TrollsZine 9
TrollsZine 9
TrollsZine 9
Issue 9
Trollszine is a Trollbridge production
Table of Contents
Articles
Pavo - The Peacock Continent - by Ken St. Andre Page 4
Martial Arts / Secrets of Shaoshia - by Joel Marler Page 12
Birds of a Feather - by Thomas Pugh Page 35
Alchemists in Tunnels and Trolls - by Dean David Courter Page 44
Donkey Pits: Brawl & Batter Night - by Mark Thornton Page 61
Smash the Gnomes - by Iain Coffeey, Thomas Pugh and Mark Thornton Page 84
Wulfe and the Pilgrims - by ‘Mad’ Roy Cram Page 85
Quack Doctor Spells - by Charlie O’Brien Page 91
Trollgod Interrogation Time! - by Mark Thornton Page 92
Krossword - by Thomas Pugh Page 99
Shamans & Luck Magic - by Stefan Jones Page 101
Quick Combat - by Don Clarke Page 114
The Haunted Hamlet - by A.R. Holmes Page 117
Magic Items - by Dan Prentice Page 126
The Elf Service - by Douglas Mitten (with Mark Thornton) Page 128
Mysterious Monoliths - by Dean David Coulter Page 131
Oscar's Inn - by Kris "Starrtrroll" Miller Page 132
The Mad Alchemist - by Dean David Coulter Page 138
David Reid interview - by Mark Thornton (with Sid Orpin) Page 142
Depths of Kerak-Ban – by Gianmatteo Tonci Page 146
Trollzine #10 - When? - by Mark Thornton Page 156
TrollsZine Issue 9 1
Editing Credits
Editor - Mark Thornton
Layout - Stanley Ditko
Art Credits
Cover - Jeff Freels
Cover Layout - Simon Trantner
"Pavo" - Sid Orpin
"Secrets of Shaoshia" and "Donkey Pits" - Stanley Ditko "
“Harpies" - Thomas Pugh (excluding p16 – MikeTenebrae) I
nterior Art - Kamea Cowell, Stanley Ditko & Kavela Ionne-Cowell
"Krossword" - Thomas Pugh
"Oscar's Inn" Map - Mark Thornton
“Depths of Kerak-Ban ” – David Ullery
Kerak-Ban”
Photos - Mark Thornton (public domain)
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The Tjous
Tjousêê Their culture is divided into two castes
along gender lines. Males are the
The tjousê (pronounced tah-wous-ay) are artists, poets, singers, writers, and
the native people of Pavo, the distant playwrights. Humans would call them
Peacock Continent of Trollworld. Almost “bards,” masters of every art.
completely insular, they have had little Meanwhile, the females spend their
contact with the other continents. And, entire lives devoted to only two areas
generally, the other continents tend to avoid of expertise: warfare and procreation.
the tjousê. There is a third caste of gender-neutral
They appear to have both human and elven individuals who serve as surrogate
features, making many suspect they have parents, merchants, manual labourers,
some sort of ancestry with either or both. and servants of every description.
Their skin tends to run somewhere between These people are literally created in
silver and gold, their hair pale yellow like vats and imprinted with their duties by
wheat. Their limbs are long and their eyes the male wizards. These “newts”, as
are large, their facial features sharp. The they are called, come in all the colours
nose, sometimes called the “tjousê beak,” is of the rainbow as far as skin tones go,
a prominent feature, long and sometimes but each different type of servant newt
hooked. has its own distinctive shade; for
example, caregivers/teachers are all a
delicate shade of robin egg blue.
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Marsh/Swamp
Volcano
Mountains
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So, young grasshopper, you wish to learn the finer points of combat eh? Swinging that axe
around gets a bit boring, huh? What's that? You please me. The study of the martial arts is
a noble act, a graceful act that, when rehearsed and executed to perfection, allows us to
experience nothingness, if only for an instant. So come, young grasshopper, hop with me.
Pay the thousand gold coin donation and we shall begin.
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Avalanching Mountain (1/): Lower an opponent's armour value by your shield's armour
value for the rest of the battle.
Ebbing Back Stance (1/): Gain extra armour this round equal to your speed. You cannot
damage foes this round. Warriors cannot double this armour. Can only be used when
wearing knuckles or hand cloths, or if unarmed.
Apprentice Belt: 1-1. Apprentice belt techniques require one fewer spite dice to use.
Requires four dexterity to use. Worth 50 gold coins.
Leather Hand Cloths: 1+0. Provides two armour. Requires four dexterity to use. Worth 50
gold coins.
Brass Knuckles: 1+3. Requires three strength and six dexterity to use. Worth 50 gold
coins.
The next stage of your training takes place in the bamboo forest. Between the waterfall to
the east and the glade to the west there are 10,000 mature plants, each as thick as the
human body. You must strike them with your feet, fists, and palms until they have all been
felled, every last one. You must strike hard and fast: young shoots already grow to replace
them.
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Once you finish 'Arduous 10,000 Sequence Exercise' you have earned your adept belt,
kremmatic hand cloths , and iron knuckles. Well done. If you wish to further your training,
pay me the 6,000 gold coins to continue.
Willow Snap Kick (2/): Take a speed check, the level of which is equal to the number of
foes you face. If you pass, you only take half damage this round.
