tag:blogger.com,1999:blog-49031687495641199062024-03-13T06:03:26.157-04:00The Lone DelverSolitaire Gaming in Tunnels and TrollsDanhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.comBlogger219125tag:blogger.com,1999:blog-4903168749564119906.post-82043230281420380032014-09-15T22:39:00.001-04:002014-09-15T22:39:42.515-04:00TrollsZine! #8 Is Waiting For You!<!--[if gte mso 9]><xml>
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<a href="http://www.rpgnow.com/product/137077/TrollsZine-8?filters=0_0_0_0&manufacturers_id=2238"><img alt="http://www.rpgnow.com/product/137077/TrollsZine-8?filters=0_0_0_0&manufacturers_id=2238" border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJFTgwJrkxXZfoOUVJ_yo4NlXCXf8gNDlIiZCswRSiZwAber2bFHDHNkIOpnbj1SrMGQMZsAImKg1MayaqbO2KCM8wAAhtcFI2kJijNySemmyRCzrx9KUkCNCWfty5IfABfpbokoWf6gg/s1600/TrollsZine+8+Cover+Thumbnail.jpg" height="400" width="308" /></a></div>
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<i style="mso-bidi-font-style: normal;"><span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">TrollsZine!</span></i><span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;"> #8 is waiting for you!</span></div>
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<span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">The eighth issue of the
fan-created magazine for <i style="mso-bidi-font-style: normal;">Tunnels and
Trolls</i>™, edited by Dan Hembree, contains 108 pages of quality content
brought to you by the fans of the game for absolutely free. This issue features
a science fiction solo adventure, “The Penultimate Place” by David Moskowitz, an
underwater GM adventure, “Deep Trouble” by Thessaly Tracy, and a short story, “White
Collar Crime” by Mark Thornton. <i style="mso-bidi-font-style: normal;">TrollsZine!</i>
#8 also includes articles on ocean-going monsters, magically mutated plants,
combat stunt resolution, new and exotic riding beasts, secret tribunals, an
alternate T&T combat system, rockets, bizarre new spells, and more.</span></div>
<div style="line-height: 12.0pt; margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
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<span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">Contributors to <i style="mso-bidi-font-style: normal;">TrollsZine!</i> #8 include Grandpa Chet,
Craulabesh, E. P. Donahue, Charlie Fleming, Ira Lee Gossett, Dan Hembree, J.C.
Lambert, David Moskowitz, Mark Thornton, Thessaly Tracy, and Justin T. Williams.
<i style="mso-bidi-font-style: normal;">TrollsZine!</i> #8 is wonderfully illustrated
by Alexander Cook, E. P. Donahue, Jeff Freels, J.C. Lambert, Thessaly Tracy, Simon
Lee Tranter, and David A. Ullery. The cover art is by Kevin Bracey with the
cover layout, design, and <i style="mso-bidi-font-style: normal;">TrollsZine!</i>
logo by M.E. Volmar and Simon Lee Tranter.</span></div>
<div style="line-height: 12.0pt; margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 12.0pt; margin-bottom: .0001pt; margin-bottom: 0in;">
<i style="mso-bidi-font-style: normal;"><span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">TrollsZine!</span></i><span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;"> is a Trollbridge production brought to you with the kind support
of Flying Buffalo Inc., Ken St. Andre, and Rick Loomis.</span></div>
<div style="line-height: 12.0pt; margin-bottom: .0001pt; margin-bottom: 0in;">
<br /></div>
<div style="line-height: 12.0pt; margin-bottom: .0001pt; margin-bottom: 0in;">
<span style="font-family: "Calibri","sans-serif"; font-size: 11.0pt; mso-ascii-theme-font: minor-latin; mso-hansi-theme-font: minor-latin;">Get you digital copy of <i>TrollsZine!</i> #8 for FREE at the <a href="http://www.rpgnow.com/product/137077/TrollsZine-8?filters=0_0_0_0&manufacturers_id=2238">Flying Buffalo storefront at RPGNow</a>.<br />
<br />
I would like to thank all of the writers, artists, and copy editors that have helped to make <i>TrollsZine!</i>
possible. All of the material is freely donated by these talented and
creative individuals. I hope that I have done their work justice.<br />
<br />
Now go get your copy!
</span></div>
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</xml><![endif]-->Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com3tag:blogger.com,1999:blog-4903168749564119906.post-38115173822092441932014-08-13T18:41:00.001-04:002014-08-13T18:41:42.295-04:00Modified Kindred Modifiers for dT&T<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiw9_GJuzhQe5bI_w-2YdMh2ruOnUFBa-lWvSW5LqNhkvPNBa8PJNm-7D063GL6Yc4HV9r7DT6XJ1jD1Dt9S_3aMVrOzN3_TTZvWjYZl-8yEwgdmv8R1GflMs6Rn5F9mco2L2i4Sv5sCAI/s1600/SA-3-13-FCI-spots-1-dwarf-close-up.tif" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiw9_GJuzhQe5bI_w-2YdMh2ruOnUFBa-lWvSW5LqNhkvPNBa8PJNm-7D063GL6Yc4HV9r7DT6XJ1jD1Dt9S_3aMVrOzN3_TTZvWjYZl-8yEwgdmv8R1GflMs6Rn5F9mco2L2i4Sv5sCAI/s1600/SA-3-13-FCI-spots-1-dwarf-close-up.tif" height="200" width="196" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">I think he's mad at me.</td></tr>
</tbody></table>
I thought I would play game designer and work with the T&T kindred modifiers to see if I could "improve" them to my own satisfaction. I sought to find some balance in the positive and negative modifiers to the various attributes. As written in the dT&T rules and previous editions the nonhuman kindred tend to get a lot of extra attribute points with little reduction of any values, although there are exceptions. I thought changing the attribute modifiers would be a good solution in place of the proposed human advantage of dT&T. Instead of giving humans a new advantage over the other kindred, the other kindred could have disadvantages, or certain lower than average attributes, to "balance" their big increases in various attributes. Using this method, no human advantages are needed; problem solved (chuckle).<b> </b><br />
<br />
Listed below are the five "standard" nonhuman kindred for T&T. I've given the dT&T attribute modifiers for each kindred followed by my own changes to those modifiers to provide some balance. Positive modifiers are highlighted in <span style="color: blue;">Blue</span>; negative modifier in <span style="color: red;">Red</span>. Any modifiers that I changed are in <b>Bold</b>.<br />
<br />
<b>Dwarves</b><br />
<br />
<span style="color: blue;">STR 2 CON 2</span> DEX 1 SPD 1 <span style="color: red;">LK 0.75</span> IQ 1 WIZ 1 CHR 1<br />
<br />
Dwarves have significant increases to STR and CON and only a minor reduction in LK. With two attributes being increased, I decided two should be reduced. Since dwarves had a reduced CHR in 5th edition and a reduced LK in 7th
edition, I thought the combination of these two attributes was best. I kept the positive modifiers to STR and CON as they were and adjusted negative modifiers to LK and CHR to balance them out. <br />
<br />
<span style="color: blue;">STR 2 CON 2</span> DEX 1 SPD 1 <span style="color: red;"><b>LK 0.5</b></span> IQ 1 WIZ 1 <b><span style="color: red;">CHR 0.5</span></b><br />
<br />
Revised dwarves are just as strong and hearty, but somewhat unlucky and surly.<br />
<br />
<br />
<b>Elves</b><br />
<br />
STR 1 <span style="color: red;">CON 0.67</span> <span style="color: blue;">DEX 1.33</span> SPD 1 LK 1 <span style="color: blue;"> IQ 1.5 WIZ 1.5 CHR 1.5</span><br />
<br />
Four of eight attributes get positive modifiers at the cost of reducing CON by 3/4. That's quite a deal. The reduction in CON does balance out the increase in DEX, but obviously CON cannot be reduced further to compensate for the x1.5 boost to IQ, WIZ, <u>and</u> CHR. Since elves are meant to be less robust than humans in terms of CON, I also gave them a reduced STR. I also removed the positive CHR modifier because, let's face it, not everyone is enamored with elves.<br />
<br />
<b><span style="color: red;">STR 0.5 CON 0.7</span> <span style="color: blue;">DEX 1.4</span></b> SPD 1 LK 1 <span style="color: blue;"> IQ 1.5 WIZ 1.5</span> <b>CHR 1</b><br />
<br />
Revised elves retain their extra intellect, magical potency, and agility (slightly enhanced), but tend to be physically weaker in terms of brawn and health. <br />
<br />
<br />
<b>Fairies</b><br />
<br />
<span style="color: red;">STR 0.25 CON 0.25</span> <span style="color: blue;">DEX 1.75 </span><span style="color: blue;"><span style="color: black;">SPD 1</span> LK 1.5</span> IQ 1 <span style="color: blue;">WIZ 2 CHR 1.5</span><br />
<br />
Fairy modifiers are actually pretty well balanced. They have big reductions in STR and CON making them fragile, but good boosts to DEX, LK, WIZ, and CHR. Despite their apparent weakness, however, with the Adds generated from DEX and LK fairies can decimate the opposition with missile fire. Their lethality is only increased by the loss of negative Adds in dT&T. Plus, you know, they can fly.<br />
<br />
<span style="color: red;">STR 0.25 CON 0.25</span> <span style="color: blue;"><b>DEX 1.5</b> </span><span style="color: blue;"><span style="color: black;">SPD 1</span> LK 1.5</span> IQ 1 <span style="color: blue;">WIZ 2 CHR 1.5</span><br />
<br />
Overall I am happy with the fairy modifiers. My modified fairies only have a slightly reduced boost to DEX to make up for the loss of negative adds. <br />
<br />
<br />
<b>Hobbs</b><br />
<br />
<span style="color: red;">STR 0.5</span> <span style="color: blue;">CON 2 DEX 1.5 LK 1.5</span> IQ 1 WIZ 1 CHR 1 <br />
<br />
Hobb are fairly weak, but are quite robust as well as agile and lucky. The boosts to DEX and LK give Hobbs a lot of extra Adds and their lack of STR is more than made up for by their high CON.<br />
<br />
<span style="color: red;">STR 0.5</span> <span style="color: blue;">CON 2 DEX 1.5 LK 1.5</span> <b><span style="color: red;">IQ 0.75 WIZ 0.75</span></b> CHR 1 <br />
<br />
Revised hobbs have all the great boons of normal hobbs, but tend to be not quite as bright and less in tune with magic than other kindred.<br />
<br />
<br />
<b>Leprechauns </b><br />
<br />
<span style="color: red;">STR 0.33 CON 0.67</span> <span style="color: blue;">DEX 1.5 LK 1.5 IQ 1.25</span> <span style="color: blue;">WIZ 1.5</span> CHR 1 <br />
<br />
Leprechauns represent a nice balanced build in my opinion. They are physically weaker and less robust than humans but have slightly better agility, luck, intelligence, and magical aptitude to make up for it. No changes required here.<br />
<br />
<br />
<b>Character Example</b><br />
<br />
Let's take a sample character and see how it looks cast as the various standard kindred from dT&T. Attributes that are positively affected by modifiers are in <span style="color: blue;">Blue</span>; those that are negatively modified are in <span style="color: red;">Red</span>. Rolling 3D6 in order we get:<br />
<br />
Human<br />
<br />
STR 11 CON 10 DEX 16 SPD 14 LK 10 IQ 10 WIZ 13 CHR 9 <br />
<br />
Level: 1<br />
Adds: +6 <br />
<br />
<br />
Dwarf (Standard)<br />
<br />
<span style="color: blue;">STR 22 CON 20</span> DEX 16 SPD 14 <span style="color: red;">LK 8</span> IQ 10 WIZ 13 CHR 9 <br />
(Total Attribute Increase: 21)<br />
(Total Attribute Decrease: 2)<br />
Level: 2<br />
Adds: +16 <br />
<br />
<br />
Elf (Standard)<br />
<br />
STR 11 <span style="color: red;">CON 7</span> <span style="color: blue;">DEX 21</span> SPD 14 LK 10 <span style="color: blue;">IQ 15 WIZ 20 CHR 14</span> <br />
(Total Attribute Increase: 22)<br />
(Total Attribute Decrease: 3)<br />
Level: 2<br />
Adds: +11<br />
<br />
<br />
Fairy (Standard)<br />
<br />
<span style="color: red;">STR 3 CON 3</span> <span style="color: blue;">DEX 28</span> SPD 14 <span style="color: blue;">LK 15</span> IQ 10 <span style="color: blue;">WIZ 26 CHR 14</span> <br />
(Total Attribute Increase: 35)<br />
(Total Attribute Decrease: 15)<br />
Level: 2<br />
Adds: +21<br />
<br />
<br />
Hobb (Standard)<br />
<br />
<span style="color: red;">STR 6</span> <span style="color: blue;">CON 20 DEX 24</span> SPD 14 <span style="color: blue;">LK 15 </span> IQ 10 WIZ 13 CHR 9 <br />
(Total Attribute Increase: 23)<br />
(Total Attribute Decrease: 5)<br />
Level: 2<br />
Adds: +17 <br />
<br />
Leprechaun (Standard)<br />
<br />
<span style="color: red;">STR 4 CON 7 </span> <span style="color: blue;">DEX 24 </span> SPD 14 <span style="color: blue;">LK 15 IQ 13 WIZ 20</span> CHR 9 <br />
(Total Attribute Increase: 23)<br />
(Total Attribute Decrease: 10)<br />
Level: 2<br />
Adds: +17 <br />
<br />
<br />
The ratio of attribute increase to decrease varies from 10.5:1 (dwarves) to 2.3:1 (fairies and leprechauns). Dwarves and Elves really are the uber-characters of the bunch with Hobbs
as a close third. Neither Dwarves nor Elves have any real
disadvantages. Hobbs at least have a low STR to go along with their high
CON, DEX, and LK. The Fairy and Leprechaun both have low STR and CON
that make them fragile to help balance out their many other advantages. In addition, all of the nonhuman kindred start off as Level 2 characters with all
of the advantages associated with their Type. The human will need to acquire a minimum
of 700 Adventure Points to gain those advantages. The
nonhumans also start with 2 to almost 4 times the Personal Adds of the human. This
difference has really been accentuated by the removal of "negative adds"
generated by key attributes with values less than 9 in dT&T. Cuts in STR, for
example, used to keep adds in check for certain kindred like fairies, hobbits, and leprechauns.<br />
<br />
<br />
Now let's look at my modified kindred. The attributes that have been affected by the changes are in bold. <br />
<br />
Human<br />
<br />
STR 11 CON 10 DEX 16 SPD 14 LK 10 IQ 10 WIZ 13 CHR 9 <br />
<br />
Level: 1<br />
Adds: +6 <br />
<br />
<br />
Dwarf (Modified)<br />
<br />
<span style="color: blue;">STR 22</span> <span style="color: blue;">CON 20</span> DEX 16 SPD 14 <span style="color: red;"><b>LK 5</b> </span> IQ 10 WIZ 13 <span style="color: red;"> <b>CHR 5</b></span><br />
(Total Attribute Increase: 21)<br />
(<b>Total Attribute Decrease:</b> <b>9</b>)<br />
Level: 2<br />
Adds: +16 <br />
<br />
<br />
Elf (Modified)<br />
<br />
<span style="color: red;"><b>STR 6</b></span> <span style="color: red;">CON 7</span> <span style="color: blue;"><b>DEX 22</b></span> SPD 14 LK 10 <span style="color: blue;">IQ 15</span> <span style="color: blue;">WIZ 20</span> <b>CHR 9 </b><br />
(<b>Total Attribute Increase: 18</b>)<br />
(<b>Total Attribute Decrease:</b> <b>8</b>)<br />
Level: 2<br />
Adds: +12<br />
<br />
<br />
Fairy (Modified)<br />
<br />
<span style="color: red;">STR 3 CON 3</span> <span style="color: blue;"><b>DEX 24</b></span> SPD 14 <span style="color: blue;">LK 15</span> IQ 10 <span style="color: blue;">WIZ 26</span> <span style="color: blue;">CHR 14</span> <br />
(<b>Total Attribute Increase: 31</b>)<br />
