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Tunnels & Trolls RPG:


JAPAN STYLE!
T&T is a big hit in Japan, so we have collected some of the T&T manga,
solitatire and GM adventures from Japan’s own TtT Magazine. With their
help, we translated them into English, and present them here for the first
time ever in the US. We also used the original art from their magazine
(along with a few extra pieces) to make them look even more like they
did when they were published in Japan.
To make this book even more useful for new and casual players,
we are including the T&T Mini-Rules, which means this book contains
everything you need to play. Rules, pre-rolled characters, gm adventures,
a solo and even mangas that tell you more about the T&T world and how
to play, all included in the book. So give it a try, and discover how they
RPG in Japan!
This Free RPG Game Day booklet gives you a sample from that
book published in English by Flying Buffalo Inc. You can get the full 60
page T&T Adventures Japan book at your local game store or direct from
FBInc. You can also get the full 38^ page Deluxe T&T rulebook, which
includes full detailed rules, optional rules, gm adventures, a solo adven-
ture and a large Trollworld section that details the Fantasy world
of Tunnels & Trolls.

Most of this material was originally published in Japan


as TtT Magazine; issues 1-3 by FT SHOBO & Group SNE

Art by Shohei Nakayama, Kiyoshi Arai, Kaitei Chimera, Chris,


Shu Nagata, Don-Chang & Steve Crompton
Manga Illustrations by Shohei Nakayama
TtT Magazine Produced by Hitoshi Yasuda w Japan Edition Edited by Akira John Sugimoto
Translation assistance by Michiko Kasai

US edition Executive Producer Rick Loomis w US Edition Edited by Ken St Andre


Project Manager/Art Direction by Steve Crompton
T&T Mini Rules by: Ken St Andre & Steve Crompton
Proofed & Playtested by Kurt Romig & Darren Arnold

No part of this book may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording or computerization, or by any
information storage and retrieval system, without permission in writing from the publisher.

Published in the USA by Flying Buffalo Inc.


P.O. Box 8467, Scottsdale, AZ 85252
www.flyingbuffalo.com w e-mail: rick@flyingbuffalo.com

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Illustrations by Shohei Nakayama
-- 33 --
see page 12 Rock-a-bye Spell

see page 4 of this booklet


on how to roll for treasure.

Get the T&T Adventures Japan book


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You need a
Character sheet
On page 19 and 20 are pre-rolled
player characters (PCs) that you
can use for playing. There are also
By Ken St Andre & Steve Crompton blank character sheets on page 21
Art by Shohei Nakayama & 22, so you can create your own
characters. In T&T, characters
may be any gender or kindred, and
the basic character is presumed
to be an adult Human. But you
can also be an elf, fairy or dwarf.
Below is what all the info on the
character sheet means.

Rolling up
a character
For creating your character, you
need three 6-sided dice (3d6). Roll
the three dice and add up the total.
Now write that down on a separate
piece of paper. Do that 8 times.
The 8 numbers you have rolled
will be your character’s attributes.
T&T characters have 8 attributes:
4 physical attributes: Strength
(STR), Constitution (CON), Dex-
terity (DEX) Speed (SPD); and
4 mental attributes: Intelligence
(INT or IQ), Luck (LK), Wizard-
ry (WIZ), and Charisma (CHR).
It is best to assign the higher rolls
to STR, LK, DEX, and SPD if one
T&T is going to be a fighter. If the char-
acter is going to rely on magic, it
INTRODUCTION is best to assign the higher values
Tunnels &Trolls is one of the easiest Role-Playing Games to play. Once to INT, DEX, WIZ, and CHR.
you know how, you can roll up a character in less than 10 minutes. T&T However, you may assign them as
is best known for all its solo adventures that ONE person can play. (You’ll you wish.
find a solitaire adventure in this book on page 30.) And like any RPG, you
can play it with a group of your friends. We also have a couple of GM Super Rare: TRIPLES
(Game Master) adventures in this book you can run. When rolling all three dice, if you
roll triples (3 dice with the same
This Mini version of the T&T rules will give you what you need to roll up number) add their total up and roll
a character, customize them, get them equipped and ready for adventuring. again. Then add that roll
We’ll also give you a little info on how to run an adventure for your friends. total to the triples you just rolled.
Remember that these are mini-rules and in the full Deluxe T&T Rulebook, This will make for a more
you have many more options and choices. These mini-rules will give you powerful attribute, but it
just the basics, but plenty enough to enjoy some fantasy role-playing! doesn’t happen too often.

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Each of the attributes is important (more or less so de- You also get to decide what their personality is like.
pending on the character class you choose) and may be Are they serious or playful, shy or outgoing? Do they
called upon in the course of play. Attributes also help like to study/read or do they prefer the outdoors? YOU
determine what weapons and armor may be used, or what get to decide all this as you Role-Play the character you
magical spells are known and can be cast. You’ll use have created. (In dT&T you get to add talents to your
these attributes to cast spells, use weapons, and take other character, but we aren’t using them in the mini rules.)
actions while you play.
PIck your Character Class
ABOUT DICE: You will see notations like “2D6” or You get to pick what class your character is. Class gives
“5D6+2” in these rules. A “D6” is an ordinary, cube- your character additional powers and bonuses while
shaped, six-sided die. The first number is the number of playing. The character classes in the T&T mini-rules
dice to roll. Toss that many dice, and add up the spots. are Warrior, Wizard and Rogue. The Deluxe rules have
The “+2” means to add two to the result of the 5D6 roll.” even more classes, but these three are the main ones.
Any kindred can be whatever class you want.
Choose your Kindred
(Human, Elf, fairy or Dwarf) Warriors are superb physi-
A kindred is a race or species such as humans, elves, cal combatants, proficient with
dwarves, and so forth. Here we’ll only talk about 4 most weapons, able to use armor
kindreds: humans, elves, dwarves, and fairies. (In better than other character types,
Deluxe T&T, but you can play lots of others including and totally unable to cast magi-
monsters.) What kindred you choose can modify your cal spells. Warriors get an extra
character’s attributes. A modifier is what you multiply six-sided dice (D6) for combat
the base attribute by to get the final initial value. For with each level they attain. Thus a
the mini-rules we’ll make the modifiers super easy, so sword worth 3D6 in combat to most first level char-
here’s what you should do to your character’s attributes acters is worth 4D6 to a first level warrior. (Character
based on what kindred you pick. levels are discussed on page 14.)

Humans: All attributes are the same as you rolled Wizards are spellcasters, pro-
them, so they stay the same. However, humans get to ficient in the theory and practice
reroll saving rolls a second time (more about that later.) of magic. Once a wizard learns a
spell, they know it forever. Spells
Elves: Add 3 to your IQ, WIZ, DEX and CHR attri- require energy. That comes from
butes. Subtract 2 from your CON. All other attributes the WIZ attribute. They also
stay the same. require a minimum INT & DEX
Dwarves: Add 10 to you STR and CON. Subtract 4 to master. Note that wizards are perfectly able to wear
from LK. All other attributes stay the same. armor and fight with weapons, but due to their lack of
training, they do not get to use their combat adds with
Fairies: Subtract 4 from STR and CON. Add 5 to any weapon worth more than 2D6.
CHR. Add 3 to LK and DEX. Add 4 to WIZ. All other
attributes stay the same. Rogues are characters that can
do both—fight and cast magic.
Characters also have physical characteristics such as Rogues never got the years of
height, weight, hair color, age, etc. You may choose training that make warriors so good
these without rolling dice, as long as the choice seems at combat, nor did they get the
reasonable to the game master. Use the pre-rolled char- magical training that all wizards
acter sheet on page 20 as a guide to the general height have. They don’t fight as well as warriors, or cast spells
and weight of the kindreds you chose. It doesn’t matter as well as wizards, but they can do both. They do not
whether a character’s skin or hair is black, white, red, get any of the bonuses that Wizards and Warriors get.
or green - choose whatever you would like them to People confuse Rogues with thieves, and play them that
have. Player characters (PCs) are run by the players. way, but they usually are just street-wise survivors.
Non-player characters (NPCs) are run by the GM.

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HOW to do combat are derived from the
The heart of any role-playing game is its combat attributes that make
system. T&T has one of the simplest combat systems a character better in
around, but even it has complications. When judging combat. Strength,
combat, the basic thing to consider is: What is reason- because the harder
able under the circumstances. you hit, the more
damage you do;
Almost all fights break down into Us vs. Them situa- Dexterity, because
tions. The players group (the adventurers) fight, and the more skillful you
their enemies (usually the monsters) fight the other are in landing your
group. (When more than three characters are in a blows, the more damage you will do; Luck, because
fight, we call that Melee combat.) Both sides have well duh; and Speed, because the more blows you
weapons, and weapons are rated with dice. For ex- manage to strike within a time limit, the more dam-
ample: bare hands are worth 1 die, a dagger is worth 2 age you will do. Anything above 12 in those 4 attri-
dice, a sword is worth 3 dice and so forth. We roll our butes produces combat adds. Strength of 15 produces
dice and get a total; they roll their dice and they get 3 adds; Dexterity of 16 produces 4 adds; Luck of 12
a total. The totals are compared; the smaller is sub- produces 0 adds and Speed of 13 produces 1 add.
tracted from the larger; and the losing party takes the
difference in hit points. Divide the hit points among Bearing that in mind, let’s do our simple example
the monsters or the party (whichever side lost the again. Gilbert’s pal Akira is looking for Gilbert in the
round. Hit points reduce a monster’s Monster Rating, forest and he finds him a few minutes after Bugzi beat
or a character’s Constitution (CON). him up. Akira has 10 combat adds—he is both strong
and fast. Bugzi has zero.
Let’s do a very simple example: Gilbert is lost in the
forest and gets attacked by Goblin Bugzi. Gilbert has Akira also has a dagger worth 2 dice. Bugzi has his 3
a dagger worth 2D6. Bugzi has a spear worth 3D6. dice spear. Let’s fight! Akira rolls 8 and adds 10 for his
They fight. Gilbert rolls a 1 and a 1, so Gilbert’s com- combat adds for a total of 18. Bugzi rolls 13. The gob-
bat total is 2. Bugzi rolls a 4, 3, and a 2, so his combat lin still has the better weapon, but he is no longer the
total is 9. Bugzi’s 9 minus Gilbert’s 2 equals 7, so Gil- better fighter. Bugzi takes 5 hits on his CON, which
bert is going to take 7 hit points of damage. Gilbert has was only 8 to begin with. Seeing how this is likely to
a CON value of 10. So 10 -7 is 3. Gilbert is badly hurt, end, Bugzi gets smart and runs away.
but he can still fight. Combat round 2: Gilbert does bet-
ter, rolling 5, 2 for a total of 7. Bugzi is still the better In a T&T combat, both sides have combat adds, even
fighter with a better weapon. He rolls 6, 6, 2 for a total if the value of the adds = zero. The combat totals are
of 14. 14 -7 = 7. Gilbert has to take another 7 hits. 3 determined by the sums of the weapons dice plus the
-7 = -4. Gilbert loses and is out of the fight. party’s combat adds.
MONSTER NUMBER
T&T combat can get more complicated, but the basic FIghting RATING OF DICE
principle remains the same. You can do groups: say 3 against 1-9 1
humans vs. 10 goblins. Humans roll a grand total of Monsters 10 - 19 2
30. Goblins roll 45. Humans have to take 15 points of Instead of attributes, 20 - 29 3
damage. They divide the damage among themselves monsters often have a 30 - 39 4
however they can to avoid being killed. simple Monster Rat- 40 - 49 5
ing (MR). MR shows etc... etc...
what are combat adds ? the amount of damage
Weapons are not the only thing that determines the the monster can take before being defeated, and how
outcome of combats. One must also consider the well it fights. See the table for how many dice (D6) the
basic abilities and strengths of the fighters. These are monster rolls in combat. Its combat adds are equal to
wrapped up in a number called combat adds. Combat half of its MR; these are reduced as damage suffered
adds are added to the weapon scores. Combat adds reduces the monster’s MR. (But combat dice are not

