TrollsZine 01
TrollsZine 01
TrollsZine 01
Issue 1
TABLE OF CONTENTS
Trollszine is a Trollbridge production Trolls Talk - by Dan Prentice Trolls Regenerate - by Ken St Andre The Trollgod Rants 1 - by M. E. Volmar Selling Used Equipment - by Gary McCammon Funny Shaped Dice and Massive Monsters - by Dan Prentice Aeulungs Tale: Chapter 1 - by Tom Grimshaw The Trollchefs Cookbook - by Salvatore Macri and Dan Prentice Grumlahk - by Jeff Freels The Trollgod Rants 2 - by M. E. Volmar Roadhouse - by Greg Backus TrollsZine Competition The Blood War at Saxon - by Tom Grimshaw Item! Item! - by Greg Backus and Dan Prentice Dare to Daro - by Dan Prentice Delverton: The Smithy - by Lee Reynoldson The Game of the Sphinx - by Mike Tremaine Going Solo - by Dan Prentice The Restless Mausoleum - by Salvatore Macri Contributors Troll Links Page 1 Page 2 Page 3 Page 4 Page 5 Page 7 Page 11 Page 15 Page 20 Page 21 Page 23 Page 24 Page 31 Page 33 Page 39 Page 42 Page 45 Page 49 Page 52 Page 54
TROLLSZINE
John Whisenhunt (order #2798456)
www.jfreels.com
CREDITS
Tunnels and Trolls(TM) is a trademark of Flying Buffalo, Inc. and is used with permission. For more information and details on Tunnels & Trolls(TM) products, visit www.flyingbuffalo.com. First edition of this magazine published by Dan Prentice and Kevin Bracey in March 2010. All rights reserved. 2010 Trollbridge. All visual and textual content within the magazine has been contributed by the individual authors and artists credited in this publication. The copyrights for the contents of the magazine are the property of the individual contributors, who have given permission for their work to be published within TrollsZine on a not-for-profit basis. The contents of this publication cannot be reproduced elsewhere without the express consent of the respective copyright holders; however, you may freely print out the contents of this publication for your personal enjoyment--we certainly hope you do! Art: (copyright by artist and page) 2010 Alex Cook : Cover and Pages 7 13, 19, 32 , 2010 Mike Hill : Masthead and Pages 1, 27 2010 M. E. Volmar : Page 30 2010 Chad Thorson : Pages 18, 22, 41, 45, 46, 48, 49 2010 Jeff Freels : Credits and Pages 4, 11, 12, 16, 26, 35, 37 38, 44, 47 50 , , 2010 Kevin Bracey : Trollhalla Banner Page 6; Photos Pages 5, 6; Page 17 29, 31, 53, 54 , Editors: Dan Prentice (compilation and copyediting) and Kevin Bracey (production and layout design). Dungeons and Dragons is a trademark of Wizards of the Coast Other game systems may be mentioned in this zine, and their titles are trademarks belonging to other companies. Use of these trademarks is not meant to be a challenge to the trademark or its ownership.
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TROLLS TALK
This magazine, the first edition of TrollsZine, has emerged from the enthusiasm of the
members of Vin Ahrr Vins Trollbridge, a web forum devoted to discussing all things Tunnels and Trolls. Ragnorakk (or Greg Backus as he is known outside Troll circles) had the idea of promoting T&T on lulu and providing a platform for publishing new material for the greatest roleplaying game ever. He also suggested that this might be the ideal opportunity to launch a new magazine for Tunnels and Trolls. Several Bridge Trolls greeted this idea with great excitement and after vigorous discussion I was pressed into the job of compiling the magazine you are holding in your (possibly virtual) hands. It was my first time editing anything but i have been the beneficiary of advice and support from many people in our community. I would particularly like to thank Quogmyre (Kevin Bracey) for taking on the epic task of laying out this zine and Hogscape (Mike Hill) for his encouragement and for volunteering me to take this on. I am also very grateful to Rick Loomis for allowing us to produce this magazine for Tunnels and Trolls, and to Ken St Andre for creating our great game ,keeping the flame alive and even contributing his thoughts in the article Trolls Regenerate. TrollsZine has been a cooperative effort and the authors retain the copyright for their work, releasing it for use in this edition. I hope you will enjoy the many articles and artwork. Hopefully there will be something for everyone - an original solo adventure, meditations on stunts, new fiction, magic items galore, monsters and troll recipes and locations for the hard pressed gamesmaster to drop into their campaign and much more. I am very pleased with the artwork we have received for the zine , from T&T veterans such as Grumlahk (Jeff Freels) ,Ea (Mari Volmar) and Mike Hill to new talents like Alex Cook and Chad Thorson. The Trolls are working hard on the 2nd edition of their Zine. If you feel you have something to contribute, please visit us at the Trollbridge at http:// trollbridge.proboards.com. We would love to hear your comments and suggestions and even receive your articles. Dont forget the competition for the best monster or NPC, there is Japanese T&T goodness to be won! Finally I can assure you all that regardless of rumours to the contrary, no Fairies were mistreated in the compilation of this magazine. Much.
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John Whisenhunt (order #2798456)
TROLLSZINE
TROLLS REGENERATE
by Da Trollgod, Khenn Arrth
An introductory sort of essay
Woot! Trollzine number one is ready for publication. Thats a good thing! For the last several years, the Tunnels and Trolls fannish world has been served by an excellent magazine called the Hobbit Hole. Putting together a good magazine isnt easy, and Im very proud to say that HH was a work of love by several of Trollhallas most talented members. I will mention just a few who have contributed to make that magazine a delight: Ea, Grumlahk, Mhegrrrim, Ramsen, Hogscape, and Shipy. Many others helped with stories, articles, solos and gm-dungeons. It was great while it lasted. But that chapter in Trollish history has ended, and HoHo, as we affectionately called it, has come to an end. The hobbit publisher got caught with his hands in the cookie jar, and he didnt always treat his talent as well as he should have, and the Outlaw Press publishing empire has fallen. That doesnt mean that Tunnels and Trolls will fade away into obscurity again. Trolls regenerate, and whatever doesnt kill us makes us stronger. Im happy to see that Zanshin and the members of the Trollbridge forum have stepped into the gap without missing a beat to offer a new magazine for us all to enjoy. Im looking at a list of twelve items that will be in the first new issue of Trollzine, and I can hardly wait to see them. I feel a little guilty because I didnt write any of them. On the other hand, I am encouraged that so much excellent content has appeared so suddenly. It makes me proud and happy to know that you T & T players will carry the torch (for dungeon exploring) even after I kick back, put my feet up, and start all my stories with Back in the day when I was a dungeon delver, the tunnels used to be only ten feet wide and perfectly square. I remember the time when . . . I use a long beginning like that as a merciful way to allow the smarter of you young-uns to turn and flee before the going gets gruesome. I see that some of the HoHo talent has switched over to the new Trollzine, and that makes me happy because some of that publishing expertise will transfer over to smooth the beginning of the new zine. Thats Ea and Grumlahk (Mari Volmar and Jeff Freels) that
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Im talking about. I also see new Trollhalla members like Zanshin and Charrdd jumping into the fray. Bravo! These people all have talent, and they will do a great job. But magazines need a lot of material to succeed and flourish, and so I call upon you loyal and talented readers to throw your support to this new Trollzine. I want to see more GM-dungeons from Boozer and Tosatt Earp. I want more solitaire adventures from Dannnherrrrm and Toad-Killer Dog. I want more art from Grumlahk and Ramsen Triten and Ea and Quoghmyre and Moonwolf and all the rest of you talented people. I want more expansions from Kopfy. I want to see new names and talents flourish in these pages. Share your ideas so that T & T can grow and flourish in the 21st century. Just because its the future now doesnt mean we cant still revel in a world of fantasy. And I promise, Ill do my part to help Trollworld and the whole Trollish universe keep on expanding and getting better. Remember, trolls hardly ever die. Trolls regenerate! Enjoy this nutritious serving of Trollish goodness, and get out and keep on generating and regenerating! Haaarrrggghhh! (Trollish for in haste) Khenn Arrth (a.k.a. Ken St. Andre)
http://www.trollhalla.com
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TROLLSZINE
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The Multiplier!
As recommended by Ken St Andre in his house rules. Roll as many d6 as you have and multiply the total you get by the total you should have, so for MR 300, roll your 6d6 and multiply by 5, then roll 1d6 and add it to that total. Any spite rolled, i.e. each 6, gets multiplied in the same way.
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John Whisenhunt (order #2798456)
Buckets of Dice!