(Total Attribute Decrease: 15<b></b>)<br />
Level: 2<br />
Adds: +17<br />
<br />
<br />
Hobb (Modified)<br />
<br />
<span style="color: red;">STR 6</span> <span style="color: blue;">CON 20 DEX 24</span> SPD 14 <span style="color: blue;">LK 15 </span><span style="color: red;"><b>IQ 8 WIZ 10</b></span> CHR 9 <br />
(Total Attribute Increase: 23)<br />
(<b>Total Attribute Decrease:</b> <b>10</b>)<br />
Level: 2<br />
Adds: +17 <br />
<br />
Leprechaun (Unmodified)<br />
<br />
<span style="color: red;">STR 4 CON 7</span> <span style="color: blue;">DEX 24</span> SPD 14 <span style="color: blue;">LK 15 IQ 13 WIZ 20</span> CHR 9 <br />
(Total Attribute Increase: 23)<br />
(Total Attribute Decrease: 10)<br />
Level: 2<br />
Adds: +17<br />
<br />
<br />
Even with the modifications, the nonhumans still come out in better shape than humans (start as 2nd level, 2-3x the Adds), but all have some key disadvantages associated with one or two low attributes even if they do not affect personal adds. The resulting affect on Saving Rolls will certainly be critical (that's one unlucky dwarf). Importantly, the attribute increase to decrease ratio for each of the kindred is now approximately 2.3:1. That seems much more reasonable in my opinion. I'm anxious to play test these new kindred to see how they work out in an actual game.<br />
<br />
<br />Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com4tag:blogger.com,1999:blog-4903168749564119906.post-68282034445346928332014-08-08T21:52:00.000-04:002014-08-08T21:52:08.021-04:00More on Human Advantages in T&T<div class="separator" style="clear: both; text-align: center;">
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<br />
I've been thinking more about the "human advantage" introduced to the dT&T beta rules. This one rule change sparked more discussion than any other aspect of the dT&T rules (although pole arms may now be getting close). In previous editions of T&T, humans were the plain vanilla of kindred. As Ken explained humans were the base line against which other kindred were compared. While other kindred received no special abilities like in other fantasy RPGs (seeing in the dark, detecting hidden things, hiding, shooting, etc. better than humans), they did (and still do) get modifiers to their basic attributes, some positive (up to 2x) and some negative (down to x0.25). Human attributes remain at whatever was rolled on 3D6. The end result is starting nonhuman PCs with some very high attributes and very high Personal Adds in comparison to humans.<br />
<br />
A big change that came with 7th edition was the direct linking of attributes and levels. Characters increased their attributes by spending Adventure Points. A characters level increased whenever an attributes went up to the next 10 value (10 = 1st level, 20 = 2nd level, 30 = 3rd level). Characters received certain bonuses partly depending upon their Type upon reaching new levels. As a consequence of this change, nonhuman characters tended to benefit the most typically starting as 2nd or even 3rd level characters and outclassing their human comrades. A freshly rolled human warrior in comparison to a freshly rolled dwarf warrior were very different.<br />
<br />
Another important change to dT&T is the removal of "negative adds" or -1 Personal Add for every point a PA-contributing attribute is below 9. The consequence of this is that low attributes resulting from nonhuman kindred modifiers do not affect Personal Adds and combat effectiveness.<br />
<br />
Let's create a dT&T Warrior character as an example:<br />
<br />
Rolling 3D6 you get the following attributes:<br />
<br />
STR 16 DEX 12 CON 12 SPD 12 LK 14 INT 9 CHR 12 WIZ 6<br />
<br />
If you decide to play a human warrior your attributes are what you see above and your character will be a Level 1 Human Warrior with +6 Personal Adds and +1D6 in combat.<br />
<br />
If you decide to play a dwarf warrior, however, your attributes will be adjusted (x2 STR and CON, x0.75 LK) and come out to:<br />
<br />
STR 32 DEX 12 CON 24 SPD 12 LK 11 INT 9 CHR 12 WIZ 6<br />
<br />
Now you will have a Level 3 Dwarf Warrior with +20 Personal Adds and +3D6 in combat.<br />
<br />
That is quite the difference at a cost of only 3 points of Luck. That's right, 28 extra attribute points at the cost of only 3. That's hard to pass up. If you're curious, that comes out to 5860 adventure points to raise STR and CON to those levels.<br />
<br />
As an added note, the attributes of this dwarf allow him to wield two axes for 10D6 in combat. So that's 13D6+20 for this freshly rolled Warrior. Wow. <br />
<br />
Many have said in response to the dT&T human advantage rules that they are not needed because there is nothing wrong with the current system. I would argue that the example above shows that there is at least a small problem. While there are certainly role-playing reasons to play a human warrior (I tend to make this choice for <a href="http://danhemsgamingblog.blogspot.com/2012/03/humans-in-frpgs-awe-and-wonder.html">my own reasons</a>) there are certainly not many "roll"-playing reasons. Mechanically the human is outmatched and a terrible choice especially as a warrior.<br />
<br />
I have wondered why the nonhuman kindreds get such large attribute boosts. As starting characters many of these boosts seem a little excessive (like the example above). It could be that nonhumans are meant to be favored (I know Ken prefers the more monstrous characters); it is a fantasy game after all. But my question is, if a nonhuman character did not have any attribute boosts, would you still play one? Why not have a greater "balance" of the attribute modifiers? Wouldn't it be more symmetrical to have negative modifiers equal to the positive modifiers? If a dwarf, for example, gets x2 in both STR and CON, shouldn't the dwarf also get a x0.5 to two other attributes such as LK and CHR? That would sit better with me. <br />
<br />
Another question is why don't humans get any special advantages? This is actually true of most RPGs; humans are the rather plain go-to characters for new players with no complicated abilities to keep track of. But why? Humans certainly have special abilities. We are incredibly adaptable, imaginative, inventive, capable of radically modifying our surroundings, and somehow, against all odds (so far at least), survive.<br />
<br />
A separate human advantage provides some more flavor for the plain vanilla human. Perhaps the "do-over" Saving Roll rule introduced by the dT&T Beta rules was a bit of an over-compensation, but I do think that it is on the right track. Finding a way to apply an advantage to Saving Rolls reflects the nature of humans. As I mentioned in a <a href="http://danhemsgamingblog.blogspot.com/2014/06/deluxe-t-beta-playtest-rules.html">previous post</a>, bringing back the "add level number to Saving Rolls" rule and giving that advantage to humans only would be better or at least state that in the "do over" rule fumbles always fail. Yet another method would be to allow humans to make all Saving Roll at one level less than normal, but with a minimum of a Level 1 Saving Roll. Of course this would have the potential disadvantage of a lower adventure point reward, but such is the nature of kindred modifiers (they giveth and taketh away). An option outside of Saving Rolls, which <a href="http://danhemsgamingblog.blogspot.com/2012/02/human-kindred-modifier.html">I've mentioned before,</a> is to provide humans with more resources at the beginning, either in terms of more starting gold or just some select pieces of equipment.<br />
<br />
Yet another avenue would be to highlight some of the disadvantages of nonhuman characters. Height, for example, can be a big issue. Dwarves, leprechauns, and hobbs are all shorter than humans and should, therefore, have trouble reaching things designed for taller kindred. Let's say a leprechaun was exploring an ancient manor of a long-dead human family and discovered a safe set in the wall. The leprechaun should not be able to reach that safe and would need to overcome that obstacle before even considering how to pick the lock. The same is true of items that may be discovered while delving. Most armor that is found should not be dwarf-, hobb-, leprechaun- or fairy-sized (although it certainly should not all be human-sized either). The same is true of weapons, shields, rings, necklaces, bracelets, etc. many of which may have magical properties. You could also consider mass. Ken's dwarves are supposed to be made from stone; so can dwarves swim? Nonhumans may also be a lot less resilient and adaptable that humans, living in specific environments and generally not wandering far from home. This could be reflected by requiring higher level Saving Rolls when faced with challenges outside of their "comfort zones." But isn't all this a little more complicated than simply giving humans an advantage to reflect their own resilience?<br />
<br />
This is all, of course, simply my own opinion and we are all entitled to our own especially when it comes to esoteric topics like RPG rules. When dT&T comes out I will certainly be playing it (I have already paid for it after all) both as written and, as usual, modified with lots of house rules as it's creator, the Trollgod, intended.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-27888547538655506532014-07-31T20:36:00.000-04:002014-07-31T22:47:26.516-04:00Alfred the Alchemist's Potion Emporium<div class="separator" style="clear: both; text-align: center;">
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<br />
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<br />
<b>Notes: </b>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.<br />
<br />
<b>Liquid Bandage (Poor Baby) </b><br />
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. <br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects:</i> The potion causes 1D6 in CON damage and causes drowsiness for 1D6 hours. <br />
<i>Cost:</i> 500 gp<br />
<br />
<b>Cure All (Healing Feeling)</b><br />
Heals any kind of disease but does not restore any lost attributes caused by the disease.<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects:</i> The potion causes a wasting disease that results in the loss of 1 point of STR per day until cured. <br />
<i>Cost: </i>600 gp<br />
<br />
<b>All Purpose Antidote (Too Bad Toxin)</b><br />
Negates the effects of any poison but does not restore any lost attributes or heal wounds.<br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects:</i> The antidote aggressively attacks the users body. Take 1D6 in CON damage and DEX is reduced by half for 1D6 days.<br />
<i>Cost:</i> 800 gp<br />
<br />
<b>Avenging Angel (Nefarious Necromancy)</b><br />
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. <br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects: </i>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. <br />
<i>Cost:</i> 2400 gp (limited stock)<br />
<br />
<b>Phoenix Juice (Born Again) </b><br />
Upon death the character reappears, completely restored, in the nearest Wizard's Guild building. This potion must be consumed before death.<br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects: </i>The user's body bursts into flames, is reduced to ashes, and cannot be restored by any means.<br />
<i>Cost: </i>2600 gp<i> </i>(not currently available)<br />
<br />
<b>Bright Eyes Drops (Cateyes)</b><br />
Provides the ability to see in low light conditions for 30 minutes (not in the total absence of light).<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects: </i>The user goes blind for 1D6 hours.<br />
<i>Cost:</i> 400 gp<br />
<br />
<b>I See You Drops (Oh There It Is)</b><br />
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.<br />
<i>Side Effects: </i>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.). <br />
<i>Fumble Effects: </i>All visible items, door, and beings become invisible while invisible things become visible for 1D6 hours. Have fun! <br />
<i>Cost:</i> 200 gp<br />
<br />
<b>Clear Vision Drops (Second Sight)</b><br />
Allows the user to recognize illusions and see things how they actually are for 10 minutes.<br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects: </i>The user experiences extreme hallucinations for 1D6 hours. All SRs are two levels higher and Personal Adds are cut in half.<br />
<i>Cost:</i> 1000 gp<br />
<br />
<b>Invisibility Elixir (Hidey Hole)</b><br />
Makes the user invisible for 10 minutes. <br />
<i>Side Effects: </i>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. <br />
<i>Fumble Effects: </i>The user does not become invisible, but instead his or her skin glows with a bright light for 1D6 hours.<br />
<i>Cost:</i> 400 gp<br />
<br />
<b>Metamorphosis Elixir (Imafrawg)</b><br />
The user can transform into any shape as long as the mass is the same for one hour.<br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects:</i> The user will stay in the form he or she took until a sufficiently powerful Wizard can be found to dispell the transformation.<br />
<i>Cost:</i> 1600 gp<br />
<br />
<b>Speed Tonic (Little Feets)</b><br />
Doubles the users speed for 10 minutes (act twice per combat round).<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects: </i>The users speed is cut in half for 1D6 hours.<br />
<i>Cost:</i> 400 gp<br />
<br />
<b>Flying Tonic (Fly Me)</b><br />
Allows the user to fly at normal running speed for 10 minutes while carrying his or her own weight.<br />
<i>Side Effects: </i>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.<br />
<i>Fumble Effects:</i> 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.<br />
<i>Cost:</i> 600 gp<br />
<br />
<b>Teleportation Tonic (Blow Me Too...)</b><br />
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. <br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects:</i> The user is transported to another dimension.<br />
<i>Cost: </i>2000 gp<br />
<br />
<b>Magic Shield Potion (Shield Me)</b><br />
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.<br />
<i>Side Effects: </i>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. <br />
<i>Fumble Effects:</i> 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.<br />
<i>Cost:</i> 600 gp<br />
<br />
<b>Invincibility Potion (Protective Pentagram)</b><br />
Produces an energy shield around the user
that deflects all physical and magical attacks for two combat turns.<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects:</i> 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.<br />
<i>Cost:</i> 800 gp<br />
<br />
<b>Magic Resistance Potion (Resist Magic)</b><br />
Allows the user to resist any one spell directly cast on him or her within one hour of consumption.<br />
<i>Side Effects:</i> 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. <br />
