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  AAlloonnee,,  BBuutt  NNoott  AAffrraaiidd  
  Deluxe Tunnels & Trolls 
  Solo Rules Update 
   
   
  Written by 
  Stuart Lloyd 
   
  Illustrated and Edited by 
  David A. Ullery 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Trollhalla Press 
  
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  Tunnels & Trolls is a registered trademark of Flying Buffalo, 
  Inc. P.O. Box 8467, Scottsdale, Arizona 85252, USA.  Rick Loomis, 
  owner and founder. 
   
  Text Copyright August 2016 by Stuart Lloyd.  All rights reserved. 
  Reproduction forbidden without permission from Stuart Lloyd. 
   
  All interior illustrations and cover art is copyright September 
  2016 by David A. Ullery.  Reproduction is forbidden without 
  permission from David A. Ullery 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A TROLLHALLA PRESS PUBLICATION 
  
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  Table of Contents 
   
  Introduction------------------------------------------- 5 
  Total Attributes Score------------------------------- 5 
  Fighting Monsters------------------------------------ 7 
   
  Saving Rolls-------------------------------------------- 8 
  Citizens------------------------------------------------- 10 
  Talents-------------------------------------------------- 11 
  Combat------------------------------------------------- 12 
  Stunts in Combat------------------------------------- 12 
  Spells---------------------------------------------------- 15 
  Recovering WIZ--------------------------------------- 26 
  Adventure Points in a Solo------------------------- 26 
   
   
   
   
   
   
   
   
  
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  Introduction 
   
  I love how Tunnels and Trolls had solos from pretty 
  much the get go. If you were a week away from playing 
  with your group but still needed your T&T fix, you 
  could pick up a solo and play it. However, it is difficult 
  to write solos for an RPG system which has so many 
  rules to take into account. Which is why I have tried to 
  make it slightly easier by using these rules. 
   
  I want these rules to encourage players to take their 
  characters from their RPG campaigns and use them in 
  solos too. This means that they can give their character 
  some background or have something to do if the 
  campaign has ended. They can continue this character’s 
  story. 
   
  Total Attributes Score (TAS) and dice rolls 
   
  Characters in a Tunnels and Trolls game can be a varied 
  bunch. You can get a level 4 delver who is useless at 
  combat because they put all their AP into CHA, so you 
  can’t just sling an MR 100 monster at them. You could 
  have a level 1 warrior who has 28 adds because their 
  combat attributes are all 19, roll an extra d6 in combat, 
  and whose armor is twice as effective. It is for this 
  reason that MRs of monsters will be determined by 
  adds and Saving Roll difficulty will be determined by 
  the attribute being tested. However, what about making 
  
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  encounters or treasure fit the level of the character? 
  This is where Total Attributes Score comes in. When 
  rolling for an encounter or treasure, you may be able to 
  modify the roll based on the total number of your 
  character’s attributes. You will know this when the die 
  roll says d6 + TAS modifier. The TAS modifier is 
  determined below: 
   
  Total Attributes Score 
  (TAS) 
  TAS 
  Modifier 
  119 or less 
  +0 
  120-139 
  +1 
  140-159 
  +2 
  160-179 
  +3 
  180-199 
  +4 
  200-219 
  +5 
  220-239 
  +6 
  240-259 
  +7 
  260-279 
  +8 
  280-299 
  +9 
  300-319 
  +10 
   
   
   
   
   
   
   
  
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  Fighting Monsters 
   
  Monsters have a monster rating which determines their 
  combat dice and adds. Although your weapon and class 
  determines your combat dice and adds, your level does 
  not. You could have a CHA of 30 but your combat 
  relevant abilities (STR, DEX, SPD and LK) could all be 
  12 or less meaning you have no combat adds. Your 
  opponent’s MR is equal to 2 x your personal combat 
  adds (just the ones from your stats). This is the 
  monster’s standard MR. The minimum standard MR a 
  monster can have is 10. Harder monsters will have a 
  number added to their standard MR. Easier monsters 
  will have an MR lower than their standard MR. 
  
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  For example, Loris the Lucky has a short sword (a 3d6 
  weapon). She has a STR of 13, a DEX of 15, a SPD of 14 
  and a LK of 7 (it’s an ironic nickname), so she has 5 
  combat adds. A monster with a standard MR will have 
  an MR of 10. A monster designed to be more of a 
  challenge may have a standard MR +15, so Loris has to 
  fight a monster with an MR of 25. An easier monster 
  might have a standard MR -5, so Loris would fight a 
  monster with an MR of 5. 
   
