TnT - Dewdrop Inn.pdf
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The DewDrop Inn
Imagined and written by Ken St. Andre
Illustrated and tweaked by David Ullery
With a sexy succubus by Katje Romanov
TROLLHALLA PRESS
The DewDrop Inn copyright August 2011 by Ken St. Andre
Most illustrations copyright August 2011 by David Ullery
Succubus illustrations copyright August 2011 by Katje Romanov
Inside front and back covers copyright August 2011 by Robin Stacey.
Published in association with
Flying Buffalo, Inc.
P.O. Box 8467, Scottsdale, Arizona, 85252. On the
internet at
http://flyingbuffalo.com/
Visit the greatest group of Tunnels and Trolls players in the world at
http://Trollhalla.com
.
TROLLHALLA PRESS
Getting Out of the Dewdrop Inn
By Ken St. Andre
Introduction
You know that there are establishments in many different lands--perhaps many different
worlds. Still, this is the first time you've actually found one, and not seeing any other
accommodations around, you decide to spend the night there. As you approach, the sounds of
merriment and mirth echo out into the street--yes, this looks like your kind of place. Let's hope
that the food is good, the beds are bug free, and the ladies (or gentlemen) are friendly.
This is a solitaire adventure for
Tunnels and Trolls
using the 7.5 edition rules. You can
play by 5th edition rules if you wish, but you will find a few things different in the mechanics.
The adventure is for any humanoid character of any level no more than ten feet tall. The Inn
simply isn't built for creatures larger than that, and if you're really big, you need to go down the
street to the Giant's Castle Inn. Although you can take anyone at all, the adventure is really
aimed at characters of levels 1 through 5. You will need a T & T character, a copy of the rules,
lots of 6-sided dice, a writing implement--pencils are good because you can erase and write
over--and paper. You will need to keep track of things such as how many rooms you've been in,
whether you've been in this one before, and what level you're on. You will want to keep track of
your adventure points in order to gain attribute points as you play (you couldn't do that in 5th
edition). And you will need to keep track of your attribute points-- they may be changing all the
time. The object of this adventure is very simple-- get your character back out of the Inn alive.
For some of you it may be very simple; for others it may be impossible.
While playing this adventure, some conventions will be observed. Numbers and types of
dice will be expressed thusly: 4D6 or 7D20 where the first number is the number of dice to be
rolled, and the second number is the number of faces the dice have. When asked to make a
Saving Roll, you will see this format: L2SR on LK which means Level 2 saving roll using your
Luck attribute. It could just as easily be L10SR on SPD or any other combination. At any point
during the adventure when you are told that your character is resting or eating, then you may
cash in adventure points (a.p.) for attribute points. It takes ten times the attribute point level in
a.p. to get the next point,and once spent the a.p. are gone forever. Example: Rufus has a CON
rating of only 7, and would really like to build himself up. By spending 70 a.p he brings his
CON up to 8. Rufus has 204 a.p. when he starts. He spends 70 and then 80 to bring his CON up
to 9. He has 54 a.p. left over which he retains. The 150 points that he spent are gone. One more
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