Saturday, January 21, 2012
TrollsZine! Returns
This is a quick note to let everyone know that I have taken on the editorship of the TrollsZine!, the Tunnels and Trolls (TM) fan-supported magazine that came to life in 2010 thanks to the dedicated and talented members of the Trollbridge. TrollsZine! started out strong in 2010 with three excellent issues under the direction of Dan Prentice and Kevin Bracey. After completing these three issues, Dan and Kevin needed to step away due to other commitments (you know, life). The massive nature of this undertaking and the fact that it is provided free of charge resulted in a year-long hiatus. That hiatus is now over, however, and TrollsZine! #4 will be released in early February once I complete some additional editorial work. If you have not obtained your free copies TrollsZine's 1-3, just head over to the Flying Buffalo RPGNow storefront. Be sure to watch The Lone Delver, Trollbridge, and Trollhalla for news on the release of TrollsZine! #4. Once this is done, my current plan is to release at least two more issues in 2012 depending on submissions and (of course) my schedule.
Tuesday, January 17, 2012
January's Lone Delver
I have not posted a new Lone Delver image since June. That poor guy's been trapped in the pit for a while. I wonder if he's alright (pokes him with a stick). Hmmm. Probably not. Oh well, here's his replacement.

The Lone Delver for this month is by Paul Jacqays and appeared in the classic Flying Buffalo solo Blue Frog Tavern written by James Wilson. This illustration shows one of the major challenges faced by a lone delver; there is no one to watch your back. I also like the way the illustration shows the poor illumination provided by a single torch. There is a lot of darkness surrounding her and even the illuminated area is filled with shadows. Of course, that's not going to be much of a problem for very long.

The Lone Delver for this month is by Paul Jacqays and appeared in the classic Flying Buffalo solo Blue Frog Tavern written by James Wilson. This illustration shows one of the major challenges faced by a lone delver; there is no one to watch your back. I also like the way the illustration shows the poor illumination provided by a single torch. There is a lot of darkness surrounding her and even the illuminated area is filled with shadows. Of course, that's not going to be much of a problem for very long.
Thursday, January 12, 2012
Wizards and Weapons: Two More Thoughts
I had a couple more thoughts on the flexibility of the "2 dice limit" on weapons that wizards have in T&T.
First, there are certainly more weapons in the world than those listed in the 5th and 7th edition rulebooks. A game master or even a player could find other historical weapons and give them T&T attributes. There are many examples of this posted by other players on the Trollbridge and published by Flying Buffalo within the pages of Sorcerer's Apprentice, various solo adventures, and GM adventures. What is great about this for the topic of wizard's weapons is that if the new weapons only have 2 dice, then a wizard could use them regardless of the type of weapon. So, there is always the potential for more weapons in the wizards arsenal.
Second, there is the possibility of crafting "special" weapons for wizards that they may not otherwise be able to use. Weapons can be enchanted to have special abilities, would it not be possible to have an enchanted broadsword that only gets 2 dice? "A 2 dice broadsword," you ask, "what use is that?" Remember that the restriction only applied to dice and not to weapon adds. That enchanted broadsword might therefore have 15 adds. So now you have a wizard wielding a broadsword that gets 2D+15. Not too bad.
Ok, on to new topics.
First, there are certainly more weapons in the world than those listed in the 5th and 7th edition rulebooks. A game master or even a player could find other historical weapons and give them T&T attributes. There are many examples of this posted by other players on the Trollbridge and published by Flying Buffalo within the pages of Sorcerer's Apprentice, various solo adventures, and GM adventures. What is great about this for the topic of wizard's weapons is that if the new weapons only have 2 dice, then a wizard could use them regardless of the type of weapon. So, there is always the potential for more weapons in the wizards arsenal.
Second, there is the possibility of crafting "special" weapons for wizards that they may not otherwise be able to use. Weapons can be enchanted to have special abilities, would it not be possible to have an enchanted broadsword that only gets 2 dice? "A 2 dice broadsword," you ask, "what use is that?" Remember that the restriction only applied to dice and not to weapon adds. That enchanted broadsword might therefore have 15 adds. So now you have a wizard wielding a broadsword that gets 2D+15. Not too bad.
Ok, on to new topics.
Saturday, January 7, 2012
A Wizards Arsenal
A comment by Soren on my last post has led me to put together a list of weapons that can be used by wizards in T&T. I never thought I'd get so much out of the wizard character type and combat, but I am enjoying the discussion.