<i>Fumble Effects: </i>The user becomes a magnet for magical energy. All spells cast in the vicinity of the user will affect her for 1D6 hours.<br />
<i>Cost:</i> 1000 gp<br />
<br />
<b>Shrinking Formula (Smaller is Smarter)</b><br />
The users height, weight, STR, and CON are divided by 1D6+1 for 1D6 hours.<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects: </i>The shrinking goes farther than expected. Affected attributes are divided by 2D6+1 and lasts for 1D6 days.<br />
<i>Cost:</i> 2000 gp<br />
<br />
<b>Growth Formula (Bigger is Better)</b><br />
The users height, weight, STR, and CON are multiplied by 1D6+1 for 1D6 hours.<br />
<i>Side Effects:</i> 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.<br />
<i>Fumble Effects: </i>The growth goes farther than expected. Affected attributes are multiplied by 2D6+1 and lasts for 1D6 days.<br />
<i>Cost:</i> 2200 gp<br />
<br />Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com2tag:blogger.com,1999:blog-4903168749564119906.post-21972561147168831452014-07-25T17:30:00.000-04:002014-07-25T17:30:07.268-04:00Potions in T&T<div class="separator" style="clear: both; text-align: center;">
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<br />
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.<br />
<br />
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.<br />
<br />
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....<br />
<br />
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.<br />
<br />
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.<br />
<br />
<i>Buying Potions</i><br />
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. <br />
<br />
<i>Drinking Potions</i><br />
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.<br />
<br />
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.<br />
<br />
<i>Making Potions</i><br />
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:<br />
<br />
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).<br />
<br />
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.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com3tag:blogger.com,1999:blog-4903168749564119906.post-51607407251937019692014-07-07T22:39:00.000-04:002014-07-07T22:39:12.923-04:00New Lone Delver: Killian Osgood<div class="separator" style="clear: both; text-align: center;">
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<br />
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.<br />
<br />
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. <br />
<br />
Here is our lone delver as a T&T 7.5 edition character:<br />
<br />
<b>Killian Osgood</b><br />
<br />
<b>TYPE:</b>Rogue<br />
<b>KINDRED:</b> Human<br />
<b>LEVEL: </b>3 <br />
<br />
<b>STR</b> 18 <b>DEX</b> 30 <b>CON</b> 20 <b>SPD</b> 18 <b>INT</b> 24 <b>LK</b> 35 <b>CHR</b> 15 <b>WIZ</b> 25<br />
<br />
<b>ADDS: </b>+53 <br />
<br />
<b>ATTACK: </b>6D+56 (arbalest) , 5D+58 (sword and dagger) <br />
<br />
<b>ARMOR:</b> 15<br />
<br />
<b>TALENTS:</b> Roguery (LK+5), Thievery (DEX+4), Stealth (DEX+2)<br />
<br />
<b>Weapons:</b> Arbalest (6D+3, STR17 DEX10, 220 wu), Broadsword (3D+4, STR15 DEX10, 120 wu), Dirk (2D+1, STR1 DEX4/10, 16 wu)<br />
<br />
<b>Armor:</b> Soft leather (5 hits, 7 STR, 75 wu)<br />
<br />
<b>Other Equipment: </b>Quiver w/ 20 bolts, 50' silk rope, grappling hook, lock picks, flint and steel, 2 wax candles, belt pouch, leather belt, sandals <br />
<br />
<b>Poisons: </b>Stone-fish toxin (4 doses), Spider venom (6 doses), Hellfire juice (6 doses)<br />
<br />
<b>Spells: </b>Call Flame, Detect Magic, Knock Knock, Hold That Pose, Cateyes, Poor Baby, Rock-a-Bye<br />
<br />
<b>Magic Items:</b> 3 Spell scrolls: Protective Pentagram, Smog, Mind Pox<br />
<br />
<b>Background:</b> 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.<br />
<br />
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. <br />
<br />
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. Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com0tag:blogger.com,1999:blog-4903168749564119906.post-56719084215757350372014-07-03T17:43:00.001-04:002014-07-03T17:43:41.531-04:00Spell Scrolls in Tunnels & Trolls<div class="separator" style="clear: both; text-align: center;">
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<br />
Spell scrolls are a standard type of magical treasure in most fantasy RPGs, however, they have not been described in any of the <i>T&T</i> 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 <i>T&T</i> Play-by-Post games where I need to introduce some spell scrolls, so I have some new House Rules to develop.<br />
<br />
<b>Spell Scrolls</b><br />
<br />
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 <i>Detect Magic</i> spell.<br />
<br />
<i>Casting Spells from Scrolls</i><br />
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 <i>T&T</i>, 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.<br />
<br />
<i>Learning Spells from Scrolls</i><br />
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.<br />
<br />
<i>Making Scrolls</i><br />
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.<br />
<br />
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.<br />
<br />
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.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com17tag:blogger.com,1999:blog-4903168749564119906.post-68383797030331037782014-06-27T00:15:00.002-04:002014-06-27T00:15:30.762-04:00Deluxe T&T Beta Playtest RulesThe Beta version of the <i>Deluxe T&T</i> rules were released in PDF format to backers of the <i>dT&T</i> 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 <i>dT&T</i> 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).<br />
<br />
I will say that the overall appearance of the <i>dT&T</i> 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 <i>Sorcerer's Apprentice</i>. There are also several new pieces.<br />
<br />
The basic mechanics of the game have not changed too much in <i>dT&T</i>. 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.<br />
<br />
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.<br />
<br />
<b>Human Advantage</b><br />
<br />
This change has been the topic of most discussion around the <i>dT&T </i>Beta rules. In <i>dT&T</i>, 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 <a href="http://deluxetunnelsandtrolls.wordpress.com/2014/06/23/the-human-advantage/">recent post</a> at the <a href="http://deluxetunnelsandtrolls.wordpress.com/">Deluxe dT&T blog</a>.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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?<br />
<br />
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:<br />
<br />
1. Humans can roll over any failed Saving Roll unless they fumble (roll a 3). Fumbles always fail.<br />
<br />
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 <i>dT&T</i> rules. Bringing it back to fill this role would be a simple matter. <br />
<br />
<br />
<b>Rogue Abilities</b><br />
<br />
This one is a little vague. In <i>dT&T</i> 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.<br />
<br />
The 7th edition Roguery talent allows Rogues to make <u>any</u> 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.<br />
<br />
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. <br />
<br />
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:<br />
<br />
<i>A Rogue's Specific Skill: Roguery</i><br />
<br />
Rogues gain a +1D6 bonus to all Intelligence, Luck, and Charisma Saving Rolls per level.<br />
<br />
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.<br />
<br />
<i>A Rogues Specific Detriment: Outsiders</i><br />
<br />
Rogues cannot learn spells from the Wizard's Guild and must find ways to learn spells often paying outrageous costs.<br />
<br />
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?<br />
<br />
<br />
With any set of RPG rules, I am sure that most will not agree with all of the new rules in <i>dT&T</i>. 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.<br />
<br />
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.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com0tag:blogger.com,1999:blog-4903168749564119906.post-8249417612870818492014-06-18T23:07:00.004-04:002014-06-18T23:07:53.585-04:00New Small Press T&T ReleasesThere have been a number of new releases from various <i>T&T</i> 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 <i>T&T</i>. Best of all, you could get PDFs all 10 items for only $26.<br />
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>Darkshade Publishing</b></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQUqpLu3C-Ng4obS1EQ7uYFPjR3bgX43jP0S6dPxGQGhelVIel2WDTjge8GMcODBhZs2KrUMEYfNzFATH8i8SN9wQc68TEBON1niFx35EyN6v_fjLHCfNfybK8fmVLJdo9IetHVwoeGCA/s1600/130595-thumb140.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQUqpLu3C-Ng4obS1EQ7uYFPjR3bgX43jP0S6dPxGQGhelVIel2WDTjge8GMcODBhZs2KrUMEYfNzFATH8i8SN9wQc68TEBON1niFx35EyN6v_fjLHCfNfybK8fmVLJdo9IetHVwoeGCA/s1600/130595-thumb140.jpg" /></a></div>
<span style="font-size: small;"><b><a href="http://www.rpgnow.com/product/130595/Meandering-Monsters-Volume-1?filters=0_0_44297_0_0">Meandering Monsters</a> </b></span><br />
<span style="font-size: small;">Meandering Monsters is a supplement for the <i>Tunnels & Trolls</i>™ 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 <i>T&T</i> as well as other role-playing systems.</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">Featured in Volume 1:</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">Monsters: Creeping Crawler, Hippogriff, Lizardmen of the Great Forest</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">GM Scenarios: A Hole in the Ground, For a Few Scales More</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">New Spells: Grab That, Don't Go There</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">New Magic Items: Conduit (sword), Warden (shield)</span><br />
<span style="font-size: small;"> </span><span style="font-size: small;">Game Aids: Baggage, Character Sheet, Simplified Hits Table</span><br />
<span style="font-size: small;">PDF: $4.75</span><br />
<span style="font-size: small;"><a href="http://www.amazon.com/Meandering-Monsters-Volume-Jerry-Teleha/dp/1484919505/ref=sr_1_1?ie=UTF8&qid=1403147066&sr=8-1&keywords=meandering+monsters">Print: $8.06</a> </span><br />
<h4 style="text-align: center;">
<span style="font-size: large;"><b>Rarr! I'm a Monster Publishing</b></span></h4>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR1tAjbY78M-8TCP7LDTxT4Corf778Kl8qNgKzIGh4pCcJt_s4RkEgjf0MyC1swvp-tqPdwGkB3QWaUT9r5FKBS90J1D6wt3qlAfNtGI8WxEvP3W-WmhLLNxXlgL5on8v0zyrAq84G730/s1600/130682-thumb140.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR1tAjbY78M-8TCP7LDTxT4Corf778Kl8qNgKzIGh4pCcJt_s4RkEgjf0MyC1swvp-tqPdwGkB3QWaUT9r5FKBS90J1D6wt3qlAfNtGI8WxEvP3W-WmhLLNxXlgL5on8v0zyrAq84G730/s1600/130682-thumb140.jpg" /></a></div>
<b><a href="http://www.rpgnow.com/product/130682/Monster-Menagerie?filters=0_0_44297_0_0">Monster Menagerie</a> </b><br />
Monster Menagerie is a collection of 8 new player character kindreds for <i>Monsters! Monsters!</i> and <i>Tunnels & Trolls</i>. Be a Prometheous, Shroom Kin, Darlk Walker, or Eeek!<br />
Features a cover and artwork by Jon Towers!<br />
PDF $1.99<br />
<br />
<div style="text-align: center;">
<span style="font-size: large;"><b>Peryton Publishing</b></span></div>
<div style="text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNmIhY8htJiaTJm6Jv23-uSgePoEglErAl1lLmtx-Wrl08mjiDZZOKQ0A7qzm2Jc6A-XnG-hO-rQF5kjlCWxpfQsT_FIGuoEK5WZV3g-7n6bxi7ALKbgVXo6p6SG3WkQRoWu2dJBpCK1Q/s1600/130394-thumb140.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNmIhY8htJiaTJm6Jv23-uSgePoEglErAl1lLmtx-Wrl08mjiDZZOKQ0A7qzm2Jc6A-XnG-hO-rQF5kjlCWxpfQsT_FIGuoEK5WZV3g-7n6bxi7ALKbgVXo6p6SG3WkQRoWu2dJBpCK1Q/s1600/130394-thumb140.jpg" /></a></div>
<b><a href="http://www.rpgnow.com/product/130394/Cave-Of-the-PeopleEater?filters=0_0_44297_0_0">Cave of the People Eater</a> </b><br />
A GM adventure for <i>Tunnels & Trolls</i>.<br />
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 <i>T&T's</i> deadly purple beasts, so be warned. Suitable for 5-7th Levels using any edition of the game. Great for convention play.<br />
Half the proceeds go to the Jeff Freels Kidney Fund. <br />
PDF: $1.00<br />
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<a href="http://www.rpgnow.com/product/130037/The-Foggy-Island-Horror?filters=0_0_44297_0_0"><b>The Froggy Island Horror</b></a><br />
A GM adventure for Tunnels & Trolls<br />
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 <i>the</i> place to be. Come get your dose of cosmic terror and sword and sorcery in this scenario.<br />
PDF: $2.99<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5LHShaiOtJy4vtt2BkzskmKgeT1pF0HUGZ1bC3uPruUkSca8ibwg64K7cYA1p-WkIgw_snRzLm4ybnAzLJkqLWH5-XB2VURYPUOPxJfqyUvfZNT5G4QKV0HComMp0O9eOsogNm_GLGA/s1600/127881-thumb140.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5LHShaiOtJy4vtt2BkzskmKgeT1pF0HUGZ1bC3uPruUkSca8ibwg64K7cYA1p-WkIgw_snRzLm4ybnAzLJkqLWH5-XB2VURYPUOPxJfqyUvfZNT5G4QKV0HComMp0O9eOsogNm_GLGA/s1600/127881-thumb140.jpg" /></a></div>
<b><a href="http://www.rpgnow.com/product/127881/Candlelight-and-Murky-Water-Tunnels--Trolls?filters=0_0_44297_0_0">Candlelight and Murky Water</a> </b><br />
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.<br />
This scenario is set in Scott Malthouse’s Peakvale campaign setting. While it can be incorporated into any other <i>T&T</i> 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.<br />
It should be noted that while this scenario is designed for <i>T&T</i> 7 and 7.5, it can easily be adjusted to any edition.<br />
PDF: $2.25 <br />
<h4 style="text-align: center;">
<span style="font-size: large;"><b>Trollish Delver Games </b></span></h4>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV1FPqyvYQba2e1fqB_EaDv12nItxw1T7kEqP2tX6bLWhqiOFrbC0cW6k_MPucxf6mJ9tC0NIAYFpk6Im-79YohtCDlEiKuPwwAVZekJ8VRHGqQ-ctFgMa30FiI9rFJFNHO7wCq0oenVA/s1600/130281-thumb140.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV1FPqyvYQba2e1fqB_EaDv12nItxw1T7kEqP2tX6bLWhqiOFrbC0cW6k_MPucxf6mJ9tC0NIAYFpk6Im-79YohtCDlEiKuPwwAVZekJ8VRHGqQ-ctFgMa30FiI9rFJFNHO7wCq0oenVA/s1600/130281-thumb140.png" /></a></div>
<a href="http://www.rpgnow.com/product/130281/Plague-of-the-Dread-Acolyte?filters=0_0_44297_0_0"><b>Plague of the Dread Acolyte </b></a><br />
Darkness has fallen over Rookwood. Creatures that were once people prowl the streets in search of flesh, in search of others to <em>turn. </em>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.<br />
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.<br />
Plague of the Dread Acolyte can fit perfectly into your current <i>Tunnels & Trolls</i> campaign, or it can be used to start the Mask of Destiny campaign.<br />
