Tunnels & Trolls 7.5 - Dragon's Blood (2011).pdf
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By Ken St. Andre
Learn how to fight at the best battle school in Khazan.
Another adventure that probably won’t
Kill you from
TROLLHALLA PRESS
Dragon’s Blood
By Ken St. Andre
Art by Miika Spray
And David Ullery
Trollhalla Press
Dragon’s Blood is a mini-solo adventure written expressly for play with the
Tunnels and Trolls 7.5
™
roleplaying game system.
Text copyright October 2011 by Ken St. Andre
Interior art copyright October 2011 by David Ullery
Front & back cover art copyright October 2011 by Miika Spray.
Aerial battle with griffin copyright October 2011 by Miika Spray
Special thanks to Stephen Orpin for advanced editing and playtesting.
Published in association with Flying Buffalo, Inc. P.O. Box 8467, Scottsdale,
Arizona, 85252. On the internet at http://flyingbuffalo.com
A Trollhalla Press publication
Dragon's Blood
Introduction
The journey has taken months, and it has stripped you down to the bare
essentials of your life--your weapons, your clothing, some indispensable tools that
you can carry in a pack. There have been wrong turns and dead ends, but you are
finally here at the village of Vvvarrr's Qiip, on the lower slopes of an immense
mountain in the Khargish range, far northeast of the city of Khazan. You have seen
the dragon herself. You have seen the mighty Vvvarrr flying through the snow-laden
clouds, scarcely more than a dark speck far above you. The hermit you met three
days ago has told you of the village of Vvvarrr's Qiip, where the inhabitants are not
human. You can see that village in the distance. It hasn't been easy to reach this
remote location, but then, the quest for eternal life is never easy.
(This is an adventure for any of the humanoid kindreds--Men, Elves, Dwarves,
Goblins, Uruks or Urookin, Hobs, Skeleton-men, etc. It is not an adventure for
trolls, ogres, giants, centaurs, or any of the beast kindreds. This is also not an
adventure for wizards, although your character may be a rogue who knows the ever-
useful ‘Take That You Fiend’ spell.
You should probably have a level 4 character or
higher—some of the challenges are very difficult.
You may or may not have some
magical charms or talismans that will help you through difficult situations. You will
find out if you truly have what you need as you play this adventure. You may use
any edition of the Tunnels & Trolls™ rules, but this solo has been written with
edition 7.5 in mind.)
Night is coming--you have perhaps an hour of daylight left. If you wish to
camp on the mountainside and start the ascent in the morning, go to <1>; if you
wish to walk into the village of Vvvarrr's Qiip and seek shelter and information there,
turn to <10>. If you have a sudden attack of common sense, you might possibly
turn around and make your way out of these hostile mountains alive. Turn to <20>.
<1> You decide to avoid the strange village of Vvvarrr's Qiip. Your business is with
the dragon Vvvarrr herself, not with any of her non-human minions that may live at
the base of the mountain. The place where you stand at the moment is too exposed,
and you will need a more sheltered place to spend the night. You begin to climb and
to search for a small cave or a relatively level spot, hidden from the wind by boulders
or the mountain slope itself. If you have any Talent related to wilderness survival,
use it and make your level 2 saving roll (25 - Talent number). If you don't have such
a Talent, then try for your level 3 saving roll on Luck (30 -LK). If you made the
saving roll, go to <11>; if you failed, then go to <12>.
Plik z chomika:
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