I mentioned the flexibility of the T&T character types in my last post. One of my examples was the ability of wizards to use an array of weapons types including swords, axes, and bows. Wizards are limited to weapon with only 2 dice, but this is a very flexible restriction when compared to one that states "wizards may only use daggers." Why? Because there are a number of different types of weapons that wizards may use even with this limit. Also, as I've stated before, this does not limit the number of adds the weapon has.
So, here is the arsenal of wizards in 7th and 5th editions:
So that is 50 weapons among 6 different types defined by the rules. Not bad. The maximum damage potential is 2D+5 and there are a number of ranged weapons with a maximum listed range of 60 yards (very light bow).
That is 32 weapons across 6 weapon types. Obviously the weapons charts were lengthened in the 7th edition rules. The maximum damage potential is still 2D+5 and there are still a number of ranged weapons with a maximum listed range of 60 yards (very light bow). The wizard did lose his hatchet in 5th edition, so he cannot wield an axe.
Yes, wizards are limited to weapons that have 2 dice; but this limit still allows a great deal of flexibility and a number of options for arming your wizard.
I mentioned the flexibility of the T&T character types in my last post. One of my examples was the ability of wizards to use an array of weapons types including swords, axes, and bows. Wizards are limited to weapon with only 2 dice, but this is a very flexible restriction when compared to one that states "wizards may only use daggers." Why? Because there are a number of different types of weapons that wizards may use even with this limit. Also, as I've stated before, this does not limit the number of adds the weapon has.
So, here is the arsenal of wizards in 7th and 5th editions:
7.x edition T&T
Daggers
All 19 (range from 1D+2 to 2D+5)
Swords
Manople (2D+2)
Foil (2D+1)
Bows & Ranged Weapons
Very light bow (2D)
Fish bow (2D)
Boomerang (2D)
Chakram (2D)
Sling (2D)
Spiked throwing stick (2)
War bola (2D)
Blow pipe (0+1) (poison delivery system)
Hafted Weapons
Hatchet (2D+3)
Baton (2D)
Piton hammer (1D)
Prybar (2D)
Truncheon (2D)
Spears
Assegai (2D+3)
Javelin (2D)
Stabguard (2D+2)
Unusual Weapons
Ankus (2D+1)
Bagh nakh (1D each) (tiger claws)
Blackjack (1+3)
Brass knuckles (2D)
Caltrops, large (2D)
Caltrops, small (1D)
Gaff (2D)
Garotte (1D+3)
Hand spikes (2D+3)
Lasso (1D+2)
Quarterstaff (2D)
Razor-rope (2D+2)
Throwing star (1D+3)
So that is 50 weapons among 6 different types defined by the rules. Not bad. The maximum damage potential is 2D+5 and there are a number of ranged weapons with a maximum listed range of 60 yards (very light bow).
5th Edition T&T
Daggers
All 14 (range from 2D-2 to 2D+5)
Swords
Manople (2D+2)
Foil (2D+1)
Bows & Ranged Weapons
Very light bow (2D)
Chakram (2D)
Shurikin (1D)
Sling (2D)
War bola (2D)
Blow pipe (0+1) (poison delivery system)
Hafted Weapons
Baton (2D)
Crowbar (2D)
Piton hammer (1D)
Spears
Assegai (2D+3)
Javelin (2D)
Unusual Weapons
Ankus (2D+1)
Bagh nakh (1D each) (tiger claws)
Caltrops, large (2D)
Caltrops, small (1D)
Quarterstaff (2D)
That is 32 weapons across 6 weapon types. Obviously the weapons charts were lengthened in the 7th edition rules. The maximum damage potential is still 2D+5 and there are still a number of ranged weapons with a maximum listed range of 60 yards (very light bow). The wizard did lose his hatchet in 5th edition, so he cannot wield an axe.
Yes, wizards are limited to weapons that have 2 dice; but this limit still allows a great deal of flexibility and a number of options for arming your wizard.
Thursday, January 5, 2012
Reasons I Love Tunnels and Trolls
Of course this concept of flexible character types does not only apply to wizards, although it is the most extreme example of being able to break preconceived notions of character types in my opinion. Warriors are also very flexible and you can make whatever you want of them. No need for scores of warrior subtypes. Simply come up with a background of your own. May your warrior was raised in the woods, is very dextrous, and skilled with a bow. You can use that background to make a 'ranger' type without needing extra rules. If your party happens to run out of supplies in the middle of the woods, your warrior's background should allow for a Saving Roll to forage for edible plants and hunt animals more effectively than a city bred warrior.