This adventure is designed for use with 5th or 7th edition Tunnels
& Trolls. It will also be compatable with the future <i>Deluxe Tunnels
& Trolls. </i><br />
PDF: $1.02<br />
<h4 style="text-align: center;">
<span style="font-size: large;"><b>Khaghbboommm</b></span></h4>
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<a href="http://www.rpgnow.com/product/130085/The-Goblin-Cave?filters=0_0_44297_0_0"><b>The Goblin Cave</b></a><br />
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.<br />
If you think the odd saving roll is too demanding, take the advice of the legendary Mad Roy Cram and cheat egregiously!<br />
PDF: FREE! <br />
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<b><a href="http://www.rpgnow.com/product/127550/Two-Bites-At-The-Cherries?filters=0_0_44297_0_0">Two Bites at the Cherries</a></b><br />
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.<br />
A <i>Tunnels & Trolls</i> solo adventure for new immature characters - the rewards are to die for and so are the dangers.<br />
Illustrated by Stanley Ditko.<br />
PDF: $2.99 <br />
<br />
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<a href="http://www.rpgnow.com/product/125939/Joy-Ride?filters=0_0_44297_0_0"><b>Joy Ride</b></a><br />
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!<br />
Packed with new art and introducing the duck-kin, you might even wind up as a second hand cart dealer.<br />
PDF: $2.99<br />
<h4 style="text-align: center;">
<span style="font-size: large;"><b>David Ullery</b></span></h4>
<div class="separator" style="clear: both; text-align: center;">
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<a href="http://www.rpgnow.com/product/126178/Fractured-Fairy-Tales?filters=0_0_44297_0_0"><b>Fractured Fairy Tales</b></a><br />
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 <em>Tunnels &</em> <em>Trolls</em><sup><span style="font-size: x-small;"></span></sup> 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 <em>in-and-out</em> time saving adventures or as a longer "dungeon crawl." It is also easily adaptable for not only any edition of the <i>T&T</i>
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.<br />
PDF: $5.99<br />
Print: $9.99 <br />
<br />Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com0tag:blogger.com,1999:blog-4903168749564119906.post-85666059686661070452014-06-15T23:20:00.000-04:002014-06-15T23:20:16.047-04:00Free T&T Supplements LinksI've added new list of links to the column to the right for Free <i>T&T </i>Supplements. These links lead to online tools and free downloadable supplements to help with your <i>T&T</i> games, both solo and GM. You can find the link to access the <a href="http://www.rpgnow.com/product/54407/Tunnels--Trolls-Free-Rulebook?filters=0_0_44297_0_0">abridged version of the <i>T&T</i> rules</a> which comes with the solo adventure <i>Goblin Lake</i> and the GM adventure <i>Riverboat Adventure</i>, the fantastic online character generator at <a href="http://www.ardenstoneadventures.com/">Ardenstone Adventures</a>, the online dice rolled (it even handles DARO) at <a href="http://www.trollmystic.com/pub/2012/03/03/animated-dice-roller-for-tunnels-and-trolls/">Eposic</a>, the <i>T&T</i> fanzines <i><a href="http://www.rpgnow.com/browse.php?keywords=TrollsZine&x=14&y=24&author=&artist=&pfrom=&pto=">TrollsZine!</a></i> and <i><a href="http://www.rpgnow.com/browse.php?keywords=The+Snollygoster&x=19&y=27&author=&artist=&pfrom=&pto=">The Snollygoster</a></i>, an <a href="http://www.freedungeons.com/rules/">online version</a> of the abridged <i>T&T </i>rules, a nice <i>T&T</i> character sheet from <a href="http://www.rpgnow.com/browse.php?manufacturers_id=5414">Darkshade Publishing</a>, and a series of supplements from <a href="http://www.rpgnow.com/browse.php?manufacturers_id=4780">Khaghbboommm Press</a> including world maps, a summary of different <i>T&T </i>PC kindreds, and a handy spellbook containing all of the various <i>T&T </i>spells included in previous editions.<br />
<br />
All of these supplements are sure to add something extra to your game and also make a nice way to introduce new players to <i>T&T</i>. 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 <i>TrollsZine!</i> and <i>The Snollygoster</i>.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com0tag:blogger.com,1999:blog-4903168749564119906.post-17114583479808361882014-06-13T17:19:00.000-04:002014-06-13T17:19:05.126-04:00The Snollygoster: A T&T Newsletter<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwVohLYVanNzIIibpTf5sY-jxy8TOFtlTm9Sjob7Ms6HCJ2cAaEutwCqBFJR7-iyj_J0vKGjbDP0mhGmzRY-OWvax9UaXEmwnTVGb50QV17toO_GqhPJOfuJFqZGVmnqhS6sy7ATUFwfA/s1600/119266-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwVohLYVanNzIIibpTf5sY-jxy8TOFtlTm9Sjob7Ms6HCJ2cAaEutwCqBFJR7-iyj_J0vKGjbDP0mhGmzRY-OWvax9UaXEmwnTVGb50QV17toO_GqhPJOfuJFqZGVmnqhS6sy7ATUFwfA/s1600/119266-thumb140.jpg" height="200" width="160" /></a></div>
<i>The Snollygoster</i> is a free "infrequent" <i>Tunnels & Trolls</i> newsletter/fanzine started by Charlie Fleming of Rarr! I'm a Monster Publishing and <a href="http://hobbsized.wordpress.com/">Hobb Sized Adventures</a>. The first issue was released in September of 2013. Issues 2 and 3 were released in December 2013 and March 2014. Three issues in seven months is a really good start for a free fanzine, especially one billed as being infrequent.<br />
<br />
Each issue of <i>The Snollygoster</i> contains 4-12 pages of <i>T&T </i>content including descriptions of new monsters, spells, magical items, and equipment, optional rules, GM advice, short stories, GM adventures, and even solo adventures. There has been a wide variety of material offered in the first three issues from a number of contributors including Charlie Fleming (of course), Mark Thornton, Stefan Jones, Ken St. Andre, and more. My current favorite article is from Issue #3, <i>Bikinis, Boards, and Bongos</i>, a <i>T&T</i> variant set in the wild world of 1960s beach movies. Plenty of gonzo action to be had here for sure. Then of course there's the new character type, the Beermancer with a complete set of new spells from Issue #2. Much of the material is pretty tongue-in-cheek, but that is the true flavor of <i>T&T</i>.<br />
<br />
You can get your copies of <i>The Snollygoster</i> from the <a href="http://www.rpgnow.com/browse.php?cPath=19434">Rarr! I'm a Monster Publishing <i>T&T</i> storefront</a> at RPGNow. Remember <i>The Snollygoster</i> is offered for free so there is nothing to lose and lots of great new <i>T&T</i> material to gain. While you're there, have a look at the other excellent <i>T&T</i> solo adventures and supplements that are available.<br />
<br />Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-22317740355380497362014-06-12T01:28:00.001-04:002014-06-12T01:28:19.254-04:00Deluxe T&T Table of Contents<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikB5uvcQ6Pi7_MHf-iJbbnrQYi9X9XGFfAiOn84arnWTLdMyV_bwn2z66u4q0afl5uoOuZAUTY5bDscP_EQx7OKqxgikEKscUtiSfKR-jfQuIlDpPCDsBaqTReS2g6ObeNoSCGauREqxc/s1600/samplepages.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEikB5uvcQ6Pi7_MHf-iJbbnrQYi9X9XGFfAiOn84arnWTLdMyV_bwn2z66u4q0afl5uoOuZAUTY5bDscP_EQx7OKqxgikEKscUtiSfKR-jfQuIlDpPCDsBaqTReS2g6ObeNoSCGauREqxc/s1600/samplepages.jpg" height="238" width="320" /></a></div>
A sneak preview of the Table of Contents for the <i>Deluxe Tunnels & Trolls</i> rulebook was released back in March through the <a href="http://deluxetunnelsandtrolls.wordpress.com/"><i>Deluxe T&T </i>website</a>. It was described as being mostly complete, but with the possibility of changes as needs arise.<br />
<blockquote>
<b>The Basic or Core Game: What you need to play</b><br />
<br />
1. Introduction<br />
2. Playing the game<br />
3. Creating characters<br />
3.1 Prime attributes<br />
3.2 Personal adds<br />
3.3 Character Types<br />
3.31 Warriors<br />
3.32 Wizards<br />
3.33 Rogues<br />
3.34 Specialists<br />
3.4 The Playable Kindreds<br />
3.41 Humans<br />
3.42 Common non-humans (Peters-McAllister 2.0)<br />
3.43 Less common non-humans<br />
3.5 Height and weight<br />
3.6 Possessions and equipment<br />
4. Character levels and adventure points<br />
5. Saving rolls<br />
6. Talents<br />
7. The Hostile Opposition<br />
7.1 Enemies and monsters<br />
7.2 Monster ratings<br />
7.3 Attributed opponents<br />
8. Combat<br />
8.1 Basic combat<br />
8.11 Spite damage<br />
8.2 Missile combat<br />
8.3 Special combat situations<br />
8.31 Multiple weapons<br />
8.32 Unarmed combat<br />
8.33 Berserk combat<br />
8.34 Kill vs stun damage<br />
9. Magic<br />
9.1 Theory and practice of magic<br />
9.2 Spellcasters' tools and magical foci<br />
9.3 The Common Spellbook<br />
10. How to put it all together (GM and player)<br />
11. Appendix to the core rules<br />
11.1 Time and other considerations<br />
11.2 Possessions and equipment<br />
11.21+ Weapons and armor charts<br />
11.3 Useful charts, templates, and other miscellany<br />
<br />
<b>Elaborations: Optional topics that give the game more variety, depth, and/or flexibility </b></blockquote>
<blockquote class="tr_bq">
12. More character types<br />
12.1 Citizens<br />
12.2 Paragons<br />
12.3 Non-humans as truly not human<br />
12.31 The effect of societal norms on non-humans <br />
12.32 Kindred-specific weapons and armor</blockquote>
<blockquote>
13. Languages<br />
14. Alternative or expanded rules<br />
14.1 Character creation<br />
14.2 Equipping a character<br />
14.3 Talents<br />
14.4 Additional combat rules<br />
14.5 Enhanced magic rules<br />
15. Miniatures<br />
16. Virtual tabletops and other digital aids<br />
17. Essays, charts, and other augmentations<br />
17.1 Treaure generation charts<br />
17.2 Money, property, jobs, and day-to-day life<br />
17.3 The kitchen sink<br />
<br />
<b>The World of Trollworld: Everything we can tell you</b> </blockquote>
<blockquote>
1. A Nexus of Realities<br />
2. Trollworld’s History and Timeline<br />
3. Major Continents and Regions<br />
3.1 Rrr’lff, the Dragon Continent<br />
3.2 Zorr, the Eagle Continent<br />
3.3 The Mane Land Continent<br />
3.4 The Land of Sona Ie<br />
3.5 The Eastern Isles<br />
3.6 The Farlands, the Newlands, and the Backlands<br />
4. Prominent Locations of Rrr’lff<br />
4.1 Khazan<br />
4.2 Khosht<br />
4.3 Knor<br />
4.4 Phoron and Gull<br />
5. Other locations of note<br />
6. An Extended Bestiary of Trollworld<br />
6.1 Beasts: natural and less so<br />
6.2 Monsters: common, rare, and usually dangerous<br />
6.3 Intelligent and sometimes hostile kindred<br />
6.4 Supernatural and spirit creatures<br />
<br />
<b>Adventures</b></blockquote>
<blockquote>
Solitaire adventure: Abyss<br />
GM adventure: Adventures in Zorr: The Quest for Z'tpozz</blockquote>
On initial inspection I like that the rules have been divided into "Core Rules" and and "Elaborations" section just like the venerable 5th edition rulebook. This was something that was requested by a lot of backers and was certainly a major strength of the organization of the 5th edition rules in comparison to the 7th edition.<br />
<br />
The Core section includes rules for character creation, saving rolls, monsters, combat, magic, equipment, and GM information ("putting it all together"). Of special note, Talents are still in from the 7th edition rules, rules for berserk fighting are back in from 5th edition (and earlier), and there are rules for inflicting stun damage.<br />
<br />
The Elaborations section contains an interesting assemblage of subjects, many from the 5th edition rules. Interestingly, Citizens and Paragons (aka Warrior-Wizards) have been moved out of the Core rules and made optional. Citizens I can understand being moved as they received a rather mixed reception from T&T fans (I like the Citizen type myself), but Warrior-Wizards have been part of T&T from the start. Equipping characters is also in the Elaborations section. This was explained by Ken at Trollhalla where he stated costs for equipment including weapons and armor would not be included in the core rules. Instead players (or GMs) are allowed to select the gear they deem appropriate for the character without worrying about rolling for gold and going shopping (this method is now an elaboration). I'm a little on the fence on this change since I like the idea of rolling for gold as I said in an <a href="http://danhemsgamingblog.blogspot.com/2014/02/weapons-and-armor-in-dt.html">older post</a>. I'm also curious to see what the additional combat rules and enhanced magic rules turn out to include.<br />
<br />
Following the Elaborations sections, there is the "World of Trollworld" section providing all of the information on the campaign setting of Ken St. Andre. This is the part of the new rulebook that I am really looking forward to. These aspects of Ken's Trollworld have been hinted at, but never fully fleshed out in any supplements with the exception of timelines and brief histories. Getting all of this information and the maps should be fun.<br />
<br />
At the end of the book are two adventures, the first the classic solo <i>Abyss</i> and the second a new GM adventure <i>Adventures in Zorr</i>. Having two adventures included in the book and ready to go is a nice addition. Abyss was an interesting choice for a solo since it requires a deceased character to play. I would have preferred to see a nice 1st level introductory solo in the vein of the classic <i>Sword for Hire</i> or Andy Holmes' online solo <a href="http://www.gristlegrim.com/eots/eots.shtml"><i>Eye of the Serpent</i></a>; in other words a solo that could be used to help teach the rules to new players. I won't complain too much, however, as <i>Abyss </i>is a solo that has long been missing from my collection. <i>Adventures in Zorr</i> sounds like it will be at least similar if not the same as the one included in the <a href="http://www.rpgnow.com/product/130460/Free-RPG-Day--2013-Deluxe-TT-Minirules"><i>dT&T </i>free preview rules</a>. Perhaps it will have been expanded and improved?<br />
<br />
In all the preview of the Table of Contents make me hopeful for the new rules. The hand of Liz Danforth is evident in the organization and I am happy to see it after the more haphazardly organized 7th edition rules. The wait for <i>dT&T</i> seems to be coming to an end.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-29176327216261342712014-06-10T00:03:00.000-04:002014-06-10T00:06:21.239-04:001st Edition T&T Reprint PDF Released<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzQEF4JEMc2EcyG_L_3r4r0Vm1W7rCvKsqaVdQCeGYq7pWStr6eu_qoEdwxODKCq9e36-zVygeHP1Mpchww5tjrVVwzHGBoTRa9eSPa5_jRljSiSVR3_2ASJqAUbhAdy_0MvAR8zjdWjA/s1600/130768-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzQEF4JEMc2EcyG_L_3r4r0Vm1W7rCvKsqaVdQCeGYq7pWStr6eu_qoEdwxODKCq9e36-zVygeHP1Mpchww5tjrVVwzHGBoTRa9eSPa5_jRljSiSVR3_2ASJqAUbhAdy_0MvAR8zjdWjA/s400/130768-thumb140.jpg" /></a></div>Flying Buffalo has released a PDF version of the 1st edition <i>Tunnels & Trolls</i> rules. This is a reprint of the original rules written by Ken St. Andre in 1975 complete with the original artwork by Rob Carver plus a couple of newer ones.<br />
