Thursday, July 31, 2014

Alfred the Alchemist's Potion Emporium

 Do you need a remedy to cure what ails you? Do you need an edge over the opposition? Do you need to run faster or fly with the eagles? Do you need to see what is hidden or become as big as hill troll? Then we have the solution! Alfred the Alchemist brews magic in a bottle! For a small fee you too can have the power of a Wizard. There is no problem a potion cannot solve*.

*Results are not guaranteed. Certain side effects may occur. Not responsible for any injuries, illnesses, accidents, or deaths that occur with use of these products. All sales are final. No refunds of any kind.

Notes: Upon taking each potion, make a L1SR on LK. Success means the potion worked as intended while failure means that the potion did not work at all. A fumbled SR (result of 3 on 2D6) means something unexpected happened. See the "Fumble Effect" of each potion for details. If a potion does work, once the effects have ended check for possible side effects. See each potion description for details.

Liquid Bandage (Poor Baby)
Heals up to 10 points of CON. It may be consumed all at once or in increments. Only one LK SR is needed to make sure the potion works.
Side Effects: May cause drowsiness; once consumed make a SR on STR at a level equal to the number on CON restored/2 (round down). If the SR is failed, the character becomes very sleepy for 1D6 hours; all SRs are at one level higher and Personal Adds are reduced by half.
Fumble Effects: The potion causes 1D6 in CON damage and causes drowsiness for 1D6 hours.
Cost: 500 gp

Cure All (Healing Feeling)
Heals any kind of disease but does not restore any lost attributes caused by the disease.
Side Effects: Some people are allergic to the ingredients of this potion. Make a L1SR on LK. Failure means you break out in hives and have difficulty breathing. Reduce Personal Adds by half for 1D6 days.
Fumble Effects: The potion causes a wasting disease that results in the loss of 1 point of STR per day until cured. 
Cost: 600 gp

All Purpose Antidote (Too Bad Toxin)
Negates the effects of any poison but does not restore any lost attributes or heal wounds.
Side Effects: The power of the antidote can sometimes interfere with nerve function. Make a L1SR on current CON. Failure results in DEX being cut in half for 1D6 hours.
Fumble Effects: The antidote aggressively attacks the users body. Take 1D6 in CON damage and DEX is reduced by half for 1D6 days.
Cost: 800 gp

Avenging Angel (Nefarious Necromancy)
Temporarily revives a dead person for a number of combat turns (~2 minutes) equal to 5 times the LK attribute of the revived person. At the end of this period, the person dies again.
Side Effects: Sometimes the revived person's mind does not completely come back. Make a SR on INT at a level equal to the number of combat turns he or she has been dead. Failure means that the character will attack a target at random, friend or foe.
Fumble Effects: The character is turned into a zombie and will attack whoever gave him the potion. The zombie characters attributes are the same as in life and CON is fully restored.
Cost: 2400 gp (limited stock)

Phoenix Juice (Born Again)
Upon death the character reappears, completely restored, in the nearest Wizard's Guild building. This potion must be consumed before death.
Side Effects: The restoration is not always perfect, and some changes in personality may occur. Make a L1SR on each attribute. Failure means that the attribute is swapped with another randomly determined attribute.
Fumble Effects: The user's body bursts into flames, is reduced to ashes, and cannot be restored by any means.
Cost: 2600 gp (not currently available)

Bright Eyes Drops (Cateyes)
Provides the ability to see in low light conditions for 30 minutes (not in the total absence of light).
Side Effects: In some individuals, use of these drops may cause extreme sensitivity to light. Make a L1SR on LK. Failure means that even low light makes it difficult to see. Personal adds are reduced by half and all SRs on DEX are one level higher for 30 minutes.
Fumble Effects: The user goes blind for 1D6 hours.
Cost: 400 gp

I See You Drops (Oh There It Is)
Causes all invisible items, doors, and beings to glow with a soft purple radiance for one combat turn (~2 minutes). No effect on beings that are simply hiding or items that are too small to be seen.
Side Effects: Some individuals experience extreme sensitivity to this potion. Make a L1SR on LK. Failure means everything glows for 1D6 combat turns making it difficult to pick out any details or see small objects (like tripwires, pressure plates, coins, etc.).
Fumble Effects: All visible items, door, and beings become invisible while invisible things become visible for 1D6 hours. Have fun!
Cost: 200 gp

