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Four Jars of Mead - FBI0093
by Kaiden R. [Verified Purchaser] Date Added: 08/30/2015 11:17:27
Pretty nice adventure! It's around 10 pages and definitely worth the $1 spent!

Rating:
[4 of 5 Stars!]
Four Jars of Mead - FBI0093
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Deluxe Tunnels & Trolls
by Curt M. [Verified Purchaser] Date Added: 07/29/2015 10:35:42
The original T&T came out the year I was born, and I first encountered the game in it's 5th edition when I was twelve, before I ever played D&D. I still find the Monster Rating system far easier than statted foes. This is the best edition of T&T since 5th [and I have all of the post 5th ones]. There are a lot more "clothes" on the rules, but at its heart, it's still the same easy to digest game. The book also contains probably the most comprehensive writeup of Ken St. Andre's Trollworld under one cover. Another fringe benefit to T&T is that the game has had one author at its helm for 40 years, and Ken St Andre and publisher Rick Loomis are still actively engaging us fans. I am looking forward to the hardcover. Now FBI needs to do a deluxe version of Mercenaries, Spies and Private Eyes.

Rating:
[5 of 5 Stars!]
Deluxe Tunnels & Trolls
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Deluxe Tunnels & Trolls
by Johannes A. [Verified Purchaser] Date Added: 07/29/2015 03:34:09
I like the art in dT&T. It draws a lot from Sword & Sorcery: fighting apes, Dinosaurs, Toad-men and Grey. I also like the timeless art nouveau style. Makes this an art piece itself.

The rules make delvers stronger (there is a paragraph to upgrade legacy delvers), good for soloplayers too. They are really good (5.5 have been my favorite up to now). I especially like that rogues can specialise at level 7.

Also it's interesting to get insight to Trollworld and the successes of Leotrah. This background together with the images gives T&T a strong feeling it never had before (I think).

Rating:
[5 of 5 Stars!]
Deluxe Tunnels & Trolls
by Don C. [Verified Purchaser] Date Added: 07/22/2015 10:17:47
I've been a huge fan of Tunnels and Trolls since 1980 and I'm very pleased with this latest iteration. I believe it was originally designed to be a cleaned up, enhanced version of the 5th edition, and that's exactly how it feels to me. There are a few new wrinkles, like the extra saving roll for humans (much needed for the solos!) but it's essentially a more complete, and very welcome, version of the game I know and love. The Elaborations section is especially fab, including masses of new detail on Trollworld and its cities.

I have no complaints at all. The only less-than-elated thing I can say is that I probably won't be using the armour ablation rules (too fiddly for my tastes), but I have no problem with them being there for those that want them.

Well done, the Fellowship of the Troll! :)

Rating:
[5 of 5 Stars!]
Deluxe Tunnels & Trolls
by Alexander L. [Featured Reviewer] Date Added: 07/22/2015 09:03:20
Originally published at: http://diehardgamefan.com/2015/07/17/tabletop-review-deluxe--
tunnels-trolls-core-rulebook/

What a long strange road trip it has been for the newest incarnation of the longest running fantasy RPG (under the same system) out there. Back on January 3rd, 2013 Flying Buffalo decided to do a deluxe version of the fantasy RPG, Tunnels & Trolls. I, along with 1637 other gamers jumped in on that crowdfunding initiative and together we raised $125K for Flying Buffalo, which was big bucks on Kickstarter back then. The belief was that the game would be ready for release in August of 2013. Well, nearly two years later we still don’t have a physical copy of the game but we DO have the PDF which came out in early July! Now it’s not like Flying Buffalo has kept T&T fans hanging. There were multiple reasons for the delay besides the usual underestimation of time it takes to complete something. Every Kickstarter has this problem) but there was also sickness and other issues that kept the final product at bay. To their credit, Flying Buffalo kept releasing a lot of adventures for the system along with a Free RPG Day Quick Start Rules set for DT&T. You can take a look at my review of just SOME of the Kickstarter backer freebies here. Even though the game has been delayed, I’m more than received my money’s worth. Of course now it is time for the main event. How does Deluxe Tunnels & Trolls hold up?

Well, quite nicely actually. For longtime T&T gamers, the rules are about 90% the same. The only real big change is that the game is more player friendly in that a lot of negative adds (things that negatively affect your dice roll have been removed) and there have been some changes to the positive adds (things that are beneficial to your dice rolls). Other than that the game is pretty much as it has been for a long time. Only the first 165 pages of this mammoth tome are devoted to the game’s core rules. The rest of the book is dedicated to optional rules (Advanced Deluxe Tunnels & Trolls, if you will), information about a campaign world and some adventures. The game is fairly easy to learn, especially if you are a long time gamer. For people brand new to gaming some of the methodology and mechanics might seem a little odd, but the game is heavily invested in its 1970s OSR roots and a few concepts like how magic works and levelling up may take two or three read-throughs as it is very different from your typical RPG< regardless of genre. Perhaps the most important thing you'll note is that Tunnels and Trolls does not take itself very seriously. While the game can certainly be dark and lethal, the game is more comedy-action than GRIMDARK and that is one of the reasons that Tunnels & Trolls is as much fun to read as it is to play.