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reduced as the monster suffers damage.)
Monsters who only have monster ratings also have Equipping your character
weapons and adds. If I tell you that you are attacked by To make things a little easier, let’s give your new
a lion, you know what the lion’s weapons are: teeth and character 250 gold pieces (gp) that can be used to
claws. So if the lion has a monster rating of 40 then we buy weapons and armor for adventuring. Usually
know its weapons (teeth and claws) are worth 5D6 and there are STR and DEX requirements to use certain
it has 20 combat adds. (see chart on previous page.) items, but in the mini-rules we aren’t worrying about
that. Below is a very short list of some basic items
Combat with monsters work the same way. Akira you can buy. The Deluxe T&T rulebook has hun-
is out walking in the forest when he is attacked by dreds of detailed weapons and armor, if you want to
a lion. The lion rolls 4, 3, 2, 2, 1 + 20 combat adds. really customize your character. NOTE: if you are
Akira rolls 2, 1 + 10. 32 – 13 = 19. Akira had a robust a Fairy, assume that smaller versions of these items
Constitution of 14, but 14 – 19 = -5. Akira! Eaten by are also available at the same price, but they all do
a lion. half the damage or take half the hits listed below.

SurpriSe attacks WEAPONS


There are other factors involved in combat, and they
may change the outcome. Surprise happens when Weapon Item Details Damage Cost
one party attacks and the other does not get to make Dagger 8 inches 2d6 10 gp
a combat roll. Let’s say Akira met that lion when it Short Sword 30 inches 3d6 35 gp
was asleep and decided to attack it. He rolls his dice Samurai Sword 38 inches 4d6 66 gp
(poorly) getting 1, 1 plus 10. Lion gets zero. Akira Spear 6 ft long 4d6 50 gp
wins inflicting 12 points of damage. Lion’s monster Axe 5 lb head 5d6 73 gp
rating goes down from 40 to 28. Lion wakes up and Light Bow +24 arrows 3d6 40 gp
fights. It still gets 5 dice because it started as a 5 dice Throwing Stars (15 stars) 2d6 30 gp
monster, but only gets 14 combat adds. Can you see Magic Wand (Wizards/Rogues) 0 80 gp
that Akira has hurt the lion, but he is still probably go- Magic Staff (Wizards/Rogues) 2d6 100 gp
ing to die as the combat goes on?
armor
protective armor Armor Item Details Hits Cost
Metal Gauntlets Pair 2 30 gp
Small Shield 3ft across 3 15 gp
Target Shield 5ft across 4 35 gp
Small Helmet top of head 1 20 gp
Mengu Helmet full face 3 15 gp
Chainmail Shirt covers torso 4 170 gp
Studded Leather full suit 5 130 gp
Samurai Armor full suit 9 300 gp

GENERAL SUPPLIES
Adventuring Item Cost
Dry clothing and pack 5 gp
Armor can affect how combat goes. Armor is protec-
1 day’s provisions (food, drink, “matches”) 6 gp
tive clothing of any sort that will always stop some
5 ordinary torches (each lasts ten turns) 1 gp
of the damage from getting through. Armor is rated Small hammer & iron spikes 18 gp
in terms of how much damage it can prevent. For 20 feet of heavy twine (rope) 2 gp
example: a small shield can stop 3 points of damage. Adventurers Pack
Leather armor can stop 6 points of damage. Let’s do Includes chalk, cloth sacks, 3 torches
an example: Ben is the friend of Gilbert and Akira. He 5 matches, 20 feet of rope & waterskin 9 gp
knows the forest is home to both goblins and lions, so

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Akira always carries a sword and shield and wears his human as the target Saving Roll Chart
leather armor. His sword is worth 3 dice in combat. number is 25. 3rd
One day he runs into two goblins carrying spears and level is something Level of Target
they attack him. Ben has 12 combat adds — mostly that should be impos- Saving Roll Number
because he’s always been very lucky. Ben rolls his sible for the average 1 20
dice getting 6, 5, 3 plus 12 for a total of 26. The human as the target 2 25
goblins attack with their spears getting 6, 6, 6 and 6, number is 30. The 3 30
6, 4 — these are elite goblins! 18 + 16 = 34 and the target number goes 4 35
goblins won the combat round by 8 points. But Ben up by 5 for each ad- 5 40
has 9 points of armor. He is not harmed. ditional level of sav- etc... etc...
ing roll. However,
These are some basic examples. Things can get more no saving roll attempt is ever actually impossible in
complicated with all the different things that can hap- dT&T. They just get increasingly unlikely as the level
pen in combat, but the thing to do is just work through of difficulty goes up. In T&T, Doubles Add And Roll
it in a logical fashion and simply determine what the Over. We call this the DARO rule.
numbers are, and what would likely happen next.
For example: Iris the Fairy wants to test a treasure
IS YOUR CHARACTER READY? chest for traps. She announces that she’s checking
for traps. The Game Master tells her to make a level
one saving roll on her Intelligence to see if she finds
any. Iris has an IQ of 13. She rolls 5, 2 on 2 dice. She
adds that 7 to her attribute of 13 to get a total of 20.
The target number for level one saving rolls is 20.
Iris just barely made the saving throw. The G.M. says
you found something that indicates a trap of some
sort will be set off when you open the lid. Now what
At this point, you should have a basic character rolled do you do? The player might answer, “I want to try
up and they should have some equipment. From here, and disarm the trap.” Now the G.M. asks for a level
we’re going to give you some more information on two saving roll on Dexterity or a level 3 saving roll on
HOW to use your character in game play, what saving Luck. Iris has a DEX of 15. Her target is 25 for level
rolls do, where you can spend adventure points and 2. She has a Luck of 16. Her target is 30 for level 3.
how wizards cast spells... Iris decides to try for the level 2 saving roll on DEX.
She rolls a 4, 2. 15 + 6 = 21, but her target was 25.
WHAT IS A Saving Roll? The trap goes off. Terrible things happen to Iris!
A saving roll is the way we check to see if something
happens in T&T. Any character can make a saving BUT, suppose Iris had rolled 4, 4 instead of a 4, 2.
roll if the Game Master (or the text in a solo adven- 15 + 8 is 23. Did Iris fail? No! Because 4, 4 is a
ture) asks or tells them to do it. To make a saving roll, double and that adds and rolls again. On her 2nd roll
you roll 2 dice and get a number. Doubles always add she gets a 2, 2 and she adds that to her total. That’s
and roll over. For example a roll of 1, 2, which equals enough to succeed, but is she done? No. 2, 2 is also
3, is a saving roll — a terrible one that always fails, a double, so she rolls again getting a 5, 2 at the end.
but a roll of 1, 1 would be doubles. Set the 2 points Iris’s total roll was 8 + 4 + 7 for a total of 19. (15,
aside and roll again. Let’s say you roll a 5, 3 on your her DEX) + (19, her roll total) = 34. Iris made a
second try. That’s 8 + 2 for a total of 10. third level saving roll when she was only trying for
a second level one. Good job, Iris! (Because her roll
Saving rolls are rated by levels of difficulty. 1st level was so successful, a GM might allow Iris be able to
is something that could be difficult for the average remove the trap mechanism, so that she could use it to
human as the target number is 20. 2nd level is some- create her own trap to use on a monster).
thing that could be very difficult for the average

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ARE YOU PLAYING A HUMAN? One other thing Our hero Gilbert has managed to accumulate 152 a.p.
to keep in mind if you are playing a human character He decides this would be a good time to bring his DEX
- you get to reroll a saving roll a second time if your up by 1 point. He tells the Game Master that he wants
first attempt fails. You do NOT add those two attempts to spend a.p. to increase his DEX. The G.M. sees that
together, the 2nd attempt is treated like a new saving Gilbert has 152 adventure points—just enough. He
roll. This is a special bonus given just to human char- takes 150 of them away and Gilbert’s DEX goes from
acters to reflect their dogged persistence and refusal to 15 to 16. This is a permanent increase and his new base
give up despite the odds against them. value for that attribute.