<br />
The 1st edition rules hold up rather nicely after 39 years and the differences between this rules set and the 5th and 7th edition rules are minimal. While some of the details have changed, the basic mechanics have not. The basic game is covered over the first 16 pages of the rulebook which includes rules for character creation, basic equipment, weapons, and armor, saving rolls, combat, monsters, and dungeon creation. A 21-page elaborations section covers rules for nonhuman kindred including hobbits, fairies, and leprechauns (the original Peters-McAllister Chart), magic, spell lists, advanced weapons and armor tables, and berserk fighting. It does take a fair amount of house-ruling to make the game work effectively. The 1st edition rules lack the details of running a game that were included in the 5th edition rules, for example. For a good example of how these blanks can be filled in, check out <a href="http://trollbridge.proboards.com/board/23/burke-1st-ed-forum-game">Burke's 1st Edition Wild Lands Game</a> at the Trollbridge <br />
<br />
The PDF of the 1st edition <i>T&T</i> rules are available from the <a href="http://www.rpgnow.com/product/130768/Tunnels--Trolls-First-Edition-Reprint">Flying Buffalo storefront at RPGNow</a> for only $1.95. If you backed the <i>Deluxe T&T</i> Kickstarter you should have received a code for a free copy. Either way, getting a copy of this piece of RPG history is easy and should not be passed up.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-85488268090887903152014-05-18T08:43:00.000-04:002014-05-18T08:43:21.455-04:00dT&T Adventurers Compendium<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJOH61q9WLr_Pv-H-xNAxvlgtk4JnhnyFmf7tRNzxVXm-5X_OUWbax_sNfSnh5Tx3t3QqhGKVZ1CeP0YPuFLDc9cpQeZ_X-2B8EmGfYKJs3PKXqB5dDUwrjScnbnR5Wllf16Ah3itATs/s1600/129261-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJOH61q9WLr_Pv-H-xNAxvlgtk4JnhnyFmf7tRNzxVXm-5X_OUWbax_sNfSnh5Tx3t3QqhGKVZ1CeP0YPuFLDc9cpQeZ_X-2B8EmGfYKJs3PKXqB5dDUwrjScnbnR5Wllf16Ah3itATs/s320/129261-thumb140.jpg" /></a></div><a href="http://www.flyingbuffalo.com/tandt.htm">Flying Buffalo</a> has released another of it's adventure books as part of the <a href="http://deluxetunnelsandtrolls.wordpress.com/">Deluxe Tunnels and Trolls Kickstarter campaign</a>. <i><a href="http://www.rpgnow.com/product/129261/Adventurers-Compendium?filters=0_0_0_0&manufacturers_id=2238">The Adventurer's Compendium</a></i> includes nine solo adventures and three game master adventures taken from the pages of <i>Sorcerer's Apprentice</i> published between 1978 and 1983. The book contains:<br />
<br />
<br />
<br />
<blockquote><b>Solo Adventures</b><br />
<br />
<i>Kingmaker</i> by Michael Stackpole<br />
<i>Seven Ayes</i> by Ken St. Andre<br />
<i>Golden Dust, Red Death</i> by Michael Stackpole<br />
<i>A Sworded Adventure</i> by Ken St. Andre<br />
<i>Stop Thief!</i> by Michael Stackpole<br />
<i>Thief for Hire</i> by Robert Schofield<br />
<i>The Legend of the (adj) (n)</i> by Liz Danforth<br />
<i>First Command</i> by Ken St. Andre<br />
<i>Hot Pursuit</i> by Michael Stackpole<br />
<br />
<b>Game Master Adventures</b><br />
<br />
<i>SeaReaver's Tomb</i> by Liz Danforth<br />
<i>The Tomb of Axton</i> by Paul Ryan O'Connor<br />
<i>The Black Dragon Tavern</i> by Michael Stackpole</blockquote><br />
<br />
The solo adventures have been edited, revised, and updated for the new dT&T rules. The solos from SA were all pretty short (15-20 paragraphs) and scattered through the pages of the magazine. In the <i>Adventurer's Compendium</i>, the paragraphs of all nine solo adventures have been mixed together to prevent accidental (or not so accidental) reading of critical paragraphs and spoiling of the adventure. There is quite a bit of artwork mixed in as well, some old and some new. The GM adventures appear as they did in the original SA magazines with some short items and articles from SA as well. <br />
<br />
As a bonus, the pocket adventure <i>Circle of Ice</i> by Pauk Creelman has also been included. This solo has also been tweaked to run with <i>dT&T</i> and also includes some new art by Steve Crompton. The original cover for <i>Circle of Ice</i> was used as the cover for the <i>Adventurer's Compendium</i>.<br />
<br />
You can pick up a PDF of all of this classic T&T material from the <a href="http://www.rpgnow.com/product/129261/Adventurers-Compendium?filters=0_0_0_0&manufacturers_id=2238">Flying Buffalo store at RPGNow</a> for only $4.95. If you were a backer of the Kickstarter campaign you should have gotten a copy for free; but $4.95 is pretty close to free given the amount of material included in this book.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-78772314975457977802014-03-11T23:22:00.001-04:002014-03-11T23:22:12.464-04:00Lone Delver Games GM Day Sale at RPGNow<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhixkK9JiRwbb7QS5VJc0v9puxVfWc2GRYdswJSxCY28kSYndGgRPorRlU30TboxWjf9irGe3VRQXFAuVeop5vZQZ8VJXtZgS1BuPO5HMgB1C4BRD0bhak2G_bsja17wUcm6gYGJ_4Hiz4/s1600/new+pic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhixkK9JiRwbb7QS5VJc0v9puxVfWc2GRYdswJSxCY28kSYndGgRPorRlU30TboxWjf9irGe3VRQXFAuVeop5vZQZ8VJXtZgS1BuPO5HMgB1C4BRD0bhak2G_bsja17wUcm6gYGJ_4Hiz4/s320/new+pic.jpg" /></a></div>RPGNow is currently having it's <a href="http://www.rpgnow.com/rpg_gmsday.php">GM Day Sale</a> through March 15. Most publishers have put some or all of their catalogs on sale for 30% off. If there's ever a time to pick up those items you've had sitting in your Cart or Wish List it's now.<br />
<br />
I've put the two GM adventures in my <a href="http://www.rpgnow.com/browse.php?manufacturers_id=3094&term=lone%20delver">Lone Delver Games</a> catalog on sale, <a href="http://www.rpgnow.com/product/98876/The-Dungeon-of-the-Rat?manufacturers_id=3094&filters=0_0_0_0_0_31817">The Dungeon of the Rat</a> and <a href="http://www.rpgnow.com/product/116580/The-Skolari-Vaults?manufacturers_id=3094&filters=0_0_0_0_0_31817">Skolari Vaults</a> both by Mike Hill. As usual for these two titles, all profits earned from their sale will be donated to the <a href="http://jeffwerx.com/tf.html">Jeff Freels Transplant Fund</a>.<br />
<br />
Many other T&T publishers have also put their books on sale. You can find just about everything T&T that is available at RPGNow <a href="http://www.rpgnow.com/browse.php?filters=0_0_44297_0_0&term=tunnels%20%26%20trolls">here</a>.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com2tag:blogger.com,1999:blog-4903168749564119906.post-56273094888689053462014-02-24T11:30:00.000-05:002014-02-24T11:30:03.388-05:00Rules Supplements for T&T: Sci-Fi, Science Fantasy, and Horror<i>Tunnels & Trolls</i> has its roots in the sword and sorcery genre. Having been written in 1975 at the very beginning of RPGs this is to be expected. But the basic mechanics of <i>T&T</i> are very flexible and can be adapted to work in a variety of genres from old west, gangsters, modern, superheroes, cyberpunk, space opera, and horror. The only thing needed are a few extra rules and equipment to cover the world you are creating. Luckily several members of the <i>T&T</i> community have already done this and there are many rules supplements available to tale your <i>T&T</i> game in completely different directions.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqi7a2zIklfiSCut24WO_HgsKmT3-v69cQ-Kdkn3WD4327K3lyPRMQPq0rwRMMNkIs_wt9UcjT6dDk4mNyLBqcTCNY04M2Xn_-qKbAVMRVHolsruwmv8NmrA13bLeKehpapjQItRVobOk/s1600/83429-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqi7a2zIklfiSCut24WO_HgsKmT3-v69cQ-Kdkn3WD4327K3lyPRMQPq0rwRMMNkIs_wt9UcjT6dDk4mNyLBqcTCNY04M2Xn_-qKbAVMRVHolsruwmv8NmrA13bLeKehpapjQItRVobOk/s200/83429-thumb140.jpg" /></a></div><b><i>New Khazan</i></b> is a science fiction fantasy supplement by Tom Loney of <a href="http://www.perytonpublishing.com/">Peryton Publishing</a>. The game is set in the far future of Trollworld, where magic and technology have developed side-by-side. <i>New Khazan</i> includes modifications to the standard character types and kindred plus details on kindred special abilities, some changes to the magic system, rules for building spaceships and space combat (of course), a large list of sample ships, and new equipment. There is also a complete description of the 9,000 Worlds and a number of adventure seeds to get you going. There have also been a handful of GM adventures and even solo adventures published to support <i>New Khazan</i>. You can get a PDF copy of the rule book through <a href="http://www.rpgnow.com/product/83429/New-Khazan-Tunnels--Trolls?term=new+khaz">RPGNow for $7</a> or a print copy through <a href="http://www.amazon.com/New-Khazan-Adventures-Worlds-PYN1008/dp/1478322578/ref=sr_1_3?ie=UTF8&qid=1393197229&sr=8-3&keywords=peryton+publishing">Amazon for $18</a>.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1cTnpO_Yy1qXJXSyKsRtSMEg4X3g2GoJI1bkfwJdZafC_xS6Hy661JV5DaXUKiVNdIxF2vXq_MTNlJUXphRp-Zg7MvJGgeH0Jn87ViHtoB1q0Kc7G14pyylfgoSPiMZUAEPYDuIcCWFM/s1600/ddd_cover_mm.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1cTnpO_Yy1qXJXSyKsRtSMEg4X3g2GoJI1bkfwJdZafC_xS6Hy661JV5DaXUKiVNdIxF2vXq_MTNlJUXphRp-Zg7MvJGgeH0Jn87ViHtoB1q0Kc7G14pyylfgoSPiMZUAEPYDuIcCWFM/s200/ddd_cover_mm.jpg" /></a></div><b><i>Millenniums and Mutations</i></b> is a sci-fi post apocalypse supplement available through <a href="http://www.wizardawn.com/rpg/index.php">Wizardawn</a> in the vein of <i>Gamma World</i> and similar games. Mutants, lost futuristic technology, rogue robots, and aliens abound. The book includes a vast array of abilities and mutations, modifications to character kindreds (human, mammal, reptile, insect, plant, etc.) and types, new equipment, rules for scavenging, artifacts (laser rifles and power armor anyone?), vehicles, monster creation, treasure tables, and ideas for designing your own post-apocalyptic world. Best of all this supplement is available for free from <a href="http://www.wizardawn.com/rpg/game_mm.php">Wizardawn Tabletop Games</a>.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtpJ3IKd9oNIQ6Ne3STy8PI18xeHEHezuB1DYQUfnZwdfbTH9fuLXdbfvtckccRGO6oqra9HOz9ZgU6Q55crwa5GKxygVKqrpej3GwfXmhClWZsGYnNEwDXqhXz0uTA2YM5s7ZkFj06lE/s1600/116251-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtpJ3IKd9oNIQ6Ne3STy8PI18xeHEHezuB1DYQUfnZwdfbTH9fuLXdbfvtckccRGO6oqra9HOz9ZgU6Q55crwa5GKxygVKqrpej3GwfXmhClWZsGYnNEwDXqhXz0uTA2YM5s7ZkFj06lE/s200/116251-thumb140.jpg" /></a></div><b><i>Porphyry: World of the Burn</i></b> is a science fantasy post apocalypse supplement by Kyrinn Eis. In this world, magic and technology are intertwined in a universe torn apart by demonic entities in an event calls The Burn. Civilizations have been destroyed, strange machines roam the world exterminating humans, and mutant animals have risen to build their own civilizations. In this world humans struggle to rebuild and forge a new place in a chaotic world. <i>Porphyry</i> includes a number of modifications to the T&T rules including new character types, professions, new kindred, new equipment equipment, new spells and some new rules elaborations including modified ranged combat rules with firearms and social combat. There is detailed description of the World of the Burn with history, location descriptions, monsters, and artifacts. Porphyry features some really excellent B&W art by Jez Gordan that does a great job setting the tone for the world. You can get a PDF copy of the rule book through <a href="http://www.rpgnow.com/product/116251/Porphyry-World-of-The-Burn?term=porphyry">RPGNow for $10</a> or a print copy through <a href="http://www.lulu.com/shop/kyrinn-s-eis/porphyry-world-of-the-burn/paperback/product-21033285.html">Lulu for $15</a> (a bargain given the size of the book and quality of the art).<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOsMhZKG72PCgrwP02vyXPuRAkCrqFDML9N4_RpbcgEBtLRh-WUd-Iwbju9FKLIS7-ira1nuGB0OrIHPqjIdPeRuIqCgW6eQgZEKCs1cm7HpNwKSQWzHak9xSuaeMhNI6ZB1jEuTJxuIg/s1600/121375-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOsMhZKG72PCgrwP02vyXPuRAkCrqFDML9N4_RpbcgEBtLRh-WUd-Iwbju9FKLIS7-ira1nuGB0OrIHPqjIdPeRuIqCgW6eQgZEKCs1cm7HpNwKSQWzHak9xSuaeMhNI6ZB1jEuTJxuIg/s200/121375-thumb140.jpg" /></a></div><b><i>Stay Alive!</i></b> is a survival horror supplement developed by <a href="http://thedelvingdwarf.blogspot.com/">Jerry Teleha</a>. While it has been most strongly associated with zombie apocalypse type games (especially given the prevalence of interior zombie art), <i>Stay Alive!</i> is suitable for any type of modern horror game featuring vampires, werewolves, demons, crab people, cultists, or whatever. Of course modern does not simply mean today's world but can include pre-industrial, late 19th century, early twentieth century, or future worlds. The current version of the book is labeled as a "Lite" edition and includes modifications for character kindred (humans only), character types (citizens and warriors only), and character attributes, new equipment including modern firearms and armor, and rules for handling firearms in combat. <i>Stay Alive!</i> is available in PDF format at <a href="http://www.rpgnow.com/product/121375/Stay-Alive-Lite-Edition?term=stay+alive">RPGNow for only $1</a> or as printed book through <a href="http://www.amazon.com/Stay-Alive-Edition-Jerry-Teleha/dp/1493625497/ref=sr_1_1?ie=UTF8&qid=1393197735&sr=8-1&keywords=stay+alive+teleha">Amazon for $6</a>.<br />
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There are certainly a lot more options for new setting and new worlds to use with the T&T rules (giant robots anyone?). These four supplements represent a perfect starting point for a lot more development. I'm also looking forward to seeing some additional support material for these settings, especially solo adventures.<br />
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Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com4tag:blogger.com,1999:blog-4903168749564119906.post-15876127878240136162014-02-19T22:01:00.000-05:002014-02-19T22:01:54.144-05:00Updates to Free Adventure ListsIt's been a while since I updated the lists of free <i>T&T</i> adventure links to the right; not since July of last year! There have been a lot of new free solos released in that time and even a couple of GM adventures.<br />
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In <a href="http://www.rpgnow.com/product/112541/TrollsZine-%237?filters=0_0_44297_0_0">TrollsZine! #7</a> there was a solo adventure by J.C. Lambert, <b>The Wizards Hut</b>, and a GM adventure by Tori Berquist, <b>The Ruins of the Castle Pynnesse</b>.<br />