Chapter One is simply an introduction to Tunnels & Trolls, along with an explination as to how the book is laid out. Chapter Two is only a single page long and is a general overview about how to play a RPG. The next chapter is two dozen pages long and it’s all about character creation. Instead of assuming everyone reading this has PLAYED T&T in the past (which is mostly likely NOT the case), I’ll give a quick break down of stats and classes. Vets, you can skim ahead.

Okay, T&T has eight stats: Strength, Constitution, Dexterity, Speed, Intelligence, Wizardry, Luck and Charisma. So some very similar stats to D&D. you also roll 3D6 to get your starting stat, which again, is similar to D&D. However if you roll a triple of any number with your dice (says three 4s) you get to roll again. You can keep rolling until you stop getting doubles. So there is a possibility of having a starting stat of say 36. If you roll three 6s, three 3s and then a total of 9 on your next roll, you start with a stat of 36. That’s pretty powerful, right? That’s how it goes in T&T. After that, you get your combat adds. For every point in a physical stat over 12, you get +1 to your personal adds. Physical stats are STR, CON, DEX and SPD. So let’s say that 36 was in CON. You would get +35 adds in addition to anything over 12 you had in the other three physical stats. If the 35 was in IQ (Intelligence), you would not get the bonus to your combat adds, but you would get any for stats over 12 in the four physical attributes. Combat adds are used with your dice rolls in combat and the more you have, the more powerful your attacks will be. This is a nice change from games where only STR adds to damage and attack rolls. With T&T you can have a high SPD and DEX and be a better fighter than someone who is pure brute strength.

There are three basic character classes: Warriors, Wizards and Rogues. The first two are self-explanatory but Rogues are not necessarily thieves ala most other RPGS. In T&T, rogues are simply people who are jack of all trades. They are adventurers but without any formal martial or magical training. As such they can do both, but not as well as the other two classes. There are also Specialists which are simply people in the other three classes who rolled a triple for a stat in character creation. This comes up more in the optional rules though.

Tunnels & Trolls also has different character races than most games. You can choose from the usual human, elves and dwarves, but T&T also lets you play as a faerie, leprechaun or Hobbs (hobbit). Finally let’s talk character levels. In T&T your level is your highest stat divided by ten and rounded down. Sound confusing. Well let’s do this as an example if your highest stat is 3-9, you are 0 level character. If it is between 10-19 (most starting characters), you are a Level 1 character. If you are the example we looked at earlier where you have a 36 stat, you are a level 3 character. So on and so forth. Stats raise as the game goes on (you buy increases with Adventure Points, T&S XP equivalent) and so it is up to the player as to what level they are. If you try to make a balanced character your level will be less than your friend who only puts his increases into the same stat every time, but you’ll have a better chance of surviving a myriad of things. The choice is up to you!

Now let’s get back to the quick overview of the chapters. Chapter Four is about equipment for your characters. This is a lot of lists and mechanics. Weapons, armor, poisons and more can be found in Chapter Four. Chapter Five is a look at Saving Rolls, which are how you avoid danger. Essentially you are given the target number then you subtract the specific attribute that applies to the saving roll. So if you need to make a Dexterity based saving throw with a target of 30 and you have an 18 in your DEX – you need to roll a 12 or higher on two dice. Like with any 2d6 rolls in Tunnels and Trolls though, if you get doubles, you get to roll again and add the new roll score to your previous one. Lots of simple addition in this game! Chapter Six is a list of talents your characters can pick up as the level up and/or start the game with. There are certain talents only Rogues can get, but otherwise this is pretty straightforward.

Chapter Seven is about monsters and how scaled back they are stats-wise compared to PCs. Chapter 8 is “Combat” and it’s probably where you will spend the bulk of your time with this book until you have the basics down pat. Essentially though both sides roll 2d6 and add up their personal adds and other factors. The side with the highest total hurts the side with the lowest total with the damage generally being the difference between the two rolls. That’s a very brief explanation of T&T combat and you’ll actually want to read the book for a better understanding but that’s the mechanics in a nutshell. There explinations of different types of combat here too. Magical, berserk, martial arts and more. Again, you will want to read the whole chapter as combat is notably different from many other RPGs.