Clear Vision Drops (Second Sight)
Allows the user to recognize illusions and see things how they actually are for 10 minutes.
Side Effects: Minor hallucinations may occur with the use of these drops. Make a L1SR on INT after use. Failure means the user sees strange shapes moving around just out of sight. All SRs are one level higher for 10 minutes.
Fumble Effects: The user experiences extreme hallucinations for 1D6 hours. All SRs are two levels higher and Personal Adds are cut in half.
Cost: 1000 gp

Invisibility Elixir (Hidey Hole)
Makes the user invisible for 10 minutes.
Side Effects: Skin may become irritated after use. Make a L1SR on LK. Failure means the users skin become itchy and sore. Increase all DEX SRs by one level for 1D6 hours.
Fumble Effects: The user does not become invisible, but instead his or her skin glows with a bright light for 1D6 hours.
Cost: 400 gp

Metamorphosis Elixir (Imafrawg)
The user can transform into any shape as long as the mass is the same for one hour.
Side Effects: Upon returning to the users original form, some psychological issues may occur. Make a L1SR on INT. Failure means that the user actually thinks he is whatever he transformed into for 1D6 hours making decision making and communication a problem.
Fumble Effects: The user will stay in the form he or she took until a sufficiently powerful Wizard can be found to dispell the transformation.
Cost: 1600 gp

Speed Tonic (Little Feets)
Doubles the users speed for 10 minutes (act twice per combat round).
Side Effects: Some nausea may occur with use. Once the effect ends make a L1SR on current CON. Failure results in nausea, vomiting, and dizziness. All STR SRs are one level higher and Personal Adds are reduced by half for 3D6 minutes.
Fumble Effects: The users speed is cut in half for 1D6 hours.
Cost: 400 gp

Flying Tonic (Fly Me)
Allows the user to fly at normal running speed for 10 minutes while carrying his or her own weight.
Side Effects: Mild vertigo may result from use. Once the effects have worn off make a L1SR on current CON. Failure results in nausea, vomiting, and dizziness for 3D6 minutes. All SRs are one level higher and Personal Adds are reduced by half.
Fumble Effects: The user is able to fly for 1D6 minutes and then the effect suddenly ends. The consequences of this vary depending upon the altitude and speed of travel.
Cost: 600 gp

Teleportation Tonic (Blow Me Too...)
The user is teleported along with up to 2000 pounds of inanimate material to any location as long as the user has been there before.
Side Effects: Extreme vertigo may result from use. Once teleportation is complete, make a L3SR on current CON. Failure results in nausea, vomiting, and dizziness for 1D6 days. All SRs are two levels higher and Personal Adds are reduced by three quarters.
Fumble Effects: The user is transported to another dimension.
Cost: 2000 gp

Magic Shield Potion (Shield Me)
Produces an energy shield around the user for 10 minutes that deflects magical attacks (those that cause damage). The strength of the shield is equal to the INT of the user.
Side Effects: The user may experience a loss of magical potency after use. Make a L1SR on current WIZ. Failure means WIZ will not regenerate for 1D6 hours.
Fumble Effects: The shield is formed but it attracts magical attacks. Any spells that cause damage cast in the vicinity of the user will be directed at him or her regardless of the intended target.
Cost: 600 gp

Invincibility Potion (Protective Pentagram)
Produces an energy shield around the user that deflects all physical and magical attacks for two combat turns.
Side Effects: Users may experience feelings of invulnerability after use. Make a L1SR on INT. Failure results in a careless disregard for personal safety for 1D6 combat turns.
Fumble Effects: The energy shield is formed but immediately begins to collapse upon the user. No actions are possible for two combat turns and 1D6 CON damage is inflicted each turn.
Cost: 800 gp

Magic Resistance Potion (Resist Magic)
Allows the user to resist any one spell directly cast on him or her within one hour of consumption.
Side Effects: Some magical interference may remain after use. Once the spell ends, make a L1SR on WIZ. Failure means any spell (good or bad) cast on the user for the next 1D6 hours has a 50% chance of working.
Fumble Effects: The user becomes a magnet for magical energy. All spells cast in the vicinity of the user will affect her for 1D6 hours.
Cost: 1000 gp