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New free releases at RPGNow include the solos <a href="http://www.rpgnow.com/product/116784/Legends-of-Ogul-Duhr-II-The-Hidden-Halls?filters=0_0_44297_0_0">Legends of Ogul-Duhr II: The Hidden Halls</a> by Andy Holmes from Tavernmaster Games and Mark Thornton's <a href="http://www.rpgnow.com/product/124464/The-Longest-Night?filters=0_0_44297_0_0">Longest Night</a> from Khaghbboommm Press. There is also a GM adventure, <a href="http://www.rpgnow.com/product/118386/Keep-of-Count-Habbish?filters=0_0_44297_0_0">Keep of Count Habbish</a>, by Douglas Mitten also from Khaghbboommm Press.<br />
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Charlie Flemming has released seven new mini-solos through his <a href="http://hobbsized.wordpress.com/">Hobb Sized Adventures</a> blog, including <a href="http://hobbsized.wordpress.com/2013/05/19/oasis-of-dust/">Oasis of Dust</a>, <a href="http://hobbsized.wordpress.com/2013/07/01/daaargararaths-dungeon-of-deathtrap-doorways/">Dungeon of Deathtrap Doors</a>, <a href="http://hobbsized.wordpress.com/2013/07/05/the-duchy-of-the-drakes/">Duchy of the Drakes</a>, <a href="http://hobbsized.wordpress.com/2013/09/09/tomb-of-the-unexpected-a-solotastic-dungeon-for-aweosmesauce-er-tunnels-trolls/">Tomb of the Unexpected</a>, <a href="http://hobbsized.wordpress.com/2013/10/10/88/">When the Hero Saves the Princess</a>, <a href="http://hobbsized.wordpress.com/2013/11/01/the-night-that-brought-evil-or-party-or-die/">The Night That Brought Evil</a>, and <a href="http://hobbsized.wordpress.com/2013/11/30/black-firday/">Black Friday</a>. As always, these solos are only about 20 paragraphs long but most contain lots of random elements so that there is a lot of potential for re-playability.<br />
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It's great to see so much material being generated for <i>T&T</i>. The fact that so much of it is made available for free is pretty amazing. They make a great way to introduce new players to the game. My thanks to all of the authors and publishers who make this possible.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-20033410760322455512014-02-11T18:56:00.003-05:002014-02-11T18:56:38.770-05:00But What About That Dragon?<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjqWlfNgcbLukHrvQS0SaLOu-cOWKYvfompvtj4YCGpIx3RQd_9knFh2WsWr-eZ8YrpwGJnRoKbnxCrvrHqY-5o4jBMJCyVcQwbLANQnBy04u1x-KI0nu6ntoCHdTp8LG7zSUbrZb2izc/s1600/coloring-pages-dragons-6.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjqWlfNgcbLukHrvQS0SaLOu-cOWKYvfompvtj4YCGpIx3RQd_9knFh2WsWr-eZ8YrpwGJnRoKbnxCrvrHqY-5o4jBMJCyVcQwbLANQnBy04u1x-KI0nu6ntoCHdTp8LG7zSUbrZb2izc/s400/coloring-pages-dragons-6.gif" /></a></div>A good question. Just how powerful is the dragon that <a href="http://danhemsgamingblog.blogspot.com/2014/02/new-lone-delver.html">Frederick is about to face</a>? Does he stand a chance or is Frederick just another in a long line of self-delivering meals?<br />
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Dragons are a very special kind of monster in my opinion. They should not be thrown about haphazardly by GMs and they should never be taken lightly by players regardless of their age, size, or apparent strength. Sure most dragons look ferocious and deadly, but the power they possess goes far beyond their obvious physical attributes. <br />
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The dragon pictured here looks small as far as dragons go in comparison to the warrior standing against him. But the cloud of gas being released from his nostrils speaks of hidden powers. What about those sharp fangs; do they deliver more than a simple bite? Those scales are likely quite sturdy and may easily turn the sharpest blade. The dragon's small size also hints at quickness and speed, while it's large eyes show signs of great intellect. Dragons are magical creatures, and many have learned the use of spells; this one is likely no different. I think Frederick has his work cut out for him. Meet Eitr.<br />
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<b>Eitr</b><br />
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<b>ST</b> 40 <b>DEX</b> 80 <b>CON</b> 60 <b>SPD</b> 80 <b>INT</b> 80 <b>LK</b> 40 <b>WIZ</b> 80 <br />
<b>CHR</b> 20 <br />
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<b>ADDS:</b> +192<br />
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<b>ATTACK:</b> Teeth, claws, and talons (9D6 total).<br />
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<b>ABILITIES:</b> Poison gas cloud <i>(same as the spell Smog, costs 10 WIZ; creates a 40' diameter cloud of poison gas; any character or creature caught in the cloud must make a L4SR on CON or lose half their CON or MR; each subsequent turn requires another L4SR on CON or the victim loses 1 CON; roll each turn until the SR is made)</i>; Venom <i>(any character taking CON damage from a physical attack must make a L4SR on current CON or take an additional 4D6 in damage; armor offers no protection)</i>; Scaly Hide <i>(30 hits protection)</i><br />
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<b>MAGIC:</b> Detect Magic, Hold That Pose, Oh Go Away, Oh There It Is, Take That You Fiend!, Poor Baby, Spirit Mastery, Blasting Power <br />
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<b>DESCRIPTION:</b> Eitr was born in the Great Swamp. Like all dragons he was left to fend for himself, hatching into a cruel world filled with creatures that sought to eat him before he had a chance to grow. But Eitr was too fast, too quick, and too deadly for them. More than one felt the sting of his venom. Eitr gorged himself on those foolish enough to think him easy prey. He grew and soon he was the hunter and all in the swamp fled before him. As he matured and his intellect grew, raising him above the level of the simple beasts around him, Eitr began to hunger for more. He felt the desire for power, knowledge, and wealth. Eitr left the Great Swamp and went in search of richer prey. While wandering the lands of humans, Eitr learned their language and acquired a taste for their flesh. He was able to convince some humans to teach him the ways of magic before he filled their veins with venom and feasted on their innards. Eitr then chose to stop his wandering. He found a large population of humans suitable to keep him fed, to provide him with treasure, and to provide him with entertainment. Eitr attacked the town several times, slaughtering their warriors and blasting the few Wizards the human leaders sent against him. Finally Eitr made the humans an offer; he would stop his attacks if they brought him sacrifices of food, gold, jewels, and magic every season. The humans agreed without hesitation and so Eitr has lived in a large cavern outside the town and has been brought everything he desired for years. But now he has grown bored. He remembers the joy of hearing the humans scream and seeing them fall. The memories are there, but they have faded. It is time to make new memories.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com0tag:blogger.com,1999:blog-4903168749564119906.post-10556235774114207112014-02-09T20:40:00.000-05:002014-02-09T20:40:37.248-05:00Weapons and Armor in dT&T<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixRLc0ed_755XRncFtn7updkTCmmxf0zNrCx5NxYfX3qnzqiQf_Ok-6f1iSJcZfkXZc6WHKi26-ipUWNe-YNOTbbEy4vJFgAjWVnWKjoYe-4gLIW8Blw7m_vFOGC6NmxK0WJChania6FQ/s1600/armor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixRLc0ed_755XRncFtn7updkTCmmxf0zNrCx5NxYfX3qnzqiQf_Ok-6f1iSJcZfkXZc6WHKi26-ipUWNe-YNOTbbEy4vJFgAjWVnWKjoYe-4gLIW8Blw7m_vFOGC6NmxK0WJChania6FQ/s320/armor.jpg" /></a></div>In a <a href="http://trollhalla.com/outer-sanctum/2014/02/08/trollworld-weapons/">post at the Outer Sanctum of Trollhalla</a>, Ken St. Andre has written up some Q&A on the role of weapons in Trollworld in the Deluxe Tunnels & Trolls rules. In this article, Ken describes who makes weapons, where they can be found, and how easily they can be acquired by needy delvers.<br />
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An interesting comment by Ken was that his current thinking is that that players should be able to outfit their starting characters with any basic weapons and armor they wish to without worrying about their cost. His rationale is that the characters have already been living and adventuring for some time and would therefore be pretty well outfitted. The players simply need to come up with a story to explain how they acquired all of their gear.<br />
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While I think this can be a great way to start up a quick game (i.e., everyone gets scale armor, a broadsword, a spear, and a target shield, go!), and certainly would not have any negative impact on the game, I've always liked the idea of rolling dice for money to see exactly what my character can start with. To me this is just another randomized attribute. Sure every character should start with some equipment. I never assume that the character starts off with a bag of gold and then goes to the mega-mall to buy all of the things he or she needs for a new start as an adventurer. These are the items the delver has acquired over his life so far. How much the delver has varies from person to person. This status or history of the delver is partially determined by the roll of 3D6 to determine starting gold. If the delver has done well, he may start with 180 gold pieces (or more if using TARO) worth of equipment. If his life has been harder, maybe having recently been robbed on the road, he may only have 40 gold pieces worth of gear.<br />
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Take the example of <a href="http://danhemsgamingblog.blogspot.com/2014/02/new-lone-delver.html">Frederick Halfacre</a>. In my vision of the character, he started off very poor. He had some great attributes, but had little in the way of gear because he was the son of a destitute farmer.<br />
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So, if the player rolled 3D6 for gold and suddenly sat facing a 4, that really helps to define the characters story.<br />
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But what can you do with 40 gold pieces? Can the character survive? Certainly. Here is an example of the gear a player may choose with that small amount of money:<br />
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<blockquote>Hatchet (2D+3) (8 gp), Sling w/ 100 stones (2D) (8 gp), Coif (2 hits) (10 gp), Buckler (3 hits) (10 gp), Ankle-high soft boots (10 sp), Backpack (5 sp), 5 torches (5 sp), Flint and Steel (10 sp), Waterskin (10 sp)</blockquote><br />
Can this character make it? With the right starting attributes and maybe a few friends, absolutely. That is a decent set of equipment. Would most players choose to equip their new character this way if given unlimited funds? Probably not. But that's the point and it adds some extra flavor to the game. He can quickly improve his situation by surviving just a single delve. Taking the weapons of your fallen foes is the best way to get some nice new gear. I've often had the most fun playing characters that start off with very little.<br />
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Overall I like the idea of some characters starting off with a lot of nice weapons and armor and some, not so much. If every character gets to start with a large array of gear, then I feel that something is lost and it loses it's value. The best way to maintain this variability, and provide players options, is the starting gold roll.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com3tag:blogger.com,1999:blog-4903168749564119906.post-89098844110111899522014-02-07T21:43:00.000-05:002014-02-07T21:43:48.245-05:00New Lone Delver<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgHID_oDx-1jHQPgHX4JLY2eAWU5RO8mB6E5oYvQennHG7DO82TYjiOnhEO0tuxhY2Bhyphenhyphenx-4ZA9ZGlIPScoU2tavafM44YIVNbDpc3nIyWaqSPyi5ubLIOgL0nAcY5WHWbZbVSjgwOO6I/s1600/coloring-pages-dragons-6.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgHID_oDx-1jHQPgHX4JLY2eAWU5RO8mB6E5oYvQennHG7DO82TYjiOnhEO0tuxhY2Bhyphenhyphenx-4ZA9ZGlIPScoU2tavafM44YIVNbDpc3nIyWaqSPyi5ubLIOgL0nAcY5WHWbZbVSjgwOO6I/s400/coloring-pages-dragons-6.gif" /></a></div>In keeping with the theme of legendary monsters, our new lone delver is facing off with a dragon. Ok, it's a small dragon, but even small dragons are dangerous. This one is sure to have some hidden secret, otherwise someone else would have killed it already.<br />
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Instead of simply discussing the art, I thought I would start fleshing out some of these lone delvers and making them come to life as T&T characters.<br />
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This warrior certainly does not look that impressive. I imagine that he must have some magic up his sleeve (or in his hands) to have the confidence to take on this dragon by himself. His sword and helmet are the most obvious candidates. The warrior's overall lack of armor is also interesting; he only wears a short mail shirt in addition to his helmet and a target shield. This could be a sign of poverty; armor is expensive after all. The sword and helmet were likely found on some previous delve. Maybe he was the only survivor and got to keep all of the hard won loot for himself? With his newly found power, this warrior may be seeking a quick payoff. What better victim than a dragon? It appears that this warrior is going to just charge the dragon; that may not be the best idea. But maybe he has something else in store for the beast? Is he just trying to lure it out of his cave? Perhaps there's a ballista waiting just out of view? <br />
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Here is our lone delver as T&T 7.5 edition character:<br />
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<b>Frederick Halfacre</b><br />
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<b>TYPE:</b> Warrior<br />
<b>KINDRED:</b> Human<br />
<b>LEVEL:</b> 6<br />
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<b>STR</b> 60 (30) <b>DEX</b> 25 <b>CON</b> 40 <b>SPD</b> 30 <b>INT</b> 15 <b>LK</b> 35 <b>CHR</b> 7 (14) <b>WIZ</b> 13<br />
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<b>ADDS:</b> +108<br />
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<b>ATTACK:</b> 9D+112<br />
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<b>ARMOR:</b> 26 (13)<br />
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<b>TALENTS:</b> Endurance (CON+4); Brawling (ST+3); Gambling (LK+6)<br />
<br />