Chapter Nine is “Magic” and it’s here you’ll learn how spellcasting work and receive a massive list of all eighteen levels of spells. I know, it is a unusual number of levels, but T&T is a very unique game. You’ll also want to read the spell names. Nothing shows off the sense of humour inherent in Tunnels and Trolls like the magic spell lists. You have names like “Take That, You Fiend” and “Better Lucky than Good.” There are also some spell names which are sure to provide an immature reaction like “Blow Me To…” This chapter also shows how characters learn spells, how you know if a character can cast a spell or not, how spell points (WIZ) recharges and more. Magic-users are extremely powerful in T&T so like chapter eight, you’ll want to spend a lot of time in this section of the rulebook if you are new to the game. You’ll go into the book not knowing the word Kremm and you’ll walk away with it being second nature to you by the time you’ve had a few T&T games under your belt. Finally, Chapter Nine contains information about magical items, wards, power storage batteries, and how to create your own spells. Like I said, you’ll spend a LOT of time re-reading this chapter.

Chapter Ten is “Putting it All Together” and it’s essentially wisdom for GMs on how to run a good cohesive game that everyone has fun with. Simple but sage stuff. Then you have Chapter Eleven which are a few pages of spell appendices and you’re done. That’s the rules. Well…mostly. Remember the rules are only the first 165 pages of the Deluxe Tunnels and Trolls book. Now it’s time for the “Elaborations” which are optional and/or advanced rules you can either use or ignore in your T&T game. The book assumes you will NOT use any of these for a list of reasons provided at the start of Chapter Twelve but you’re more than welcome to if you think any of these will improve your game.

So what is in “Elaborations”? You’ll find the concept of training, which actually determines a character’s starting age. There are more abilities added to each class, such as weapon of choice for warriors, racial magic for wizards and rules for Specialist classes. Chapter Thirteen gives you new races to play as. Many of these are usually monsters or antagonists and there’s a huge list of options. You have vampires, werewolves, gnomes, gremlins, minotaurs, lizard people, ghouls, trolls, dragons and even demons! It’s pretty crazy. The reason for all these different races is Monsters! Monsters! – the sister game to Tunnels & Trolls where you play the bad guys. Chapter Thirteen essentially fold the concept into DT&T along with a description of their races and how to play them. Very cool.

Chapter Fourteen is about languages. It’s four pages long and gives both a list of languages in Tunnels & Trolls as well as how you learn them (mechanics-wise). Chapter Fifteen is “Extended Talents” and is essentially a continuation and more in-depth version of Chapter Six. Chapter Sixteen is “Accessories.” Here is a frank discussion on using miniatures with T&T and how the game was never designed for that. Nonetheless the creators talk how miniatures and various computer programs or apps can be integrated with the game. It’s an interesting read. Finally we come to Chapter Seventeen which is entitled “The Kitchen Sink” since it is a massive hodge podge of odds and ends that simply didn’t fit anywhere else. There are lots of charts, a page on guilds, commentary on dice and more. It’s short, but the topics are quite varied. It feels disjointed but at least the chapter is named appropriately.

At this point we are done with the rules parts of Deluxe Tunnels & Trolls but there are still two more sections. Yes, this is a HUGE book. The Trollworld Atlas is the next section of the book and it easily could have been a supplement on its own. Sixty pages go into the Trollworld Atlas. That’s more than a third of the pages devoted to the core rules section. It’s that long and detailed. If you use your own homebrew you can skip this section but for everyone else, this is a fine look at the fluff/creative side of the game. There’s a timeline, maps, world history and continents shaped like animals. It’s a lot of fun to read and there’s even a 16 page color gallery slapped in the middle.

The last eighty (!) pages of the book are devoted to Tunnels & Trolls adventures. I was really happy to see the sheer amount of adventures in the book as these days only Chaosium includes actually adventures in the Core rulebook. This is a great slice of old school. There is a traditional GM led adventures where one person takes the role of GM and guides other players (that use characters) through adventures. There is also a Solitaire adventure similar to “Choose Your Own Adventure” books. It is with the Solitaire adventures that Tunnels & Trolls really has made a lasting name for itself over the decades and it’s fantastic to see some of each in the core rulebook. The adventure doesn’t include any beginner adventures though, so don’t look for a simple adventure designed to help teach you mechanic. In fact the very first adventure in the compendium is “Abyss” and it is designed for after your character dies. The next “Into Zorr” is a GM led adventure for four to eight characters between Levels1-5. “Into Zorr” is used in conjunction with the TrollWorld Atlas and give you a taste of the official world for T&T. It’s extremely long and will take several play sessions to get through. It’s a mini-campaign in its own right.

