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Showing posts with label the trollish taproom. Show all posts
Showing posts with label the trollish taproom. Show all posts

Sunday, January 20, 2013

Humungous Rabid Rat - Hunting For Coppers in Tunnels & Trolls

Art by Ryan Sumo

Humungous Rabid Rat

Monster Rating: 25

Combat Dice: 3 + 12

Special Damage:  2 / Poison does 2 Pts damage per CT for 5 CTs

We hunt in packs. We swarm and we eat. We never eat enough so we look for walking food. Walking food not as tasty as rotting food, but is good. We likes shiny. We likes copper. We nest in copper.

Saturday, January 19, 2013

The Devourer - Bringing "Baby" to the Fight in Tunnels & Trolls

by Eric Quigley

Devourer

Monster Rating: 200 (plus special)

Combat Dice: 21 + 100

Special Damage:  8 / Here Comes Baby! (baby hops out of the Devourer's chest and fights alongside the Devourer as a MR 80 monster for the rest of the fight.

Sometimes I think I'd like to not kill. Sometime I think I'd like to walk away. Sometimes I like to think of flowers. When I have these thoughts, Baby wakes up and thinks for me. Baby thinks of death, kill, blood. If this is what Baby thinks, what does Baby dream?

Friday, January 18, 2013

The Golden Dragonman - Taking Flight in Tunnels & Trolls

Art by Malcolm McClinton
Golden Dragonman

Monster Rating: 60

Combat Dice: 7 + 30 

Special Damage:  2 / Breaths Fire for 2d6

Yesss. We are desssended from the Dragonsss. Their Blood isss our Blood. Their fire isss our fire. Do you posssesss gold? If ssso, you may pay usss and leave. If not...

Thursday, January 17, 2013

Minotaur Gladiator - Exchanging Gladiatorial Pits For the Tunnels of T&T



Minotaur Gladiator 

Monster Rating: 80

Combat Dice: *13D6 + 80 (see Special)

Special Damage - Minotaur Gladiators fight with a 4d6 Gladiator Sword which is included in it's Combat Dice

Har! A good fight is a great thing, but even a bad fight is a good thing. See these muscles? Years of training in the Gladiator Pits. See my scars? Years of Fighting in the Gladiator Games. See that puddle of piss? Your 's right before I remove your head from your shoulders...

(Thanks to Craig Brasco for giving me permission to use the above art)

Wednesday, January 16, 2013

The Eyeball Critter - It's a Critter With a Giant Eyeball For Tunnels & Trolls



Eyeball Criiter

Monster Rating: 100

Combat Dice: 11d6 + 50

Special Damage - 5 / Medusa - Save vs. Int or turn to stone

Eye See You! You Can't Hide From Me, Eye See You Where Ever You Go. Eye Think You'd Look Nice Over There In The Corner, With My Other Playthings. Eye Have a Nice Collection of Statues, Yes?

(Thanks to Craig Brasco for giving me permission to use the above art)

Tuesday, January 15, 2013

Wraiths - Bringing the Cold Touch of Death to Tunnels & Trolls


Wraith

Monster Rating: 130

Combat Dice: 16d6 + 65

Special Damage - 1/2 Each Natural 6 rolled causes 2 Spite Damage.

Special Resistance - Dice from non-magical or non-silvered weapons will not cause the Wraith harm.

It's always cold. Cold like dead fingers plucking a heart from its chest or a tomato from the vine. Bloody tomatoes. 

(Thanks to Craig Brasco for giving me permission to use the above art)

Monday, January 14, 2013

Skeletons - Clawing Delvers Since 1975



Skeleton

Monster Rating: 35

Combat Dice: 4d6+ 18 

Special * Blunt Weapons (Mace / Hammer / Staff / etc) do full damage. All others do 1/2 damage after dice roll and adds

Once I lived. Once I breathed. Once I loved. Now I seethe. I feel nothing but hate for what I was. Hate for what you are. I am dead that has died yet will not rest. I am Hate.


(Thanks to Craig Brasco for giving me permission to use the above art)

Monday, October 17, 2011

Defining the Kindreds in Tunnels & Trolls - The Basics - Leprechauns

What exactly is a Leprechaun in Tunnels & Trolls?  Is it the "pot of gold at the end of the rainbow" little man in a green suit and a funny hat that talks with a brogue?  Not according to the artwork on page 25 of of the T&T 7.5e rulebook.  He stands about as high as a Hobb's shoulders, with a short beard and elvish ears.  So, to me this makes him closer to a gnome in appearance then a classic leprechaun of modern lore.

