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For those that wish to make firearms a more common part of their games, here is an optional price list to bring the cost of black powder weapons more in line with other T&T equipment.

Firearms Cost

Hand Cannon: 100 GP

Matchlocks: Pistol: 175 GP

Musket: 150 GP

Snaphaunces: Pistol: 250 GP

Musket: 270 GP

Wheellocks: Pistol: 500 GP

Musket: 600 GP

Flintlocks: Pistol: 300 GP

Musket: 375 GP

Accessories Cost

Black Powder: 3 SP / charge Powder Horn or Flask: 10 GP W/ built-in Powder Measure: 20 GP

Spare Ramrod: 2 GP

Lead Bullets: 5 SP / 10

Swabbing: 1 CP / 10

Slow Matches: 1 SP / match Characters using black powder would probably also purchase some bar lead, and a set of bullet and shot dies, so as not to be caught without ammunition.

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Page 51 d a Matcdiffe whee

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the priming c many as one-ing lights and econd later, "

ver again.

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s the wheel to aim and fir up until thi en you open a in until you

the dog—a m

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to explode.

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parks into th luck, setting leaden prese liable and k, the Flintloc x shots and w even humid co

rward and into n, and pull the f sparks ignite e, and you g

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dred times th k equivalent, wealthy and th em from the b load like Ma firing mechan he charge is lo ng-loaded coc is moved bac is opened. T oved forward

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onditions, esp

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Heremore gettin

dvanced M

e is a table to e common in ng tired of all botch! Roll 2D Partial Burn

all of the po weapon adds horoughly cle ng an addition Charge Fails t powder is da t be complete

her shot may Flash in the P priming pow charge. The her shot may ang Fire

priming pow hing happens.

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ir the mechan Burn Round

shot is insu lting in the oding. This ca dering the gu fessionally repa Weapon Explo wielder takes pon in damage

Misfire Ta

o use if gunpo n your camp l your guns ex D6 and consu

owder charge for this shot.

eaned before nal combat tur to Ignite

amp or faulty ely unloaded a

be attempted Pan

wder goes off, pan must be be attempted

wder goes o A slow burn following com be looking do ot with no ben n the Firing M anism has a match cord is ed to be rel Wheellock or F ock has shatte ny further att combat turn nism if a repair

ufficiently wa powder bu an weld the s un unusable aired.

odes

s the full dic e—better luck

ble

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.

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.

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Page 53

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ur characters attempt to in t remember, e and does h hy I would su our character hen you roll weight they a

For example or unusually ght start his ay be very tall n, type, equip ve your charac wait until they f adventures to

adventures th y knew about uld name thei

ssue 7 best of h-level

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to die crease dying appen uggest rs too

their already , they dumb career

…and

place of origin, religion, and social background.

When your character reaches the second level, he will be able to pick up a new talent, which will personalize him even further. For the finishing touch, give him an earring, tattoos, a moustache, buy him a parrot and a pirate’s pistol, or let him smoke a pipe and wear a sombrero; whatever. The point is, do not personalize your beginning characters too much because the mortality rate is higher among beginners than among veterans.

Your characters will then evolve naturally as they grow in power and experience. Your female warrior may turn out to be an Amazon or a barbarian with matching talents and equipment.

Your wizard may evolve into a necromancer who creates new monsters or into a druid specializing in potions and herbs and casting strange spells deep in Mistywood.

As it was stated in the Corgi Books T&T rules section, “unlike other solo adventures, Tunnels & Trolls allows characters to grow and pass from one adventure to another (…) By upping the attributes, through encounters in the solo adventures and level raises, your character will have a whole host of spells and weapons made available to him. Money will allow him to buy armour or those weapons and spells, making him better able to face the trials and tribulations of the solo adventures. Your characters can pass from one solo to the next, earning titles and treasure in a never ending heroic career.” One of the joys of T&T solos is indeed to have your characters grow and evolve. Another asset of T&T, which was not mentioned by the Corgi rules, is that you can always use your characters to play T&T with friends. Sharing and interacting with other players is also very rewarding. Having a wonderful advanced-level T&T character is fine, but having other players know that character and interact with him or her is even better!

But if you want your characters to go that far, you will have to start them with adventures they can survive. A few early official T&T solos were made for beginners, but certainly not enough. Solitaire adventures like Buffalo Castle by Rick Loomis, Sword for Hire by James Wilson, and Labyrinth by Lee Russell belong to the “maze-type” adventure and were designed for first level Warriors. James Wilson’s Blue Frog Tavern was also made for beginning Warriors and is an enjoyable sequel to Sword for Hire. Sorcerer Solitaire rewritten by James L. Walker is a fine adventure for apprentice

Wizards and Goblin Lake by Ken St. Andre is a tough solo for low-level Goblins.