So 2,500 words later, we’ve had a nice long look at Deluxe Tunnels & Trolls. It’s pretty fantastic if you’re a longtime fan of the game. Younger gamers or people new to T&T with this latest incarnation might be a bit stymied at first with how different the game plays (and reads) compared to most other high fantasy RPGs, but the game has stood the test of time for a reason. It might not be your favorite RPG ever, but it’s one you’ll definitely have fun with and even laugh out loud because of at least once. I really enjoyed what was here and think Flying Buffalo’s team did an excellent job. If you didn’t take part in the Kickstarter and you’re a longtime Tunnels & Trolls fan, you’re going to want to snatch up DT&T as soon as it is available to the general public. Newcomers can afford to be a bit more hesitant. Like with any core rulebook I suggested getting the PDF or playing a few adventures with people that know the system before making a large financial commitment to any system. The good news is that T&T is VERY affordable compared to most other gaming systems (especially on the PDF front) and so if this review has piqued your interest you won’t break the bank trying out Tunnels & Trolls.

Rating:
[5 of 5 Stars!]
Free RPG Day - 2013/Deluxe T&T Minirules
by Alexander L. [Featured Reviewer] Date Added: 07/22/2015 09:02:17
Originally published at: http://diehardgamefan.com/2013/06/18/tabletop-review-deluxe--
tunnels-trolls-preview-pack/

Deluxe Tunnels & Trolls releases later this year, but Flying Buffalo doesn’t want fans of the system to wait until then. They’ve already released an updated version of Buffalo Castle on DriveThruRPG, and for Free RPG Day 2013, they released this Preview Pack to not only whet the appetite of those waiting for the release of Deluxe Tunnels & Trolls, but to also draw in both new gamers and those that remembered T&T but haven’t played it in forever. I picked this up on Free RPG Day, and was excited to see what is in store for the 1,637 Kickstarter backers that helped make this new edition of T&T possible.

Out of the eighteen pages in this document (which includes the insides of the cover), sixteen are pure content. The inside front cover is an introduction to the system, as well as the history of Tunnels & Trolls. The back inside cover is a plug for Buffalo Castle, and tells you have to get a free PDF version of the adventure. So in fact, you’re getting two products for free if you picked this up on Free RPG Day 2013. AWESOME, especially since Buffalo Castle in an incredibly fun solo adventure for a 1st Level Warrior. Between this Preview Pack and that adventure, you can try the game out on your own before moving on to play the included multiplayer adventure in the preview pack.

There are over a dozen pieces of art inside the Preview Pack, not counting both outside covers. The art is excellent and really showcases the high fantasy, and sometimes bizarre, nature of Tunnels & Trolls. The Preview Pack is worth flipping through just for the art, to be honest.

The Tunnels & Trolls Preview Pack contains both simplified rules for the game and a full adventure for up to four players. Five pages are devoted to the rules, with a sixth containing three pre-generated characters: A Level 1 Human Warrior, a Level 2 Human Wizard and a Level 3 Citizen Rock Troll. It’s interesting that they chose characters of different levels, as the Troll is so powerful compared to the other two combined, I have a feeling that’s the one everyone will want to play.

The rules for T&T were meant to be a simpler alternative to Dungeons & Dragons. I’m not necessarily sure that’s true though. Character creation is simple enough, as it’s 3D6, and if you roll triples of any number, you get to roll again and add your previous score to the roll, continuing until you stop rolling triples. This means you can have a character with an Attribute of 4 minimum and a maximum of… whatever! This is an interesting concept, and doubly so that your CON roll is also your Hit Points in T&T, so a Warrior could have say, four hit points and a Wizard could roll 32! As well, to create a demihuman, you have to engage in fraction multiplication instead of a +X or –y to an attribute. For example, to make an elf, you have to multiply Int (IQ is the actual abbreviation in T&T) and DEX by 3/2 and CON by 2/3. That’s fine for most of us, but I can see little kids or those that are terrible at math disliking this aspect of character creation. The Preview Pack gives rules for Humans, Eleves, Dwarves, Hobs (Hobbits/Halflings), Uruks (Orcs) and Rock Trolls, which is a really neat variety of playable races. It also gives a list of six classes to choose for this preview adventure, and in reading the descriptions, you’ll see that the system is very rules light, where you can just make a skill and add a number to it for a descriptor. So you could have a Rogue (which is actually a Wizard/Warrior hybrid and not a thief) with a skill of say, finger painting and another with Oratory. It’s a very interesting open system that people tend to love or hate.

The rules system then gives you a list of weapons and items and a short summary on how to run combat, be it melee, missile or spell based. Basically, each side rolls its dice, called a “Hit Point Total,” which I know is sure to confuse many a person when they first see Hit Points used in that way. The side with the bigger roll subtracts the roll from the smaller side, and the end result is the damage done. From there, you’re shown how Saving Throws and Experience Point accumulation and spending works. There’s even a list of spells for levels 1-5. In essence, this is a pretty detailed set of quick start rules that should give you a good idea on how Deluxe Tunnels & Trolls will play, as well as if it is a system you want to invest in or not. One thing the book doesn’t really do a good job of explaining is how tongue in cheek and silly the game can be sometimes. I love comedy, but I know there are others who like their tabletop games to be SERIOUS BUSINESS so, there’s a head’s up for you.