Saving Rolls & YOUR CHARACTER’S


ADVENTURE POINTS (a.p.) HIGHEST Attribute
One way that players are rewarded for their actions Determines THEIR Level
during the game is by gaining adventure points. In T&T, a character’s level of power is decided by
Adventure points are awarded for slaying monsters their highest attribute, Divide that by 10 and ignore
or foes, or for doing or saying something clever or remainders.
funny during the play of the game, or for solving dif- Iris the Fairy has a highest attribute of DEX = 16, so
ficult puzzles and in-game problems, or for SAVING she is a level one character.
ROLLS. Adventure points have only one purpose in Daisan the Dwarf has a highest attribute of CON =
the T&T mini-rules. They help your character improve 28. He is a level two character.
by increasing their attributes. When the Game Master Laila the Elf has a highest attribute of WIZ = 35. She
says “Make a saving roll on (any attribute),” the GM is a level three character.
is giving you adventure points. Gilbert the Human has a highest attribute of STR =
33. He is a level 3 character. (And so on...)
As you play, keep track of the totals of any numbers
you rolled while trying to make a saving roll (whether
you made the roll or not). All those totals are adven-
ture points. A Game Master or a solo adventure will MAGIC in T&T
also reward you Adventure Points at the end of the (And how to use it)
game. Add all those numbers together to see how OK, now its time to talk about how to use Magic in
many adventure points you have earned. Now, let’s see T&T. If you are playing a Warrior, you can skip this
how you can make your character more powerful by section and come back to it when you roll up a Wizard
spending these adventure points... or Rogue. GMs should read this section so they know
how magic works in the game.
USE Adventure Points TO
increase your attributes Trollworld is an extremely magical place. The planet
produces a force, just like Earth produces magnetism,
called kremm that the peoples of Trollworld can tap
and use to change reality. That’s magic! Each spell
requires a certain amount of kremm energy (WIZ stat),
a certain level of intelligence and dexterity. The spells
almost always work (higher magic can sometimes
block other magic from working.) You use your WIZ
stat as the amount of magic that you can use to cast a
spell. If a spell costs 2 points to cast, you subtract 2
points from your WIZ stat. Note that you can only cast
So what are adventure points (a.p.) good for? They one spell per combat round and you recover used WIZ
buy attribute points. To raise an attribute by one point at 1 point per 10 minutes of game time.
costs 10 times the current value of the attribute in a.p. Since this is the mini version of the rules, we’re going

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SPELLS
to give you 11 spells to work with: 4 first level, 4 sec-
ond level, 2 third level, and 1 fourth level. There are It’s Elementary
118 spells available, but if you want to know them all, Level: 1 Cost: 4 WIZ Duration: Instant
you’re going need the Deluxe Tunnels and Trolls rules. Range to Cast: 5’ Range of Effect: 5’
Power up per level: Damage doubles per level.
To keep things simple, wizards know all the spells
Description: Caster must specify fire (small flame), water
up through their own level. A first level wizard only (splash), ice (icy gust) earth (pebble), or wind (puff or air).
knows first level spells. A fourth level spellcaster Each is capable of 1 point of damage depending on use.
knows all 11 spells shown below.
(These spells light torches and campfires, can chill a mug
Rogues can also do magic, but typically they do not of beer, douse campfires or provide enough water to wash
know as many spells as wizards do. Rogues get to your face. Wind gusts can move a small light object such
choose one spell to know per each character level they as feathers, leaves or a layer of cloth).
attain. A first level rogue would know one spell; a third
level rogue would know three spells. Remember that Knock Knock
Rogues are not able to use magic staffs to help them Level: 1 Cost: 3 WIZ Duration: Instant
Range to Cast: Touch Range of Effect: N/A
cast spells. Rouges can learn additional spells though.
Power up per level: Unlocks higher level locks —spell
Learning Spells: To learn new spells, a Wizard or level = lock level (Yes, there can be a 5th level lock that is
Rogue needs to find a higher level magic-user (usually 5 times as hard to unlock as a first level lock. The world is
complicated.)
a NPC run by the GM) that is willing to teach them a
spell. The cost is 1000 gp per level of spell. So a 2nd Description: Unlocks most mechanical locks or
level spell cost 2000 gp and a 4th level spell costs 4000 magical locks of the same or lower level. Complex
gp. Also your character has to have high enough WIZ, mechanical locks may also require higher level spells.
INT and DEX to be able to cast the spell. (The dT&T
rulebook describes additional ways to learn spells.) Take that, you Fiend
Level: 1 Cost: 6 WIZ Duration: Instant
Note that all 3 requirements must be met in order Range to cast: Line of sight up to 200 feet
to cast a spell. The magician needs to have enough Range of effect: N/A
kremm (WIZ points), along with a high enough Power up per level: Damage X 2
Description: Deals deadly (killing) damage equal to the
Intelligence (INT) and dexterity. (DEX).
caster’s INT in hit points, but only affects a single target.

MinI T&T LEVEL 2:


SPELLBOOK Level Two Spells require a minimum of
LEVEL 1: 12 points in both INT and DEX

Level One Spells require a minimum of Boom Bomb


10 points in both INT and DEX Level:2 Cost: 7 WIZ
Duration: Item explodes on contact or 10 seconds
Detect Magic after being cast, which ever comes first.
Level: 1 Cost: 1 WIZ Duration: 1 combat turn Range to cast: 5’
Range to cast: 5’ per character level Range of effect: 2 foot blast radius per level.
Range of effect: 5’ radius per level around cast point.
Power up per level: Damage X 2
Power up per level: Doubles range of effect
Description: Infuses a small rock or pebble with energy
Description: Detects the presence of magic being used or such that it explodes on any sharp impact. Does 10 points of
stored by objects (not beings), and the type of magic it is. damage to all targets within range. (Suitable as a sling stone
Trained wizards get a vague sense of something magical in or thrown object but not for a bullet—it would blow up in
range, even without casting the spell. Casting the spell gives the chamber. The blast radius can affect friendly targets)
them specifics. Rogues particularly find this spell useful.

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SPELLS

Cateyes Fly Me
Level: 2 Cost: 6 WIZ Level: 3 Cost: 7 WIZ Duration: 10 minutes
Duration: 30 minutes (or 15 combat turns) Range to cast: 5’ Range of effect: 1 being
Range to cast: 10’ Power up per level: Duration X 2
Range of effect: Range of good vision - at 40‘ fades out
Description: Allows the target to fly at normal running
completely by 60‘
speed (or slower). Target may carry up to their own weight.
Power up per level: Duration X 2.
(Spell has no effect on dead or inanimate objects)
Description: Gives target the night vision of a nocturnal
animal. Does not grant vision in complete darkness or LEVEL 4:
through thick fog.
Level Four: Spells require a minimum of
Poor Baby 16 points in both INT and DEX
Level: 2 Cost: 2 WIZ Duration: Instant
Range to cast: Touch Range of effect: One person Rock-A-Bye
Power up per level: N/A Level: 4 Cost: 11 WIZ
Description: Restores 1 point of CON lost to wounds or Duration: 1d6 x 10 minutes
injuries. (Maximum up to original CON. Has no effect on Range to cast: 30’
disease or poisons, only on CON damage. Range of effect: Affects single target
Power up per level: Adds 1d6 duration per level
Description: Causes target to fall asleep for specified time
Vorpal Blade if the casters total of IQ + WIZ + CHR is greater than the
Level: 2 Cost: 5 WIZ Duration: 1 combat turn target’s MR (or IQ + WIZ + CHR).
Range to cast: 10’
Range of effect: Affects entire weapon
the free WIZARD’S spell
Power up per level: Duration X 2
Description: Doubles base weapon dice roll for a single All wizards can sense magic—think of it as a sense of
weapon. (The weapon must have a blade, i.e. a cutting smell for concentrations of magical energy. It is not smell,
edge. The spell works on daggers, swords, axes, polearms, but is instead a feeling, a certainty. Most of the time the
spears, but not on clubs, mauls, maces, bullets, etc. It wizard must touch an object to sense it for magic, but more
doubles the dice roll, not the number of dice rolled) Takes powerful spells have a greater radius of perception. Gener-
effect the same round it was cast, doubling effect immedi- ally magic will fall into three classes: beneficial, malevo-
ately. It also counts as enchanting a weapon in cases where lent, and functional. Most magic is functional—it does
only magical weapons can do damage.) stuff. Beneficial helps the person/thing being affected while
malevolent magic will always do harm. Rogues may learn
the spell called Detect Magic that only costs them 1 point
of WIZ to cast, but they never reach the point where they
LEVEL 3: can automatically detect magic.

Level Three: Spells require a minimum of USing a Magic staff


14 points in both INT and DEX Focus objects—such as magical staffs or wands help make
it easier for Wizards to cast a spell. Wizards can have them
Dis-Spell and use them. Rogues can’t use them for casting magic, but
Level: 3 Cost: 11 WIZ can use staffs as physical weapons.
Duration: Instant Range to cast: 50’ How they work: A wand or staff reduces the cost of cast-
Range of effect: 10’ radius from Target Point ing a spell by your character level. Thus a first level wizard
Power up per level: Nullifies higher level magic using a magic wand can cast a Take That You Fiend spell
Description: Negates and/or banishes magic of the same for 5 points of WIZ instead of 6 points. A 3rd level wizard
or lover level. Works on all magic within range (which may could cast the same spell for only 3 points instead of 6.
include friendly magic) However wands and staffs can never reduce the cost of the
spell below 1. To work magic, at least 1 point of kremm
energy (WIZ) must be used/expended by the spell caster.

- 12 -
if the action is happening fast and furious, wizards will not
Magic IN COMBat
have enough time to recharge all their magical energy. In
such cases wizards can and do run out of magic. (They can
still engage in regular non-magic combat though).

Running T&T as GAME MASTER


When you’re first starting, you want to run simple short ad-
ventures that can be finished in 3 hours or less. Do a larger
campaign as your players level up.
Let your players do things and shine. Reward them for par-
ticipation. If they’re shy, ask questions to draw them out.
Every player should have one or two opportunities to excel
Spells that do damage work the same way as normal com- in every adventure. To help reward them, use the treasure
bat damage (unless the spell’s description states otherwise). generator on the next page.
The spell is cast and whatever damage it creates goes
against the enemy being fought. Only one spell per combat Did your players all lose that last fight horribly? You don’t
round can be cast by a magic user. have to kill them. Let them be knocked out and wake up as
prisoners somewhere else. Suddenly the adventure takes on
Recovery of a whole new direction.
Energy/WIZ expended: And remember that you are the Game Master—you are
Spellcasters naturally recover 1 point of kremm energy for in control of the game. Don’t let the game bog down with
every 10 minutes of game time. If a long period of time arguments or rules questions. As GM you can overrule any
passes between uses of magic it is easiest to simply let the written rule in T&T. Do this to keep the game fun, interest-
wizard regenerate all used WIZ points. On the other hand, ing, and moving right along.

