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Sunday, December 19, 2010

Contest: Write a Spell For Tunnels and Trolls, Win a PDF Copy of T&T 7.5e

I plan to close out the year with 2 contests - this is the first.

This is all you need to do:

     1 - Refer to any edition of the T&T rules.  If you don't have a copy of the rules, you can find an abridged version here for free.

     2 - Write a spell for T&T using the following 1st Level T&T spell examples for format (taken from the abridged rules) - Silly names always work in T&T

           Oh There It Is (4) Usually detects concealed or invisible things or doors by surrounding them with a purple glow that slowly fades.

           Take That, You Fiend (6) Uses IQ as weapon, inflicting hits equal to caster's IQ. Must be directed at an indi- vidual foe. No effect on inanimate objects.

     3 - Submit your entries as a comment to this blog post.  Contest ends midnite on the Dec 24th.  Prizes will be awarded the weekend of the 25th/26th.

That's about it.  One random entry will get a PDF copy of the Tunnels & Trolls 7.5e Rules.  My personal favorite entry will get a PDF copy of Bean!  The D2 RPG.

This is my way of thanking my readers.  Above prizes are from my account credit at RPGNow, thanks to all of you.

Next contest should be live in a few days to go along with this one.

Oh, almost forgot.  All entries from folks on my Google Friends Connect (otherwise known at the Tavern as Regular Tavern Patrons) will be entered into a drawing for $125 worth of PDF gaming goodness curtesy of RPGNow (it's the same list I awarded at the beginning of the month).  If you missed out the first time around, here's a second change to win it.  All entries from folks on my Google Friends list in this contest and the next will be entered into a pool for the big prize.  So, if you follow the site, but don't follow via Google Friends, here's a good reason to do so.

Big prize package with be awarded on January 1st, 2011.

6 comments:

  1. Dance the Hurdy Gurdy Till Your Toes are Hurty (10) The target of this spell can only move by dancing. This requires a level 2 saving throw to get anywhere unless of course the recipient is a talented dancer and has figured out what is going on. If one knows the steps the victim is dancing out to they can anticipate their moves and get an extra 3 hitpoint in on the victim in combat.

    ReplyDelete
  2. Play Possum (4): The caster causes the target of this spell, which may be himself, to appear dead. During this time the target is completely aware of his or her surroundings, and may rouse themselves at any time. To all outside observers they will appear dead, having no pulse or breath.

    ReplyDelete
  3. Dungeon Gumption [Cosmic]

    Description: At any time during an underground excursion when the party's resources are dwindling, the caster can use this spell to summon the required supplies or provisions. This applies to any resources on the standard equipment list necessary to press on, with the exception of weapons, armor, and poisons. Specifically included are expendables such as food stores, rope, light sources, etc.

    The summoned items will disappear from someone's inventory within the spell's range and appear before the caster immediately, leaving a signed IOU for the rightful owner. If the items don't exist within the spell's range, nothing happens.

    Power Cost: 1:1GP of supply cost
    Range: 5 miles
    Power Up: Yes. Double the spell's range with each level increase.

    ReplyDelete
  4. P.S. Dungeon Gumption is written with the 7.5 edition rules in mind, but I think it could work with any edition.

    ReplyDelete

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