The adventure in this Preview Pack is entitled, “The Chambers of Z’Tpozz the Madd Dwarf.” It’s all about an evil Dwarven Wizard who has kidnapped a princess and sequestered her inside a live volcano. The PCs will have to enter the volcano, get through the twelve room dungeon, survive trips and monsters and find the princess before their supply of potions that allow them to resist the intense heat of the location wears off. It’s an interesting adventure with a few unexpected twists, like the chance of the heroes accidentally killing a potential ally, an interesting secret about the Z’Tpozz and a twisted fate that can befall the kidnapped princess. It’s not the best Tunnels & Trolls adventure, but for a freebie it will definitely do the job of helping gamers decide if they want to play it or not.

I’m really happy with the Tunnels & Trolls Preview Pack. It confirmed that my decision to back the Deluxe Tunnels & Trolls Kickstarter all those months ago was a good one, and although the rules and adventure contained in this packet aren’t for everyone, it definitely it worth tracking this down if you didn’t manage to pick it up on Free RPG Day 2013. Who knows, this little free introductory kit just may get you to pick up the core Deluxe Tunnels & Trolls book when it is released later this year.

Rating:
[4 of 5 Stars!]
Free RPG Day - 2013/Deluxe T&T Minirules
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Tunnels & Trolls Free Rulebook
by Christian B. [Verified Purchaser] Date Added: 05/14/2015 05:54:20
T&T is an easy fast to play P&P. And this is the condensed version of the complete rule set.
The Rules are simple and kept very clean. In T&T character creation takes 5 Minutes. You only need a minimal set of paper to document your character. Fights are fast paced and simple. It's intended to be used in Solo-Adventures and Group-Play.

However in my perception the design of the rule set puts T&T clearly in the Hack&Slay corner. Of course it is possible to make deep roleplaying with each ruleset but T&T does not support or encourage such play. For a Solo-Adventure this is no problem - since solo-adventures are told differently - but for a group T&T might not be enough to keep them in the game with this rules for a long time, like a complex campaign.

This condensed ruleset comes with a free small Solo-Adventure. However all illustrations are missing from the PDF. But it's free, so who is complaining? :)

Rating:
[4 of 5 Stars!]
Tunnels & Trolls Free Rulebook
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Tunnels & Trolls Free Rulebook
by Michael E. [Verified Purchaser] Date Added: 04/24/2015 15:50:46
T&T is a classic old school RPG it's rules light approach was a breath of fresh air and if you ever wondered what all the fuss is about here is your chance to try them out for free.

Rating:
[5 of 5 Stars!]
Tunnels & Trolls Free Rulebook
by Joseph N. [Verified Purchaser] Date Added: 03/20/2015 17:15:06
a nice quick easy read for all players... get the full thing if you are a DM tho

Rating:
[5 of 5 Stars!]
Tunnels & Trolls Free Rulebook
by Scot H. [Verified Purchaser] Date Added: 05/09/2014 16:11:30
T&T is already a simple game, so to "dummy it up" to even a MORE simple game seems redundant.

That being said its hard to complain about a FREE distribution even in this simple format.

I downloaded it out of curiosity (I already own a full edition of the game) and was neither impressed or disappointed.

So if you are looking for a DEMO of the full edition..... this should do the trick!

Rating:
[3 of 5 Stars!]
Adventurers Compendium
by Alexander L. [Featured Reviewer] Date Added: 05/06/2014 06:20:20
Originally published at: http://diehardgamefan.com/2014/05/06/tabletop-review-tunnels-
-trolls-adventurers-compendium/


Although the deluxe version of Tunnels and Trolls is nearly a year late (for very understandable reasons), Flying Buffalo Games has done a great job of putting out the Kickstarter backer stretch goals like clockwork. So far, we have gotten remakes/reprints of Deluxe City of Terrors, Saving Fang From the Pits of Morgul, Deathtrap Equalizer Dungeons, The Complete Dungeon of the Bear and of course, the Quick Start Rules for DT&T that went out last Free RPG Day. So although the core product has been delayed due to illness and other issues, Kickstarter backers have definitely gotten their money’s worth and then some. Even better, none of these re-releases have been Kickstarter exclusives, so if you are a T&T fan, but you missed the Kickstarter, you can still pick these up… but you do have to pay.