Dont you just dream of taking all the dice you own and hurling them on to the table while the beads of perspiration run down the players foreheads? Practice that trademark mwahahaha and use the following rules to convert those funny shaped dice into a regular T&T outcome. Spite occurs when a dice rolls its maximum number and counts as an amount equal to the number of dice it replaces. You will also have to tweak adds a bit. But all this hard work has to be worth it for the chance to throw all those bones onto the table top. Sometimes the average will be slightly worse than using d6, but hey its close enough. 1d4 + 1 = One regular dice. 1 spite on a 4. 1d8 - 1 = One regular dice. 1 spite on an 8. 1d10 + 1 = Two regular dice. 2 spite on a 10. 1d12 = Two regular dice. 2 spite on a 12. 1d20 = Three regular dice. 3 spite on a 20. 1d100 - 2 = Fourteen regular dice. 14 spite on a 100 (ouch!) So our Spider with its 300 Monster rating could be represented by using 7d6,5d4, 3d8, 5d10 and 2d20, with a +2 to its adds total (in addition to the 150 he usually gets). Or a 2d100 and 3d6 with a -4 adjustment to the adds. It would probably get a bit tiresome to keep rolling all those dice every time, for the Gamesmaster and the players. But once in a while, when you want them to face that Balrog with an MR of 666, start that combat with the bang of loads of funny shaped dice hitting the deck. Thanks to David Rost, Charles Myers and of course Ken St Andre
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John Whisenhunt (order #2798456)
TROLLSZINE
The lunar light caught the face of a man with dark, matted hair and a soldier of the city guard gave out a jeer. Thats right! the disembodied voice continued. After brutally slaying several city watchmen with little more than a dagger, you failed to bring him to justice. But we have him now, ready to repay his debt to society. So place your bets and claim your pound of flesh! Place your bets, place your bets! Wisps of smoke gathered within the screen that transformed from the picture of the man at the castle wall to the odds being offered upon his survival and demise in the various languages of the Trollworld. An enthusiastic wave of bloodlust came over the bar as the odds stacked heavily against Aeulung ever seeing the light of day again came up and, the shows representatives, dressed in novelty blue and white pinstripe jerseys took coin after coin, bet after bet as they whipped the crowd into a frenzy. Just short of half an hour passed before the screen began to morph again and, the purple mists revealed the front of the castle once more. The figure of the man seemed unchanged from before, as if he had been frozen in time waiting for the approval of the viewing public. In truth, that was the very thing that had happened, not that the half soaked patrons of the Dead Newt gave this a second thought. Although he had been physically unable to move, his mind had been racing at a hundred miles a second, recalling all the recent events that had landed him in this place, almost as an ill omen of his life flashing before his eyes that filled him with a dread of the curse that he had brought down upon himself. By his estimation he must now be several days travel through the mountains to the north to be at the gates of Buffalo Castle far from civilization and, far from his troubles. In one city alone he was wanted for several murders. Murders he was guilty of. That city was Khazan, well known for swift and brutal justice, a justice that Aeulung had no intention of waiting around for. Khazans justice may be quick he thought as he ran into the shadows but I am faster. It wasnt long before the little gold he had ran out and Aeulung found himself foraging for whatever meager morsels of food he could scrounge up in the woodlands. Several days later, a half-starved Aeulung sat poking his campfire by night cursing his poor judgment and foul luck, when he noticed a shape shifting just beyond the light of his fire among the shadows of the brush that were providing him with cover from the city guard that had continued to hound him despite the distance he had traveled. Acting quickly, he reached for his dagger, readying himself for a fight. But before he was even half way to the hilt of the blade a soft tone called out to him from the darkness. Now now little one, theres no need for that. With these words Aeulung found that he was unable to reach further. He strained, breaking into sweat but his hand would not move as the figure walked toward the fire, revealing itself to Aeulung. It stood nearly seven foot tall with eyes that seemed to burn with an intense yellow fire. Its body was made of a combination of shadow and smoke, with only a ghostly cloak where the legs should be. If you dont want guests, you really should hide yourself more effectively you know, the voice taunted, why, I saw some of Khazans finest only half a mile down the road and, I do believe that you are the one that has been causing them so much trouble. Perhaps I should relieve them of their stress? No? the voice continued in a low but sadistic tone. Aeulung continued to struggle for his weapon but to no avail, finally giving in to exhaustion, the figure now stooped opposite him at the fire.
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What do you want from me? Aeulung questioned with a worried gasp of breath. Why Im here to help of course replied the voice in an almost jovial tone. Help? puzzled Aeulung. Help affirmed the voice without hesitation. I have it in my power to offer you a direct trade that you might find most tempting at this point. You see those guards will find you in less than an hours time but, if your willing to help me, then maybe I can help you... Disappear, shall we say? All you need do is sign this. The figure reached inside its wispy cloak and pulled from it a parchment tied with a red ribbon. Time is of course of the essence so Id suggest you make your decision quickly said the voice as it threw the parchment to Aeulung through the flames. Tic-tock... Tictock the taunting continued. Knowing the hopelessness of the situation it didnt take long for Aeulung to agree to sign. Fervently nodding his head, Aeulung could have sworn that the spirit smiled when he agreed. The pact is made were the last words the voice spoke as it drifted backward into the brush from whence it came, leaving Aeulung where he sat. Hearing the guards approach Aeulung prepared to jump to his feet only to be stopped by a wrenching in his guts that made him reel with pain, giving out a mighty howl. There he is! Get him! cried out a voice in the distance The pain swept through his very being and much to his amazement he soon found himself flying and soaring above himself. Aeulung had been split in two. He was now flying off towards some unknown destination, being pulled there by some mysterious force, but he was very aware that part of him was left behind, locked in combat with the guards that had been tracking him since his dash for freedom. What seemed like mere minutes past as many miles where covered and Aeulung found himself being set down in the Deathwind mountains far to the north. Getting his bearings and, pulling himself to his feet a familiar voice broke the silence. So glad you could join us remarked the voice of the shadowy figure. I believe you dropped something? it continued handing Aeulung the scroll that it had previously tossed to him, now opened and signed. How did I sign that!? Aeulung exclaimed with a look of shock on his face. You agreed did you not? The voice quizzed Aeulung and, before he could even reply it remarked Well thats good enough for me! What you have there is your standard contract of employment and, may I be the first to welcome you on board. Its rare to get a contestant of your caliber and, I just know the audience is going to love you! What!? Exclaimed Aeulung You are our latest competitor. Youre on The Running Delver! the voice said, vibrant and lively. Aeulungs face filled with a pale fear. He knew The Running Delver all too well; hed watched it many times in the taverns and bars. Poor unfortunates from all over the Trollworld were chosen by a malevolent force when they were at their lowest and would agree to just about anything, chosen to
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TROLLSZINE
participate in a brutal show for the entertainment of the baying crowds. Money even exchanged hands in many bars across the land. Aeulung realized that signing that contract was as good as a death sentence. As if he could read his thoughts the voice spoke one last time as it stepped back disappearing into the ether Read your contract... Your first challenge is to the north. Travel through the pass and to the castle. Dont let me down now... It wouldnt be wise. Unfurling the scroll, Aeulung read through the contract to see just how much trouble he had landed himself in and, soon found his eyes bulge as he read through the infernal bargain he had made. His first task was to raid the vault of Buffalo Castle that could be seen just beyond The Valley of the Screaming Souls that lay just before him. Seeing that he had little choice in the matter Aeulung pressed on putting his best foot forward and, traveled through the pass without event. How odd he thought as this area was infamous for ambushes by bandits, thieves and, the occasional mountain troll. Just as he felt his luck may be improving, night began to fall and, soon the moon was the only company that Aeulung had to ease his journey along the rocky path. Time passed without reason and, in what seemed like only a short spell, he soon found himself at the walls of the fortress that was to provide him with his first challenge. Aeulung had arrived and the bets had been placed. The Running Delver had begun. Looking at the three doors ahead of him on the castles south wall, Aeulung could determine no difference among them. Puzzling for all of a moment and with a shrug of his heavy, thickset shoulders Aeulung pushed upon the right-hand door and entered, expecting the worst but hoping for the best. Much to his relief the door opened up into a room with nothing but a large and eloquent fountain in the center with a fish motif spraying water up in a fine mist, trickling back into the water below. Normally Aeulung would have been dubious of such things but, still hungry and thirsty from his stint out in the wild lands, he jumped at the chance of a drink. Scooping up the water with a hand and suckling upon the small pool in his cupped palm, Aeulung felt an almost magical relief. Almost high on the feeling he continued to dip his hand and drink from the fountain until he found himself dunking his whole head in and taking a great mouthful. Upon removing his head, Aeulung caught his reflection but it was not a face he recognized. He was now more regal and dignified, with a fine chiseled jaw and, a winning smile. He also noticed that his muscles were now more toned and refined, almost ripped. Well now theres a turn up for the books he thought to himself as he regained his composure and noticed the door upon the north wall. With a renewed sense of vigor he opened the door with a leap and bound in his step only to be met by a grotesque horror moving toward the portal where he stood. A shambling mass of bandages and rotten flesh ambled toward him letting out a low moan as it outstretched an arm, reaching for Aeulungs warm body. Knowing that the only way forward was through his foe, Aeulung drew his katar and prepared for combat, backing into the room with the fountain so as not to be restricted by the width of the corridor from which the aberration was emerging. Violent combat soon ensued as Aeulung dodged and weaved, striking minor blows to the arms of the mummy as it flailed at him in a primal rage. Such was Aeulungs focus upon his opponent that he did not notice the dais of the fountain behind him and, he tripped falling backward and hitting his head upon the hard stone floor. Recovering from the blow, Aeulungs eyes fixed upon the figure of the mummy now looming over him, reaching down toward his throat and, gnashing its teeth. To be continued...
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Bon appetite!