<b>Weapons:</b> <i>Skaere</i> (Broadsword): a blade of exceptional sharpness that cuts through steel as though it were cloth (has the effect of a permanent Whammy spell) (9D+4, STR15 DEX10, 120 wu), 2 Dirks (2D+1, STR1 DEX4/10, 16 wu)<br />
<br />
<b>Armor:</b> Haubergeon (4 hits, STR4, 240 wu), Greaves (2 hits, STR2, 20 wu), Target shield (4 hits, STR10, 300 wu), <i>Helm of the Bull</i>: grants the wearer the strength of a bull; unfortunately it also grants the smell of a bull, which is generally not well received (x2 STR; x0.5 CHR) (3 hits, STR2, 50 wu)<br />
<br />
<b>Other Equipment:</b> Sandals<br />
<br />
<b>Background:</b> Frederick was one of four sons of a poor farmer. His family worked a half an acre of land, barely growing enough to keep them alive. Frederick grew tired of the life of a poor farmer and set out to seek his fortune as a wandering adventurer. He was strong, healthy, quick, and lucky (in a way), so even though he left home with only a knife and some homemade armor, he survived long enough to earn some formal training in combat. But despite his relative success, Frederick was never able to hold on to the gold he won often gambling it away or spending it quickly at expensive inns and fine taverns. On his last delve, Frederick entered an ancient catacomb with some new comrades. After a long search, many encounters with the living dead, and several deaths, they finally found a trove of magical treasure. It was there that Frederick claimed <i>Skaere</i> and the <i>Helm of the Bull</i>. His surviving comrades, a Wizard and a Rogue, wanted nothing to do with either item. With these new weapons, Frederick felt as though he could make one big score and retire in luxury. There was a dragon terrorizing a nearby town. The townspeople had been appeasing the dragon for years by giving it tribute in gold, silver, and livestock. Recently the dragon had started attacking the town again. The townspeople were now offering a large reward to anyone who would kill the dragon. They were promising a manor, land, servants, and all of the treasure the dragon had been given or taken over the years. It was too good of an offer for the son of a poor farmer to refuse. All he had to do was kill a dragon.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com3tag:blogger.com,1999:blog-4903168749564119906.post-85201541165165541312014-02-03T14:25:00.000-05:002014-02-03T14:25:23.464-05:00Legendary Monsters in T&T<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZG43eD8RBAYAcHdtG0F7yN1eJCKvDVXhzIlVM99-_S4lh83Y8-YaRND8jwogevBD-KeDT9LxhH3RTLd7rPx2dG3fBVv7l0RqxpFxgHy2-B1ltVvEBlezf_gvOzj1224adBh7g_k_zty4/s1600/hydra.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZG43eD8RBAYAcHdtG0F7yN1eJCKvDVXhzIlVM99-_S4lh83Y8-YaRND8jwogevBD-KeDT9LxhH3RTLd7rPx2dG3fBVv7l0RqxpFxgHy2-B1ltVvEBlezf_gvOzj1224adBh7g_k_zty4/s400/hydra.jpg" /></a></div>Beasts of great strength and power exist in the mythology of every culture. These are the monsters of legend: the Lernaean Hydra, Grendel, the Minotaur of Crete, Cerebus, Scylla, Medusa, the Chimera, Huwawa, Fafnir, Black Annis. They strike fear in the hearts of even the bravest men and women. They terrorize, raze, burn, plunder and, most importantly, kill would-be heroes seeking fame and fortune. Some come to be masters of or even worshiped by their victims, receiving tribute and sacrifices in return for their "protection." <br />
<br />
There are some great sources out there for researching legendary monsters or finding inspiration for creating some of your own. Two good ones that I found are the <a href="http://www.monstropedia.org/">Monstropedia</a> and <a href="http://www.mythicalcreatureslist.com/index.php">Mythical Creatures List</a>.<br />
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What makes these monsters special? They are certainly not the run-of-the-mill fodder that you encounter in most adventures. These monsters are unique. Once they are defeated, they are gone from the world forever. To become such a monster of legend requires great abilities, whether it is brute strength, fearsome magic, divine or demonic power, horrible mutations, or a unimaginable combination of all of these traits. These are not adversaries to be taken lightly. To face one invites certain death or worse. Of course, defeating such monsters brings instant fame and most have acquired massive hoards of unthinkable wealth (see Fafnir), so for all of the risk there is certainly significant reward.<br />
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Legendary monsters in T&T, therefore, require more than just a Monster Rating, they need their own set of attributes, many special abilities, and definitely a history. In designing a monster of this magnitude one must be careful to make it powerful, but not overly powerful. They should be capable of being defeated since most are defeated in the myths in which they appear. Of course the means of their downfall does not have to be through force or arms or magical attack; guile and deceit are powerful weapons as well (just ask Odysseus).<br />
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Here is an example of a less well-known creature of legend from Sumerian mythology, Huwawa:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8Wt9Slj5hj33avwgpuR15lOlyo4uvESWAV7MDwvDBbvhIX5kMOLmxlKSsGYejSrGGlQzGd2hdKo2G_RpyEgb45BgAo9Sc_rgI6Cv9gBzQgvphRAH0ecPgPb_e4P8hYcnlFA_wgKbFkjw/s1600/huwawa.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8Wt9Slj5hj33avwgpuR15lOlyo4uvESWAV7MDwvDBbvhIX5kMOLmxlKSsGYejSrGGlQzGd2hdKo2G_RpyEgb45BgAo9Sc_rgI6Cv9gBzQgvphRAH0ecPgPb_e4P8hYcnlFA_wgKbFkjw/s200/huwawa.jpg" /></a></div><blockquote><b>HUWAWA (aka Humbaba)</b><br />
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<b>ST</b> 150 <b>DEX</b> 50 <b>CON</b> 200 <b>SPD</b> 40 <b>INT</b> 15 <b>LK</b> 80 <b>WIZ</b> 100 <br />
<b>CHR</b> 10 <br />
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<b>ADDS:</b> +272<br />
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<b>ATTACK:</b> Teeth, claws, talons, and horns (12D6 total).<br />
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<b>ABILITIES:</b> Flame Breath (same as Blasting Power; 15D+272; WIZ Cost 9); Roar of Death (same as Death Spell #9, WIZ Cost 60); Scaly Hide (50 hits protection)<br />
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<b>DESCRIPTION:</b> Huwawa is a giant man, standing about 15 feet tall. He has the face and paws of a lion and his body is covered with horny scales. His feet have sharp talons like those of a vulture and he has a pair of bulls horns on his head. Huwawa is the guardian of the Cedar Forest and was sent by the god Enlil to be a terror to mankind.<br />
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Huwawa has keen hearing, and is very rarely surprised. Huwawa favored attack is to breath fire upon his victims. If faced with a great opponent, he can kill with a single roar. In hand-to-hand combat, Huwawa uses his claws, talons, teeth, and horns to great effect. <br />
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Huwawa is a creature of strength and magical power. But he is not overly intelligent; his final downfall at the hands of Gilgamesh and Enkidu (Epic of Gilgamesh) was largely the result of trickery.<br />
</blockquote><br />
I like the concept of adventures built around the goal of defeating a single, powerful monster. No random goblins, zombies, giant spiders, or jellies scattered about a tunnel complex. There is a creature of legend that must be faced and defeated or at the very least driven off to go bother someone else.<br />
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The key to an adventure like this would be creating the appropriate atmosphere and anxiety. There should be a very likely chance of defeat and death for some, if not all, of the characters undertaking such a deed. But there would be great reward if successful, both in fame and treasure. The players should be provided with enough information up front to know that they should not just go charging in and try to defeat the monster by going toe-to-toe, rolling a bunch of D6s, and hope for the best. If the monster breathes fire, that should be common knowledge. If it can kill a man by wiggling it's little finger, let them know. At this point the players should realize that they need information and a good plan. So a large part of the adventure should involve these important steps. They can talk to the locals, visit ruined farms or villages, even scout out the lair of the beast. Armed with this knowledge the players can devise a cunning plan, playing on any weaknesses they think they have discovered. Executing the plan will obviously be the exciting part, and maintaining the tension should not be too difficult here. It's important not to pull any punches (in my opinion). If it's a good plan, it should have a chance of succeeding, but that does not mean it has to and certainly does not mean every character is going to survive. Defeating the monster should be tough, so that if it happens it feels like a real achievement. The rewards that come after could be another adventure. What and where is the monsters treasure? How do the characters secure it and keep it? What kind of party do the locals have in store for them? Is there a price to be paid for defeating such a monster, especially if it was created by a god? While an unsuccessful encounter can be viewed as a failure, it can also lead to further adventures. How do the remaining characters get away? What does the monster do next? How do the locals react? <br />
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These effects are likely best achieved in a GM adventure, but the same could also be done in a solo adventure, although it would certainly be more difficult. I'm going to try my hand at both. The GM adventure will be a switch for me, but if I'm happy with the results I'll publish it through <b>Lone Delver Games</b>. The solo will a short one (20-30 paragraphs) and I'll post it here for free when it is done.<br />
Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com2tag:blogger.com,1999:blog-4903168749564119906.post-17192874751442343202014-01-30T23:01:00.000-05:002014-01-30T23:01:19.141-05:00"Classless" T&T?<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJFJCLOqfyOCdu1OR1SfYCo7YxiXo3ogJ8_Ifdf7720ExHg-90UogzCriboZMA06h4A-_PYcOeP1eD48JB-OxilTstIjLmoy3vhzN43XLK7BQDB8v0ItVrYuM2K_97Z0PYhP3woGe8PhI/s1600/medieval-clipart-3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjJFJCLOqfyOCdu1OR1SfYCo7YxiXo3ogJ8_Ifdf7720ExHg-90UogzCriboZMA06h4A-_PYcOeP1eD48JB-OxilTstIjLmoy3vhzN43XLK7BQDB8v0ItVrYuM2K_97Z0PYhP3woGe8PhI/s320/medieval-clipart-3.jpg" /></a></div>There has always been discussion about making T&T classless, moving instead to a skill-based system. But in my mind T&T has always has been "classless". There are basic Types that are chosen when creating a character, warrior, wizard, and rogue, that help define the training your character has received in weapons and magic. Unlike strict Classes, however, magic is not necessarily limited to a small select set of types and neither are weapons and armor. Rogues represent a mix of both abilities while Wizards still get to use a nice variety of weapons and armor. Warriors obviously get left out of the magic game completely. There are no other abilities described for the Types other than their abilities to wield magic and weapons. Therefore, outside of weapon and magic use you are free to make your character whatever you want. <br />
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Instead of basing abilities on a predefined class, your characters basic abilities are defined by their attributes. Your characters can do pretty much anything you want simply by making a Saving Roll on an attribute that corresponds to the action. You can make up a back story to help explain why your character might be able to walk a tight rope, scale a sheer cliff, or decipher a set of complex runes, but in the end your character's ability is based on the attribute and not the Type. These attributes can be quite variable between characters of a single Type and are increased with the acquisition of Adventure Points as the player sees fit. This gives the player the flexibility to mold his or her character in any way. If you want a really smart Warrior capable of solving complex problems you can invest in Intelligence. If you want a Wizard that is good at gambling, you can have that too by investing in Luck. <br />
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The addition of Talents in 7th edition took this concept one step further. Talents provide a special advantage to characters based upon some ability or training outside of the standard Type. So you could have three beginning Warriors each choosing a different Talent, perhaps Tracking, Thievery, and Persuasion. All three characters are Warriors with the same abilities with weapons and armor, but each brings something different to the table with their unique Talents. They have been further refined so that they are more than just sword-swinging roustabouts. One is a ranger, the other a thief, and the third may be a priest. As these Warriors gain experience, their attributes will increase and they may acquire new talents to either support their original talent (perhaps acrobatics, hunting, and singing, respectively) or go in some new direction (dancing?).<br />
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In this way T&T is truly classless. Types are not restrictive of character abilities and with the addition of talents, players are free to craft their character however they see fit. I am glad to hear that <a href="http://deluxetunnelsandtrolls.wordpress.com/2014/01/23/january-are-we-talented-or-what/">Talents will remain a part of dT&T</a>, even if only part of an Elaborations section. In my opinion Talents added an important element missing from the 5th edition rules.<br />
Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com2tag:blogger.com,1999:blog-4903168749564119906.post-56342780978141203462014-01-22T23:27:00.000-05:002014-01-22T23:27:30.788-05:00Tales of Stercoran: Five Mini-Solos from Tavernmaster Games<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9igUWLlBbt99qyxJMpe2qtEBYlYF32YSc020SEPLfUpu6q8cJCpZVses74jJGDzQ7HH3_ikPrhOXxBeQWv3nio3KTcFApGGRSZQk98dleC2CZT7adnBUGgI-E2nsmropuzId2oLzeoOY/s1600/118006-thumb140.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh9igUWLlBbt99qyxJMpe2qtEBYlYF32YSc020SEPLfUpu6q8cJCpZVses74jJGDzQ7HH3_ikPrhOXxBeQWv3nio3KTcFApGGRSZQk98dleC2CZT7adnBUGgI-E2nsmropuzId2oLzeoOY/s320/118006-thumb140.jpg" /></a></div><i>Tales of Stercoran</i> is a collection of five mini-solos published by <a href="http://www.tavernmaster-games.co.uk/">Tavernmaster Games</a> last year. Each of the solos consist of approximately 20 paragraphs, so they are easy to play in a limited amount of time. For me, play time was between 10 minutes (the first solo) and 25 minutes (the last solo). But, just because they are short does not mean they are not richly detailed, fun to play, and replayable. The solos are written by four different authors from the Tavernmaster team including Sid Orpin, Jason Mills, Andy James, and Andy Holmes. This makes for some nice shifts in voice, style, and game play. There are also some excellent examples of how to make the most of a solo adventure set in a limited space, whether it's a small tower, a simple cave, or even a rock in the middle of a bay.<br />
