Here is a list of T&T solos available to play online or as downloads. These solos are made available either directly by the author or with the authors permission.
These solos can be played with any edition of the T&T rules. If you don't have one yet you can get an abridged version of the T&T 5th edition rules here.
If you have trouble coming up with enough characters, you can find an excellent character generator here.
If for some reason you don't have enough 6-sided dice, you can find a very useful online dice roller designed specifically for T&T here.
Solos to Play Online
Buffalo Castle by Rick Loomis
The Eye of the Serpent by Andy Holmes
Khosht by Ken St. Andre
Hela's House of Dark Delights by Ken St. Andre
The Old Dwarf Mine by Roy Cram
Sorcerer's Solitaire by Walker Vanig
Labyrinth by Lee Russell
Dargon's Dungeon by Bill Hart, Michael Stackpole, Paul O'Conner, Liz Danforth, and Pat Mueller
The Blood Wars of Saxon by Tom Grimshaw
Dark Rising by Tom Grimshaw
The Murren Moors by Heinomynous
Tomb of the Toad by Charlie Flemming
Duck Soup by Charlie Flemming
The Challenge of the King by Charlie Flemming
The Harvester of Souls by Charlie Flemming
The Tower in the Marsh by Charlie Flemming
Fairyland by Mark Thornton
Adrift on the Ocean by Mark Thornton
Dark Deeds and Cabbages by James Fallows
Solos to Download
The Barony of Sanris by Patrick Witmer
Dark Side of the Desert by Patrick Witmer
No Rest for the Weary at War by Patrick Witmer
Queen Scorpions and Lady Nymphs by Tori Berquist
The Sunk of Tarsus by Tori Berquist
The Bullow Lands by Tori Berquist
The Temple of Issoth by Dan Hembree
Escape from Khosht by Andrew Greene
Four Jars of Mead by Ken St. Andre
Goblin Lake by Ken St. Andre
Down Time by Michael Eidson
Beneath the Arena by Scott Grant
Soul Survivor by Sid Orpin
Night Walk in the Wild Woods by James Fallows
That's a lot of adventures for free! Play them and let the authors know how much you enjoyed them.
Please remember that the contents of these sites are the copyright of the authors. Publishing the contents in any form without consent of the author is forbidden.
Wednesday, December 19, 2012
Tuesday, December 11, 2012
Deluxe Tunnels & Trolls Trailer
This trailer was posted at Ken St. Andre's YouTube channel announcing the release of Deluxe Tunnels & Trolls by Summer 2013. An additional comment stated that the KickStarter page should be up by next week. Exciting times for T&T!
Thursday, November 29, 2012
Tunnels & Trolls 4th Edition PDF Available from Flying Buffalo!
That's right, you can now get an official version of the T&T 4th edition rules from 1977 in PDF format directly from Flying Buffalo at their RPGNow / DriveThruRPG storefronts. This is really fantastic news given the quality of this rules set and the previous lack of PDF versions of the full T&T rules published by Flying Buffalo. I sincerely hope that this is a sign of more things to come. I've discussed many of the differences between the 4th, 5th, and 7th edition rules in previous posts. There are really only minor changes between 4th and 5th and the 4th edition rules contain many elaborations that are missing in the later editions (especially 7th). The PDF is a 56 page scan of an original copy and is quite clean. It includes many wonderful illustrations by Liz Danforth (including the cover), Robin Carver, and Dan Carver that you won't find in later editions. What's even better is that you can get it for only $4!
Tuesday, November 6, 2012
Stay Alive! : T&T Powered Zombie Survival Game
Jerry Teleha of The Delving Dwarf is running a zombie survival solo game over at his Stay Alive site. The game uses a modified version of the T&T rules including some new character attributes tailored for such a game such as Guts, Stability, and Resistance.
You can help guide the main character, Officer Mickey, through the breakout of a zombie apocalypse in Toledo, Ohio. Will Mickey survive or end up just another shambling zombie?
You can help guide the main character, Officer Mickey, through the breakout of a zombie apocalypse in Toledo, Ohio. Will Mickey survive or end up just another shambling zombie?
Wednesday, October 31, 2012
TrollsZine! #6 Has Landed!
TrollsZine! #6 has landed!
The sixth issue of the fan-created magazine for Tunnels and Trolls™, edited by Dan Hembree, contains 58 pages of quality content brought to you by the fans of the game for absolutely free. This issue features two solo adventures, “Night Walk in the Wild Woods” by James Fallows and “Soul Survivor” by Sid Orpin, a GM adventure, “Ice Exile” by Mark Thornton, and a short story, “Old Kramm” by Roy Cram. TrollsZine! #6 also includes articles on obtaining food for adventurers, acquiring henchmen for solo delvers, alternate armor rules, an NPC elven wizard description, a short, one-room GM scenario, and more.