Arcane Beetle
MR: 100 Combat Dice: 11d6+50
Special Damage: 1/1 - normal spite damage Special Abilities: Armor - The Arcane Beetles thick carapace offers 10 hits worth of protection Arcane Reflection - Any spell cast upon an Arcane Beetle is immediately cast back at the wizard. A gargantuan beetle with a carapace of mirror-like silver. Arcane Beetles are ideally suited as mounts for warring against wizards and other spellcasters, due to their innate abilities. Often found with a human in funny coloured clothing on top. Both are very dangerous so be careful. If you are a shaman and know spells use ones that make your claws sharper and attack - Take That You Delver will just get reflected back at you by its silvery shell. When preparing make a big fire and cook them inside their shell. Delicious!
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Banshee
MR: 100 Combat Dice: 11d6+50
Special Damage: 4/Blasting Power - The banshees wail acts as a Blasting Power spell, so double the combat total. Special Abilities: Non-corporeal - A banshee may only be damaged by magic items and spells. WIZ - Banshees are highly resistant to magic and are assumed to have a WIZ score of 25. Banshees are wailing spirits, usually female (human or elven). Non-corporeal and highly resistant to magic, banshees make formidable foes. This is potential risky side effect of killing an elven delver. They very occasionally come back to haunt you. No eating on this one and youll need one of those shiny weapons delvers love so much to see this off. For that reason every good chef has a good knife collection. Useful for food preparation as well. Anyway, best avoided.
Basilisk
MR: 90 Combat Dice: 10d6+45
Special Damage: 4/Medusa - otherwise normal spite damage Special Abilities: Armor - The basilisks scaly hide gives it 8 hits worth of protection per combat round. Measuring 7 in length, these 6 legged reptiles are feared for their arcane gaze which is rumored to turn people to stone. This is a prestige dish, the kind of thing King Khenn Arrth would call for when entertaining other Troll Chieftains. Tricky to subdue, dont let them catch your glance and attack quickly. Best taken down by a hunting party. When preparing remove the eyes very carefully and dispose of, then substitute other eyes to maintain the presentation effect. The meat itself will need a lot of tenderizing.
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Beetle, Giant
MR: 80 Combat Dice: 9d6+40
Special Damage: 3/Grasp - Giant beetles may pin their victims within the grasp of their powerful mandibles inflicting its combat dice in damage directly to the pinned foe. Those caught in the grasp my do nothing till they break free of the mandibles. Breaking free requires a L3SR vs. STR and may be attempted every round. Special Abilities: Armor - The giant beetles plate-like carapace affords it 18 hits worth of protection per combat round. These incredibly large beetles are equipped with massive powerful mandibles that can snap a troll in two. Lots of good eating on this, but dont get caught by those pincers. Use a big rock to make a hole in its shell and then keep clawing at its insides til it stops moving. Pour the insides out through the hole into your cauldron. Makes a great savory stew.
Bladeling
MR: 40 Combat Dice: 5d6+20
Special Damage: 1/2 - Ghastly Gash. By using its whole body, bladelings may inflict even more severe damage. Every 6 rolled counts as 2 points of spite damage. Special Abilities: none An abominable crossing of man and steel, bladelings resemble humans whose bodies are covered in all manner of blades, be it knives for hands, spiked shoulder blades, or needles and razors protruding from the forearms. Every touch of a bladeling inflicts pain. Such abominations are not welcome in any civilized lands. But then neither are Trolls heh, heh. Rip these little guys in half and they soon stop struggling. Handle with care when removing the meat as they are half meat, half knife. Boiling for soup is best, as their metal bits conduct the heat nicely.
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Blink Beast
MR: 60 Combat Dice: 7d6+30
Special Damage: 1/1 - normal spite damage Special Abilities: Blow me to - Blink Beasts have the innate ability to blink in and out of existence. In combat, they will use this ability to gain any measure of advantage over their prey/foes. These canine looking critters from the Temporal Plane are usually found hunting in packs of 6 to 12 blink beasts. Now these ones look like dogs or wolves, and we all know thats good eating, but they keep jumping all over the place, and they come in packs. Hunting party time! If you can tempt one with some scraps, they make for incredible hunting dogs.
Centaur
MR: 40 Combat Dice: 5d6+20
Special Damage: 2/3 - Thunderous charge. For every two 6s rolled, the centaur deals 3 points of spite damage. Special Abilities: none Bit of a treat this one, two types of meat. Dont let them rush you, and remember they are nasty fighters from front and back. Best bet is jump down on them from above. Nothing quite as tasty as jellied centaur hoofs so they are well worth the effort.
Draconic
MR: 50 Combat Dice: 6d6+25
Special Damage: 2/Call Flame - Like their larger cousins, the Dragons, Draconics are able to spew a blast of flame. Special Abilities: Armor - Dragon-like scales take 8 hits per combat round. Fly Me - Draconics can fly at will. Draconics resemble a cross between dragons and humans. Although humanoid in appearance, they possess both wings and scales, and have the ability to spew fire like their cousins the dragons (be it on a much smaller scale). Mmmm Dragon stew. Meaty, with a fiery quality that puts you in just the mood for a keg of troll beer. These creatures offer that great dragon taste with far less danger. Watch out for their breath, remember you want to cook them, not the other way round.
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Duelist
MR: 40 Combat Dice: 5d6+20
Special Damage: 2/Disarm - If two 6s are rolled, the Duelist disarms his opponent. The disarmed combatant must sacrifice 1 round of combat to retrieve his weapon. Special Abilities: Armor - Leather armor taker 5 HITS per combat round. Duelist are masters of one-on-one combat. They prefer to disarm their opponents, rendering them helpless, but are not averse to killing them outright. This aggravating animal has a long pointy thing that he keeps swirling around while making amusing remarks. Once you have stopped those shenanigans you will find that they are a bit scrawny, with a lot of lean meat. Nice long bones with good marrow.
Ethereal Shade
MR: 100 Combat Dice: 11d6+50
Special Damage: 4/Befuddle - By wrapping itself around a victims head, the ethereal shade my momentarily distract and befuddle its foe. Special Abilities: Invulnerability - Ethereal Shades may only be harmed by spells or magic items. . An ethereal shade resembles a mass of black, wispy smoke which billows and contracts as it floats about. At night, or in darkness, it becomes nearly invisible. A L3SR vs. LK is required to spot an ethereal shade in such conditions. The ethereal shade inflicts damage by use of its icy touch. More for entertainment at a big feast than food in its own right. Let one of these loose and guffaw as the guests wander around drunk on spirit. Youll need those delver shiny blades you keep in the knife drawer to get rid of it after that.
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Flying Ape
MR: 35 Combat Dice: 4d6+18
Special Damage: 1/1 - normal spite damage Special Abilities: Fly Me - Flying Apes, as their name implies, can fly. Large and savage winged apes, these fierce foes can be found in lost jungles or under the control of evil wizards. Lots of good meat on these if you can bring them down to earth. Their scaly wings are a bit tough and tasteless. Watch out for the delver in robes they are often found with as they can be very dangerous.
Golem, Clay
MR: 70 Combat Dice: 8d6+45
Special Damage: 1/1 - normal spite damage. Special Abilities: Armor - their stone hide takes 6 hits per combat round Now you would think these big lumps offered nothing to the discerning cook, but thats where you are wrong. Smash them to pieces and they make the ideal lining for your oven. Just the thing for those delver pizzas!
Golem, Stone
MR: 140 Combat Dice: 15d6+70 Special Damage: 1/1 - normal spite damage. Special Abilities: Armor - their stone hide takes 12 hits per combat round. Big and tough, your living statue is not good eating, although rock trolls can digest their fragments. However as they do not eat, they do sometimes leave delver pieces that can be scooped up and popped in your sack. The ones that patrol are the best as they move off leaving delver fragments behind.
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Golem, Iron
MR: 180 Combat Dice: 19d6+90 Special Damage: 2/3 - iron bash, every two 6s rolled counts for 3 points of spite damage. Special Abilities: Armor - their iron hide takes 20 hits per combat round. Skin hard as, well, Iron. No flesh to speak of. Hideously dangerous and no eating to be had. Avoid.
Incendarix
MR: 80 Combat Dice: 9d6+40
Special Damage: 3/Call Flame - This minor elemental from the plane of fire may call forth a gust of flame to harm its foes. Special Abilities: Immunity - Incendarix are immune to any heat/fire based damage. Vulnerability - Cold and water based damage inflict double the amount of damage. Resembling a living flame in humanoid shape, Incendarix are minor minions of the elemental plane of fire. Now this is the clever bit. If you can get one of those delvers in the funny robes to bind one of these into your clay oven (see Clay Golems above), you have the perfect cooking device.
Kremm Leeches
MR: 2 Combat Dice: 1d6+1 Special Damage: 1/Leech attaches itself Special Abilities: If a Kremm Leech attaches itself to someone, it will slowly siphon off the victims kremm, stealing 1 point of WIZ per round attached. A successful L2SR vs. LK is required for the victim to realize somethings amiss. Kremm Leeches resemble, well leeches. These tiny critters are often used by Wizards and Mages to subtly deplete an arcane foes WIZ. Difficult to see these little buggers, but no trouble to kill. Either squash, or carefully insert a finger nail if you want to preserve them intact. Can be a nice garnish for a bigger dish.
