Loomis, James “Bear” Peters, and Liz Danforth Front cover painting by Liz Danforth Proof reading by Liz Danforth, Rose Beetem, Mark Evans, Stefan Jones, Chris Palmer, Interior illustrations by David Moskowitz, and Debora Kerr. Liz Danforth, Steve Crompton, Rob Carver, Stephan Peregrine, Justin Miller, Funded by the Kickstarter backers of Peter Seckler and Quoghmyre the Deluxe Tunnels & Trolls project This book is dedicated, with thanks, to Patrice Geille who inspired us and to the memory of those who are gone but not forgotten Tim McCausland, Michael Jackson, and Jason Sato © 2015 Ken St Andre, Liz Danforth, Rick Loomis, Steven Crompton & Jim Peters. First Printing July 2015 dT&T Softcover edition: FBI-9103 ISBN 0-940244-90-x dT&T Hardcover edition: FBI-9104 ISBN 0-940244-91-8 All rights reserved. No part of this publication may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, recording, or other electronic or mechanical methods, without the prior written permission of the publisher, except in the case of brief quotations embodied in critical reviews and certain other noncommercial uses permitted by copyright law. For permission requests, write to the publisher at the address below. Artwork is copyrighted individually according to the notifications appearing with the art. Any art not marked is copyright © 1977-2015 by Flying Buffalo Inc. Printed in the United States of America Tunnels & TrollsTM, and Deluxe Tunnels & TrollsTM, are trademarks of Flying Buffalo Inc. SamplePublished by Flying Buffalo Inc. file PO Box 8467, Scottsdale, AZ 85252 www.flyingbuffalo.com 2 Table of Contents TABLE OF CONTENTS The Basic or Core Game What you need to play 7.3 Opponents With Attributes...............71 Section No. Page 7.4 Monster Levels..................................72 1.0 Introduction............................................5 8.0 Combat ....................................................74 1.1 A Word about the Organization 8.1 Basics and Definitions......................74 of the Book....................................6 8.2 Missile Weapons in Combat...............77 2.0 Playing the Game...................................7 8.21 Gunnes.........................................79 3.0 Creating Characters...............................8 8.3 Unarmed Combat...............................80 3.10 Prime Attributes..............................8 8.4 Berserk Combat.................................81 3.2 Personal Adds..................................11 8.5 Other Special Combat Situations......85 3.21 Character Sheet........................12 8.51 Stunning Your Opponents..........85 3.3 Character Types.............................13 8.52 Using Multiple Weapons.............85 3.31 Warriors....................................13 8.6 Evaluating Basic Combat..................86 3.32 Wizards.....................................13 8.61 The Elements of Combat..........86 3.33 Rogues......................................15 8.7 AP Rewards for Combat....................89 3.34 Specialists................................17 9.0 Magic.......................................................91 3.4 The Playable Character Kindreds......19 9.1 A World of Magic................................91 3.41 Humans.....................................20 9.2 Theory and Practice of Magic............92 3.42 Dwarves....................................20 9.21 All About Spells..........................93 3.43 Elves.........................................21 9.22 More About Kremm....................93 3.44 Fairies.......................................23 9.23 Types of Damage........................96 3.45 Hobbs........................................23 9.3 Spell Interactions and Stacking Rules..97 3.46 Leprechauns.............................23 9.4 Schools of Magic................................98 3.5 More About Your Character.............25 9.41 Learning Magic........................100 3.51 Height and Weight....................25 9.5 The Spell Book.................................103 3.52 Weight Possible/Weight Carried..25 Deluxe Tunnels & Troll Spellbook..105-137 3.53 Possessions...............................26 9.6 Tools of the Trade ............................138 3.54 The Rest of the Story................27 9.61 Staffs and Wands......................138 3.6 Character Progression.....................28 9.62 Potions, Wards and 3.61 It’s a Learning Experience.......28 Magical Trinkets.....................140 3.62 Character Level........................29 9.62.1 Potions..............................141 4.0 Equipping Your Character....................30 9.62.2 Magicalitems...................142 4.1 Weapons...........................................31 9.62.3 Power batteries................147 4.2 Armor and Shields...........................43 9.7 Creating New Spells ........................148 4.3 Bigger, Better, Broken-in, or 9.71 General Guidelines ....................148 Broken Down...................................49 9.72 When Can You Invent.................149 4.4 Poisons............................................53 10.0 Putting it All Together........................151 4.41 Combat Toxins..........................56 10.01 How to Prepare..........................152 4.42 Antidotes...................................56 10.02 Philosophy of a Good Time........152 4.5 Provisions and Other Equipment....57 10.03 Some Practical Considerations.153 4.6 Equipment and Backstory................61 10.1 How to be a Good GM.....................154 5.0 Saving Rolls..........................................62 10.2 How to be a Better Player...............155 5.1 Adventure Points for Saving Rolls..66 10.3 Once You’ve Got It All Together.....155 6.0 Simple Talents.......................................64 11.1 Appendix A: Spells Listed Alphabetically.........156 7.0 TheSample Hostile Opposition.........................70 11.2 Appendix B: Spellsfile By School of Magic......158 7.1 Monsters, Enemies, and Foes..........70 11.3 Appendix C: Spells by Category..............162 7.2 Monster Ratings..............................71 11.4 Appendix D: Acknowledgments..............165 3 Table of Contents Elaborations 17.0 The Kitchen Sink...........................219 Optional topics that give the game more 17.1 Treasure Charts........................219 variety, depth, and/or flexibility 17.2 Wandering Monsters..................220 17.3 Marking Time...........................221 12.0 Elaborations.....................................166 17.4 Guilds........................................222 12.10 More about Character Types.....168 17.5 The Other Human Advantage...223 12.11 Training...............................168 17.6 Locks and Traps........................223 12.12 Warriors...............................169 17.7 More About Gunnes in Trollworld..224 12.13 Wizards................................170 17.8 The Reality of Dice....................225 12.14 Rogues.................................171 17.9 Steeds and Their Kindreds........226 12.2 Specializing Your Specialist........172 12.3 Citizens.......................................175 12.4 Paragons.....................................177 Trollworld Atlas A Nexus of Realities 13.0 Other Playable Kindreds..................178 Trollworld Atlas......................................227 13.01 How to use These Characters..179 Introduction: Trollworld.........................228 13.02 Monster and Charisma.........180 A Trollworld Timeline.............................232 13.1 Playing Non-Human Characters..181 Rrr'lff: the Dragon Continent.................243 13.12 Consider the Consequences.181 Rrr'lff Map Guide...............................244 13.13 Making Your Own Kindreds.182 Zorr: the Eagle Continent......................249 13.2 Attribute Multipliers for All Zorr Map Guide.................................250 Playable Kindreds........................182 Maneland: the Unicorn Continent..........253 13.3 Monsters! Monsters!...................185 The Eastern Islands (of the Great Ocean).........258 13.4 Monsters Kindred Desriptions....186 Sonan Ie: the Island Empire...................262 14.0 Languages.......................................201 The Cities: Khazan by Ken St. Andre...............266 14.1 The Civilized Tongues................201 Khazan: the Undercity............................269 14.2 The Ancient Tongues..................202 Beneath the City of Khazan...............270 14.3 The Tongues of the Beasts.........202 Khosht: Queen City of the Bronze Uplands 14.4 Languages That May be Learned.202 by James "Bear" Peters.................................272 14.5 City Dialects in Trollworld.........204 The City of Knor by Liz Danforth...................276 15.0 Extended Talents.............................205