Contributors to TrollsZine! #6 include Roy Cram, E. P. Donahue, James Fallows, Dan Hembree, Paul Ingrassia, David Moskowitz, Stefan Jones, Sid Orpin, Mark Thornton, and Justin Williams. TrollsZine! #6 is amazingly illustrated by Darrenn E. Canton, Alexander Cook, Patrick Crusiau, E. P. Donahue, James Fallows, Jeff Freels, J. Lambert, Simon Lee Tranter, David Ullery, and M. E. Volmar, with cover art by Patrick Crusiau.
TrollsZine! is a Trollbridge production brought to you with the kind support of Flying Buffalo Inc., Ken St. Andre, and Rick Loomis.
Get you digital copy of TrollsZine! #6 for FREE at the Flying Buffalo storefront at RPGNow.
I would like to thank all of the writers, artists, and copy editors that have helped to make TrollsZine! possible. All of the material is freely donated by these talented and creative individuals. I hope that I have done their work justice.
Now go get your copy!
The sixth issue of the fan-created magazine for Tunnels and Trolls™, edited by Dan Hembree, contains 58 pages of quality content brought to you by the fans of the game for absolutely free. This issue features two solo adventures, “Night Walk in the Wild Woods” by James Fallows and “Soul Survivor” by Sid Orpin, a GM adventure, “Ice Exile” by Mark Thornton, and a short story, “Old Kramm” by Roy Cram. TrollsZine! #6 also includes articles on obtaining food for adventurers, acquiring henchmen for solo delvers, alternate armor rules, an NPC elven wizard description, a short, one-room GM scenario, and more.
Contributors to TrollsZine! #6 include Roy Cram, E. P. Donahue, James Fallows, Dan Hembree, Paul Ingrassia, David Moskowitz, Stefan Jones, Sid Orpin, Mark Thornton, and Justin Williams. TrollsZine! #6 is amazingly illustrated by Darrenn E. Canton, Alexander Cook, Patrick Crusiau, E. P. Donahue, James Fallows, Jeff Freels, J. Lambert, Simon Lee Tranter, David Ullery, and M. E. Volmar, with cover art by Patrick Crusiau.
TrollsZine! is a Trollbridge production brought to you with the kind support of Flying Buffalo Inc., Ken St. Andre, and Rick Loomis.
Get you digital copy of TrollsZine! #6 for FREE at the Flying Buffalo storefront at RPGNow.
I would like to thank all of the writers, artists, and copy editors that have helped to make TrollsZine! possible. All of the material is freely donated by these talented and creative individuals. I hope that I have done their work justice.
Now go get your copy!
Friday, October 26, 2012
New Elder Tunnels and More from Peryton
Peryton Publishing has released their latest issue of Elder Tunnels. This is their annual Halloween issue, and it's a good one. It features a solo adventure, "Curse of the Three-Eyed Stone," by David Crowell of H'rrrothgarrr's Hovel, a GM adventure, "Junior's Return," by David Moskowitz (author of Amulet of the Salkti), and two monster descriptions, "The Bone Lords" by Peryton's own Tom Loney and "Woe Hound" by Jerry Teleha of The Delving Dwarf. Obviously the theme of this issue is horror, "Junior's Return" in particular; it is not for the squeamish. At only $5.99 for the pdf it's quite a bargain.
Also "recently" released by Peryton Publishing is When Good Games Go Bad, a solo adventure by Roy Cram author of the T&T solos Mistywood, Gamesmen of Kasar, and The Old Dwarf Mine. Good Games is a science fiction solo adventure intended to be a sequel to Gamesmen of Kasar and uses the New Khazan sci-fi T&T supplement by Tom Loney. Like many T&T solo adventures published recently, Good Games also includes expanded background information and notes to turn the solo into a game master adventure. Good Games features a color cover by Jeff Freels as well as a couple of interior B&W illustrations. A pdf will set you back a mere $3.00.
Not recently published (August actually), but recently purchased by me is the GM adventure Hot Nights in Lowhollow, an adventure by Tom Loney set in Scott Malthouse's (The Trollish Delver) Peakville setting. This is described as an "in-between" adventure in which characters can spend some time exploring the town of Lowhollow. Who says you have to go crawl into some dank caves or crumbling ruins to find trouble? Hot Nights lays out notable places, people, and events in the town of Lowhollow, as well brief descriptions of several scenarios to run players through. While not heavily fleshed out, this book provides a nice starting point for some great adventures. You can get a pdf of this one for only $2.25.
As a side note for those who think that there are no published GM adventures for Tunnels and Trolls, here are three.
You can find all of these fine T&T items at the Peryton Publishing web store.