Leprechauns are one of the few races with a footnote (and the only one of the common kindreds to have such).  We are told that all leprechauns are wizards.  We are also told they have a natural Wink-Wing spell that they can do without any magical training... but as they are all wizards, aren't they all magically trained?  Oh, and the spell was moved from the core book to theCodex Incantatem - no idea why.  It is 4th level, so I guess the Leprechauns get to learn it early and for free.  It even costs them no WIZ points to cast it - it's totally free, but you won't know that until you read the spell description.

Stat-wise they take 1/2 hit to STR and and extra 50% to DEX, INT and LK.  Even with their hit to STR, they should still be able to tweak out decent combat adds if they want to.

Not sure how to tweak them.  Truth, I don't think they need any.  The free Wink-Wing spell is a great "get out of melee range free" card to play.  They make great scouts with it's use and should rarely find themselves cornered.  I think I've overlooked their sue in the past.  I need to make up for that.


Monday, October 10, 2011

Defining the Kindreds in Tunnels & Trolls - The Basics - Hobbs

Hobbs, Hobbits, Halflings - if you've read or watched the Lord of the Rings, you know what they entail. Big feet, small height, paunchy, like to smoke pipe-weed... the whole package. Still, what does that mean in Tunnels & Trolls?

Starting attributes are adjusted as follows: Str is halved, Dex and Lk are increased by 50%, Con is doubled height is halved. A weak yet tough race. Well suited for the Roguish life, they can make effective Warriors if they can survive the early adventures in T&T 7.5e.

So, what can we do to add some flavor to Hobbs in our T&T games? All Hobbs get the Thievery Talent for free, above and beyond any others they might choose. Not all use it for thievery, as slight of hand and the like has many uses, but all have knowledge of it. This is known by the other kindreds, and Hobbs are often viewed with some suspicion when they are new to an area and have yet to prove themselves.

Wednesday, June 1, 2011

The Trollish Taproom - Latest Tunnels & Trolls Acquisitions

I received my latest Ebay purchase in the mail yesterday. It was the Corgi Editions of the T&T 5e Rules and the double adventure of Gamesmen of Kasar and Mistywood. The rulebook is in mint condition and the double adventure is slightly used. I had them both already, but my copy of the Corgi rulebook was water damaged but useable.

I like the Corgi Edition of the rules one heck of a lot. The size is perfect for bedtime reading or tossing in a bag. The double adventures have a stripped down version of the T&T rules, but as they cover characters up to level 10, one could easily run a GM game or other solos just using the rules in one of the double adventures.

We didn't have the weekly online T&T game last night, which is probably just as well... this past weekend was busy as heck. Next week I'll an an update.

Tuesday, May 3, 2011

Mini Review - The Wizard's Test (A Tunnels & Trolls Solo)


In case you've missed it, I'm a huge Tunnels & Trolls fan.  You can never have enough T&T, and I'm happy to say the Trollgod agrees with that statement.  The Wizard's Test is the fifth solo to come from the hands of the Trollgod this year.

When it comes to solo adventures, they are really hard to review.  Solos, more then any other type of adventure, are very easy to spoil by revealing too much of the plot or story.  They are programed, there is no GM to add new twists if the player already knows what is in store.  Therefore, less from me is more.

Still, I can safely report the following:  It's an adventure for use with the 7.5 edition of the rules.  The artwork is well done.  We are offered two sample characters to use: the first is a 3rd level Warrior with 63 adds, the other is a 1st level Rogue with 13 adds and no spells.  I strongly suspect the warrior will have a greater chance to survive, but as always, it depends on the decisions you make.

I've yet to run thru it... just read the intro and flipped the pages to read some random pieces.  Ken's voice is great as always and paints an entertaining picture.

32 pages for $2.95

From the blurb:

So, you think of yourself as a warrior and a proven adventurer? But do you have what it takes to serve as an agent of the Death Goddess?  Find out as The Wizard's Test challenges your wit and prowess in some very sticky situations indeed. This is a solitaire Tunnels & Trolls adventure for a human or humanoid warrior or rogue of level 3 or lower.

Wednesday, April 27, 2011

The Draconic Archeologist: Sidetracked By Some Sorcerer's Apprentices

Lookie what the Ebay Gods granted me!  I got my hands on Sorcerer's Apprentice Issues 1, 2, 5 (already had),  9/10 (ditto), 14 ('nother ditto) and 13 (needed that one).  At some point I'll be offering my duplicate issues as prizes for as an as yet undecided contest - no idea when.