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Lightning Lizards
MR: 180 Combat Dice: 19d6+90
Special Damage: 5/Blasting Power - A lightning lizard may spew a crackling stream of lightning to assault its foes. Special Abilities: Armor - Its scaly hide offers 5 hits per combat round. Lightning lizards stand 4 in height and may reach a length of 10. Their scales are a shimmering blue and sparks of lightning constantly crackle around its maw. Lightning lizards have sometimes been used as mounts for powerful goblin chiefs or tribal lords. A very spicy quality to the meat recommends itself to the discerning gourmand. Big and dangerous, there is enough meat to feed a hunting party, so take some mates. Try to attack from the back as its electric breath can smart. Either chop into sections for oven cooking, or push a spear through it and roast over a bonfire.
Plague Hounds
MR: 30 Combat Dice: 4d6+15
Special Damage: Plague - For each round someone engages a Plague Hound in melee combat, a L2SR vs. CON must be rolled to avoid the loss of 1 point of Constitution and 1 point of Strength due the hounds infectious plague. Points lost due to the plague return at the rate of 1 point/day. Special Abilities: Catseyes - Plague Hounds can see in low light conditions. Plague Hounds resemble sickly thin wolves. The stench of rot and decay closely follows them. A bit gamey for some tastes, these should be boiled for a long time to render them fit for eating. When subduing them it can be worth hurling a boulder so you dont get the rash from being close. Not prime eating, but when hungry you take what wanders your way.
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Ratlings
MR: 30 Combat Dice: 4d6+15
Special Damage: 1/1 - normal spite damage. Special Abilities: Cateyes - This ability proves useful for navigating the lightless sewer complex where ratlings make their homes. Standing no taller than 4, ratlings, as their name implies, resemble humanoid rodents. Although not much of a threat individually, ratlings tend to attack in packs of 10 to 20 ratlings. At home in the dark, just like us, Ratlings attack in packs. Individually they offer little resistance. Serve on skewers, as the Rat on a stick is a traditional delicacy.
Rust Creature
MR: 70 Combat Dice: 8d6+35 Special Damage: 2/Rust - Rust creatures have the innate ability to corrode any metal they touch with their long, feeler-like antennas. The Rust creature will target the largest piece of metal in the party (armor or weapons). The corrosive effects of the touch will reduce a metallic armors HITS by a d6, or a weapons DICE by -1 die (round down). Should HITS or DICE be reduced to 0, then that particular piece of weapon or armor is rendered useless. Special Abilities: Protective shell - Takes 10 hits per round. Resembling a cross between an insect and an armadillo, the rust creature is much feared by warriors and other folk who depend on steel for protection or offensive advantage Aah, Rust Creature Roulade. The dish that made my reputation. For some reason delvers fear this creature greatly, and it can be a good time to ambush them as they flee from it. The rust creature is quite tough, but a few blows from your trusty stone axe should see it rendered ready for consumption. Good for any Troll with an iron deficiency.
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Special Damage: 2/Entangle - This maneuver has the same combat effect as a net. If the target fails a L2SR vs. DEX, it is entangled and loses of its HPT until it can free itself. A successful L3SR vs. DEX is required to free ones self (one attempt per combat round) Special Abilities: none Tangle Weeds and Strangle Vines are essentially the same creature, the only difference being that the Tangle Weed attacks its victims from below, while the Strangle Vine attacks from above. In appearance, they resemble a mass of weeds or vines, their animate nature only becoming apparent during an attack. As my dear old mum always used to say, eat up your veg, before it eats up you. If one of these gets hold of you, simply bite your way free. Chop finely, season well and fry. A popular accompaniment to a main course. I hope that this small selection from my book has whetted your appetite. Remember Proper Preparation Prevents Pitiful Performance and always kill your ingredients before cooking them. Assisted by Dan Prentice, delver scribe for the mighty Skathros, hoping to postpone the day when he writes the recipe for humans. (Monsters by Salvatore Macri, Recipes transcribed by Dan Prentice)
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ROADHOUSE
Greg Backus
This is an encounter and location designed to be dropped in to the gamesmasters campaign. It can either be used for a one off incident or could be based close to a place of importance to the adventurers. In the latter case clearing it of the bandits could do wonders for their long term reputation. The Two-sheaf roadhouse sits midway up a gently sloped hill that gradually rises 90 above the level of the not-oft used road the characters walk. The land is clear and an old track leads from the road to the low fieldstone wall surrounding a large two-story inn, and stables for up to a dozen horses. The innkeep (who answers to the name Tarlan) of the Two Sheaves is friendly and will do his best to accommodate travellers. His common room is warm in winter, cool in summer. Tarlan will be on duty from dawn to dusk, but at night, the bar is given over to a surly and large, heavily scarred man named Henks - and the taproom often occupied by a dangerous crew. A small group of bandits has come recently to the Two Sheaves, and at night the bar is theirs. Six peasant huts are clustered together on the far side of the hill. These (not visible from the road or the inn) are occupied by slaves captured and brought here by the bandits. They have no wealth and are afraid to talk to outsiders. Someone is supposed to keep watch from the hilltop, where a crude, low pavilion has been built. Whether any men there are keeping watch, drinking, or passed out from drink, should be determined randomly. The innkeep of the Two-sheaf is cowed into submission, by threats to the innkeeps family to keep him in line. If his fears could be allayed, he would be welcome to be rid of the bandits.
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TROLLSZINE COMPETITION #1
Greetings fellow trolls, Not content with bringing you the bone crunchingly good TrollsZine, we also want to give you fabulous prizes from the TrollsZine Vault. The first bounty will appeal to true collectors of Tunnels & Trolls goodies. Three pristine Japanese T&T books published by ROLE & ROLL BOOKS. Okay so unless you can read Japanese the utility value of these books is pretty slim but wouldnt it be great to add an extra piece of the T&T legend to your collection? Sure it would. What do I have to do? I hear you cry. Well, its simple, all you need to do is design a monster or NPC complete with background, motivations, tactics and of course statistics (be they attributes or Monster Ratings). Your creation should also come with a 250 to 350 word outline of an adventure or encounter in which the NPC or critter can be used. The winner will be chosen by none other than the almighty Trollgod himself, Ken St. Andre and of course the winner and runner up submission will appear in a future issue of the zine. However, the winner will not be announced until we have received at least 10 entries. You can provide more than one submission but you also have an incentive to get others to put finger to keyboard too. Send your work to the TrollsZine editor at prenticea@blueyonder.co.uk Note, the photo shows the books next to a copy of the 5E T&T rule book to give you an idea of their actual size.
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Introduction
In the fertile pastures of the southern realm lies the torn village of Saxon. For generations two families, the Slavin and the Furriers have been at great debate over the ownership of a singular field. Ordinarily this would not lead to such a drawn out feud but, as the only place that a rare and valuable herb grows, there is much to be gained from staking a claim here. A violent storm only two nights passed unearthed an ancient tomb within the field believed to belong to the ancestors of the lands rightful owner. This has brought great debate as to who will investigate the catacombs. The citizens here are but simple farmers and neither family trusts the other to tell the truth upon returning to the surface. As such they have turned to you, an outsider, to resolve this matter once and for all. Handing you a lantern to light your way and, promising you reward upon your return they usher you toward the darkness as they stand in anticipation of your return. You descend the stairs and enter the crypt, go to 7 .
1 Your weapon begins to turn to dust as soon as it makes contact with the light. You
pull it back but it is too late as the last of it crumbles away in your hands and, the light fades just as quickly as it had appeared. With the light gone you notice a door on the north wall and decide to exit the room through it, go to 39.
2 You travel along the western passage for a short time before the corridor turns
northward ending in a half-rotted wooden door. Pressing an ear to it you can hear nothing and enter cautiously. The door gives with a creak and you find yourself in a small run down chamber littered with bones. Roll 1D6. If you roll a 1, go to 4. If you roll a 2, go to 6. If you roll a 3, go to 16. If you roll a 4, go to 23. If you roll a 5, go to 33. If you roll a 6, go to 38.
3 The passage continues west for a short time before turning north. As you turn the
corner, you are confronted by a shambling figure which attacks you on sight! Zombie: MR 18 2/ Zombie Plague: Make a L1SR on CON or become infected. If you are infected you lose 1 CON each paragraph (or combat round) until magically cured. If you die of the plague you become a zombie with a MR equal to your STR.
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4 You pause for a moment, expecting something to happen but as time passes you
realise that there is nothing here but a few old bones. Feeling safe, you search among the remains and find a small leather pouch with 1D6 GP inside it. Finding nothing else of any value you leave the chamber through the door in the north wall, go to 8.
5 You walk down the passage a short ways before arriving at a crossroads. Seeing no
sense in travelling back toward the exit yet, you look at the other three options. After a quick investigation you can see no difference in any of the corridors. Will you travel west, go to 8. North,go to 13 or, east, go to 31.