Create your own dT&T CHARACTERs


This blank character sheet can be used to create your own characters for T&T games. Use the other characters on the next pages as a
guide. (You can photocopy this page so you can roll up more characters.) The complete Deluxe Tunnels & Trolls rulebook allows you to
create characters of many different kindreds and with a large variety of weapons, armor and spells.

NAME:________________________ KINDRED:________________

LEVEL:________ CHRACTER TYPE:________________________

GENDER:______ HEIGHT:__________ WEIGHT: ______________

AGE:__________ HAIR:_____________ MONEY:_______________

PRIME ATTRIBUTES
Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.

STR:________ CON:__________ DEX:_________ SPD: __________

LK:_________ IQ:____________ WIZ:_________ CHA: __________


WEAPONS & ARMOR:
Personal Combat Adds: _______________ Adventure _________________________
Points
You get one combat add for every point that each of these _________________________
attributes is over 12.: STR, LK, DEX, & SPD.
_________________________
WT: POSSIBLE: _______ WT: CARRIED: ______ _________________________
- 13 -
MinI T&T Treasure Generator
By Ken St. Andre
If you have rolled a jeweled item, roll once more on
the Size list (if you get another ‘6’, disregard it and
roll again): if small, there will be 5 gems; if average,
4 gems; if large, 3 gems; if larger, 2 gems; if huge,
only 1 gem.

TYPE OF GEMS
Now roll 3 dice to see what type of gem was found.
the total of the 3D6 reveals the gem type.
As a GM, there are occasions when you may not
Die Gem Base Die Gem Base
want to write down what every monster in every Roll Name Value Roll Name Value
room is guarding in the way of treasure; also, several
3 Sapphire 15 gp 11 Fire-opal 6 gp
of Flying Buffalo’s solitaire dungeon series suggest
4 Jade 13 gp 12 Aquamarine 8 gp
the use of the Treasure Generator in some of the
5 Serpentine 12 gp 13 Jade 9 gp
dungeon rooms. Magic treasures have been stricken
6 Aquamarine 11 gp 14 Serpentine 10 gp
from this Generator — GMs should create their own
7 Fire-opal 10 gp 15 Pearl 11 gp
magic items to suit a particular purpose, not merely
8 Opal 9 gp 16 Ruby 13 gp
read them off a chart. This Generator will create
9 Ivory 6 gp 17 Sapphire 15 gp
mostly coins, a few gems or weapons/items.
10 Amethyst 5 gp 18 Diamond 17 gp
Finer treasures should be created by the GM person-
Jewleled items
ally. To work the Generator, you’ll need up to three
If you rolled a jeweled item, Roll 1 die to find
dice (3D6.) Roll two dice first: What You Find: If
out what the jeweled item is:
you roll 2, there is a jewel (or possibly a jeweled
1 = Necklace 2 = Head-gear
item, see below). If you roll 3 — 11, its coins. A roll
3 = Bracelet 4 = Ring
of 12 means coins and a jewel.
5 = Belt 6 = Weapon
COINS
jeweled weapons
If you find coins, roll 3 dice to find out how many
Weapons will always be made of some kind of metal.
there are. Multiply the total of the 3 dice by 10 to get
If the weapon is found on a dead body, have it be
the number of coins there. Roll one die to see what
made of bronze or iron. If the weapon is found in a
metal the coins are made of.
chest or near a noble, make it be silver. If the weapon
1 = copper coins 2,3,4 = silver coins is near a King or a deity it might be hardened Gold.
5,6 = gold coins Having generated a weapon, now roll 1 die to find out
what type of weapon it is.
Jewel sizes weapon type
If you have rolled and discovered a jewel, roll 1 die 1 = Dagger 4 = Hafted Weapon
to determine what size it is, or if it is a jeweled item. 2 = Sword 5 = Spear
The symbol x is a multiplication symbol; base values 3 = Polearm 6 = Projectile Weapon
of gems (in G.P.) are given with the gem names: To determine which weapon it is in that class, roll 3
1 = Small: 5x base value. dice. Chose the weapon closest to that number in ‘ST-
2 = Average: 10x base value. required’ — if 2 or more weapons fit this designation,
3 = Large: 20x base value. chose the heaviest.
4 = Larger: 50x base value.
5 = Huge: 100x base value. As always, use your common sense, and as GM do
6 = Jeweled item (see jeweled weapon list) what is best to make the adventure fun and engaging.

- 14 -
CHARACTER stats of OUR ADVENTURERS
Here are the stats of our four adventurers. Use them as a group in the GM adventures or choose one character from the group to
use with the solo adventure in this book. We’ve also included a blank character sheet so you can roll your own characters. (See
page 13.) You’ll need the complete dT&T rulebook for full details, magic spells, weapons and armor lists.)

Laila
NAME:________________________ Elf
KINDRED:________________ LAIlA the ELF
wizard
2 CHRACTER TYPE:________________________
LEVEL:________

5’8” WEIGHT: ______________


f HEIGHT:__________
GENDER:______ 130lb
195 HAIR:_____________
AGE:__________ 214gp
white MONEY:_______________
PRIME ATTRIBUTES
Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.

10 CON:__________
STR:________ 8 17
DEX:_________ 14
SPD: __________

16 IQ:____________
LK:_________ 25 18
WIZ:_________ 17
CHA: __________
SPELLS: _________________
+11
Personal Combat Adds: _______________ Adventure can do all 1st
_________________________
Points
You get one combat add for every point that each of these & 2nd level spells.
_________________________
attributes is over 12.: STR, LK, DEX, & SPD. 25 has magic staff
_________________________
WT: POSSIBLE: 1000
_______ WT: CARRIED: 300
______ (2d+6 weapon)
_________________________

Daisan
NAME:________________________ dwarf
KINDRED:________________ DAisan
warrior
2 CHRACTER TYPE:________________________
LEVEL:________

3’9” WEIGHT: ______________


m HEIGHT:__________
GENDER:______ 200lb
123 HAIR:_____________
AGE:__________ 31gp
gray MONEY:_______________
PRIME ATTRIBUTES
Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.

22 CON:__________
STR:________ 26 DEX:_________
10 12
SPD: __________

8
LK:_________ 13
IQ:____________ 15
WIZ:_________ 9
CHA: __________
WEAPONS & ARMOR:
lIGHT dOUBLE-
_________________________
+10
Personal Combat Adds: _______________ Adventure BLADED AXE 7D+6.
_________________________
You get one combat add for every point that each of these Points
FULL DWARVEN PLATE
_________________________
attributes is over 12.: STR, LK, DEX, & SPD. 10 TAKES 16 HITS
_________________________
WT: POSSIBLE: 2200
_______ WT: CARRIED: 1000
_______ BUCKLER TAKES 3 HITS
_________________________

- 15 -
About These dT&T CHARACTERs
The information on these character sheets and the stats listed here are explained in the Mini rules on page 12.
Additional details on weapons and spells can be found in the Deluxe Tunnels & Trolls rulebook. For playing the solos you
will not need to worry about some of the character information unless it is referred to in the solo itself.

Gilbert
NAME:________________________ Human
KINDRED:________________
GiLBERT
Rogue
3 CHRACTER TYPE:________________________
LEVEL:________

5’6” WEIGHT: ______________


f HEIGHT:__________
GENDER:______ 150lb
18
AGE:__________ 214gp
Brown MONEY:_______________
HAIR:_____________

PRIME ATTRIBUTES
Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.

11
STR:________ 30 DEX:_________
CON:__________ 14
23 SPD: __________
14 IQ:____________
LK:_________ 15 12
WIZ:_________ 10
CHA: __________
WEAPONS & ARMOR:
+15
Personal Combat Adds: _______________ Adventure Terbutje sword 4d+6
_________________________
Points
You get one combat add for every point that each of these Leather Jerkin: 1 hit
_________________________
attributes is over 12.: STR, LK, DEX, & SPD. 14 Greaves: 1 hit each
_________________________
WT: POSSIBLE: 1100
_______ WT: CARRIED: 400
______ Guantlets: 1 hit each
_________________________

Iris
NAME:________________________ Fairy
KINDRED:________________ IRIS the Fairy
wizard
2 CHRACTER TYPE:________________________
LEVEL:________

6 inches WEIGHT: ______________


f HEIGHT:__________
GENDER:______ 1 lb
92 HAIR:_____________
AGE:__________ 13gp
green MONEY:_______________

PRIME ATTRIBUTES
Strength, Constitution, Dexterity, Speed, Luck, Intelligence, Wizardry & Charisma.

3
STR:________ 4
CON:__________ 16
DEX:_________ 10
SPD: __________

18 IQ:____________
LK:_________ 16 26 CHA: __________
WIZ:_________ 18 SPELLS: can do all 1st
_________________
& 2nd level spells.
_________________________
+10
Personal Combat Adds: _______________ Adventure
has special maGic
_________________________
You get one combat add for every point that each of these Points
wand that also
_________________________
attributes is over 12.: STR, LK, DEX, & SPD. 8
shapeshifts & has
_________________________
WT: POSSIBLE: 30 _______ WT: CARRIED: 10 _______ sleep spell in it.
_________________________
- 16 -
SOLO ADVENTURE
Coming Down
the Mountain;
a Mystic Japanese
T&T adventure
Can you escort the venerable priest down the mountain?

by Ken St Andre
Illustrations by Shohei Nakayama, Asuron, Kawarabe,
Shu Nagata, Dreamtime & Takashi Matsuoka

Introduction: You are a Samurai warrior. Your daimyo (clan


chief) has just ordered you to climb Mount Kitsune and escort
the venerable hermit priest who lives in the Kitsune temple
down to the lord’s estate at the foot of the mountain. It is a
simple job, and should not take more than 3 or 4 days.
This is an adventure for T & T warriors of any level though it
is meant for characters of level 3 to 7.
illustration by Shohei Nakayama
[1] Mount Kitsune is not the largest mountain in Japan, but
it is the largest on this island. It fills the center of the island [4] “Warrior, you have chosen wisdom at last,” says the
and effectively separates the east coast from the west, and the priest. “I may be able to save you.” He falls upon his knees and
north coast from the south. Although it is a volcano, it has not begins chanting in a language you have never heard before. As
erupted for hundreds of years. The slopes are richly forest- he does so, the skies begin to clear, and the feeling of menace
ed and have plenty of wild game. There are many paths and in the air abates. When he finishes chanting, it is once again
trails through the forests and over the foothills that surround a beautiful clear summer afternoon. Then the priest begins to
the main peak. There are some paths that are used enough to calmly walk back up the mountain. Go to [14]
become small roads, and these connect small villages on the
outlying slopes, and merchants frequently travel these roads to [5] “Then I will go over you,” you shout. You reach up as
bring goods to the people who live far from the daimyo’s court high as you can to find the top edge of the wall, but there is no
and city on the east coast. Go to [11] top edge that you can reach.
[2] A wave of dizziness passes over you, and you fall down. You dash at it and try to break through or knock it over, but you
Perhaps the spider-demon’s talons were poisoned. You lose only bruise your shoulder. After a while you return to the path
consciousness. where the priest is sitting serenely and chanting.
When you awaken it is night. Your wounds have been ban-
daged, but you are alone. You recover half of your missing “I see that you did not get around the wall,” the priest gloats.
CON. Your blessed katana is gone—the priest must have taken
“How long will this wall remain?” you ask.
it. You still feel weak, and after taking a drink of water, you fall
into a restless slumber that lasts until sunrise. When you awak- “As long as it takes for you to relent and let me return to my
en you must decide what to do. If you follow the priest back up home.” Go to [15]
the mountain, go to [42]. If you realize that you cannot win and
decide to go down the mountain and report to the daimyo, go to [6] When the sun comes up the wall fades away and disap-
<c10>. If you think that you have lost your honor, and that only pears. You wake the priest and together you walk the last quar-
death awaits you in the daimyo’s court, go to [66]. ter mile to the gates of the daimyo’s town. Go to [16].