Very very cool acquisitions.  Heck, issue #2 even has an article by author Poul Anderson - On Trolls and Others - which looks, you guessed it, pretty cool! ;)

I do love the way mini-solos were integrated into the magazine back then, squirreled away on each pages, so you really did have to flip around for the next part.

I may have to do a side by side comparison of The Dragon #1 and SA #1 at some point.  As covers go, SA #1 has The Dragon #1 beat by a mile and then some.  You probably can't tell from the pic, but the wizard is holding a record labeled: Cythulhu's Greatest Hits.  How awesome is that?

Alright, I need to read these babies - I did notice that Spite Damage made it's debut in issue #13 (you can either thank or curse Roy Cram for that 5.5e and later rule).

Thursday, April 7, 2011

Mini Review - A Sworded Adventure (Tunnels & Trolls Solo Adventure)

I was wondering when my next Tunnels & Trolls fix would hit.  Look no further, cause it's here with A Sworded Adventure by Ken St. Andre.

It's funny, because when I saw the title I thought it looked familiar, and it is, sorta.  It is a rewrite and expansion of the original A Sworded Adventure that appeared in Sorcerer's Apprentice #6 (back in 1979).  Pretty cool, huh?  (Yes, I have this issue)  This version is written to be compatible with either the 5.5 or 7.5 editions of the rules (and probably works just fine with the 5.0 and 7.0 editions too).

It's for a warrior of 50 combat adds or less, and is integrated to some extent with the Naked Doom and Arena of Khazan solos, as certain events can drop your character into one or the other.  If you don't have them, there are alternatives, but really, you know you want them ;)

It's a short solo, about 23 pages when you remove the covers and credit pages, but it's well written and should be entertaining (at least I think so).  It could easily be run using the free version of the rules I have linked to the left... but as always, one should remember that survivability is greatly enhanced by going as close to the recommended combat adds without going over.  A complete newb without exceptional scores probably won't last long.  Then again, creating a new character is pretty quick in T&T, so death isnt much of an issue

Saturday, April 2, 2011

The Trollish Taproom - Spillin' Some Beer

I've been working on two rooms at home, trying to turn them into a new master bedroom.  One room has been used mostly for storage, and i placed a bottle of Levitation Ale on top of a box of my Tunnels & Trolls collection as I was removing wallpaper and scraping down the molding.

It was secure, at least until my cat Ashely poked her head out of the closet and knocked it over.  Yep, my Trolls had some beer tonight.

Sigh.  At least beer doesn't make pages sticky like soda, and they smell good now ;)

Wednesday, March 30, 2011

The Trollish Taproom - Tripping the Fantastic Trollish Light

... and thus it was that The Tavern of Tenkar did post it's One Hundredth Trollish Post, and there was much rejoicing and beer.

The beginning of renovations, and all the planning leading up to it, has taken much of my time away from Tunnels & Trolls. Boo! Maybe it's good that there hasn't been a Tunnels & Trolls release in a few weeks... I wouldn't have much time to look at it.

All that being said, I'm finding fairly recent purchasesin some of the strange places. I know I'll read just about anywhere, but I don't fit under the sofa or behind my desk. I guess it's good I'm moving stuff around these days.

Heck, I haven't even had a chance to post about my latest Trollgod Auction acquisition... the masters for Supernova 33 (the last issue of Supernova and the predecessor to Sorcerer's Apprentice). A piece of history and a one of a kind item, i really need to find the time to take some pics of this find.

I'll try and limit my time doing renovations tonight ;)

Wednesday, March 16, 2011

The Trollish Taproom - Grab The New Solo "Escape from Khosht" For Free!

I just saw the email from Trollhalla on this one.  It appears there is a new Tunnels & Trolls solo available at OneBookShelf (RPGNow / DrivetruRPG), and the sucker is free.

Escape from Khosht is 40 pages of T&T for your solo pleasure (minds outta the gutter please).  I'm downloading this right now.  Grab your's here (and pick up the free T&T rules to the left of this post if you need them).

From the Blurb:


Everything had gone according to plan. The Eye of the Beast---a cut, polished diamond the size of a hill giant's fist rests in your hands. It is worth 200,000 gold pieces!

Obtaining the valuable gem comes at a cost, however, and soon you find yourself running for your life, hazarding the terrors of the night, braving sadistic guards, and slavering war hounds, wondering if there can ever be an ... Escape from Khosht.