Shrinking Formula (Smaller is Smarter)
The users height, weight, STR, and CON are divided by 1D6+1 for 1D6 hours.
Side Effects: Users may experience some disorientation once returned to their original size. Make a SR on DEX at a level equal to the size multiplier/2 (round down). Failure means all DEX SRs are one level higher for 1D6 hours.
Fumble Effects: The shrinking goes farther than expected. Affected attributes are divided by 2D6+1 and lasts for 1D6 days.
Cost: 2000 gp

Growth Formula (Bigger is Better)
The users height, weight, STR, and CON are multiplied by 1D6+1 for 1D6 hours.
Side Effects: Users may experience some disorientation once returned to their original size. Make a SR on DEX at a level equal to the size multiplier/2 (round down). Failure means all DEX SRs are one level higher for 1D6 hours.
Fumble Effects: The growth goes farther than expected. Affected attributes are multiplied by 2D6+1 and lasts for 1D6 days.
Cost: 2200 gp

Friday, July 25, 2014

Potions in T&T

Potions are another standard type of magic item in fantasy RPGs. While they were not described in the 5th edition T&T rules, they did crop up in various published solo adventures and GM adventures. Potions were included in the Treasure Generator in the T&T 7th edition rules, although they were rather simple. The majority of these potions acted to permanently increase one attribute by 1D6 points. These are certainly useful (especially since level is tied to attribute values), but not quite as entertaining as other effects.

A more typical, and in many ways more useful (for characters at least), approach is to imbue potions with the power of certain spells. Potions are great substitutes for spells. Even if your Wizard is out of power, if he has a few potions on hand, you could still pull it out of the fire. But what makes them really special is that they can be used by any character type. Potions give Warriors a chance to play with magic.

Certainly not all spells in T&T would make good potions, but there are a number that are perfect for them. Poor Baby is a no-brainer; what delving party could not use a case of healing potions. The same is true of Healing Feeling, Too Bad Toxin, Nefarious Necromancy, and Born Again (the most sought after and expensive one). Other good potions would be Cateyes, Oh There It Is, Hidey Hole, Little Feets, Fly Me, Shield Me,  Resist Magic, Second Sight, Imafrawg, Smaller is Smarter, Bigger is Better, and Blow You Too....

There are also a number spells that would make for good "potion traps" to spring on an unsuspecting delver or the unfortunate guinea pig of the party. Take That You Fiend could release a nice jolt to someones innards while Befuddle could create some chaos when your comrade suddenly comes at you with a knife. Potions imbued with Hold That Pose, Rock-a-Bye, Dum Dum, Death Spell #9 (a rough one), and Medusa are also good, nasty tricks to play on would-be plunderers.

But this is all pretty standard amongst fantasy RPGs. There are a few more twists I'd like to add to these concoctions to make them a little less tame and predictable.

Buying Potions
Potions can be purchased as well as found in mad wizard's towers and labyrinths. In small villages, local shaman brew pungent elixirs and in large cities Potion Masters may have large stores in the well-to-do neighborhoods. The price of these potions can be quite high, however, and they may not always work (see below). Making potions is tricky business. A good potion costs 200 gp per spell level. You may be able to find potions of lesser quality for around 100 gp per spell level, but this has risks (see below). The price of certain potions may also be adjusted based on the amount of power (i.e. WIZ) held by the potion. Poor Baby (a 2nd level spell), for example, heals one point of CON for every 2 WIZ expended. For 400 gp you would get a Poor Baby potion that heals 1 CON. A potion dealer may charge an additional 10 gp for each additional point of CON to be restored; a 5 CON Poor Baby potion would then cost 450 gp. 

Drinking Potions
Seems straightforward right? Wrong. Magic is a fickle thing and sometimes potions are just not made right. If a potion is purchased from a reputable dealer, a Level 1 Saving Roll on Luck is needed to make sure the potion works as advertised. Any failed Saving Rolls (including fumbles) means the potion had no effect.

If you happen to have found a potion somewhere or purchased one from a questionable source, then a Luck Saving Roll at the level of the spell is required (for example, a Level 2 SR for a Poor Baby potion). After all, who knows how long that bottle was sitting on the shelf in that ruined temple. A failed Saving Roll means the potion had no effect. A fumbled Saving Roll, however, means the potion released some chaotic energy that has the effect of an Omniflex spell and all of the characters attributes are randomly rearranged. The character has one chance to avoid this by making a Wizardry Saving Roll at the spell level. Diabolical GMs may wish to customize the fumble effects of potions to match their intended use. A fumbled use of a Cateyes potion may render the imbiber blind for some period of time, Healing Feeling may cause some horrible disease, and Hidey Hole may cause the character's body to emit a bright light for all to see.