[3] The old priest looks at you with some amazement. “Truly, [7] It is dark before you finally admit to yourself that you are
you are a peerless warrior, but you are using your gifts for evil. lost. Well, there is nothing to do but make camp and wait for the
For this heinous deed, I curse you to die by drowning.’ You morning. Like all Japanese forests, this place is haunted. Make
feel a chill of supernatural horror as he says this. Permanently a L1SR on Luck to see if the yokai leave you alone during the
reduce your Luck and Charisma attributes by 1 point each. night. If you make the saving roll, you will sleep restlessly and
awaken with first dawn. After a few hours of wandering you
“I fought in self defense, and in pursuit of my duty. I have find your way back to a place you recognize. Go to [74]. If you
pledged to take you to the daimyo’s court and I will do so.” fail the saving roll, then something more exciting happens—go
Take 200 adventure points for slaying the kappa. Go to [13]. to [35].

- 17 -
SOLO ADVENTURE
[8] Your lord listens carefully to your story, and at the end, [15] You sit down and glare at the priest. It is now quite
he smiles. “You did your best, and you returned to me when dark as the moon is still below the tree line in the east, and there
you failed. You are just a man. Perhaps the old priest does is only starlight to see by. He is only a dim gray form a few feet
not need to come down off his mountain now. I will give him away from you.
another ten years to change his mind. You may return to your
“You could be resting comfortably at home in just a few min-
home now.” The adventure is over. Take 50 a.p. The End.
utes if you simply allow me to return to my shrine,” says the
priest temptingly.
[9] The battle has been difficult and you feel yourself tiring.
Roll 1D6 and subtract that amount from your STR attribute, Do you give up? If you allow the priest to return to his shrine,
reducing your combat adds appropriately. If your STR is re- simply say so, and go to [25]. If you refuse to give up, and
duced to less than half of what you started with, go to [2]. try to think of a way to get past this barrier, go to [57]. If you
Otherwise, return to <c-1> and fight another combat round. decide to try and kill the wall with your sword, go to [65].

[10] The battle continues. If you were the one that took
damage and battled on, return to [50] and fight another round. [16] You have arrived at the daimyo’s court. The guards
If you are beating the kappa, go to [23]. take you and the priest to the bath house, where you have a
chance to freshen up and make yourselves presentable to the
[11] You are walking—you expect it to take you a day daimyo. If you are wounded or hurt in any way, your injuries are
or two to reach the summit. You begin to hear the sounds of treated. You get a few hours of rest, and then you and the priest
struggle. Men are shouting. You hear the ring of metal on are summoned to an audience with the daimyo. Go to [26].
metal. You come around a corner and see a small merchant
troop beset by a dozen brigands. The merchants are defending
themselves with clubs and cudgels, but they are outnumbered [17] Pulling out your wakizashi, you charge into the battle,
and the bandits have knives and a few even have old swords. shouting your samurai war cry. Roll 1D6. That many of the 12
One merchant is down and the others won’t be able to hold out outlaws break and run for it when you appear. The rest all turn
for long. What do you do? If you rush in to help the merchants to face you. Each brigand has a monster rating of 18 (they get
go to [48]; if you rush in to help the bandits, go to [56]. If you 2D6+9 each). The merchants will help you in the fight—they
think this is not your problem, you may take a side path and go provide a total of 40 hits on your side of the general melee. If
around the robbery by going to [64]. the brigands lose the combat round, any that are not slain will
run away. If they win the combat round, the merchants will
[12] You realize that there is no honor in dragging the priest run away, leaving you to fight the brigands on your own. If the
down the mountain against his will. Reluctantly, you untie the robbers run away, go to [47]. If you lose the combat round, the
priest, and apologize for the inconvenience you have caused outlaws will keep attacking, keep fighting until you are either
him. He mumbles a few words of forgiveness and then trudges slain, or you win a round. If you die, close the book. If you win,
back up the mountain path. Now, what will you do? If you go to [47].
decide to get off the mountain and report to the daimyo, go to
[52]. If you think that you have lost your honor, and that only
death awaits you in the daimyo’s court, you may take another [18] The lord grows impatient halfway through your tale
path, leave this land, and become a wandering ronin—a mas- and barks a command to the other samurai in the room. They
terless samurai outlaw. If you choose that, you may take 100 seize you, disarm you, and drag you off to a prison cell. There
a.p. and keep the character, but this adventure is over for you. you remain in dishonor for 3 years until your daimyo gets ill
and dies. (He was poisoned by his wife.) Then you are released,
[13] Before you resume your journey you spend some time told to leave, and never return. Your character is now a ronin,
patching up your wounds. If you have been injured, you may a masterless warrior. Take 80 a.p. and hit the road. The End.
recover 2 CON points by applying bandages and salves that
you carry with you at all times. When you have recovered
from the fight, you once again pick up the priest and continue [19] You take a vicious cut at the wall. As the metal strikes
down the mountain path. Go to [43]. the stone, you hear what sounds like a gong ringing loudly.
Your sword shatters into a dozen pieces, one of which flies into
[14] You realize that you have failed your mission to return your face leaving a nasty cut just below your eye. Roll 1D6 plus
with the priest. Death is frequently the result of such a failure. 1 to see how many CON points you lose. This is a permanent
The honorable thing to do is to continue down the mountain reduction. But with a shriek the wall also shatters and disap-
and report to your lord. The smart thing to do is to turn aside, pears. Heedless of the blood flowing down your face, you seize
abandon your lord and your duty and become a ronin—a the priest and dash down the path. Soon you come to the gates
wandering, masterless samurai. If you decide to do the smart of town and the guards on duty see you coming and open the
thing, go to [66]. If you do the honorable thing, go to [60]. gates for you. Go to [16].

-- 18
18 --
SOLO ADVENTURE
[20] The oni has a monster rating of 200. (21D6 + 100 [26] Your lord has a love for luxury and grandeur that clear-
combat adds) There is nothing to do now but fight for your life. ly displeases the ascetic old priest. Elaborate silken tapestries
Your swords are blessed; they are effective against it, but are cover all the walls of the audience chamber. Twenty samurai
they enough? Fight to the finish. If it slays you, the priest will guards are scattered throughout the room. His seven concubines
get free, and go back up the mountain. If you slay it, go to [68]. all sit together behind a flimsy butterfly screen that conceals
nothing. He bids you come forward and tell him about your
[21] As you climb the mountain gets steeper and the path
journey. (Take 100 adventure points for the successful comple-
gets narrower, but the day remains fine, except for a brief
tion of your task.) The old priest stands quietly beside you,
shower in mid-afternoon. Just as the sun is going down you
frowning, and looking very unhappy. Go to [36]
reach a small shrine built of timber and bamboo at the cross-
roads of 6 paths. It is not the very top of Mount Kitsune, but
it is near it. An old bearded priest is sitting upon a tatami mat [27] Unsheathing your short sword and making as much
near the front door. He raises a hand to you in greeting. You noise as you can, you stomp forward shouting “Halt, brigands!
approach and bow and comment upon the nice weather and ask Justice is upon you!” Make a L2SR on Charisma (25-CHR) If
if you can join him. He gestures for you to sit. The two of you you succeed, go to [55]. If you fail, you will find yourself in
sit together in silence and watch the sun go down. The priest combat—go to [17].
has not yet spoken a single word to you. Go to [31]
[28] “We will just walk around you, O Wall,.” You snarl.
[22] Vowing that you will not allow a little thing like the
attack of mountain spirits prevent you from doing your duty, “You can try, but I don’t think you can do it.”
you gather up the old priest, strap him onto your back again, “I will just sit and watch,” says the priest.
and resume the journey. Go to [62].
You step off the path on the right side, go between a couple of
[23] Fight another round with the kappa. It still gets 10D6 trees, and turn to go around the wall, but, instead you bump into
but if you have wounded it and reduced its monster rating, something hard and unyielding. It is dark now, and hard to see
remember that it only gets half the current monster rating in under the cover of the trees, but it sure feels like a wall.
combat adds. If you wound the kappa again without killing
it, go to [33]. If you slay it outright, go to [3]. If it kills you, “What?” you blurt.
close the book. If it injures you with more than spite damage, “I am here in front of you,” answer’s the wall in a melodious
the priest will again beg you to surrender, save your life, and voice. “You cannot go around me.” Go to [5]
release him—go to [30].

[24] You quickly go to work at constructing a mask that [29] If the spider-demon has slain you outright, this is the
you think will frighten a demon. You cut out a piece of cloth end. The wild spirits of the mountain will rescue and untie the
from your spare garment in your pack. You cut eyeholes in old priest. In time, he will send a message to the daimyo telling
it. With a piece of charcoal you draw extra triangular eyes in of your death and burial on the mountain.
parallel lines down the side. You gather twigs and carve them
into short little horns and attach them on the sides. You don’t If you are wounded, you must decide whether to continue fight-
bother with a mouth. You write the sacred name of the Buddha ing or to surrender and let the priest go. If you continue fight-
on the forehead. Really, the mask is a ludicrous thing, but you ing, reduce your STR attribute by the same amount as you have
don’t have much time, or much to work with. You put away reduced your CON attribute. If your STR is reduced to less than
your weapons and take out the small copper cooking pot that half of what you started with, go to [2]. Otherwise, return to [69]
you always carry with you—that and some pebbles which you and fight another combat round. If you surrender, go to [32].
place inside it, and then cover it with a improvised cloth cover.
This you will keep inside your robes so the demon cannot see
it. Just as you think you are ready, the clouds burst open and
rain pours down upon you. Lightning strikes less than ten feet
away. Go to [34]

[25] “Is there no end to these obstacles?” you ask yourself.