   
  Saving Rolls 
   
  Saving Rolls in solos do not have levels. Instead, to 
  make sure that the saving roll is fair, but challenging, it 
  is based on the statistic that the saving roll is made 
  against. This is called a standard saving roll. In a 
  standard saving roll, you take the attribute that the 
  saving roll is made against and divide the number by 
  10, rounding fractions down. This is known as your 
  attribute level. Take the attribute level and multiply it 
  by 10. Then add 10. This is the number that you need to 
  roll equal or greater to on 2d6 + the attribute tested in 
  the saving roll. 
  
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  Attribute 
  Range 
  Attribute 
  Level 
  Number you need to 
  get equal to, or greater 
  than, by adding 2d6 + 
  your attribute. 
  4-9 
  0 
  10 
  10-19 
  1 
  20 
  20-29 
  2 
  30 
  30-39 
  3 
  40 
  40-49 
  4 
  50 
  50-59 
  5 
  60 
  60-69 
  6 
  70 
  70-79 
  7 
  80 
  80-89 
  8 
  90 
  90-99 
  9 
  100 
   
   
  Sometimes, a saving roll is more challenging than 
  normal. In that case, there will be a number added to 
  the number you have to beat. For example, if you are 
  told to make a standard saving roll against SPD +5, you 
  would work out the number you have to beat and then 
  add 5 to it. Someone with a speed of 14 would have to 
  get 25 or more with 14+2d6. Sometimes, easier saving 
  rolls allow you to subtract numbers from the number 
  you have to beat. 
   
   
  
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  Citizens 
   
  If you fancy a challenging game, or if you are into 
  thinking that adventurers are simply ordinary people 
  who are just braver/more foolish than others, then you 
  might want to play as a citizen. If you do, you can take 
  the following benefits to make being a citizen easier. 
   
  You may raise any attribute that 
  is below 10 to 10.   
   
  You may subtract 10 from any 
  monster’s MR, as long as it does 
  not bring the monster’s MR 
  below 10 (a 10 MR minimum). 
   
  If you find 25 gold pieces, you 
  find 25 +10 gold pieces.  
   
  You may have up to 300 a.p. + 
  100 a.p. extra.  
   
  You may choose 1 extra talent. 
   
   
   
   
   
  
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  Talents 
   
  Tunnels and Trolls has an excellent talents list (pgs. 
  209-211 of DT&T rulebook). You may choose any talent 
  from it as you wish. When that talent is relevant to a 
  saving roll, it will appear in parentheses next to the 
  saving roll. For example when you are tying a rope 
  around your companion to lower them into the well, 
  you make a standard saving roll against IQ (Knot 
  Tying). If you have the knot tying talent, you get to add 
  its bonus. Sometimes, more than one talent will be 
  mentioned. If it is, add up all the bonuses from the 
  relevant talents that you have. Sometimes, the broad 
  talent will do. If a broad 
  talent is mentioned (such 
  as anatomy, athlete or 
  builder), you may use all 
  talents on the list 
  underneath the broad 
  talent. If you have used 
  your own talents, you 
  need to use your 
  judgement on whether 
  they are relevant. 
   
  
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  Combat 
  Before combat, you may either cast one spell that can 
  be used before combat (see below) or use a ranged 
  weapon.  To hit your opponent, you must perform a SR 
  on DEX (with suitable talents involved). The SR 
  depends on the range you can fire from and the size of 
  your opponent. The table of SRs is found on page 77 of 
  the Deluxe T&T rulebook. 
  Stunts in Combat 
  Combat isn’t just all about wearing down your 
  opponent’s MR while trying to stop them from hitting 
  you.  In a T&T RPG, you can suggest your own stunts to 
  the GM who can work with you to find out the 
  result.  However, you can’t do that in a solo, so instead 
  you will have stunts suggested to you.  If you fight a 
  combat, you may be given the option of performing 
  certain stunts.  These stunts are saving rolls against a 
  particular attribute (and possibly talent, such as talents 
  in the weapon you are using) which may produce an 
  extra effect in your favour.  You may choose to perform 
  a stunt at the end of the round after damage has been 
  determined and you have cast a spell, if you chose to. 
  You may perform a stunt if you win or lose the round, 
  but only one stunt at a time. If you are using the 
  
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  rulebook, stunts occur between steps 8 and 9 (page 87 
  of the Deluxe Tunnels and Trolls rulebook).  
  If you succeed, you get the effect listed.  If you fail, you 
  take spite damage equal to the level of the attribute you 
  were using to perform the stunt.  You may try the same 
  stunt again on the same opponent, but each time, the 
  difficulty of the roll increases by 5 as they become wise 
  to your tricks (If you fight multiple opponents, it still 
  increases as they can all see what you are up to). 
  You come up with the story of what you do to pull off 
  such an effect – a saving roll on IQ that allows you to 
  automatically inflict 1 point of spite damage per round 
  may come from you spotting a chink in your opponent’s 
  armour.  A saving roll on STR that makes your 
  opponent miss two rounds of combat may be because 
  you slammed your staff into their belly and winded 
  them.  You come up with the action. 
  Also, sometimes, monsters may try stunts on 
  you!  Watch out for that! 
   