Making Potions
You can cut out the middle man with the Potion-Making (obviously) talent (INT-based). With this talent you will have the skills and knowledge necessary to acquire the ingredients and create potions. There are two ways to do this:

Copying a potion: This is a slightly easier method. If you already have a potion with a known effect, like Healing Feeling, you can study that potion to learn how it was made. In doing so the potion will be consumed, but you will have a much better chance of successfully making the same potion than if you were starting from nothing. Copying a potion requires a Potion Making Saving Roll at the spell level and materials costing 100 gp per spell level. In addition, a Luck or Charisma Saving Roll at the spell level is required to obtain the correct ingredients. Of course, when drinking the potion a L1SR on Luck is still required to make sure everything went according to plan. Once a potion has been successfully copied, meaning that it also works when consumed, that character may make the same potion again just as easily (no more copying required).

Making a new potion: If you wanted to make a potion without one to copy, things get more complicated. The Saving Rolls and cost to produce the potion are doubled (x2 spell level on Potion-Making and Luck or Charisma and 200 gp per spell level). Drinking a potion made in this manner requires a Luck Saving Roll at the spell level with the fumble effect described above. Once the potion has been successfully made and worked when consumed, however, the potion can be made again as if it were being copied.

Monday, July 7, 2014

New Lone Delver: Killian Osgood

This lone delver is on an urban "delve". While there is a lot of fun to be had playing in adventures set in ruins, dungeons, caverns, and similar environments, city adventures are no less exciting and perhaps a bit more dangerous. It's hard to tell friend from foe and you can easily end up with a dagger in your back while walking down a familiar street where you felt totally safe. You also can't just run around slaying the "bad guys" and looting their homes without drawing official attention; they usually have greater numbers and strength. Stealth, guile, and subtlety are key in urban adventures.

Lightly armored and hiding in the shadows with a loaded crossbow and a coil of rope on his belt, I imagine this lone delver as a Rogue. He is clearly up to no good; perhaps waiting to ambush someone. But who is he waiting for and what is his goal? Is he a man with a vendetta seeking retribution against those that wronged him? I think so.

Here is our lone delver as a T&T 7.5 edition character:

Killian Osgood


STR 18 DEX 30 CON 20 SPD 18 INT 24 LK 35 CHR 15 WIZ 25

ADDS: +53

ATTACK: 6D+56 (arbalest) , 5D+58 (sword and dagger)


TALENTS: Roguery (LK+5), Thievery (DEX+4), Stealth (DEX+2)

Weapons: Arbalest (6D+3, STR17 DEX10, 220 wu), Broadsword (3D+4, STR15 DEX10, 120 wu), Dirk (2D+1, STR1 DEX4/10, 16 wu)

Armor: Soft leather (5 hits, 7 STR, 75 wu)

Other Equipment: Quiver w/ 20 bolts, 50' silk rope, grappling hook, lock picks, flint and steel, 2 wax candles, belt pouch, leather belt, sandals

Poisons: Stone-fish toxin (4 doses), Spider venom (6 doses), Hellfire juice (6 doses)

Spells: Call Flame, Detect Magic, Knock Knock, Hold That Pose, Cateyes, Poor Baby, Rock-a-Bye

Magic Items: 3 Spell scrolls: Protective Pentagram, Smog, Mind Pox

Background: Killian is the youngest son of a wealthy merchant from the city of Dunvee. Killian's father had tried to teach his son the ways of trade and business, but Killian always preferred to busy himself with less serious matters. Killian enjoyed spending his time in the less savory parts of the city and mixing with the "wrong" kinds of people. Then came the day that the chief business rival of Killian's father, Olmar Hygar, grew tired of being number two in Dunvee. Olmar hired a band of mercenaries that broke into the Osgood's home in the dead of night. None were spared. But Killian was not at home; he was off on another of his adventures in the slums. When Killian returned to see what had become of his family, he immediately fled knowing what would happen to him if he were found.