Rogues are a whole other matter. Rogues are an open book. You can come up with whatever character concept that you like. Yes, I've previously stated that I never thought much of 5th edition rogues as defined in the rulebook, but that does not mean that they cannot be fun characters to play; especially once they get some experience under their belt and some spells. It's just my opinion. The rogue type gives you many options, that is the appeal to this type that I see. Until you play 7th edition, that is, get the Roguery talent and start kicking everyone's butt. At that point, casting spells may seem like an afterthought.
So, to recap: Tunnels and Trolls does not tell me that my wizard cannot wear a suit of mail and wield a sword or an axe.
Monday, January 2, 2012
Itash the Grim: Second Level Wizard
In his three delves into Buffalo Castle, Itash managed to earn enough Adventure Points to rise to the second level. Not bad for a lone wizard. Itash was lucky enough to have his Constitution and Luck increased while adventuring inside Buffalo Castle giving him a nice boost for combat. As is my custom, I used the attribute boost for gaining the second level to increase Itash's Luck by 4 (I should note that I am playing using the 5th edition rules). Why Luck? That's four more personal adds and Luck is the most commonly called on attribute for Saving Rolls, especially in solo adventures. Itash had also earned enough cash to purchase four second level spells from the Wizard's Guild. Nice. He also picked up a lantern and some spare oil for future expeditions. Itash did suffer a lot of injuries in his last delve once I introduced Spite damage, so he will likely use the bulk of his remaining wealth convalescing in a Guild dormitory carving wooden rings and dreaming of his next adventure.
Name: Itash the Grim
Type: Wizard
Kin: Human
Level: 2
ST 14
IQ 14
LK 21
CON 15
DEX 12
CHR 10
ADDS +11
Treasure: 65 sp, 75 gp, 1 jewel (300 gp)
Adventure Points: 1270
Weapons: Kukri (2D+5, 20 wu, 15 yd), Haladie* (2D+9, 15 wu, enchanted), Common sling w 100 stones (2D+0, 60 wu, 100 yds)
Armor: Back and breast (5 hits, 200 wu), Greaves (2 hits, 40 wu), Gauntlets (2 hits, 25 wu), Greek helm (2 hits, 35 wu) [Total 11 hits, 300 wu]
Equipment: Warm clothing and pack, calf high boots, lantern, 2 spare oil skins, 20' silk rope, Delvers package, 1 days provisions, 5 wood rings
Weight carried: 460/1400
Languages: Common, Elven
First Level Spells: Detect Magic, Knock knock, Lock Tight, Will-o-wisp, Oh There It Is, Take That You Fiend, Vorpal Blade, Oh-Go-Away, Hocus Pocus, Teacher
Second Level Spells: Poor Baby, Glue-You, Cateyes, Hidey Hole
Sunday, January 1, 2012
Plans for 2012
A new year already. I looked back over my goals for 2011 and saw that I did not meet my goal for the second year of The Lone Delver. Life just got a little too busy to exceed the number of posts from year 1; but life has been good. I do have many articles lined up for the coming year covering topics related to house rules, solo design, the evolution of the T&T rules, solo reviews, and my own solo run write-ups. Phineas the Red did not seen any action this last year having been replaced by Itash the Grim in my analysis of the survivability of Wizards in solo adventures. I rather like Itash and will certainly be using him some more. All I need now is a nice 7th edition rogue to add to my stable of characters.As far as Lone Delver Games is concerned, I did release one new solo in 2011 although it was not the one I had planned to write; however, I really like Crypt of the Wolf Prince. This new solo is actually the start of a solo sandbox campaign, something I am pretty excited about. I will be producing a series of adventures all set in a huge ruined city outside of a small town named Cheapham. You will not need to play these solos in sequence or even all of them; it's entirely up to you. But you will be able to take a single character from adventure to adventure learning more about the ruins and their significance as you go. Ultimately I'd like to produce a campaign book on the ruins for use in GM-run adventures.
I plan on writing at least two new solos in 2012 including the spaghetti-fantasy, bounty hunting adventure I've mentioned previously and a second installment in the solo sandbox. I have a third sketched out as well, but we'll see how much time I really have. In addition, I am currently working on editing and layouts for two GM-adventures. The first will be released later this month. I am actually publishing these for another writer, something I'd like to do more of in the future. My T&T Combat House Rules book is still in the works, but it may take some more time to see the light of day; at the end of the day I'd rather write adventures than new rules.
Sales of my solos have happily continued on RPGnow and Lulu. The Temple of Issoth has been downloaded 876 times; again I'm that one for free but I'm still very happy about the level of interest.
I'm starting off with a post on the first day of the year so I'm hoping that is a good omen for achieving more of my T&T related goals this year. My thanks to everyone who has followed my blog, purchased and played my solos, and provided comments and support.
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