6 As you cast a light across the room you notice something moving in the far corner
and as you fix a light upon it, it begins to move toward you. Giving out a low moan it lurches toward you with an awkward motion and you prepare yourself to fight. Zombie: MR 18 Special damage 2/ Zombie Plague: Make a L1SR on CON or become infected. If you are infected you lose 1 CON each paragraph (or combat round) until magically cured . If you die of the plague you become a zombie with a MR equal to your STR. Make a note of which paragraph you die at, the next adventurer will meet you there. If you win a further search of the room reveals a small silver dagger (2+1) worth 50 GP . Placing the weapon in your pack you decide to leave the room and exit through a door in the north wall, go to 8.
7 You advance down the stairs watching your step as you tread and, kicking away
loose stones until you reach the base of the stairs to find yourself at a T-junction with passages running west and east. In front of you your lantern catches a stone plaque that has been placed upon the wall but, unfortunately time has worn away much of the wording. Make a L2SR on IQ. If you make the roll, go to 9. If you miss the roll, go to 14
8 You exit the room and find yourself at a T-junction. To the north you can see a door
and, to the east there is nothing but corridor as far as the eye can see. If you want to head north, go to 19. If you wish to walk down the eastern passage, go to 5.
9 Examining the tablet you manage to make out some reference to a great magical
force to the east. Looking down the east-hand passage you can make out a wooden door in the distance. If you would like to follow the east passage, go to 27 If you would . rather follow the passage to the west, go to 2
10 With a crash you burst through the door and into a large room thick with dust. In
the centre of the chamber upon a raised dais is a fine stone coffin engraved with various markings, it is then you spy the family crest at the head of the coffin lid. Roll 1D6 If you roll 1 4, go to 42. If you roll a 5 or 6, go to 12.
11 No sooner have you placed your weapon into the light it is ripped from your
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cruel laughter echoes in your ears and, you must now fight against your weapon which has a MR equal to its dice plus adds. Defeating the weapon will damage it beyond all use. If you survive the battle you notice a door upon the north wall and decide to exit the room through it, go to 39.
12 The crest is a snake, the seal of the Slavin family. With this information you return
to the surface to claim your reward, go to 43.
13 You walk north along the corridor until you arrive at a heavy wooden door that
has been sealed and bolted, go to 20.
14 The tablet has eroded far too much for you to make any sense of the carvings
upon it and, finding nothing else of any note you decide to move onward. Shining a light down both passages you can make out a door to the east. Will you travel east, go to 27 or, will you travel west, go to 2.
15 Opening the lid of the coffin you smile as you see a huge pile of gold pieces.
Carefully propping up the lid you loot the contents, finding 1D6x 50GP Carrying your . haul you press onward through the door in the northern wall, go to 25.
16 In the corner rats nibble at a pile of bones and, as your light catches there eyes
they all turn to run at you. It looks like they want you for their next meal and you must fight for your survival! Swarm of Rats: MR 1D6 x 5 If you win the battle you dress your wounds and leave the room through the door in the north wall finding nothing of value, go to 8.
19 The door opens into a cobwebbed chamber with a heavy stone coffin pressed
against the eastern wall and, a flimsy wooden door with a barred window in it on the northern wall. You may proceed through the door, go to 25 or, investigate the coffin, go to 37 .
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20 The door has been well sealed and you are almost certain that the crypt that the
farmers told you about will be just beyond this door. You listen at the door but all you can hear is a deathly silence. You press against the door but it will not budge and you soon surmise that the door must have been sealed from the other side. Summoning all your strength you charge the door in the hope of breaking it down. Make a L2SR on STR. If you make the roll, go to 10. If you fail, you fall to the ground exhausted and must admit defeat, beaten at the final obstacle. You return to the surface and leave Saxon, unable to help the farmers and, unwelcome in these parts ever again.
24 The weapon feels different somehow and, although the light has disappeared your
weapon continues to glow. Your weapon gains no bonuses but, may now inflict damage upon monsters that can only be hurt by magic. The value of the weapon has now also doubled. Your reward in hand a door mystically materialises on the north wall and, as the door you entered through is still sealed, you decide to travel that way, go to 39.
25 Leaving the room the corridor takes a turn to the right, continuing for 15 feet
before it ends in a door to your left, go to 20.
26 As you open the lid a skeletal hand leaps from inside and is soon guillotined when
you drop the lid upon the arm. Much to your surprise the hand continues to scuttle across the floor and with another leap and bound it pounces and grabs at your throat. Make a L2SR on STR. If you miss the roll, take damage equal to the difference. If you survive, you throw the hand to the floor and crush it under foot and, not wanting to fight the rest of the coffins occupants you continue north, go to 25.
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27 After several feet you arrive at a stout wooden door with strong iron hinges. Trying
the door you find that it is unlocked and you enter into the room beyond. It is a small chamber that does not show any signs of age and has been ornately decorated with fine patterns inscribed into the walls that almost resemble a language. As you enter the room the door slams behind you and will not budge, it is then that you notice a ghostly light forming and growing in the centre of the room. You may try poking the light with your weapon, go to 17 or, reach out and touch the light with your hand, go to 21.
28 As you enter the room a bitter odour catches your nose that makes your eyes
water and, stomach retch. After a moment you adjust to the surroundings and notice that you have entered a room that has been well plastered with an intricate pattern lining up all the flagstones on the floor that resemble eyes and tears. A search of the room reveals one of the tiles on the floor is hinged. If you would like to lift up the loose flagstone, go to 35. If you would sooner just leave the room through the door in the north wall, go to 18.
29 Suddenly as your weapon touches the light you feel a warm feeling inside that
speaks to you of security and, as the feeling dissipates you find yourself feeling empowered. You now have 6 points of natural armour for the forcefield that has been placed around you that will also protect you from magical damage. Thanking the light as it fades you notice a door on the north wall and decide to exit the room through it, go to 39.
30 After a few minutes the passage turns sharply north and as you turn the corner
you notice a highly polished rock that looks out of place among the rubble. Upon lifting the stone you find a small recess in the floor containing a purple gemstone. You may take the gem, go to 22 or, continue north, go to 5.
31 Several feet along the corridor you arrive at another T-junction. To the north you
can see a door and, to the west you can only corridor. If you head north, go to 28. If you would sooner investigate the western passage, go to 5.
32 The light flows through your weapon causing it to crackle with magical energy
and, glow with a purple aura. Your weapon now inflicts 3 points of spite damage for each 6 rolled in combat and, 1 point of spite damage for each 5 rolled. Pleased with yourself you head towards a door that has appeared out of the shadows on the north wall, go to 39.
33 Treading carefully across the room, whilst searching the remains of the skeletons a
flagstone gives way beneath your right foot plunging it into the jaws of a rusted bear trap. Make a L1SR on LK. If you make it the trap is far to old to shut and you pull your foot back out safely and make your way to the exit. If you miss the roll, you take 1D6 damage and reduce your CON by 1 permanently due to infection from the rusted teeth on the trap, before gathering yourself up and exiting the room, go to 8.
34 The corridor continues west for a short time before turning north. You continue to
follow the passage north, go to 5.
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35 As you lift the loose tile the smell becomes much worse and coughing you notice
a green fizzing pool beneath floor. The stone you have just moved was the keystone holding the whole floor in place and without it the floor is now beginning to fall away. Choking you make a dash for the door on the north wall. Make a L2SR on SPD. If you miss the roll you have fallen foul of the fumes and your last thoughts are of anguish as the acid eats through your flesh. If you make the roll, go to 18.
36 Roll 1D6.
If you roll a 1 or 2, go to 30. If you roll a 3 or 4, go to 34. If you roll a 5 or 6, go to 3.
37 Roll 1D6.
If you roll a 1 or 2, go to 41. If you roll a 3 or 4, go to 26. If you roll a 5 or 6, go to 15.
38 No sooner you enter the room, a pile of bones begins to jar as a gust of wind
blows through them, picking them up and forming them into a humanoid shape before your very eyes that begins to move toward you with a menacing glare in its undead eyes that glow with a dim red light. Skeleton: MR 18 : Special Rule: Bladed and pointed weapons other than axes cause only half damage to skeletons. After defeating the monster, you decide to leave the room through the door on the north wall finding nothing else of value, go to 8.
39 You exit the room and are now standing at another T-junction with passages
running north and west. Looking down both passages you can see nothing beyond the light of your lantern but darkness. If you would like to travel down the northern passage, go to 31. If you would like to travel along the western passage, go to 36.
40 The light slowly fades and as it does your weapon becomes heavy in your hands.
Flickering like a candle it slowly grows to double its size and, twice its weight. Double the STR and DEX requirements of the weapon but, also double the dice and adds. In a similar flicker a door appears on the north wall and seeing no other exit, you decide to enter it, go to 39.
41 As you lift the lid on the coffin your eyes light up as you spy a large pile of gold
inside. Reaching in greedily you forget to secure the coffin lid and it comes slamming down on your hand. Reduce your CON by 2. You try to re-open the lid but something has jammed inside and it will not budge. Cursing under your breath you head north, go to 25.
42 The crest is of an eagle devouring a snake, the family crest of the Furriers. You
return to the surface to deliver the news and claim your reward, go to 44.
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43 You deliver the news to the farmers and the head of the Slavin family is over
joyed. Well, my friend he says, surely knowing that you have returned the land to its rightful owners is reward enough, eh? as he shoos you toward the fields exit. The Furriers not far behind you hanging there heads. You feel cheated and slightly guilty. Maybe it would have been better to lie. You gain 200 AP for the adventure.