Killian went into hiding in the poor districts. He took what jobs he could, usually not the legal kind, learned what he could of fighting and thievery. Killian was amazingly adept with a crossbow and became well-known for his ability as a marksman. He also learned the benefits of applying various poisons to his bolts to achieve the maximum effectiveness of each shot. Eventually Killian became and apprentice of sort with a renegade wizard; the wizard told Killian that he had untapped potential in the dark arts. In exchange for his services, the wizard offered to teach Killian how to use this ability. Killian immersed himself in the study of magic, quickly realizing that there were few obstacles that he could not overcome with this new found power. Killian began tackling harder jobs and earning greater rewards. But through all of his adventures, Killian never wandered far from Dunvee and he did not forget his family. The money he made did not go toward luxuries; Killian was preparing. He'd learned that it was Olmar Hygar that had orchestrated the murder of his family. He knew where Olmar lived, he knew his routines, and he knew the people that worked for him.

Eight years after the murder of his family, Killian had become a hardened and dangerous man; and he had a plan. Killian spent everything he had on a few special items. He was going to Olmar's estate and he was finally going to settle the score. 

Thursday, July 3, 2014

Spell Scrolls in Tunnels & Trolls

Spell scrolls are a standard type of magical treasure in most fantasy RPGs, however, they have not been described in any of the T&T editions. There is mention of "bespelled items" in the Monsters and Magic Book that comes with 7.5 edition that could be used for scrolls, but even these are not very well described. I have come to a point in one of my T&T Play-by-Post games where I need to introduce some spell scrolls, so I have some new House Rules to develop.

Spell Scrolls

Spell scrolls are basically sets of instructions for casting spells. These instructions include words to speak, symbols to write in the air or on the ground, hand gestures to make, and other complex movements of the body. They are also imbued by their creators with the energy required to cast the spell. For this reason spell scrolls will radiate magic which can be sensed with a Detect Magic spell.

Casting Spells from Scrolls
A scroll can be read to cast the spell directly. The power to cast the spell is stored in the scroll so it costs the caster no WIZ (or ST) to cast. If using 7th edition T&T, an INT Saving Roll at the level of the spell is still required to successfully cast the spell. Once the spell is cast, the power is released and the scroll disintegrates (even if the casting is not successful). Wizards, Warrior-Wizards (aka Paragons), and Rogues can cast spells from scrolls, but must have the appropriate INT and DEX requirements. When casting a spell from a scroll in combat, no other actions may be taken by the caster in that combat turn.

Learning Spells from Scrolls
Wizards and Warrior-Wizards can also learn new spells for their arsenal by studying spell scrolls. This is time-consuming, expensive, and sometimes does not work, but it is generally cheaper than going to a Guild to learn new spells. Studying a scroll takes one week of game time per spell level and 200 gp per spell level in materials and research supplies. At the end of this period, the spell must be cast to fully comprehend the instructions. This requires an INT Saving Roll at the level of the spell. If the caster succeeds in the SR, then the spell is committed to memory. If the SR is failed, then the knowledge escapes the casters mind and the spell is not learned. In either case, the scroll disintegrates and is lost as the energy stored in the scroll is released.

Making Scrolls
Having a collection of scrolls handy while delving can be a huge advantage. They can allow Wizards to cast spells even after they have expended all of their magical energy, allow Rogues to cast spells they otherwise would not have access to for a variety of legal and financial reasons, and allow all casters to cast spells they just don't have the power to use in terms of Wizardry or Strength. For this reason, making scrolls can be an important part of preparing for your next adventure.

Wizards and Warrior-Wizards can create spell scrolls for the spells that they know. Just like learning spells from scrolls, this takes time and money and may not work. To produce a spell scroll requires one week of game time per spell level and 250 gp per spell level in supplies. At the end of this period the Wizard must make an INT SR at the spell level to successfully create the scroll. If the SR is failed, something went wrong and the scroll is worthless.

Spell scrolls can also be purchased from various magical shops or on the blackmarket (for Rogues) at a cost of 350 gp per spell level. If the GM wishes (or player for solo campaigns), a Luck SR at the spell level may be required to see if the scroll is available.