   
   
  
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  Spells 
  Below is the list of spells form the Deluxe Tunnels and 
  Trolls Rulebook and when you may use them.  There 
  are some spells that may be used before combat, some 
  that may only be used when named in the text, some 
  that may be used at any time, and some that may only 
  be used on a willing target (as you are playing a solo, 
  however, these will almost never be used).  Some spells 
  may be used in other circumstances.  For example the 
  It’s Elementary spell may be used in place of a 
  tinderbox. Bear in mind that some spells may be 
  mentioned in the text even if they are in the combat list. 
   
   
   
  
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  Level 1 (IQ + DEX 10) 
  Spells you may use before or during combat:  Oh Go 
  Away (if fighting multiple opponents, you don’t have to 
  fight the target for 2 rounds – one when they are fleeing 
  you and one when they run back), Take That You Fiend, 
  and Unerring Blade,  
  Spells you may use in any paragraph where you are 
  not fighting or performing a SR:  Hocus Focus, 
  Spells you may only use when the text 
  demands:  Detect Magic, Lock Tight, Oh There It Is, and 
  Will-o-Wisp 
  Other notes: 
  It’s Elementary:  Can be used in place of a tinderbox or 
  when lighting a fire. 
  It’s Elementary:  Can be used in place of a water skin or 
  when putting out a fire. 
  Knock Knock:  Can be used when you have to make a 
  saving roll to pick a lock. 
  Will-o-Wisp: can be used any time you are asked if you 
  have a light source, but since it doesn’t last very long, 
  you have to recast it every time you are asked. Each 
  power up allows it to be used an extra time. 
  
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  Know Your Foe: is redundant in solos because you will 
  be told the MR of an opponent anyway to fight them. 
  Level 2 (IQ + DEX 12) 
  Spells you may use before or during combat:  Alaka-
  Scram, Curse You, Magic Fangs, Shake and Break, Shrug 
  it Off, and Vorpal Blade. 
  Spells you may use on another, willing target (not 
  too useful): Crème de la Kremm, and Teacher. 
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Poor Baby. 
  Spells you may only use when the text 
  demands:  Cateyes, Ding-a-Ling, and Omnipotent Eye. 
  Other notes: 
  Hidey Hole:  Doubles an attribute for the purposes of 
  hiding or sneaking SRs. 
  Boom Bomb: can be used in the ranged attack phase 
  before combat. 
  Cateyes: may be used when you need a light source, but 
  not underground when lack of light means complete 
  darkness. You will have to use your judgement on this 
  one. 
   
  
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  Level 3 (IQ + DEX 14) 
  Spells you may use before or during combat:   
  Befuddle (If multiple opponents, target fights another 
  one for the duration, otherwise no action for the 
  duration), Beast Master (if the animal is alone, continue 
  as if you beat it. If it is in a group, you may use it against 
  its former comrades), Blasting Power, Curses Foiled, 
  Dem Bones, Dis-Spell, Freeze Please, Glue You, Little 
  Feets, and Whammy.  
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Healing Feeling 
  and Duraspell. 
  Spells you may only use when the text demands: Fly 
  Me, Hard Stuff, Hollow Tree, Mirage, and Slush-Yuck. 
  Other notes: 
  Better Lucky than Good: can be used whenever you 
  have a Saving Roll to do. 
  Blindsight: can be used whenever you need a light 
  source and always works. 
  Little Feets: can be used for Saving Rolls. 
  
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  Level 4 (IQ + DEX 16) 
  Spells you may use before or during combat:  
  Double-Double; Fire at Will; Healthy Glow; Rock-a-Bye 
  (counts as winning the combat if opponent is alone); 
  Shield Me, Shield You; Smog; Tough It Out; Tree Fiend; 
  and Wink-Wing (escape combat without taking damage 
  if option is present). 
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Too-Bad Toxin 
  Spells you may only use when the text 
  demands:  Dastardly Distraction, Dum-Dum, Protective 
  Pentagram, Spirit Mastery, and Upsidaisy. 
  Other notes: 
  Dastardly Distraction: Can be used in wizarding duels. 
  Double-Double:  Can be used for any SR.  The halving 
  only lasts on the next paragraph. 
  Dum-Dum: Can be used in wizarding duels. 
  Health Glow: can be used to negate damage from 
  missiles. 
   