“I resent being called an obstacle,” says the wall. “I am a
guardian. I guard the priest.”
“How can I persuade you to let us pass?” you ask.
“The Holy One need only ask me, but there
is nothing you can do to pass me by so long
as you detain the Holy One against his
will.” Go to [49]
illustration by Asuron

- 19 -
SOLO ADVENTURE
[30] The priest sees that the kappa is hurting you. “Sur- shall do so.” The kappa bows to the priest, nods to you, turns
render, warrior!” he shouts. “You cannot win this battle.” If and walks back into the spring, quickly disappearing from your
you agree with him, go to [75]. If you still think you can win, sight. Take 100 a.p. for surviving your fight with the kappa and
or if you think death is better than dishonor, go to [50] and fight go to [13]
another round.
[34] The stench of ozone fills the air. The thunderclap deaf-
ens you. A torrent of rain explodes around you, and out of the
dazzle comes the most horrible thing you’ve ever seen—black
lizardlike skin, red glowing eyes, burning horns on its head and
sprouting from every joint on its body, long dagger-like claws,
and instead of a mouth, a kind of eagle’s beak. Bedecked in your
mask, with your arms hidden inside your robes, you turn and
face the oni. You rattle your noisemaker as loudly as you can,
and let out your most horrifying screech—easy enough to do as
you are quite horrified by the apparition in front of you. This is
the moment of truth. Make a L3SR on either your Charisma or
your Luck. If you make the saving roll, go to [44];
if you fail, go to [54].

[35] You awaken to feel a hot breath upon your face. Open-
ing your eyes you look directly into the face of a demon-wolf.
illustration by Kawarabe
You know it is no ordinary beast by the way it acts, by the green
[31] When darkness has settled upon the mountain the old flames flickering where the pupils of its eyes should be, and by
priest stands up and enters the shrine, beckoning for you to fol- the cold grating voice that says, “You are forsworn, samurai, and
low. You take off your straw hat and do so. Inside there is noth- now your soul belongs to me.”
ing but an old tatami for the priest to sleep upon, a small table,
“Leave me, demon, and I will let you live,” you whisper, all the
and a few tools used for carving wood, a chisel, a sharp knife,
while seeking the handle of your katana. You knew the risk of
a small hammer. The shrine itself is lined with dozens of small
sleeping in the forest, which is why you slept in your armor and
figurines carved from wood—each more fantastic in appear-
kept your katana close at hand. The feel of the sword hilt gives
ance than the one next to it. These are the spirits of the moun-
you confidence and you roll and spring to your feet. Then begins
tain. By the light of a single candle you see turtle-like kappa,
a true test of speed and skill. The demon-wolf has a monster rat-
spider-demons, demonic wolves, kasodek umbrella monsters,
ing of 98. It gets 10D6 plus 49 combat adds. Fight to the finish.
the crab-like hikigani with their samurai faces, and many more
Your blessed sword can harm this oni, but the short sword would
strange and bizarre spirit forms. There is a small wooden bowl
be useless. If you win the fight you will spend the rest of the
full of ginnan and kuri nuts on the table. The priest invites you
night on guard, and then find your way back to the main path in
to satisfy your hunger by eating some of them. He chooses 3
the morning. If you survive the fight, go to [74]. If you lose the
nuts for himself and seems to be quite content with them. You
fight, close the book. Someone else will have to fetch the priest.
notice that he is very thin. You take a sweet rice cake from
your pack and break it in half and offer to share with him. This
[36] The daimyo cannot help but notice that his guest is ob-
makes him smile. “Thank you, my son,” he says. “It has been
viously not pleased with the honor and the attention that he is
more than a year since another pilgrim shared sweet rice with
getting. His flowery speech of welcome breaks off in the middle.
me.” He eats two small bites of rice and leaves the rest to you.
“Why do you frown, Holy One? It should be a great honor for
Go to [41]
you to be my personal priest and advisor in spiritual matters.”
[32] You throw down your sword and kneel. The spider- “I did not seek this honor,” answers the priest. “I would like to
demon stops attacking you, scuttles over to the priest, and soon return to my shrine, lord. There is no need for me in this court.
has him free of his bonds. The priest mutters something about You have everything that a man could desire.”
it being better to learn wisdom late than never and trudges back
up the path. If you decide to return to the daimyo and tell him “But you are alone and unguarded from bandits and other haz-
what happened, go to [52]. If you think that failure is the same ards way up there.” The daimyo turns to you. “You have seen
as a death sentence, and you do not wish to die, go to [66]. how he lives. Would he not have a better life here with us?”
“Lord,” you answer, “this holy man is far from alone and un-
[33] “Stop fighting!” shouts the old priest. Such is the force guarded. The spirits of the mountain attend him and protect him.
of his command that both you and the kappa freeze in your I had the greatest difficulties of my life in obeying you and bring-
tracks and turn to look at him. “Return to your pool, Kappa- ing him down the mountain to you.”
sama,” commands the priest. “I thank you for your efforts, but
you cannot save me from this warrior. A greater spirit than you “What do you mean?” Go to [40]

- 20 -
SOLO ADVENTURE
[37] Suddenly lightning strikes not ten feet away from [41] After the meal is finished the priest offers you the tata-
where you are standing. The stench of ozone fills the air. The mi mat to sleep upon, saying that he will rest upon the doorstep
thunderclap deafens you. A torrent of rain explodes around and protect you from the mountain spirits. You refuse and tell
you, and out of the dazzle comes the most horrible thing him you are accustomed to simply sleeping in your clothing
you’ve ever seen—black lizardlike skin, red glowing eyes, and no mat is required. It is an epic politeness battle, but as you
burning horns on its head and sprouting from every joint on its are younger, you win it by emphasizing your respect for his
body, long dagger like claws, and instead of a mouth, a kind of great age and wisdom. Eventually you fall asleep. The priest is
eagle’s beak. It hops like a frog and is upon you. Somehow you lying upon his mat quietly chanting prayers when you finally
manage to lift your swords and slash at it as it approaches. It close your eyes. Go to [51]
jumps above your cuts and the fight is on. Go to [20]

[38] You decide that it is foolish and dishonorable to attack [42] When you reach the mountaintop, you find the inter-
a wall with a sword. You go and sit down again. The woman section of the paths, but there is no longer a shrine there. You
laughs softly. “You have made the right decision,” she says. realize that the old priest, with the aid of the mountain spirits is
“Now make another good choice and let the Holy One return hiding from you. Make a L2SR on Luck. If you make it, then
to his shrine.” you find and recover your katana. If you fail, you do not find
the sword. You now have two choices. If you return to your lord
If you decide to give in and allow the Holy One to turn back, go and tell him what happened, go to [52]. If you decide that life is
to [25]. If you get stubborn and sit there and glare at the wall better than death with honor, go to [66].
until you fall asleep, go to [6].

[39] You are fighting 3 brigands. In such situations, samu- [43] After a short rest you pick up the priest and continue
rais rely heavily upon the speed of their attack. Make a L1SR going down the mountain. It is past noon now, and the sky starts
on Speed. (20-SPD). If you succeed, you cut down the first of to fill with dark gray thunderclouds. After being silent most of
the three attackers without him even having a chance to de- the day, the priest now begins to talk to you. “Warrior, you have
fend himself. If you fail, you must fight all 3 of them. Each impressed me with your courage, your courtesy, and your devo-
has a monster rating of 18 (2D6+9). They have no armor. Do tion to duty. I do not wish to see you slain in a futile attempt to
the combat. If you win the first combat round, any surviving take me where I do not wish to go.”
outlaws will panic and run away. You let them go. Their panic
infects the others and all the surviving robbers will flee. If this “I do not think I am in any great danger,” you reply. “At this
happens, go to [47]. If they win the first combat round, the rate of travel, even though your spirit guardians have slowed me
fight will continue. Battle it out until either you win a combat down, we should reach the daimyo’s court shortly after sunset.”
round at which point they will all run away go to [17], or you Go to [53]
are dead. If you die close the book.
[44] Completely startled by the weird, armless, rattling,
[40] You tell him of the journey down the mountain and
screeching figure you present, the oni howls in sudden fear,
how you faced a spider-demon, a kappa, an oni, and the nurik-
and vanishes in another flash of lightning. Your desperate trick
abe wall. The court listens to your tale in wonder, and as you
worked. Go to [68].
describe the various guardians you hear many gasps of wonder.
You finish by saying, “If you keep the priest here against his
will, it seems likely to me that his yokai friends will also come [45] You have never encountered a talking wall before.
to live in your court. Do you wish to have an oni demon here Now that you look closely, you can see that this one also has a
causing mischief and slaying those that displease it?” face, the face of a young and modest woman. “Please allow us
to pass, O Nurikabe.”
The daimyo looks very thoughtful. He turns to the priest. “Do
you really wish to return to your humble and austere shrine on “Do you wish to continue, Holy One?” asks the wall.
the mountain?”
“No. I wish to return to my shrine,” he answers.
“Lord, I do,” answers the priest, bowing just the slightest bit.
“You may pass, warrior, if you allow me to take the Holy One
“I will not keep you here against your will. Stay and instruct back to his mountain top.” Go to [28]
me in the ways of the spirits at supper tonight. In the morning
my faithful servant . . .” he gestures at you, “will accompany
[46] Your enchanted blade has slain the spider-spirit. You
you back to your shrine.”
get 60 a.p. for the fight. The priest begins to weep. In a voice
“Thank you, lord,” says the priest. that cracks with pain, he says “I curse you, samurai. You have
slain the spider-demon. Now you shall become one when you
You silently groan. It appears that your adventures on the moun- die.” Go to [71].
tain are not finished yet. But it is the end of this adventure.