Friday, June 27, 2014

Deluxe T&T Beta Playtest Rules

The Beta version of the Deluxe T&T rules were released in PDF format to backers of the dT&T Kickstarter last week. Printed copies were also available at Origins. I've had a chance to look through the rules and am relatively pleased with the current product. The Beta rules include the Basic rules except for sections on magic and advice on running games. The Elaborations section is not present nor is the majority of the Trollworld material with the exception of the introduction. A PDF copy of the dT&T Preview Pack was also included at the end of the Beta Rules. This is useful for filling in some  of the gaps and actually being able to run a play test game (something which is definitely needed).

I will say that the overall appearance of the dT&T rulebook is excellent. The organization and format of the rules is, in my opinion, on par if not better than the 5th edition rules. The art program is amazing. There are pieces from a number of different sources including the previous rulebooks, solo adventures, GM adventures, and Sorcerer's Apprentice. There are also several new pieces.

The basic mechanics of the game have not changed too much in dT&T. The Saving Roll is still the main driver of the game and combat is handled in much the same way (except for some minor tweaks-for example Wizards and Rogues can cast spells and use weapons in the same combat turn). Talents have been retained, but lists of broad and talents have been provided for better guidance. This is a huge help. The Saving Roll bonus for talents has been set to a fixed +3 rather that the 1D6 of 7th edition. Characters still gain a new talent each level, but players now have the option of buying an extra talent with adventure points once per level. The weapons tables have received a bit of an overhaul. While there are still 10 pages of weapons tables, most have been changed into small, medium, large, and extra large categories. Each of these has lists of examples; Short Swords, for example, include the gladius, short sword, manople, punch sword, and sword cane from previous editions. All have the same dice (3D), cost, weight, STR and DEX requirements. In addition, weapon adds seem to have gone away with the exception of daggers and gunnes. Each step up in weapon size increases the damage by 1D or 2D.

The two big items of discussion, however, have been related to a new advantage given to the human kindred and the fate of the Rogue's  Roguery talent from 7th edition.

Human Advantage

This change has been the topic of most discussion around the dT&T Beta rules. In dT&T, humans get the new advantage of being able to re-roll any missed Saving Roll. That is a pretty big deal. Liz Danforth explained the reasoning behind the new rule in a recent post at the Deluxe dT&T blog.

I do like the idea of humans having some kind of advantage. The other kindred get some rather large boosts to their starting attributes and human characters are often left with much lower attributes. This results in lower Personal Adds especially now that negative adds have been removed. Also, given that levels are tied to attributes, nonhuman characters rarely start as 1st level characters. Most will start as 2nd and some as 3rd level (the dwarf with x2 STR and CON for example). So why bother playing a lowly 1st level human character with attributes hovering around an average of 12 and perhaps 3 Personal Adds? There are certainly "role" playing reasons to do so, but it is hard to escape the "roll" playing aspect. If you want to do as well as you can in the game, you take all the advantages that you can get.

Giving humans an edge on Saving Rolls is a nice solution. Their attributes are still not modified because human attributes are considered the base to which all others are compared. If human attributes also had modifiers, that could not be the case. Since Saving Rolls are often the difference between life and death, having an advantage on their outcome makes for a nice boon.

But it has been argued that the "do over" rule is a bit much, giving humans too much of an advantage on Saving Rolls. The chance of failure at anything may become too minimal. There have also been arguments that humans do not need any specific advantages at all. They have not had them before, so why start now?

I agree that the "do over" rule may not be the best solution; it does have the potential of making Saving Rolls a little too easy (although I have missed Saving Rolls several times in a row before). I have proposed two alternatives:

1. Humans can roll over any failed Saving Roll unless they fumble (roll a 3). Fumbles always fail.

2. Humans have a + Level bonus to all Saving Rolls. This was a rule added in 7th edition which applied to all characters, but it was explicitly removed from the dT&T rules. Bringing it back to fill this role would be a simple matter. 

Rogue Abilities

This one is a little vague. In dT&T character types have a set of Specific Skills and Specific Detriments. At least Warriors and Wizards do. Rogues seem less clearly defined, especially with respect to the Roguery talent that was added in 7th edition.

The 7th edition Roguery talent allows Rogues to make any Intelligence, Luck, or Charisma Saving Roll on the highest of the three attribute plus the talent modifier (1D6). That is a big advantage for Rogues.