44 Upon delivering the news the anger of the Slavin is clear but with you there they
seem unwilling to resort to violence You have this day then, but this is far from over! threatens a member of the Slavin family as they move off, cursing under there breath. Thank you my friend says the head of the Furriers household as he puts an arm around you and, suckles a cob pipe. Now I do believe we promised you a reward my friend he says handing you a small pouch of gold coins and a smaller pouch containing herbs. There are 3D6x10 GP in the one pouch and, three doses of the mystical herb that will cure any toxin, magical or otherwise (including the zombie plague). Each dose is worth 500 GP You also gain 200 AP for your adventures. .
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ITEM! ITEM!
A list of magical items for use in Tunnels and Trolls from Greg Backus and Dan Prentice.
Serpentblade (Required: ST 6, Dex 7 Weight 25) ,
Only a wizard can use it to gain the benefits described below to all others it is a normal sax. If the owner should die, the magic fades. It is a long bladed dagger (sax style) with a handle and pommel in the shape of a snake; the snakes jaws are open. The dagger attacks with 2 dice and 7 adds; the owner of the dagger increases their WIZ/POW/ST by 3 points as long as it on their person or in easy reach. The dagger can also be transformed into a magical snake (a cobra) that fights with an MR of 14 (cost 1, duration 5 combat turns). If the snake dies the dagger loses 1 of its adds permanently.
Fairy Boots
These beautifully fashioned golden boots are just the right size for a fairy. They add 2 points of Charisma and Speed to the wearer and provide 3 points of magical armour. Once per day the wielder may shout up, up and away to find themselves flying 10 (or at ceiling height if thats lower) above the situation they were in. This will remove them from any trap or grasp in which they were held magically. Anti magic fields will stop this effect.
Eds comments: Trust the fairies to come up with a pair of magical boots that allow them to fly... They can already do that! Slackers
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Ring of Disappearing
When put on it shrinks down to an imaginary centre point and disappears, removing the ring finger.
Eds comments: Pure evil Rag!
The Hobgoblins Tavern - Over 30 free GM adventures for Tunnels & Trolls to download in PDF and many original solo adventures to buy. Drop in soon and sample the Taverns finest wares! http://web.ukonline.co.uk/angora
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DARE TO DARO!
A guide to cunning stunts Dan Prentice
Since the second role-playing game burst onto the scene in 1975, players have been using its flexible Saving Roll mechanic to perform dramatic stunts confounding Game Masters and their evil monsters. This article offers some advice to the Tunnels & Troll GM who would like to get a handle on adjudicating the delvers tricks; whether they are tripping monsters, bamboozling them, disembowelling them or throwing sand in their eyes. This advice assumes a working knowledge of the Saving Roll system. I will finish by outlining some of the many possible stunts that clever delvers can try; that may give them some ideas for frustration of their GMs fiendish plans. The advice given should be treated as a launch point for your own ideas. As Captain Barbossa so wisely said in a slightly different context: They are not so much rules, as guidelines.
Which attribute?
Consider the stat the delver wants to base the Saving Roll on (usually their best one) and how well that fits the situation. Luck is usually a fair default the plan could always just work! If it is a good fit, leave the save level as is (MR divided by 40). If not increase the save level or insist they use a more suitable attribute or talent.
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No contribution to combat
Whatever daring manoeuvre was planned, it didnt work. The delver does not contribute his dice or adds. They and their comrades must take the damage from the monsters that may happen as a result. In a solo, it may well mean the delver just died unless they have stacks of CON and armour. I suggest you use this only for high stakes failures as it is a serious penalty.
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Ouch!
The stunt failed and the delver got hurt, pulled a muscle, fell, passed through flames, and banged their head. The delver took some damage often 1 point for each point that the save was missed by, or a d6 for each level of the save, or such other amount as makes sense. This effect be used in combination with one of the other penalties if it seems appropriate, or as the only penalty for failing at something acrobatic.
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stance, and with 3 of them it will be more difficult to pick his moment, so the GM rules save level 2. Jack rolls a 9, for a total of 28, and so succeeds. The GM rules that smashing the orc in the face with the boss of the shield will score an additional 3 damage (the amount the save was exceeded by) to that orc, and that the orcs combat total will be reduced in half this round and next to reflect the stun. Jack otherwise calculates his combat total normally. Had Jack failed he would have failed at a low stakes stunt using his shield, the GM decides that he would have lost the armour benefit of his shield for the round and halved his combat total from his weapon dice but not his adds, as rebounding from the Orc would have caused him to miss other opportunities. Later on, in a battle with a fierce ogre, Hoggle, who is a very acrobatic leprechaun (talent acrobatics, Dexterity, 23) decides to run up Jacks back , take a flying jump to a chandelier swinging above the battle , saw through it so it lands on the ogre and then land on the ogres back. The ogre is MR 90. Now the base save would be level 3 (Mr 90/40 round up). The ogre is big , but not particularly fast. The stunt is daring and with potentially a big pay off but is clever and imaginative, so the GM decides to leave it as a level 3 stunt. Acrobatics is appropriate. If the save succeeds the GM rules that the ogre will take 3d6 damage straight to his MR, have his combat total halved while he brushes off the chandelier and that Hoggle will be positioned to do damage ignoring the ogres combat total next round while he stands on its shoulder. If Hoggle fails then he will contribute nothing to the combat total this round and take damage from hitting the chandelier , falling down and bouncing off the ogre equal to the amount he missed by. Hoggle rolls 7 for a total of 30 and executes the daring stunt by the skin of his teeth. Jack applauds!
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DELVERTON
Lee Reynoldson
Part 1: Welcome to Delverton (Please Delve Carefully).
Delverton, a delvers town, a sprawling shanty town built on the delving economy. It started with just the Smithy by the ford, then a humble roadside Inn, and grew business by business. First a general store, a bowyer, an armourer, more Inns and Taverns, a master Sword smith, and then the Wizards Guild arrived and the town really started to grow. Now Delverton is a thriving boomtown full of the raucous hustle of delvers, and the traders who make their livelihood supplying the delvers with everything they want in exchange for hard earned loot.
What is Delverton?
Delverton is a conceit, a convenience for GMs and players, a town that caters specifically to delvers and their needs, a home base, a one stop shopping centre, and a place for the odd above ground adventure or two. It is designed with an old school dungeon delve in mind, and works best for these types of games. In an epic, heroic, or cinematic game its slightly gonzo style and conceit might draw too much attention. The idea is that the GM plonks Delverton a few hours march from his multi-levelled dungeon (whether that be one of his own design or something like the Dungeon of the Bear). The party can then use Delverton as a home base, and a place to gear up, reequip, upgrade to better weapons and armour, make preparations before heading back down into the underworld, or just engage in some well earned rest and recuperation. This article covers Delverton before it becomes a thriving town. This article starts with the birth of Delverton when all there was, was the Smithy. Each future article will add new establishments and expand Delverton providing more options for your party as they explore the local dungeon and level up.
Plot Hooks
Each Delverton establishment has three plot hooks associated with it. The GM may use these as mini-adventures, between dungeon delves. These have been left vague, so that any GM can tailor them to fit his game. They can of course be ignored.
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His son, Beorn is as talkative as his father is quiet. Thin and wiry with a shock of unkempt copper red hair. He is friendly and inquisitive by nature and loves to hear tales of adventure and daring, news from far afield, and answers to his incessant questions. Sigurd has been at the Smithy for thousands of years and is actually the avatar of a god who originally came to the mundane world to teach mortals the secret of metallurgy. He stayed because of the pleasure he draws from living the simple life of a smith. His son, Beorn is a construct he made from bronze. He used part of his own immortal spark to give life to him. Wizards sense powerful magic from both Sigurd and Beorn, but no amount of Omnipotent Eyes reveals the nature of this magic as its divine nature is alien to the teachings of the Wizards Guild. Sigurd and Beorn are friendly, easy going and patient with mortals, but will defend themselves against robbers, bullies, and troublemakers. Sigurd fights with his smiths hammer he has a Fighting MR of 100 giving him 11+50 dice and adds and making him a formidable fighter. However, his avatar body is surprisingly vulnerable and this is represented by his low Constitutional MR of 10. Beorn is the opposite of his father, he is not a competent warrior and only has a Fighting MR of 10 giving him 2+5 dice and adds in combat. However, the fact that he is living bronze makes him hard to hurt represented by his Constitutional MR of 100. Both Sigurd and Beorn are immune to any kind of mind control spells. If killed Sigurd will be reborn at dawn the next day and will be able to repair Beorn if he was killed. Sigurd: Fighting MR 100; Constitutional MR 10; Special: Immune to mind control spells, Immortal. Beorn: Fighting MR 10; Constitutional MR 100; Special: Immune to mind control spells, Bronze construct. Sigurds main trade is shoeing horses, and other more exotic mounts, for travellers. For this service he charges 1 copper piece per shoe. He also makes and repairs everyday ironmongery, such as cooking pots, gate latches, door hinges, and the like for the farmers and peasants that live nearby. A service he provides in exchange for food and other everyday goods. He has a limited stock of weapons and armour at the moment including: a full suit of dwarf sized mail, a full suit of human mail, a steel cap, two target shields, three broadswords, a short sword, a sax, two great axes, two broad axes, four franciscas, a war hammer, and half a dozen spears. He can make swords to order, but it takes two weeks. These are all normal weapons and armour as listed in 5th Ed. He also has three enchanted swords . . . Thorn: Thorn is a tiny great sword for Fairy warriors. It is made from mithril and enchanted by Sigurds divine magic. It does 3+30 dice and adds requires a ST and DEX of 3 or higher to wield, weighs 3 weight units and costs 3,000 gold pieces. Trollbane: Trollbane is a normal broadsword in all respects but against Trolls it scores double damage. It costs 400 gps.