-- 21
21 --
SOLO ADVENTURE
[47] You get 18 adventure points for each robber that you [50] The kappa advances steadily upon you, and begins
slew plus 25 a.p. for rescuing the merchants. They thank you slashing with its claws. It moves faster and faster as it advances.
profusely and ask you to accompany them to the next town. It (The kappa has a monster rating of 98 (10D6 + 49). Fight. If
is close to your planned path, and you accompany them as a you are dead at the end of a single combat round, close the book.
guard. There is a small inn at the town, and you stay overnight If you have taken more than 5 points of damage, go to [30];
as the caravan leader’s guest. In the morning after breakfast, if you have taken less than 5 points of damage or if you have
you continue climbing the mountain. Go to [21]. wounded the kappa with more than spite damage, go to [10]. If
you have slain the kappa outright, go to [3].
[48] You have 2 choices. You can draw your short sword—
you would not dishonor your longer weapon by using it on [51] During the night you have many strange dreams, but
scum like these men—and rush into combat. This is what most you feel no fear. In the morning you awaken refreshed to find
samurai would do. If you make this choice, go to [17]. Or, you that the priest is already awake and brewing an herbal tea. A
could use the fact that you are Samurai to simply try and scare little more rice from his pack makes a breakfast for the two of
the bandits into running away. They are a cowardly bunch of you. Then he finally gets to the point and asks, “Why have you
rogues and not used to dealing with trained warriors. If you do come all the way up here to see me?” You explain that you are
that, go to [27]. Choose one of these options. on a mission from the daimyo to bring you back to the court.
You tell him that the lord
needs his spiritual guidance
because the local spirits are
giving him many problems,
but he detects the falsehood
in your voice. From the tilt
of his head and the angle of
his eyebrow, you know he
doesn’t believe you, so you
tell him that the daimyo is
fearful for his health, and
wishes to bring him off the
mountain to his court where
he can live out his declining
years in comfort. “I do not
wish to leave my home,” an-
swers the priest. “I will not go
with you.” Go to [78].

[52] You return to the


daimyo’s court and tell him the
whole story of your journey. A
good lord would forgive you
for failing under the extraordi-
illustration by Shu Nagata nary circumstances of the task.
[49] “Then I surrender,” you groan. “Take him home.” But some lords are not as good as others. Make your level 2
saving roll on either Luck or Charisma (your choice). If you
“Holy One, let us depart,” says the wall. make the saving roll, go to [8]. If you miss it, go to [18].
“Gladly,” answers the priest.
[53] “That will never happen, because the next spirit you
The wall seems to flow around you and then you are alone on face will surely slay you. I can read the omens. The next spirit
the downhill side of the nurikabe. As the moon comes into you face will be a deadly demon from hell, the oni, Imakiyu.
view, you can see the wall retreating into the distance, moving Even your blessed blade will be no match for it.”
faster and faster. In a few seconds it is no longer visible, nor
There are legends about the demon known as Imakiyu, and
is the priest.
none of them end happily for the people in those stories.
Unhappily you contemplate what reaction you will receive
You set the priest down and stop to think about how to deal
when you return without the priest. Go to [52].
with an oni. If you have slain either the spider-demon or the
kappa outright, then go to [63]. If you did not slay either of
your previous challengers, then go to [70].

- 22 -
SOLO ADVENTURE
[54] Momentarily startled by your trick, the oni steps back-
wards and begins to laugh. “O ho ho, mortal, that is the funniest
thing I have ever seen. I am tempted to let you live if you will
simply release the priest.” Its appearance changes to that of a
handsome young man, with still a bit of hellfire in its eyes.
The priest calls out, “Spare this man, O Imakiyu. He is an hon-
orable warrior.”
“Only if he frees you,” says the demon to the priest.
If you agree to let the priest return to his shrine, go to [4]. If
you do not agree, there is nothing you can do except draw your
weapons and fight—go to [20].
illustration by Dreamtime
[55] When the brigands see that a samurai is about to at-
tack them, they panic, and flee in all directions. You let them [60] When you arrive at the daimyo’s court without the
go—after all, you cannot pursue in a dozen directions at once. priest, rumors begin to fly. The seneschal gives you some time
You get 25 a.p. for rescuing the merchants. They thank you to clean and refresh yourself, and then summons you to the
profusely and ask you to accompany them to the next town. It daimyo’s presence. The question now is whether your lord is
is close to your planned path, and you accompany them as a truly a good lord or not. Make a L1SR on Luck. (20-LK). If
guard. There is a small inn at the town, and you stay overnight you succeed, go to [8]; If you fail, go to [18]
as the caravan leader’s guest. In the morning after breakfast,
you continue climbing the mountain. Go to [21]. [61] In the morning you ask the priest again to go down the
mountain with you. He refuses and demands that you leave his
[56] The bandits see you rushing in towards the fight, and shrine. You apologize for what you must do, but your honor
mistakenly think you are attacking them. The three bravest is at stake. You seize him and tie his arms and legs. Then you
ones turn to fight you; the three most cowardly run away: and put him in the chair and tie him to that. He endures it all with
the other 6 continue attacking the merchants. Go to [39]. a stony face. With some difficulty you manage to tie the chair
on your back. It is an awkward burden, but the old man doesn’t
[57] You sit and stare at the wall. It is not just a plain ex- really weigh very much. By mid-morning everything is ready.
panse of stone, but is instead a mural of a small hut in the lower With the old priest strapped to your back, you start down the
left quadrant surrounded by rice fields with a young woman mountain, thankful that the path is fairly wide and not that
standing in the center. You ask yourself why does this wall have steep. Go to [71].
a picture on it? Most walls are simply stone or brick or timber
without much in the way of adornment. Make a L3SR on Intel- [62] You shoulder your burden and continue carrying the
ligence. If you succeed, go to [73]. If you fail, go to [67]. priest down the mountain. He seems surprisingly happy, and is
humming a little prayer chant very quietly. Shortly after noon
[58] You handled the spider-demon. You handled the kap- you reach the spring by the side of the trail, and decide to
pa. You can handle this oni. How powerful can it be? It’s just take a brief rest. A cup of clear water would refresh you, and
some lesser demon that lives out in the wilderness. Just in case, the priest must be thirsty by now. You set his chair down, then
you take out your whet-stone and sharpen your katana. Then reach into your pack to pull out a small wooden teacup. As you
you sharpen the wakizashi (short sword). For the next fight turn toward the spring you hear a gravelly voice say, “You may
only you may add an extra D6 to the combat value of each not have any of my water.” You also see a very strange sight—a
weapon. You say a short prayer over your weapons, asking creature is standing in the bubbling pool of water and frowning
the Lord of Heaven to bless them and protect you. The priest at you. It looks something like a cross between a turtle and a
watches you sadly. Go to [37] man, complete to the shell on its back and the beaked head, but
it is standing upright. You notice that there is an indentation in
[59] “How can there be a wall built across the path?” you the top of its bright green head, and the cavity is full of water.
ask in bewilderment. “There was no wall when I came up the Although you have never seen one before, you realize that this
path a few days ago.” must be a kappa, a water spirit. Go to [72].
“Why don’t you ask the wall?” chortles the priest.
[63] Because you have already slain one spirit (or more)
“Walls can’t talk.” you snap. on this journey, you think that perhaps you could be a match
“I can talk very well,” says the wall. “Good evening to you, for this demon that will soon appear. Why should you doubt
warrior. Good evening, Your Holiness.” yourself? Make a L2SR on INT. If you make it, go to [77]; if
“A pleasant evening to you as well, Nurikabe,” says the priest. you fail, go to [58].
He sits down on the side of the path. Go to [45]

- 23 -
SOLO ADVENTURE
[64] You find a path that leads off [70] You turn to the priest and say “If a demon
into the forest. You follow it uphill is coming for me, how can I prevail against it.”
because you think you can avoid get-
The priest looks at you sadly. “The smart thing to do
ting lost by simply always going up.
would be to release me. I can banish the demon if I
You haven’t reckoned with the fact
wish; after all, it is my friend and guardian.”
that there are hills between you and the
main slopes of the mountain and in the “My honor does not allow me to release you,” you
dense forest you cannot really see any answer, “unless you give me your word that you
landmarks. Make a L2SR on INT to will accompany me to the daimyo’s court. Is there
avoid losing your way. If you make it, anything else that I can do against an unbeatable de-
go to [74]; if you fail, go to [7]. mon?

[65] Frustrated beyond belief, you “Demons can sometimes be frightened away,” the
draw your katana from its sheathe. priest reminds you. “Masks, loud noises...”
Swords do not normally fare well in
encounters with walls, but this wall is a If you decide to release the priest, go to [4]; if you
spirit, and your sword is blessed. Per- wish to try and frighten it, go to [24].
illustration by Takashi Matsuoka
haps it will cut right through it. You
stride toward the wall brandishing your sword.” [71] About an hour later you have stopped for a
brief rest and you hear the flapping of great wings. Looking
“Samurai, would you attack me, an unarmed woman with your up, you see a creature from legend descending out of the sky
weapon?” asks the wall. “Where is the honor in that? I beg you toward you. You have never seen one before, but there can
not to do this.” be no doubt that this is a spider-demon and it does not look
friendly. Because you expected trouble, you fastened the chair
If you listen to the wall and relent, go to [38]. If you think it is
to your body with a slip knot—one yank, and the chair and the
just a trick and swing your sword at the wall, go to [19].
old man fall to the ground. He lets out a little bark of pain as he
falls to the stony ground and rolls on his side. This is no way to
[66] You think that you have lost your honor, and that only
treat a venerated old man. Go to [79]
death awaits you in the daimyo’s court, you decide to take an-
other path, leave this land, and become a wandering ronin—a [72] The kappa wades ashore and advances upon you with
masterless samurai outlaw. When you choose that, you may slow and ponderous steps. It has no weapons, but each hand
take 100 a.p. and keep the character, but this adventure is over has long black claws instead of ordinary fingers, five claws per
for you. The End. hand, and each claw the size of a dagger. “Release the priest
and I will not harm you,” says the kappa. “Refuse and I will
[67] You look long and hard at the wall, but no solution to rend you limb from limb.”
your problem occurs to you, except to possibly attack it, and
see if you can kill it. Go to [65]. “Yes, release me,” demands the priest. “The kappa is more
powerful than the spider-demon. You cannot hope to defeat it in
[68] The old priest speaks to you. “I am very tired of riding battle. There is no dishonor is surrendering to a superior foe.”
in your chair. Surely you are tired of carrying me. I will walk
with you for the rest of the way.’ You must choose. If you agree to release the priest, go to [75].
If you decide to draw your blessed sword and fight the kappa,
“Thank you,” you tell him. You recover your rope and put it go to [50].
back in your pack. You also put your anti-demon mask away. It
will make a good story when you get back to the daimyo’s court. [73] You look at the wall and think. Your eyes range from
By now the sun is sinking low in the west and the sky is darken- the woman to the house, from the house to the woman, but they
ing as sunset approaches. “There should be a nearly full moon keep returning to the house. The house has a door, and doors
tonight. There will be enough light to walk.” you say. Go to [76] are meant for getting through walls. You stand up, walk over
to the door, and rap upon it with your knuckles. It sounds like
wood instead of stone. “A gruff male voice asks “Who is it, and
[69] Seeing that the spider-demon is getting the worst of the
what do you want?”
fight, the old priest shouts “Return to your web, spider-demon-
san. You cannot help me.” The yokai is reluctant to obey, but it You state your name and rank and say you want to get past the
does break free and fly away, squawking unhappily. You turn wall. “Easily done,” says the voice, and the door opens. You
to the priest and bow, and then say, “Thank you for sending it can see the moonlight shining on the path on the other side of
away. I did not want to kill it.” The monk smiles bitterly. “This the door. Smiling, you grasp the priest in both arms, pick him
can all be avoided by simply releasing me.” Make a L1SR on up, and step through the door. As you do so you hear a despair-
INT. (20-INT). If you make it, go to [12]; if you fail, go to [22]. ing sob from the woman, and the wall vanishes as if it never
existed. Go to [16].