Also "recently" released by Peryton Publishing is When Good Games Go Bad, a solo adventure by Roy Cram author of the T&T solos Mistywood, Gamesmen of Kasar, and The Old Dwarf Mine. Good Games is a science fiction solo adventure intended to be a sequel to Gamesmen of Kasar and uses the New Khazan sci-fi T&T supplement by Tom Loney. Like many T&T solo adventures published recently, Good Games also includes expanded background information and notes to turn the solo into a game master adventure. Good Games features a color cover by Jeff Freels as well as a couple of interior B&W illustrations. A pdf will set you back a mere $3.00.
Not recently published (August actually), but recently purchased by me is the GM adventure Hot Nights in Lowhollow, an adventure by Tom Loney set in Scott Malthouse's (The Trollish Delver) Peakville setting. This is described as an "in-between" adventure in which characters can spend some time exploring the town of Lowhollow. Who says you have to go crawl into some dank caves or crumbling ruins to find trouble? Hot Nights lays out notable places, people, and events in the town of Lowhollow, as well brief descriptions of several scenarios to run players through. While not heavily fleshed out, this book provides a nice starting point for some great adventures. You can get a pdf of this one for only $2.25.
As a side note for those who think that there are no published GM adventures for Tunnels and Trolls, here are three.
You can find all of these fine T&T items at the Peryton Publishing web store.
Saturday, October 20, 2012
My Current House Rules Part 3: Character Creation
For the third installment of this series of posts, here are my currently favored House Rules for character creation. Once again, these are modifications to the 5th edition rules, so some of them are standard rules using the 7th edition rules.
Each character has the standard six attributes (Strength, Intelligence, Constitution, Dexterity, Luck, and Charisma) as well as Wizardry.
I like to have a separate attribute for powering spells as I stated in my last post on Magic-related House Rules.
To generate attributes, roll 3D6 seven times and arrange the scores in the order desired. You may re-roll any 3s.
I don't typically follow the "assign 3D6 in order" rule. Giving the player the option of assigning values to specific attributes allows more customization of characters. One thing I like to stress in my games is that there are no "dump stats." Every attribute is valuable. Any attribute may be called upon for a Saving Roll. If everyone has a low Charisma, for example, there is going to be trouble.
Allowing players to re-roll any natural 3s that come up, since I don't allow TARO, prevents utterly useless attributes.
Rogues start with one randomly determined (1d10) first level spell.
This gets back to some previous posts that I made about 5th edition rogues. I think that they should start with at least one spell (as they now do in 5th edition), but I like the idea of making the spell random with the idea that the rogue came upon the knowledge in a less than intentional way.
Everyone starts with warm dry clothes and a backpack (a 5 gp value!).
This is just a gift that I like to give. Of course, players still need to make sure that they purchase some footwear with their starting gold.
Simplified weapons and armor list.
I've presented this table in a previous post, and in implementing it I like it a lot. Keeping track of the dice, adds, cost, weight, and attribute requirements for the exhaustive weapons and armor lists can be a chore. This system makes it easy and it certainly speeds up character creation. Players are welcome to call their general weapon type whatever they like. So a "sword" can be a broadsword, saber, scimitar, or rapier; but they all have the same stats. This system also makes it easier for the GM to equip any opposition and stock shops.
Each character has the standard six attributes (Strength, Intelligence, Constitution, Dexterity, Luck, and Charisma) as well as Wizardry.
I like to have a separate attribute for powering spells as I stated in my last post on Magic-related House Rules.
To generate attributes, roll 3D6 seven times and arrange the scores in the order desired. You may re-roll any 3s.
I don't typically follow the "assign 3D6 in order" rule. Giving the player the option of assigning values to specific attributes allows more customization of characters. One thing I like to stress in my games is that there are no "dump stats." Every attribute is valuable. Any attribute may be called upon for a Saving Roll. If everyone has a low Charisma, for example, there is going to be trouble.
Allowing players to re-roll any natural 3s that come up, since I don't allow TARO, prevents utterly useless attributes.
Rogues start with one randomly determined (1d10) first level spell.
This gets back to some previous posts that I made about 5th edition rogues. I think that they should start with at least one spell (as they now do in 5th edition), but I like the idea of making the spell random with the idea that the rogue came upon the knowledge in a less than intentional way.
Everyone starts with warm dry clothes and a backpack (a 5 gp value!).
This is just a gift that I like to give. Of course, players still need to make sure that they purchase some footwear with their starting gold.
Simplified weapons and armor list.
I've presented this table in a previous post, and in implementing it I like it a lot. Keeping track of the dice, adds, cost, weight, and attribute requirements for the exhaustive weapons and armor lists can be a chore. This system makes it easy and it certainly speeds up character creation. Players are welcome to call their general weapon type whatever they like. So a "sword" can be a broadsword, saber, scimitar, or rapier; but they all have the same stats. This system also makes it easier for the GM to equip any opposition and stock shops.
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