   
  
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  Level 5 (IQ + DEX 18) 
  Spells you may use before or during combat: 
  Breaker Breaker, Gotcher Back, Mind Pox, Stone Fist, 
  Storm Force Five, and Unlucky Bees. 
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Resist Magic 
  (lasts the whole gamebook or until you get a spell cast 
  upon you, may not restore WIZ while in operation),   
  Spells you may only use when the text 
  demands:  Dryad, ESP, Second Sight, and Zingum 
  Other notes: 
  Gotcher Back: can be used to negate one spell cast upon 
  you. 
  Sux2BU: can’t really be used as monsters with MRs 
  don’t have LK scores. 
  
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  Level 6 (IQ + DEX 20) 
  Spells you may use before or during combat: Divine 
  Disapproval, and Temper Temper,  
  Spells you may only use when the text 
  demands: Mystic Visions, Porta Vision, and all the “wall 
  spells.” 
  Level 7 (IQ + DEX 22) 
  Spells you may use before or during combat: Imp 
  Whistle, Zapparmour, Zappathingum 
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Energizer 
  Spells you may only use when the text 
  demands:  Invisible Wall 
  Other notes: 
  Imp Whistle: can be used in place of a similar animal. 
  Use your judgement on this one. 
   
   
   
   
  
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  Level 8 (IQ 25 + DEX 24) 
  Spells you may use before or during combat: Zombie 
  Zonk 
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll:  Patterns of 
  Cosmic Fate 
  Spells you may only use when the text 
  demands: Metamorph Me, and Rock the Walk 
  Other notes: 
  Metamorph Me: can be used to automatically succeed at 
  any disguise SR. 
  Zombie Zonk: can be used on the body of an opponent 
  after combat. 
  
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  Level 9 (IQ 28 + DEX 26) 
  Spells you may use before or during combat: Death 
  Spell #9 and Medusa  
  Spells you may use on another, willing target (not 
  too useful): Metamorph Thee  
  Spells you may use on any paragraph you are not 
  fighting or performing a saving roll: Mortal Source 
  Spells you may only use when the text demands: 
  Pygmalion 
  Level 10 (IQ 31 + DEX 28) 
  Spells you may use before or 
  during combat: Hellbomb Burst 
  and Smaller is Smarter. 
  Spells you may only use when 
  the text demands: Blow Me To... 
  and Wizard Speech 
   
   
   
  
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  Level 11 (IQ 34 + DEX 30) 
  Spells you may use before or during combat: Bigger 
  is Better and Blow You To… (auto win, no treasure) 
  Level 12 (IQ 37 + DEX 32) 
  Spells you may use before or during combat: 
  Banishing (only against demons) and Invisible Fiend 
  Spells you may only use when the text 
  demands:  Nefarious Necromancy and Seek Ye. 
  Other notes: 
  Level 13 (IQ 40 + DEX 34) 
  Spells you may use before or during combat: Earth 
  Air Fire and Water, Exorcism (against possessed or 
  undead opponents only) and Force Shield (can be used 
  to protect you or to trap opponents, giving a chance to 
  escape with no damage). 
  Other notes: 
  Earth Air Fire and Water: can be used when you need a 
  creature for various tasks. Use your judgement. 
   
   
  
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  Level 14 (IQ 44 + DEX 36) 
  Spells you may use before or during combat: Slyway 
  Robbery 
  Level 15 (IQ 48 + DEX 38) 
  Spells you may only use when the text 
  demands:  Omniflex,and Shatterstaff 
  Other notes: 
  Shatterstaff: may be used in a wizarding duel. 
  Omniflex: is not too useful against creatures with MRs 
  Level 16 (IQ 52 + DEX 40) 
  Spells you may use before or during combat: 
  Summoning 
  Other notes: 
  Summoning: may be used to perform many tasks that a 
  companion may do. Remember that the demon is 
  permanent. 
   
   
  
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  Level 17 (IQ 56 + DEX 42) 
  Spells you may only use when the text 
  demands:  Hidey Soul* 
  Level 18 (IQ 60 + DEX 44) 
  Spells you may use on any paragraph you are not 
  fighting or performing a SR: Born Again 
  Recovering WIZ 
  You may recover 1 point of WIZ on any paragraph that 
  does not involve a combat or a saving roll.  If there is an 
  * by the paragraph number, you may restore your WIZ 
  to its initial level (this will be due to the passing of a 
  long period of time during that paragraph). 
  Adventure Points in a Solo 
  The number of adventure points you are awarded in a 
  solo depends on the following factors. 
   
  Monsters defeated = MR 
  Saving rolls = Dice roll x Attribute Level 
  Casting magic = personal WIZ points expended. 
  Completion of adventure = number allocated. 
  
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SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Supplemental/TnT - Alone But Not Afraid .pdf