- 24 -
SOLO ADVENTURE
[74] After a couple of hours in the forest you find your way [78] You reply that you have given your word to bring him
back to the main trail and continue climbing the mountain. Al- safely off the mountain. He merely sits down cross-legged upon
though you think you have simply been prudent, your choice has his mat and begins chanting prayers. You plead and argue, but
subtly eroded your character. Reduce your Luck and Charisma now he will not even speak to you. By late afternoon you real-
by 1 point each. Continue with your mission by going to [21]. ize that talk is futile. You regret it, but you can see that you must
use force to bring the priest off the mountain. You go into the
[75] You think about the situation quickly. You have never forest and cut down a few saplings. You use the wood to build
heard of a tale where anyone fought a kappa and won. Kappas a light chair that you can carry upon your back. That night the
may sometimes be tricked, or bribed, or befriended, but fight- priest does not speak to you, and does not invite you into the
ing is apparently hopeless. If you die while trying to bring the shrine. You sleep upon the porch, an uneasy slumber haunted
priest to the daimyo’s court, it is still failure, and your honor is by many eyes in darkness watching you. You do not sleep very
still lost. You decide to release the priest, and perhaps try some much—too many strange noises and ominous feelings keep
other means of bringing him to the daimyo’s court. you awake, but the night passes without incident. Go to [61]
Turning to the priest, you bow, and say, “Please call off your
aquatic friend. I release you.” After saying this, you step up and [79] The spider-demon waits just out of reach, and squawks
cut the rope binding him to the chair. The priest stands up and in a voice you can barely understand. “Release the holy one,
stretches. “You have made the right decision, warrior. I thank and I will not harm you, warrior.” You draw your katana, and
you for the pleasant journey.” Sarcasm! It hurts worse than a answer, “Return to your web, spirit, and I will not harm you.
knife wound in combat. Soon the priest is walking briskly back The priest has been summoned by the daimyo, and he must
up the mountain path, and you are walking downhill to report come with me.”
your failure to your lord. Go to [52].
The priest speaks for the first time since the journey began.
“Your blade cannot harm a spirit, but it can rend you to shreds.”
[76] “Your challenges are not over yet,” the priest declares.
“This blade can harm it,” you reply. “This blade has been
“I think my next guardian will surprise you.
blessed by the emperor himself.”
You have reached the forested foothills at the bottom of the
The spider-demon attacks you, leaping around you and slashing
mountain now. This is the last hill to descend before reaching
at you with its long, razor-sharp talons. It has a monster rat-
the daimyo’s court. As you stride wearily down the path, it sud-
ing of 60 (7D6 + 30. Fight. If you manage to do 10 or more
denly comes to an end in what looks like a painted stone wall
points of damage in the first combat round, go to [69]. If you
that extends from the trees on the left to the trees on the right.
do 60 points of damage or more, go to [46]. If you take damage
Go to [59].
other than spite damage, go to [29]. If none of these options are
[77] Common sense asserts itself. You know that no ordi- valid, go to [9].
nary man can match the supernatural strength and ferocity of a
demon. Demons can only be dealt with by priests. You have a Character you can use for this solo if you don’t have one.
priest with you, but will he help you? Go to [70].

Samurai Warrior

Name: __________________________ Class: Warrior


STR: 38 CON: 26 DEX: 22 SPD: 16
INT: 12 WIZ: 9 LK: 17 CHR: 21

Combat Adds: 45

Weapon: Blessed katana 4D6 + 3D6 for being a level 3 warrior.


Because the sword is blessed it can harm spirit and demon creatures. Wakizashi 3D6 + 3D6.

Armor: Lamellar takes 9 hits.


Can be doubled if necessary but will degrade if it takes more than 9 hits.

Other equipment: Provisions, clothing, canteen, pack, flint and steel, 30 feet of light cord.

- 25 -
Deluxe Tunnels & Trolls Rulebook
We’ve talked a lot about de- to run an adventure and even
more...
luxe T&T so here are some de-
tails about what is in the Deluxe You mean there are more
rulebook and how you can get a than rules in the book? Yes,
copy, for the full rules and other there is a large part of the book
great things in it. which does not contain any
rules - instead it gives you de-
What’s in the rules? The De- tails on Trollworld (It’s where
luxe rules goes into detail about most all the T&T adventures
how to roll up characters and take place.) This second section
gives you options to pick from includes a timeline of major
40 different kindreds including: events on Trollworld, detailed
trolls, goblins, centaurs, hobbs, maps of the main continents and
vampires, werewolves, harpies close-up maps of three of the
and many others. Each kindred major cities, along with lists of
has some basic info on how they important locations in each city.
fit in to T&T play. There are 16 full-color pages of
dT&T also gives you 6 charac- maps and T&T artwork in the
ter classes to choose from and book as well.
hundreds of different weapons and armor you can use The book also includes a 28 page GM adventure that
to equip your character. It also gives you details on you can run for beginning to mid-level characters,
how to use poisons in your attacks and how warriors along with a dT&T solitaire adventure that allows
can go berserk during combat. players to see if they can bring their dead characters
There are 111 spells in the magic section, along with back to life, should they get killed while adventuring.
details on how to make cursed items, how to teach Plus there is a great illustrated weapons glossary so
spells and details about the 10 schools of magic. you can tell what some of the more obscure weapons
look like and how they work.
The rules have great lists of numerous supplies (and
the costs) for your characters ranging from rope, You can order the combined 380 pg dT&T hardcover
food, matches and a waterskins, to horses, servants rulebook with Trollworld for $60 direct from Flying
and even your own trained falcon. Buffalo. Visit www.flyingbuffalo.com/tandt.htm or
Search for Tunnels & Trolls on Amazon.com
There’s a section on how to customize and specialize
your characters using talents, along with a list of 150 Are there other T&T adventures available? Oh Yes,
talents to choose from, and how to create your own. there are over 25 T&T solos and gm adventures avail-
able from Flying Buffalo and even more from other
There is also an entire section with optional rules you approved publishers. You will find that there is a strong
can add that will cover things like using languages, and friendly T&T community online at the Facebook
extended talents, creating guilds, using miniatures Tunnels & Trolls group, Trollbridge.proboards.com
and charts for rolling up random monsters. and www.deluxetunnelsandtrolls.com. (Among many
other T&T related places online.
The main rules are 169 pages and the optional rules
(which are included in the rulebook) are about 55 And for those of you with a smart phone or tablet, you
pages. There is also lots of advice for GMs on how can play the T&T Adventures App. (See the next page)

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Tunnels & Trolls Adventures
FREE APP FROM METAARCADE
MetaArcade has partnered with the Fellowship
The T&T Adventures App: How you play it
Download the app and roll up a new character or pick
of the Troll to bring Deluxe Tunnels & Trolls to iOS one of the pre-generated ones. Choose a solo adventure
and Android! Our mission is to give you an authentic you want your character to go on.
digital remastering of the game on the device of your
choice, and let you revel in the solo adventures which
have enchanted us all these years—and ultimately,
create your own Tunnels & Trolls adventures to share
with the world.

Combining rich interactive fiction with classic RPG


gameplay on mobile devices, Tunnels & Trolls Adven-
Explore locations in the adventure. Some are rooms,
tures is filled with tough decisions, devious traps, and places or even people (or monsters) you might meet.
monstrous encounters where the risks are only rivaled
by the rewards. Roll your stats, choose your kindred
and begin your legendary adventures.

If you liked playing the solo adventure in this booklet,


you’re going to love playing T&T on your phone or
tablet! It uses the same basic rule system, but the mo-
bile app does all the saving rolls and combat math for
you, using the stats of your character. You can level
up, get special weapons and increase your character at- Engage in combat using your characters’
attributes, weapons and armor against the enemies.
tributes, just like you do in the Tunnels & Trolls game
in this booklet.

There are over twenty different adventures you can


play on your phone and all of them are FREE, as well
as the app itself – and you can purchase adventures to
play them as much as you want without any delays.

Already featuring many classic Tunnels & Trolls ad-


ventures, the game continues to expand in scope. Ev- See the dice roll for both sides...
ery two weeks a new adventure is released, and in the
near future, players will be able to design their own
solitaire adventures and share them with others. Other
new features and options for the T&T Adventures app
are also being added on a regular basis.

You can download the game for FREE from iTunes or


Google Play. Just search for Tunnels & Trolls Ad-
ventures. If you win the combat, you gain adventure points and
items that increase your character’s skills and attributes.

- 27 -
Tunnels & Trolls Adventures
The classic RPG is Download it
now a World Wide
Phenomenon! Roll FREE
up a character on
your phone, down-
load an adventure
and start playing
T&T for FREE
today!

Play on your phone or tablet for FREE

Now with over 20 adventures


- 28 -

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