Blood Fever
This is the third in TavernMaster Games' new line of solitaire and GM adventures for Tunnels & Trolls ; 'Dekh's Dollar Downloads'. The emphasis for these products is to maintain our high production values while achieving real value for money and giving you more roleplaying bang for your buck.
Blood Fever is a full-sized solitaire adventure for the Tunnels and TrollsTM role playing system. It has been written for all modern editions of the rules; 5th onwards . This is an expanded version of the mini-solo that appeared in Trollszine #11 with extra rooms to explore and almost 40 extra paragraphs. In addition to this¸ there is a GM section containing an old school map and GM notes. It is designed for characters from any of the humanoid kindreds of up to 3rd level with fewer than 25 combat adds. Magic users may enter but there are few opportunities to cast spells except for healing; Poor Baby¸ or for enhancing weapons prior to combat; Vorpal Blade¸ Unerring Blade¸ Whammy etc...
On your journey to the freeport of Trondhelm you have been bitten by a vampire. The physician assures you that you only have until midnight before you transform into a member of that undead race but if you can destroy the fiend who drank your blood¸ you could avoid that fate. With the help of a local 'vampire hunter' you are taken to the ruined tower where the vampires have made their nest. You must explore the basement and try to find their leader and kill him before the moon has risen to avoid joining their number.
This is the third in TavernMaster Games' new line of solitaire and GM adventures for Tunnels & Trolls ; 'Dekh's Dollar Downloads' . The emphasis for these products is to maintain our high production values while achieving real value for money and giving you more roleplaying bang for your buck.
Blood Fever is a full-sized solitaire adventure for the Tunnels and TrollsTM role playing system. It has been written for all modern editions of the rules; 5th onwards . This is an expanded version of the mini-solo that appeared in Trollszine # 11 with extra rooms to explore and almost 40 extra paragraphs. In addition to this¸ there is a GM section containing an old school map and GM notes. It is designed for characters from any of the humanoid kindreds of up to 3rd level with fewer than 25 combat adds. Magic users may enter but there are few opportunities to cast spells except for healing; Poor Baby ¸ or for enhancing weapons prior to combat; Vorpal Blade ¸ Unerring Blade ¸ Whammy etc ...
On your journey to the freeport of Trondhelm you have been bitten by a vampire. The physician assures you that you only have until midnight before you transform into a member of that undead race but if you can destroy the fiend who drank your blood¸ you could avoid that fate. With the help of a local 'vampire hunter' you are taken to the ruined tower where the vampires have made their nest. You must explore the basement and try to find their leader and kill him before the moon has risen to avoid joining their number.