The latest release from the Kickstarter is the Adventurers’ Compendium, which collects old adventures from the long defunct Sorcerer’s Apprentice Magazine. Now, I was born in 1977, and by the time I was learning to game, SA had been gone for a few years. I discovered Tunnels & Trolls later in life and loved the solo adventurers that were put out for the game, because it was a lot like the Lone Wolf or D&D solo books that I loved in elementary school. So for me, all of these adventures were brand new. Now, a few adventures come from other sources, like Pocket Adventurers, but the majority are rare and long out of print adventures that were originally published in magazine form. You’ll find ten solo adventures and three adventures for a party. Now the back cover only says nine solo adventures, but as you’ll see below, there are ten. Hey, you’re getting more content than you expected, right?

The layout for the Adventurers’ Compendium is a bit odd. You have the first nine solo adventures, all complete with “Choose Your Own Adventure” format up front. There is also an introduction to the tenth adventure, Circle of Ice. Then you have all the content for the first nine adventures. Then you have the beginning of the tenth solo adventure all by itself (which at first seems to be a second adventure by the same name, which is VERY confusing), and then you have the three GM/Party based adventures. This gives the book a strange feel when you just flip through it to peruse the contents. I think Adventurers’ Compendium would have flowed better with the GM adventures up front and the solos in the back, but then the primary appeal of the release is the solo adventures, so it makes sense to some degree that they are front and center.

I should also point out that the first nine solo adventurers are not separated out. Instead, you get the first page of each of the nine adventures in a row, and then all the “Choose Your Own Adventure” style of formatting has the contents of the adventures lumped into one big mass. I’m not sure why they did that for the first nine but not the tenth, as it adds to the strange formatting feel of the piece. You might completely miss the second Circle of Ice intro due to the layout if you aren’t careful. While the lumping all of the adventure content together in bulk form may sound strange in this review, it works really well when you actually play the adventures. Because each solo adventure is so short, it would be easy to see all the content and “cheat” your way to a successful completion. With everything mixed together it’s harder to do that, and come on, everyone who has ever played one of these types of adventures has done so at some point. So you may have to wrap your head around the fact each adventure isn’t segregated out, but once you get over it, you’ll find the adventures play better for it, even if reading the collection is harder with this layout.

So let’s take a quick look at each of the solo pieces.

•Kingwalker. This is an adventure for a 1st to 3rd level character where they complete a series of trials. Originally published in SA#1.


•Seven Ayes. This adventure is for a 1st to 3rd level non-magic using humanoid. The adventure can determine what your character is if you don’t have one already, and it is best to go that route. The choices are Dwarf, soft-hearted Orc or evil Human bandit. The adventure is pretty much a bar brawl. Originally published in SA#2.


•Golden Dust, Red Death. This adventure is for a 1st to 3rd level character. Most spells and missile weapons are not allowed, so a fighter might be the best choice for it. Here you are a skeezy drug smuggler. Originally published in SA #4.


•A Sworded Adventure. This adventure is only for a sword wielding warrior of 4th level of higher, so it’s a toughie. It can also lead to adventures NOT in this collection, so be warned. While I found Naked Doom on DriveThruRPG.com, I had no such luck finding Arena of Khazan. As such, this might be the hardest adventure to play through as originally intended, but the text does give a slight workaround. The adventure is basically about your character going shopping at a bazaar and the weirdness that befalls them. Originally published in SA#5.


•Stop Thief! This adventure is for non-magic using characters of 6th Level or less. Your character is hired to stop a group of thieves from their regular looting of the docks. Originally published in SA #7.


•Thief For Hire. This adventure is designed for rogues or warriors between Levels 1 and 4. Your character is offered 1,000 gold pieces to steal a scroll from the royal library. It sounds simple, but it definitely isn’t. Originally published in SA#12.



•The Legend of the _____(adj) _____(n). This is a comedy solo adventure where your friends help out beforehand by filling in the various blanks with the adventure Mad Lib style. Class and levels aren’t important. It’s simply meant to be a very silly adventure with a very silly trial at the center of it.


•First Command. This adventure is for a humanoid character between Levels 2 and 10. You are put in charge of your own ship (complete with a slave galley), and your mission is to sail south to pick up a tribute for your Empress. Originally published in SA#15.


•Hot Pursuit. This adventure has no class or race restrictions. You are hired by the captain of the city guard to ferret out spies from an organization known as The Rangers that have infiltrated the city.


•Circle of Ice. This adventure is for characters of any class between Levels 1 and 4. As mentioned earlier, you are given an intro page on Page 18, similar to the first nine solo adventures. Then you have all the choose your own text for the adventures except this one, and finally on page 58 (61 in the PDF), you get another, DIFFERENT intro to Circle of Ice, and then the text for playing it. It’s all very oddly done. It’s a fun adventure, just like the rest of them, though.


So that’s it for the solo adventures. Now we have the three GM based adventures designed for an entire party.