Escape from Khosht is a solitaire adventure written by Andrew Greene, and illustrated by J. Freels for the Tunnels and Trolls game system.

The solo adventure comes with three pregenerated characters to choose from (a wizard, a rogue, and a warrior) as well as full stats and abilities for the two NPCs who journey with you, Radnoff and Chi-Chi.

(edit:  technically it's not NEW, as it is copyright 2002 - but the art is all new, it is new to OneBookShelf / etc and is probably new to YOU... heh)

Sunday, March 13, 2011

The Trollish Taproom - When Less is More

James over at Grognardia asked folks to post about their re-imagining of iconic D&D creatures.  This is something you really couldn't do with Tunnels & Trolls creatures, as there really isn't much of a template to look at, at least in editions prior to 7e.

T&T 5.5e and prior doesnt have any sort of monster manual.  Creatures have a MR and little more.  Pretty much everything a GM would need to introduce to a campaign would come from his own imagination or would be borrowed from another game system.

7e introduced monster books to T&T.  Better late then never, I see them more as gap fillers then all encompassing, as the D&D MMs tend to be.

In Tunnels & Trolls, most monsters are a first-imagining. ;)

Monday, February 28, 2011

The Trollish Taproom - The British Invasion

Over the weekend I received my first copy of the Tunnels & Trolls 1st UK Edition.  This took forever to ship from across the pond, but as it came with Buffalo Castle and Uncle Ugly's Underground, in beautiful condition, and from the same run as the T&T UK edition, so it makes a really nice set and was worth the wait.

Today I received my 2nd copy of the T&T 1st UK Edition rules - I was bidding on it as the price was right, and this made it to me in a week.  Woot!

Of course, this means my reprint copy of the T&T 1st UK Edition is now a bit obsolete.  I may have to run a contest to give it away.  I'm open to suggestions ;)

Tuesday, February 22, 2011

The Trollish Taproom - A Closer Look at Spite Damage

Spite Damage as a concept is great.  Each 6 rolled on a d6 is damage that makes it thru, even against the side that wins.  In a Tunnels & Trolls game with a GM and a full party, it adds to the drama and the tactics of the party.  It also makes the Poor Baby spell even more valuable then it was before.

In Solo Play, spite sucks.  Big time.  Unless you are willing to declare it is a player ability only, and deny it to the monster side of things, it makes the solo adventures unplayable.

Look at it this way.  Each encounter a player survives, he carries over his spite damage to the next encounter.  The next adversary will be fresh.  Spite was added to prevent the endless combats of evenly matched and armor opponents, but instead it whittles the player down to nothing as the adventure goes on.

This problem goes is worse with the 7e rules of T&T - monsters no longer lose attack dice as their MR goes down, just Combat Adds.  So yes, even more potential spite damage.

Pretty much every T&T solo published by FBI is pre-T&T 5.5e - pre-spite in other words.  They are not balanced for spite, and they are not balanced for monster's not losing combat dice as their MR gets whittled down.

This was all pretty obvious as I sat down to game last nite.

So, if you are going to run any of your 7.5e characters thru an earlier solo, these are my recommendations:

- Only your PC's attacks generate spite.  It won't make much of a difference, but every little bit helps.

- Damage to a monster's MR results in a loss of CA and Combat Dice (if appropriate)

- As long as you CA are appropriate for the adventure, you wont need to worry about adjusting monster MRs - 7.5e characters tend to be more powerful then earlier editions, but solos are balance against CA, so it all works.

The Trollish Taproom - More Thoughts on the Frankentroll

I figure I'm on vacation for a week, a Staycation if you will, so besides cleaning and gaming, I need to think about how I want to run my upcoming Tunnels & Trolls campaign.

Definitely gonna run with the stable of 10 characters fro each player to choose from, using the keep 3 of 4d6 method, with TARO.  I want my players to be above average... they are heroes.  Death will still come easy... it is Tunnels & Trolls after all.

Thinking of using the total AP earned for level determination from 5.5e, but stat gain as per 7.5e - assuming it doesnt get too confusing.

Stats as per 7.5e

SR as per 7.5e

Missile combat as per... I don't friggn know.  It get's changed more often then my 8 week old niece's diapers.  There has to be a workable method.  This requires some thinking.

Classes and talents as per 7.5e

Actually, if in doubt, using 7.5e I think.

Warriors will gain CA as per my chart from an earlier post.  Paragons do not get the bonus, so it should be a decent boost to warriors.

See?  I'm thinking...

Heh ;)
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