Remember the time when everybody thought that since Flying Buffalo was not publishing anything new, T&T was a dead game system? Times have changed and it’s amazing how many T&T solos have been published during the last couple of years. Print-on-demand and watermarked PDF files have probably helped a lot; new authors keep on appearing.

Luckily, many of these solos were designed for low level characters. Recently, I bought a funny mini-solo for beginning characters, called Hecatombe, by Al McDougall; it was short, but good enough. Stuart Lloyd designed his Temple of the Fool God for beginning characters, in which you have to retrieve the greatest treasure of the kingdom from the belly of a mad god. I certainly will try that one too. Andy Holmes, one of the talented authors of Tavernmaster Games, is one of the most prolific T&T authors and – if I may add – one of the best. For beginning Warriors, I would recommend his solos Escape from the Vampyre's Crypt, The Haunting of Tilford's Hollow, or The Halls of the Gorgon - Level One. I hope you like the atmosphere Andy tries to create in his adventures as much as I do. Darren Jones is a little known, but promising solo author; The Temple at Marterrine is ideally suited for beginning adventurers of all character types. Surviving characters gain considerable skill and should be able to advance to more perilous adventures after that. The same goes for Sid Orpin’s (author of The Tree of Life) Devotion to Duty solo, in which your beginning character will become a fighting monk.

In Formication, you can even play a newly created fairy Warrior. In Sid’s latest solo, Rapscallion, you can play a beginning Rogue. W. Scott Grant (Sligo) wrote the excellent Final Exam, another of the few solos specially for beginning Wizards. Try it if you dare! Dan Hembree is also a solid author of T&T adventures. I already wrote a review of The Tomb of Baron Gharoth in TrollsZine! #3. Since then, Dan has developed a whole line of T&T solos as well as a very good GM adventure by Mike Hill, The Dungeon of the Rat. Dan’s Lone Delver Games product line currently includes five solo adventures, the latest of which is Crypt of the Wolf Prince, specially designed for beginning characters. Patrick Witmer (Jongjungbu)’s No Rest

TrollsZine! Page 55 Issue 7 for the Weary at War is a mini-solo designed for 1st

level characters and one of the finest I played over the last few years.

Some solos allow you to use several characters in an adventure. A good example is The Old Dwarf Mine by Roy Cram in which you can send in up to 10 beginning characters at the same time. Roy Cram is also the author of the solos Mistywood and Gamesmen of Kasar as well as the Wilderness Encounters catalyst book. The Old Dwarf Mine originally appeared in Pegasus magazine #73; it was later rewritten by Ken St. Andre and published online. Overkill, rewritten by Michael Stackpole, lets you play several characters as well, but is much, much tougher.

Then there are solos that can be played by characters of any level. Gristlegrim Khosht, Arena of Khazan, and Hela's House of Dark Delights, all by Ken St. Andre, Beyond the Wall of Tears by K.

Martin Aul, Search and Ye May Find, by Michael K.

Eidson, and Abyss by Paul Creelman (but only for characters who have died) fall into this category.

Curiously enough, most of Ken St. Andre’s recent solos from his Trollhalla Press series were not designed for beginning characters, even though he is known to favor low-level games. The exception is Tavern by the Sea, which is tough but is actually designed for beginning characters (there are even three ready-to-play characters included in the booklet). Tavern by the Sea was co-written with Andy Holmes and is available in two versions. The first, by Trollhalla Press, is illustrated by David Ullery and includes a GM adventure version. The second, by Tavernmaster Games, is illustrated by Jeff Freels and includes a second built-in mini-solo, The Tomb of the Sea Reaver’s Gold.

It is perfectly possible to take a solo designed for advanced characters and adapt it to suit your beginning characters. Obviously, this will require adapting the difficulty level (Monster Ratings and Saving Roll levels) and the rewards (Adventure Points and treasure). There are guidelines provided in the Monsters and Magic Book found in the T&T 7.5 box set, called “Balancing Encounters.” Based on those guidelines, the most

appropriate MR to match a 1st level character is around 20 (3D6+10), which seems reasonable.

Therefore, the MR amplitude should be between 10 (2D6+5 – easy encounter) and 30 (4D6+20 – tough encounter) while special damage triggers should be rare. The SRs should be 1st to 2nd level

Therefore, the MR amplitude should be between 10 (2D6+5 – easy encounter) and 30 (4D6+20 – tough encounter) while special damage triggers should be rare. The SRs should be 1st to 2nd level

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