•SeaReaver’s Tomb. This adventure is for a party of middle to high level characters on a general tomb robbing expedition. The adventure relies more on wits and puzzle solving than straight forward hack and slash though. It’s a fun little dungeon that can kill characters in a lot of ways. Originally published in SA#3.


•The Tomb of Axton. This adventure is for seven characters, with each player controlling two or three of them. I don’t see why you couldn’t do the adventure with more players controlling less PCs though. This is another dungeon crawl where you rob a grave of a long dead guy for profit and glory. It’s a small dungeon, only fourteen rooms long, but each one takes a while to get through. In some ways it is very similar in style, theme and climax to SeaReaver’s Tomb. Originally published in Sorcerer’s Apprentice #9/10 (it’s what the text says).


•The Black Dragon Tavern. This adventure is for characters below Level 9. It’s not a normal adventure, being more a collection of encounters characters may or may not take part in, depending on their actions. There are NPCs to meet, games to partake in and things to eat. It’s not an adventure in the way most people think of them. Rather, it is a regular place for characters to meet and story seeds to be planted. Originally published in SA#11.

So there you go – fourteen long out of print adventures for only five bucks! That’s an excellent deal no matter how you look at it. Adventurers’ Compendium also includes a Sorcerer’s Apprentice cover guide, a random treasure generator, a few puzzles and more. Long time T&T fans who remember the SA magazine will no doubt love this collection. Younger gamers or those new to T&T will be impressed by the fact you are getting so many adventurers for such a low price, not to mention getting all these old, out of print pieces without spending time and a lot of money tracking them down on the secondary market. Adventurer’s Compendium is a must have for any T&T fan. It’s that good.

Rating:
[5 of 5 Stars!]
Adventurers Compendium
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Grimtooth's Traps Too
by Steven C. [Verified Purchaser] Date Added: 04/19/2014 11:36:05
As the main artjst and creator of many of the characters and traps for Grimtooth, I'm not really going to give you a traditional "review" of this book. I will say though that if you are a GM and you still like the gallows humor or our Traps books that you may find this Traps Too to be the most useful in terms of functional Traps. (You do not have to have the 1st Traps book to be able to use & enjoy Traps Too.)

With the first Traps book, I was still trying to find the right mix between humor and function in my illos and diagrams. I think Traps two is close to the perfect mix. the illos are funny and the they clearly illustrate how the traps work.

Also this book has the Fudge system stats for each trap. This REALLY makes it easier for you to plug these into whatever RPG you're using.

And I am particularly happy with the way the new 7 page Grimtooth comic came out. It gives you a nice overview of Grimtooths underground complex and you get the origin of Grimtina, his bratty kid sister.

Anyway - I'm really proud of Traps Too and all the new improvements and the updated cover. For me, this is THE perfect Traps book!

Thanks to those of you who have been fans all these years! SS Crompton

Rating:
[5 of 5 Stars!]
Grimtooth's Traps Too
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Grimtooth's Traps Too
by Alexander L. [Featured Reviewer] Date Added: 04/14/2014 06:26:18
Originally posted at: http://diehardgamefan.com/2014/04/14/tabletop-review-grimtoo-
ths-traps-too/

So this is interesting. The Grimtooth’s Traps series has been around since 1981. Each book contains dozens of traps useable for whatever gaming system you prefer. Sure, being a systemless collection means that the DM has a little bit of work to do to make the trap fit the mechanics they are using, but the Grimtooth series is generally as fun (and funny) to read as it is to drop some of its traps into your campaign. Now, back in 2011, Flying Buffalo released PDF versions of Grimtooth’s Traps 1 and Grimtooth’s Traps Fore, each of which we have covered here at Diehard GameFAN. I’m not sure why they are being released out of order, or why it’s been three years since the last release (I’m assuming Flying Buffalo is simply hard at work with Tunnels & Trolls Deluxe), but I’m just happy to have them back where all gamers can get these classic books, as they definitely withstand the test of time. The fact you can get this book for only $4.95 should have long time old school gamers squealing in glee… or begging for mercy. I guess it all depends.

Grimtooth Trap’s Too contains 101 traps for DM’s to unleash upon their unsuspecting players – all of which are sure to hurt, maim or murder all but the most paranoid of characters. Every page is tinged with dark humor though, so don’t be looking for a book that takes its macabre mayhem too seriously. Grimtooth the Troll is a wonderful narrator, in the style of EC Comics’ Cryptkeeper and other comically evil characters. The introduction by Grimtooth himself sets the tone of the tome perfectly, and the artwork is pretty fun too.

The book is divided into five sections, each of which is dedicated to a different type of trap set. As well, each individual trap is given a skull rating. The more skulls on the page, the more lethal the trap is to explorers and adventurers. First up are Room Traps, which tend to be over the top and anything but subtle. These traps are designed to turn an entire room into a deathtrap. Sometimes they are the simple, tried and true teeter-totter floor that sends characters into a pit. Others are far more complicated and might even have decoy traps to distract players from the real deathdealer in the room. There are fun traps, like a safe where each wrong turn of the dial causes a foot of floor to fall away, or a metal bridge that transforms into a cage. Each room trap is fiendishly fun, and it is this section you’ll probably use the most.