The problem is that, in the Beta rules at least, the Roguery talent is not defined in this way. It is mentioned in the Rogue description, but just as one of many other talents that could be chosen. On top of that, the Rogue type has only one Specific Skill, Magical Attunement. This skill allows Rogues to cast spells at their listed WIZ cost and start with any one spell they have the INT and DEX to cast (regardless of level). This can be viewed as a big disadvantage over Warriors and Wizard that have multiple Specific Skills including those that confer increasing advantages with increasing levels (i.e., increasing the number of dice rolled in combat, decreasing the WIZ cost of spells). The lack of a skill that improves with increasing level makes levels kind of pointless for Rogues since there are no other general advantages of going up a level.

My suggestion here is to redefine the old Roguery talent as a Specific Skill for Rogues and using their already defined disadvantage as a Specific Detriment for the sake of symmetry:

A Rogue's Specific Skill: Roguery

Rogues gain a +1D6 bonus to all Intelligence, Luck, and Charisma Saving Rolls per level.

Roguery was pretty clearly defined in 7th edition including the justification for its use. If need be the name could be changed to avoid confusion. I like this rule because it scales with level and each attribute is independent, so you cannot use Charisma to try to read a strange scroll or avoid a boulder plummeting toward your head.

A Rogues Specific Detriment: Outsiders

Rogues cannot learn spells from the Wizard's Guild and must find ways to learn spells often paying outrageous costs.

This is the major problem Rogues face. They can cast magic, yes, but how do they find their spells? Wizards already have to pay a hefty sum to learn new spells. How much will they charge that sketchy Rogue especially if they risk severe punishment for doing so?

With any set of RPG rules, I am sure that most will not agree with all of the new rules in dT&T. There have been omissions and house rules for every other edition, so why should this one be any different? In the end, seeing the Beta rules gave me a lot to look forward to in the new edition. Given the amount of discussion being generated and the play testing being done I also think it was a very smart move. Any game system is going to have some bugs. Getting those bugs worked out takes a group outside of the design team.

I still have more of the Beta rules to go through in detail and I hope the discussion will continue. I'll be posting more of my thoughts on the rules in later posts.

Wednesday, June 18, 2014

New Small Press T&T Releases

There have been  a number of new releases from various T&T small publishers over the last few months including four solo adventures, four GM adventures, and new 'zine, and a monster supplement. It's great to see so much publishing and creative activity especially in the realm of GM adventures which tend to be less common for T&T. Best of all, you could get PDFs all 10 items for only $26.

Darkshade Publishing

Meandering Monsters 
Meandering Monsters is a supplement for the Tunnels & Trolls™ role-playing system. Scenarios, monsters, articles, and other features have been designed for use with the 7.5 rules edition. Material can easily be adapted to earlier editions of T&T as well as other role-playing systems.
Featured in Volume 1:
Monsters: Creeping Crawler, Hippogriff, Lizardmen of the Great Forest
GM Scenarios: A Hole in the Ground, For a Few Scales More
New Spells: Grab That, Don't Go There
New Magic Items: Conduit (sword), Warden (shield)
Game Aids: Baggage, Character Sheet, Simplified Hits Table
PDF: $4.75
Print: $8.06

Rarr! I'm a Monster Publishing

Monster Menagerie
Monster Menagerie is a collection of 8 new player character kindreds for Monsters! Monsters! and Tunnels & Trolls.  Be a Prometheous, Shroom Kin, Darlk Walker, or Eeek!
Features a cover and artwork by Jon Towers!
PDF $1.99

Peryton Publishing

Cave of the People Eater
A GM adventure for Tunnels & Trolls.
A day's ride from the town of Rangle, dwells an ancient evil. Of course that is the direction every adventurer wants to go. This mini-scenario involves the tradition of T&T's deadly purple beasts, so be warned. Suitable for 5-7th Levels using any edition of the game. Great for convention play.
Half the proceeds go to the Jeff Freels Kidney Fund.
PDF: $1.00

The Froggy Island Horror
A GM adventure for Tunnels & Trolls
On the island Dunmorrin, a few miles south from the shores of the Dragon continent, the strange sorcerer Belvidore delved into magicks best left untapped. To this very day, his experiments make the island a dangerous place, which is why it's the place to be. Come get your dose of cosmic terror and sword and sorcery in this scenario.
PDF: $2.99