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Vorpal Viper: Vorpal Viper is a normal Short sword but when used by a Rogue (and only a Rogue) it will cast a level 1 Vorpal Blade on itself (at no cost to its owner) at the start of each fight. If its owner is wounded it weeps venom onto its blade that does damage equal to the amount of hits its owner took. This venom is only effective for three combat rounds and this only happens once per fight. It costs 1,585 gps.
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Hearts
A 2 3 4 5 6 7 8 9 10 J
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Character adds 1D6 to CHR permanently. Character is magically bathed and cleaned, adding 1 to CHR for 1 day. Character is magically healed. If CON is already full, +1 CON for 10 turns. Character is magically healed and rested. If CON and STR are already full, +1 CON and STR for 10 turns. Character is given a new set of high-quality clothes worth 50 g.p. Character is given a ruby worth 100 g.p. Character is befriended by small animal: a rat, bat, hawk, or squirrel of aboveaverage intelligence and with MR: 5. Character receives waterproof stain-resistant silk cloak worth 250 g.p., adding 1 to CHR. Character receives a bag with 500 g.p. Characters abilities are all raised by 1. Character is befriended by predatory animal: a wolf, war dog, or lynx with MR: 20. Page 42
Q K
As Hearts 2,4,5,6, and 10. Character receives a ring that can cast 1 Yassa-Massa spell and is worth 1,500 g.p.
Clubs
A 2 3 4 5 6 7 8 9 10 J Q K Character subtracts 1D6 from CON permanently. Character subtracts 1 from INT and adds it to STR. Character receives a blow from an unseen foe, taking 1D6 hits [no armor]. Character mystically witnesses a battle between 2 champions, gains 50 AP . One piece of characters armor is magically dented or torn, reducing its effectiveness by 2. Character accidentally damages the next gem or jeweled item he or she finds. Character adds 2 to STR permanently. Characters primary weapon is replaced by a club [3+3] worth 50 g.p. Character must bathe in the blood of his or her next foe, or otherwise be cursed. One piece of characters armor is destroyed. Character alone must fight a club-wielding Orc with MR=The Delvers STR x 2, with 3 additional dice for the Orcs club. Next blow received by character is doubled. Character goes berserk in the next 3 combats.
Diamonds
A 2 3 4 5 6 7 Character adds 1D6 to LK and INT permanently. Character receives a pouch of gold worth 200 g.p. Character adds 1 to LK permanently. Characters primary weapon is enchanted, adding +3 adds permanently. Character will magically heal up to 10 hits next time he or she is hurt. Character receives the ability to see in the dark for 2 days. Character receives a diamond ring that can summon an Imp 3 times and is worth 2,000 g.p.
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8 9 10 J Q K
Character receives a bag of 10 diamonds, each worth 100 g.p. Characters armor is enchanted to absorb 2 extra hits. Character is made immune to poison and disease for 1 year. Characters primary weapon is permanently vorpaled. Characters abilities are all raised by 2. Character receives a diamond pendant that can absorb 5 hits, adds 2 to LK and INT when worn, produces light on command as a Will-o-Wisp, and is worth 4,000 g.p.
Spades
A 2 3 4 5 6 7 8 9 10 J Q K Character subtracts 1D6 from DEX and INT. Character is blasted by unseen foe, taking 2D6 hits [no armor]. Character must have the next item found, or go berserk if denied. Character must flee the next combat. Character will lose next gold or treasure given to him or her. Character develops a fear of Trolls, fighting at -5 adds against them and wanting to flee. Character adds 2 to DEX permanently. Character is struck blind for the next 6 turns. Next non-magic weapon used by character will break. Character subtracts 2 from DEX and STR. Character alone must fight a Troll with MR: STR x 3. Characters non-magic armor, clothes, and weapons are all destroyed. Characters rolls for the next 18 turns will be cursed, resulting in 1s [no DARO].
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GOING SOLO?
Dan Prentice
A guide to using Tunnels and Trolls solos with Dungeons and Dragons (Fourth Edition). This is the first in an occasional series which will deal with adapting T&T solos for use with other gaming systems. Now we all know that the most fun to be had is sitting around a table with a number of your best friends playing your favorite role-playing game; whether its the thrills of the latest version of Dungeons and Dragons, or the excitement of the oldest RPG still in print, Tunnels and Trolls. Sometimes however you cant all get together, or you may be away on holiday, or you just have an hour or so to yourself. Thats when a solo adventure can be just the ticket. Now its probably true that there are more solo adventures created for the system of Tunnels and Trolls than there is for any other role playing system yes, even Fighting Fantasy (Ed: are you sure about that Dan?), and its definitely true that they are the best. Whether enjoying the classic dungeoneering experience of Buffalo Castle, battling on the sands of the Arena of Khazan or braving the Curse of the Mummys Tomb there is an enormous choice of different adventures to experience. Now enormous amounts of fun can be had with these adventures using the Tunnels and Trolls RPG system. But sometimes you fancy something different. You enjoy using that Character Creator for D&D4E and you have more character concepts than 20 DMs could provide for. Well here is a conversion guide for using any of those excellent T&T solos with your D&D character.
Character Creation
Just create your character in the normal way. Bear in mind that the solos will likely require him (or her) to do acrobatic or athletic feats, as well as be personable and charming, so a good spread of skills will be useful. Your daily powers and healing surges will be recharged whenever you could clearly take a long rest. Your encounter powers will recharge between encounters. Dont forget to track your action points, they come in real handy!
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Encountering Monsters
There will be many occasions when your character will encounter an opponent eager to spill their blood. This is how to convert their T&T stats into a D&D monster to fight.
Monster Rating
Most of the opponents will have a Monster Rating or MR. This converts as follows. Always round up fractions Hit Points = Monster Rating To hit AC bonus = Monster Rating /5 Armor Class = 11 + MR/6 + Armor Points/5 Non Armor Defenses = 10 + MR/7 Initiative Bonus = MR/10
MR
01 - 09 10 - 19 20 - 29 30 - 39 40 - 49 50 - 69 70 - 89 90 - 109 110 - 129 130 - 149 150 - 174 175 - 200 201 - 249 Per + 50
Damage
D4 D6 D8 D10 D12 2D8 2D10 2D12 3D8 3D10 3D12 4D10 5D10 +D10
So for example, a 26 MR Orc has 26 hit points, a +6 to hit bonus, AC 16, NAD 14, Initiative + 3, Damage D8. A 40 MR Living Statue with 8 Armor Points has 40 hit points, +8 to hit bonus, AC 20 (2 higher because of its Armor Points), NAD 16, Init + 4, deals d12 damage.
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Handling Combat
If it is clear from the solo that you have surprise, give yourself a surprise round and combat advantage. If they have surprise, give that to the monster. Where there are multiple monsters assume that pairs will attempt to maneuver themselves to gain combat advantage. If you wish to use ranged attacks work out if it would be feasible to shift away, otherwise grant them an attack of opportunity. Basically, use common sense!
Skill roll
If a skill seems the best way to handle a test (and be flexible as to the appropriate skill for the environment perception or dungeoneering both seem fair skills for noticing a pit trap for example) then roll a d20 and add your skill against the following DC (Difficulty Class) Level 1 save = DC 12 Level 2 save = DC 15 Level 3 save = DC 18 Level 4 save = DC 21 Level 5 save = DC 24 +1 level = DC +3
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Damage
Damage is quite simple, whenever a T&T solo would do damage to CON take that as hit point damage. Whenever you fairly judge you could take a second wind, or heal yourself , spend a healing surge and recover the appropriate damage. Temporary hit points disappear at the end of an encounter just the way they do normally in 4e.
Attribute Changes
Attributes will change a fair amount in the average T&T solo, far more than attributes change in D&D. Now there are 2 ways I suggest you can handle this. Method A - treat each +1 to an attribute as either 50 xp or 50 gp, and each -1 as -50 xp or GP This keeps the rewards in context for D&D. . Method B as D&D scales differently from T&T grant bonuses (and minuses) to attributes on a 1 to 10 basis. So for every 10 points that an attribute would go up from the solo, award your D&D character 1 point in that attribute. Treat increases to Luck as increases to Wisdom. You may record fractions to carry from one solo to the next.