Corridor Traps are for use in hallways, and help to add a little flavor to the dull drudgery of walking down a dungeon or underground caverns. These traps change hallways from places to rest or to encounter wandering monsters, into a fresh new hell to keep PCs on their toes. These traps range from the non-lethal, humorous variety, designed to warn characters that worse awaits them if they continue on, to fun takes on pressure plates or spring loaded pieces of floor. I also like the bee-hive trap, which actually shoots out metal darts instead of bees. There are a ton of great ideas to be had here.

Next up are Door Traps, which are obviously twists on the old trap door motif. The first one, aka “Double Trap,” is a classic. The door is actually a false one, and trying to unlock it causes the door to reveal itself as a giant spring loaded plate, which sends the PC (most likely a rogue) toward the opposite wall, which now happens to be littered with spikes. Another great one is where the keyhole to a door actually sets off a bomb. There are even gruesome takes on classic practical jokes. You know the one where you stick a bucket of water above a door and when it’s fully open a person gets wet? Well, replace the bucket of water with a five hundred pound granite block or swinging set of spikes!

The fourth set of traps in Grimtooth’s Traps Too are Item Traps. These are booby-trapped pieces of loot. The book cautions you to use these sparingly, as not every item a player touches should burst into flames, and having too many item traps can suck the fun out of a game. I agree wholeheartedly with these statements, but the occasional item trap can be a lot of fun. Magnetic gauntlets or armbands for example. A lot of the traps under item traps are non-lethal, like gems that are actually glue or extremely smoky torches, but there are definitely some literal killers amongst this collection. A bird cage with a blanket over it turns out not to be a parrot, but a basilisk! That’s a good, but obvious, one. So is the shield covered with a scentless flammable liquid or oil.

Section five is simply titled Items. This is a catch-all section for potential traps that don’t fit anywhere else. These include things like rocks that are actually napalm, coins that are actually a living hive mind that control their possessor, or a webbed doorway where the web is actually a fuse or trigger for a bomb. Another great one is the two swords mounted above a fireplace. If either is touched, a sack of gunpowder falls into the fireplace. BOOM! These traps tend to be the most bizzare and amusing in the book.

After these five sections of traps, you’ll notice you are only sixty-seven pages into this ninety-eight page book. What could possibly be left, right? Well, you have a two page commentary by Grimtooth, followed by a fun seven page comic strip about the character. After that, you get five pages of puzzles, like a maze, word search and rebus. It’s kind of bizarre to see those in a gaming book, but they’re entertaining at least. After that, the book closes out with what it calls the “Fudge” system. This is basically a way to help gamers convert these traps from the systemless designs they have to the mechanics of their choice. It’s quite interesting, and younger or less experienced gamers will find it a real blessing. Older or more experienced gamers won’t need this, though, as they’ll most likely be quite adept at converting things to their game of choice.

All in all, Grimtooth’s Traps Too still holds up thirty-two years later, which is pretty impressive for a systemless piece. Even gamers who feel they have seen it all, trap-wise, will be surprised or foiled by some of the traps in this book. Best of all, there are several other books out there along the same line bearing the Grimtooth name, so if you love this one, you’ll want to start picking up the others as well. Again, with a five dollar price tag for the PDF, this is an absolute steal and well worth downloading. Whether you play D&D, T&T or even a modern era RPG, you’ll find something to use in Grimtooth’s Traps Too.

Rating:
[5 of 5 Stars!]
Deathtrap Equalizer Dungeon
by David U. [Verified Purchaser] Date Added: 02/22/2014 10:47:18
This has always been my favorite tunnel adventure. It offers quick in-and-out adventures for those with short attention spans, or a longer "crawl" for those with more time on their hands. Some of the adventures are tough, others are very rewarding. I always took new characters through this to get them beefed up (especially if you go to room 9). I have even patterned two of my solo adventures after this one. Love it.

Rating:
[4 of 5 Stars!]
Deathtrap Equalizer Dungeon
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Tunnels & Trolls Rules Version 4
by David U. [Verified Purchaser] Date Added: 02/15/2014 12:33:26
This is the version of the rules I grew up with. I loved it and still have the tattered and smudged original. From back in the day when these games were simpler. This one is worth having and fun to play by these rules. A great and light-hearted set of rules for new T&T-ers. The art is great and the fun attitude of the game still stands out. A nice piece of nostalgia.

Rating:
[4 of 5 Stars!]
Tunnels & Trolls Rules Version 4
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