Candlelight and Murky Water
Keeping the Swamp of Doom from going over to the dark side has never been easy. The crocodile folk and the demons aren't helping.
This scenario is set in Scott Malthouse’s Peakvale campaign setting. While it can be incorporated into any other T&T world, such as Trollworld or Elder, we recommend that you check out Trollish Delver Games for details first. The player characters should either have Combat Adds of 50 or more or be able to cast at least a couple of 3rd level spells. It is assumed that the players have survived the Temple of the Hag but the scenario can just as easily be played as a standalone adventure.
It should be noted that while this scenario is designed for T&T 7 and 7.5, it can easily be adjusted to any edition.
PDF: $2.25

Trollish Delver Games

Plague of the Dread Acolyte
Darkness has fallen over Rookwood. Creatures that were once people prowl the streets in search of flesh, in search of others to turn. What is the evil secret behind this plague that has descended on the idyllic village? It's up to the players to find out as they make their way into a nightmare that has only just begun to unravel.
Plague of the Dread Acolyte is the first in an episodic series of adventures designed to be played in one session. This adventure is part of Season One of the Mask of Destiny campaign, with three adventures per season - more coming in the future.
Plague of the Dread Acolyte can fit perfectly into your current Tunnels & Trolls campaign, or it can be used to start the Mask of Destiny campaign.
This adventure is designed for use with 5th or 7th edition Tunnels & Trolls. It will also be compatable with the future Deluxe Tunnels & Trolls.
PDF: $1.02


The Goblin Cave
Do you remember when you were 13 and how the world seemed a simpler yet more wondrous place? Here is the first offering by a new player who wanted to take the reigns and do something more interesting than his classmates for an English project.
If you think the odd saving roll is too demanding, take the advice of the legendary Mad Roy Cram and cheat egregiously!

Two Bites at the Cherries
Dare you enter Old Man Gruber's garden to impress the other kids in your new neighbourhood? If you get some of his precious cherries the guys will follow your lead and the girls will be putty in your hands. And then there's Gruber's house for the truly fearless... Boys disappear in this town, at least they fo if they mess with Gruber.
A Tunnels & Trolls solo adventure for new immature characters - the rewards are to die for and so are the dangers.
Illustrated by Stanley Ditko.
PDF: $2.99

Joy Ride
Ken played this one for a while by email. Any level character, nit made for magic. You arrive at a city filled with whacky characters when it is being plagued by theft. Can you get to the bottom of the mystery without getting killed? High on humour, particularly good for nostlagia if you are English, this is a big edventure which has a soft heart - you may well get saved from death time and time again so the fun can go on!
Packed with new art and introducing the duck-kin, you might even wind up as a second hand cart dealer.
PDF: $2.99

David Ullery

Fractured Fairy Tales
Think you know your classic fairy tales? Well, think again!  Over 30 fairy tales and fables get the RPG treatment and become "fractured" and twisted in this Tunnels & Trolls adventure. Just shy of 300 paragraphs and containing almost 50 new, never before seen illustrations (with at least one illustration per page). This Mega Solo can be played in groups, but was made for solo adventurers, and can be used for quick in-and-out time saving adventures or as a longer "dungeon crawl." It is also easily adaptable for not only any edition of the T&T rules, but other RPG game systems as well.  Also, it is easily "leveled up" for more advanced characters, but made for 1st to 3rd level warriors.
PDF: $5.99
Print: $9.99

Sunday, June 15, 2014

Free T&T Supplements Links

I've added new list of links to the column to the right for Free T&T Supplements. These links lead to online tools and free downloadable supplements to help with your T&T games, both solo and GM. You can find the link to access the abridged version of the T&T rules which comes with the solo adventure Goblin Lake and the GM adventure Riverboat Adventure, the fantastic online character generator at Ardenstone Adventures, the online dice rolled (it even handles DARO) at Eposic, the T&T fanzines TrollsZine! and The Snollygoster, an online version of the abridged T&T rules, a nice T&T character sheet from Darkshade Publishing, and a series of supplements from Khaghbboommm Press including world maps, a summary of different T&T PC kindreds, and a handy spellbook containing all of the various T&T spells included in previous editions.

All of these supplements are sure to add something extra to your game and also make a nice way to introduce new players to T&T. You can get a lot of fun out of the abridged rules, online character generator, online dice roller, and the many adventures and house rules to be found in TrollsZine! and The Snollygoster.