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LIFTING A CURSE
Young Elrin seemed like a nice enough fellow and when he came to you seeking your aid you agreed to help the likable young man, not only because of the 100 pieces of gold a piece he offered for your aid, but also to ease the amiable young man's distress. According to Elrin, the young man suffers from a horrid curse which sees his dreams visited nightly by grotesque and decomposing apparitions. He has lived with these ghoulish visits most of his life yet is beginning to fear that they will soon take a toll on his sanity. The genesis of these apparitions can be traced back to Elrin's father, a moderately successful delver named Arin, and his pilfering of the Medereth family mausoleum found south of the city. Since Arin's looting of the mausoleum, Elrin has suffered from these distressing nightly apparitions. Elrin believes that if the items stolen by his father are returned to the mausoleum and replaced within their respective sarcophagi, the dead of the Medereth family would be appeased and the ghastly nightly visits would cease. Elrin proposes that the party take the items (which he inherited when Arin passed) to the mausoleum and hopefully they will be able to discern within which sarcophagus each item belongs, thus hopefully ending the young man's curse.
THE ITEMS
The items Arin stole from the mausoleum and which you must return are a ruby encrusted dagger, an ornate scroll case, and a diamond wedding band.
ELRIN'S RUSE
Although "curses", "nightly apparitions", and a "thieving father" makes for a wonderful tale, it is, unfortunately, nothing but a fabrication. Elrin's true reason for sending the players to the mausoleum is to feed the Medereth clan that rests within. A long running family tradition sees the dead of the Medereth clan turned into zombies or ghouls, with any surviving Medereth dutybound to periodically send food to the mausoleum's denizens. It now falls upon Elrin, the only remaining Medereth, to feed his ancestors.
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Elrin plans to track the players unseen as they make their way to the mausoleum. Once inside, the young man will lock the great iron door, sealing them in with the hungry zombies and ghouls of the Medereth family.
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THE AFTERMATH
After the undead denizens of the Medereth mausoleum have been slain, the players may wish to confront Elrin. The GM may have Elrin retreat beck to town or still be outside the mausoleum. The GM may decide to have Elrin, enraged at the slaying of his family members, confront the players instead, or have the young Medereth disappear, to reappear at a later time for revenge. Elrin Medereth's stats are provided
ANTAGONISTS
Below for GM that wish to use the young fear. Elrin handed them to help "break the man. Special Abilities: Impervious to normal curse" have the following properties;
Zombies
MR: 24 Combat Dice: 3d6 +12 Special Damage: 1/1 - Normal spite damage. Special Abilities: none
Ghouls
MR: 30 / 60 / 90 Combat Dice: 4d6 +15 / 7d6 +30 / 10d6 +45 Special Damage: 1/2 - Rotting Touch. Every 6 rolled counts as 2 points of spite damage. 3/Glue You - The ghoul's ghastly guise freezes less stout-hearted delvers with weapons - May only be harmed by magic (items or spells).
Elrin Medereth
STR 18, CON 28, DEX 20, SPD 19, INT 15, LK 14, WIZ 30, CHR 24 Combat Adds: +23 Weapons: Dagger (2d6), Staff Ordinaire (2d6) Spells: All 1st level spells. 2nd level spells = Little Feets, Spirit Mastery. 3rd level spells = Befuddle, Freeze Please.
SPOILS OF VICTORY
Should the players keep them, the items Ruby Encrusted Dagger: The rubies themselves have a value of 250 gp. The dagger itself is a vorpal dagger (Cost: 500 gp. Spell: Vorpal Blade. Type: enchanted - WIZ cost 5. Description: the dagger's damage is doubled for 1 combat turn). Ornate Scroll Case: A jeweled scroll case (worth 250 gp) containing a magic scroll with a Zombie Zonk spell (Cost: 2000 gp. Spell: Zombie Zonk. Type: bespelled/scroll - WIZ cost 0). Diamond Wedding Band: This is Arin Medereth's wedding band and is worth 500 gp.
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Contributors and bylines
Ken St. Andre, sarcastically known as the Trollgod, reinvented fantasy role-playing in 1975 because he couldn't understand the logic of Gygax and Arneson in the original Dungeons and Dragons. Never one to take the easy road, he has supported and enlarged his Tunnels and Trolls game ever since, the latest incarnation being T & T 7 .5 from Fiery Dragon. The game is still fast and easy to learn, funny and fun to play. Dan Prentice is 42 years old and has played role playing games since 1979. He started playing T&T in 1980 and the first solo he delved into was Ken St Andres infamous Naked Doom - the character did not survive.He spends a lot of time hanging around under the Trollbridge where he goes by the handle of zanshin - a japanese term meaning Complete awareness and mastery of combat. As a keen martial artist in the style of Tang Sou Dao, such mastery has been a life long aspiration, forever out of reach. He is married to Sue , who views his various hobby obsessions with affectionate indulgence. He lives in the UK. Salvatore Macri is a 36 year old RPG fanatic hailing from the great northern kingdom of Montreal. Fan of "old school" RPGs, namely Basic/Expert D&D, Sal (or skathros as he is known in certain Out of Print/Old-School RPG cercles) was a late-comer to T&T, discovering the game with the release of v.7E. From there, skathros moved his way back to older editions of the game, and thus his fate was sealed. Some RPG related works to his credit include critters for the Swords & Wizardry monster book, articles in both Knockspell 1 and 2, as well as some supplemental material for both S&W and Labyrinth Lord. Salvatore's current focus is to see Ken's wonderful T&T florish, grow, and gain the recognition this great RPG deserves. Mike Tremaine started playing Tunnels & Trolls in 1980 at the age of 12, 30 years later it is still one of his favorite game systems. He is determined to make his City of Cala campaign setting available to the world, even if it takes another 30 years. M. E. Volmar has been contributing artwork and editorial services for Tunnels & Trolls publications since she joined Trollhalla a handful of years ago. You can find many samples of her artwork at Simari (www.simari.co.uk), the design and illustration company she created with fellow Tunnels & Trolls veteran artist, Simon Lee Tranter. Jeff Freels is an artist well known for his work on T&T products. He is known for his Grumlahk cartoons, and a wide variety of his work can be found at www.JFreels.com. Greg Backus (ragnorakk) started playing T&T in 1983 and hasn't been able to shake it for long. Tom Grimshaw is a 25 year old living in central England that has long had a passion for fantasy fiction, picking up his first book, 'Planet of Terror' on his first visit to the library. From there he read through many of the Fighting Fantasy, Lone wolf and, other solo gamebooks before discovering 'Tunnels and Trolls' in 2003. Whilst hooked on the T & T Tom has continued to collect various other systems and one-shots and, has recently begun writing his own fiction and solo's for Trollzine. Kevin Bracey, Quoghmyre the notorious Southern Most Troll.
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By day Mike Hill writes training material for a bank in deepest Western Australia; by night he toils over new adventures for his hapless group of delvers. Mike has been roleplaying since 1981 when a friend introduced him to Traveller. He found Tunnels & Trolls all by himself. Chad Thorson is an illustrator known for his work on the retro roleplaying game Swords & Wizardry and rejoices in the title of Sonofthor at the Trollbridge site. He is currently in negotiations with the Trollgod on a special secret project. Alex Cook is 36 years old and began playing roleplaying games at the age of 10 or 11 when he was introduced to the ol' basic red box by a friend. It wasn't until much later in life that Al discovered Tunnels & Trolls. To say that when he first opened up 5.5 edition and was blown away, would be an understatement. He now solo's happily now in the comfort of his home. Al can be found on Vin's Troll Bridge under the tag of "welikelasers". He is happily married to his gorgeous wife Yaasmeen and the two have a beautiful baby gremlin named Grace. The family has two cats and a huge lion eating dog named Holly Lee Reynoldson started playing Tunnels & Trolls in 1981, it was his first RPG and still one of his favourites. As well as spending his spare time writing RPG material, he likes to write fantasy fiction, something he occasionally blogs about at newadventuresinfantasyfiction.blogspot.com Randy Whitley (Order99) discovered the the Internet in 2002 and has never looked back since. Single and prone to both prodigious mirths and great poverties, he allows himself the single luxury of the gourmet coffees which provide him with bursts of paranoid energy. Randy also enjoys the company of good friends over a game of T&T, a pastime far less expensive than his coffee-both were discovered around 1986 or so and enjoyed ever since...
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TROLL LINKS
There are lots of caves in which Tunnels and Trolls treasure can be found. Here are the addresses of some of the best. Vin Ahrr Vins Trollbridge : http://trollbridge.proboards.com/index.cgi Trollgod's Trollhalla: http://www.trollhalla.com Flying Buffalo: http://www.flyingbuffalo.com/tandt.htm Fiery Dragon Press: http://fierydragon.com/dragonsbreath/ Hobgoblin's Tavern: http://www.hobgoblinstavern.co.uk Ken St. Andre's page: http://atroll.wordpress.com/ Quogmyres T&T page: http://web.me.com/kevinbracey/Southern_Realm Mike Hills T&T page: http://sites.google.com/site/hogtunnels/ Jeff Freels Artwork: http://www.JFreels.com Mari Volmar & Simon Tranter Art & design: http://www.simari.co.uk/ Peryton Publishing: http://www.perytonpublishing.com/ Gristlegrim: http://www.gristlegrim.com Blue Frog Tavern: http://games.groups.yahoo.com/group/bluefrogtavern/ Eposic: http://eposic.org Aramis T&T page: http://aramis.hostman.us/tandt/ Trollbridges lulu page: http://stores.lulu.com/store.php?fGroupID=5740 Jongjungbus T&T site: http://www.jongjungbu.com/
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