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The five solos are linked, following a consistent storyline centered around two coastal villages and a sea god named Stercoran. There is even a cult of a rival god that turns up later to wreck some havoc. The first four solos are designed for a 1st or 2nd level character with no more than 20 adds. That means that these four adventures can easily be played one after another with the same character, provided your character survives of course. The fifth solo, however, takes a more experienced delver. The recommendation is "for characters up to level 4 with no more than 50 adds" and that's about right. If you want to use the same character you used in solos 1-4, you'll need to send him or her off on some other adventures first. <br />
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After a few attempts and delvers I was able to make my way through the first four in succession. The last one I completed with a higher level character. As I mentioned before, the great thing about these solos is that despite the limited number of paragraphs, there are a lot of choices to be made and, as a result, many possible outcomes for each one. There are many ways to win and lose each adventure so that even if you come out victorious, it's worth trying again to see if greater rewards are possible. There are even options to bail entirely; there are obviously consequences for such actions, but I view any adventure that does not end in death to be at least a small victory.<br />
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I highly recommend <i>Tales of Stercoran</i>. You can get a PDF for only $4.00 from the <a href="http://www.rpgnow.com/product/118006/Tales-of-Stercoran?src=s_pi">Tavernmaster Games store</a> at RPGnow. As with all of Tavernmaster's products, all profits earned go to the <a href="http://jeffwerx.com/tf.html">Jeff Freels Transplant Fund</a> so you're not only getting some great solos, you're donating to a good cause.<br />
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I wanted to provide some brief descriptions of the five solos and my thoughts on each one. As a result, there might be some information ahead that you may not want if you've not played them before. While I won't give anything away, it is possible there may be some spoilers included.<br />
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<br />
<b>***Possible Spoilers Ahead***</b><br />
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In the first solo, <i>Stercoran's Shrine</i> by Sid Orpin, you find yourself in the small fishing village of Hakesend waiting for your ship to be repaired. You are sitting in the local tavern (of course), drinking and minding your own business (or not) when you are given (in a couple of possible ways) a map to the lost Shrine of Stercoran, the local deity, with an offer to split any loot you may find fifty-fifty. You can accept this quest or not, but being an adventurer the choice is pretty obvious. The map leads you to a sea cave in which you find either certain death or the Shrine of Stercoran. There are some important choices to make along the way and the possibility of a good fight at the end, unless you have a charming personality. There are a few possible final rewards depending on the actions you take, each with a different value. Which one is best is really a matter of personal opinion. <br />
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The second solo, <i>Attack of the Morgawr</i> by Sid Orpin, you return to Hakesend which is currently being terrorized by a great sea monster that has been attacking the local fishermen. This creature has been dubbed the Morgawr. Someone has to take care of it and that someone is you. To fight this monster you are given a harpoon and sent out to sea either standing alone on a big rock in the middle of the bay or (if you're lucky) in a boat with someone to help you. Given that you are hunting a sea monster there is a chance that it will never come to face you, so there are a number of Luck Saving Rolls to make. Even if the monster does strike and you succeed in killing it, there are more challenges to face. The sea is cruel after all.<br />
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The third solo, <i>Getting the Bird</i> by Jason Mills, occurs in the aftermath of your activities in <i>Stercoran's Shrine</i>. It seems that someone (who?) has looted the Shrine of Stercoran and stolen the god's idol. The result has been a string of bad luck and misfortune for the people of Hakesend. A representative of the town arrive in the neighboring town of Trondhelm to ask for help with an offer of 50 gold coins for the safe return of the idol. The problem is that it is currently in the hands of a powerful alchemist holed up in a tower outside of town. The tower turns out to be a rather small structure, only two stories. Once inside you must deal with the strange (and disgusting) guards that the alchemist has set in place. There are also some fun liquids and powders to play with (as you'd expect of an alchemists home) that could help or hurt you (or both). I followed my favorite bit of advice and followed the directions. As with the other solos there are many possible outcomes to this adventure. The tower is quite small, but there is a lot of trouble to get into and many different rewards and punishments. Don't be afraid to sacrifice a little and watch out for that alchemist.<br />
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The fourth solo, <i>Guard Duty</i> by Andy James, gives you the opportunity to escort the idol of Stercoran back to Hakesend. Of course it cannot be as simple as that; there's always someone looking to steal that idol. Here we see the arrival of outside forces wishing to capture the power of Stercoran. It's up to you to steal the idol back, or not. You have full control of what you want to do here; some choices are less moral that others, but sometimes tough choices need to be made. Just be sure you can handle the opposition. This is guard duty after all, make sure you're equipped for it. <br />
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The fifth and final solo, <i>Blood for the Tiger Cult</i> by Andy Holmes, plays out what happens after someone steals the idol of Stercoran back from the Tiger Cult. They are obviously not too happy about that, so they arrive at Hakesend looking for a little pay back. Of all of the solos, this one is the most combat heavy. You can fight your way around town taking out the bad guys. Just be aware that some are tougher than others and you can quickly get overwhelmed. Don't worry though, you are often given the chance to abandon the town and save yourself. It's a nice touch that I always like to see in solos. Keep in mind that the final enemy and the key to ultimate victory in this solo is very tough, so you will need those 40-50 adds mentioned in the instructions to succeed.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1tag:blogger.com,1999:blog-4903168749564119906.post-7633214141000862932014-01-18T14:23:00.003-05:002014-01-18T14:23:59.691-05:00BashCon XXIX 2014As part of my return to gaming in the new year I'll be making the trek north up to Toldedo for <a href="http://www.bashcon.com/index.php">BASHCon XXIX</a> held at the University of Toledo on February 14-16. This is an event that I've meant to go to the past few years, but the timing was never quite right. <br />
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I'm registered for two games right now, <a href="http://kopftnt.blogspot.com/">Tom Loney's</a> "Goblin Hack: The Bloodying" Tunnels and Trolls game on Friday night and <a href="http://thedelvingdwarf.blogspot.com/">Jerry Teleha's</a> "<a href="http://rpg.drivethrustuff.com/product/121375/Stay-Alive-Lite-Edition">Stay Alive!</a> Gaslight" T&T game on Saturday morning. They both sound like they'll be a lot of fun. <br />
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There are, of course, many other games being run. To name just a few, Jerry is running an introductory T&T game (On the Road to Baru-Kesh) and an AD&D game, Tom is running games using his Wobble, Crawlspace, and Glow systems, and Robin Lea will be running a Qualidar: Resistance game. There are lots of Pathfinder RPG games as well as various board and card games. What's not to like? Let's just hope the weather holds. <br />
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Here are some of the game descriptions if you are in the region and interested in attending:<br />
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<b>Goblin Hack: The Bloodying (T&T) - Tom Loney</b><br />
From lake Bloodmoon and nearby Swamp of Doom, is the warren of the Goblin King, and where there are kings there is gold and booty, at least according to Sir Hobo, the Murdering. Care to join him on his quest to bring civilization to the heathen monsters?<br />
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<b>On the Road to Baru-Kesh (T&T) - Jerry Teleha</b><br />
An introductory game to learn how to play Tunnels & Trolls or start a new character if you are an experienced delver. Delving is a dangerous business, but think of all stories you can tell if you survive.<br />
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<b>Eye of the Needle (Wobble) - Tom Loney</b><br />
The space station known as the Needle has been abandoned for a score of millennia. No one exactly knows why it's in the little pocket universe where it is. What a great place to look into. Wait a second... what's that other vessel doing here?<br />
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<b>Party Nights (Crawlspace 13) - Tom Loney</b><br />
The scientists at the Steinhold-Brensji Radio and Atmospheric Laboratories have stumbled across an anomaly in the night sky. At certain times, an asteroid the size of New Jersey is in orbit between the Earth and the moon. One can say that the celestial body, called "the Blind Spot," only appears when the stars are right. But when it is there, what we'd call paranormal occurrences occur, and supernatural entities can take a hold of our world.<br />
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<b>Stay Alive! Gaslight (T&T) - Jerry Teleha</b><br />
It is the late 19th century and the world is filled with monsters. You have been invited to join a group that secretly fights the things that go bump in the night. Will you survive your first mission? Stay Alive! is a Tunnels & Trolls horror variant appropriate for all ages.<br />
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<b>The Liberation of Katun (Qualidar) - Robin Lea</b><br />
Your investigation of a grotesque organ trading scheme has led you to a slave colony on another world. Find out who's running the show and shut it down.<br />
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<b>Toxic Island (Glow) - Tom Loney</b><br />
The Skeeters from the Great Swamplands are getting more organized and fighting like real warriors. Something in the ruins of Tol-Do island is behind this. Somebody has to go check things out.Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com2tag:blogger.com,1999:blog-4903168749564119906.post-46343518003553843532014-01-16T14:31:00.000-05:002014-01-16T14:31:40.549-05:00Tunneling OutThe last part of 2013 was busy, but I am beginning to dig my way out and carve out some time for gaming and, I hope, this blog. <br />
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Currently I am playing my way through <i><a href="http://www.rpgnow.com/product/118006/Tales-of-Stercoran">Tales of Stercoran</a></i>, a series of five, short (~20 paragraph) interconnected solo adventures published by <b><a href="http://www.rpgnow.com/browse.php?manufacturers_id=4176">Tavernmaster Games</a></b>. I've managed to get a character through the first two solos alive. Once I make it through all five I'll write up a summary of the lucky survivors exploits. So far I am really enjoying the solos; they are short, but richly detailed and a lot of fun. Best of all they can be played even when time is limited.<br />
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I'm also getting my play-by-post games up and running again at the Trollbridge and Roleplay Online. If you're a player in any of my <i>T&T</i> games on these sites and have not checked back in, please do so.<br />
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My other big obligation is <i>TrollsZine! #8</i>. I had to let this project slide for a couple of months, but I am back to work getting the latest issue out. We have a full complement of articles for <i>TZ8</i> including a new solo adventure, GM adventure, monsters, weapons, and short stories. Now I am working on editing and gathering artwork. I expect to have <i>TZ8</i> finished by February or March.<br />
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I released a new GM adventure through <b>Lone Delver Games</b> in 2013, <i><a href="http://www.rpgnow.com/product/116580/The-Skolari-Vaults">The Skolari Vaults</a></i>, written by Mike Hill and illustrated by Jeff Freels. If you have not done so you can pick up a PDF copy at RPGnow. All profits go to the <a href="http://jeffwerx.com/tf.html">Jeff Freels Transplant Fund</a>, a worthy cause that will go a long way to help a good friend. I will be working on a print version as well which will be available through Lulu so stay tuned. I plan to get back to work on my own writing projects as well. I have started development of a new solo adventure that will be the second in the solo sandbox series I started with <i><a href="http://www.rpgnow.com/product_info.php?products_id=97650">Crypt of the Wolf Prince</a></i>. If all goes according plan (chuckle) that should be finished around June 2014.<br />
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As far as <b>The Lone Delver</b> is concerned, I have several drafts of posts to get back to covering combat, magic, monsters, and more. So much to do...Danhttp://www.blogger.com/profile/06566438657075402308noreply@blogger.com1