Flying Dragon (2/): The target is knocked back, negating its adds for this round. Costs
five wizardry to use. Can only be used if you're wearing knuckles or hand cloths, or if
unarmed.
Diving Dragon Claw (2/): Add your strength to your combat roll. Can only be used when
wielding an axe.
Dancing High Kick (2/): Ignore armour this round. Can only be used when wielding a
dagger.
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Adept Belt: 2-2. Adept belt techniques require one fewer spite dice to use. Requires
eight dexterity to use. Worth 100 gold coins.
Kremmatic Hand Cloths: 1+0. Provides six wizardry. Requires eight dexterity to use.
Worth 100 gold coins.
Iron Knuckles: 2+4. Requires three strength and six dexterity to use. Worth 100 gold
coins.
You are progressing well, cricket. We shall skip 'Long Splitting Bamboo Exercise' and go
straight to 'Shaoshia Disciples Under Heaven Exercise'. Highly unusual, but you already
show precision enough.
This activity is, like the others, simple: you will spar with the other adepts each day from
dawn to dusk, pausing only to drink vegetable broth at noon. But you will not spar as they do
for barbaric martial arts, like boxing: you will instead focus on your brother's eyes, read his
intentions, and block his attacks before they ever land. Then you will attack him, and he will
block your every move. There is no need for gloves or armour under this system. If you are
ready, you will never be hit over this year. If you are hit, then I am sorry - perhaps we
should've stuck to the bamboo.
Once you finish 'Shaoshia Disciples Under Heaven Exercise' you have earned your
master belt, blessed hand cloths, and steel knuckles. Well done. If you wish to further
your training, pay me the 6,000 gold coins to continue.
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Eight Direction Swinging Cyclone (3/): Deal extra dice of damage equal to your level multiplied
by the number of foes you face. Can only be used when wielding a pole arm.
Stinging Scorpion (3/): If you were damaged in melee combat this round, deal one dice of
damage to one nearby foe per damage you took (target's armour protects).
Snapping Serpent (3/): Lower the target's adds by your dexterity for the rest of the fight,
including for this round. Can only be used if you're wearing knuckles or hand cloths, or if
unarmed.
Swooping Swallow Drop Kick (3/): Double your adds this round. Can only be used if
you're in Owl Style and if you're wearing knuckles or hand cloths, or if unarmed.
Crab Strike (3/): You trip the target, negating its adds and armour during the following
round. Can only be used when wielding a staff, wearing knuckles or hand cloths, or when
unarmed.
Master Belt: 3-3. Master belt techniques require one fewer spite dice to use. Requires 12
dexterity to use. Worth 250 gold coins.
Blessed Hand Cloths: 1+0. During a combat round you may lower your luck by one dice for
the rest of the adventure. If you do so you may use any martial arts ability that round, no
matter how many spite dice you rolled. Requires 12 dexterity to use. Worth 250 gold coins.
Steel Knuckles: 3+5. Requires three strength and six dexterity to use. Worth 250 gold
coins.
Over the past three years you have focused on four elements of martial arts: body, will,
technique, and dialogue - the dialogue of combat, I mean. Now you must tie these
elements together under a style. This gives direction and purpose to the way you fight, and
forces your opponent to be reactive instead of proactive. We practice 'Method of Imitating
Nature Exercise' to learn styles.
Go out in the forests, and the mountains, and study nature's movements. You will find
that all expressions of nature move in their own way and that those movements work
towards a purpose, whether catching a mouse or bending with the wind. Find expressions
of nature you think move towards purposes useful to you, and copy them. This will not
only make you a better fighter, but will make you more conscious of the world around you.
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Fourteen Heavenly Winds Style (4/): All projectiles fired at you and nearby allies miss
while this style is active (although they still count towards your foe's combat roll). Only the
style you've most recently used is active. Can only be used if you're wearing knuckles or
hand cloths, or if you're unarmed.
Plum Blossom Style (4/): While this style is active, add any constitution you're missing to
your adds. Only the style you've most recently used is active.
Gathering Water Buffalo Style (4/): While this style is active, nearby allies add your
shield's protection value to their own armour value. Only the style you've most recently
used is active.
Raging Rhino Style (4/): While this style is active, any damage you deal also reduces the
target's adds. Only the style you've most recently used is active. Can be only be used when
wielding a hafted weapon.
Eight Gate Strike (4/): Deal an extra dice of damage for every 10 points you have in
each attribute. Costs 10 wizardry to use.
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I am impressed with your study of wind, plum blossoms, water buffalos, and rhinos: you
mastered a range of expressions, and captured their movements with grace. Now you must
make connections between the styles. All things on Trollworld, however different they seem,
are manifestations of kremm. We are not different, we are shades of colour - the same
colour at that. Because of this, all expressions of nature carry out certain movements similar
to one another. Discover these links between your styles, and exploit them to move
seamlessly between styles depending on the flow of battle. We call this 'Wheel of Life
Study'.
Once you finish 'Wheel of Life Study' you have earned your sage belt, sparrow hand cloths,
and adamantine knuckles. Well done. If you wish to further your training, pay me the
15,000 gold coins to continue.
Darting Sparrow (5/): You may perform another action this combat round that isn't an
attack. Switch from Fourteen Heavenly Winds Style to Gathering Water Buffalo Style.
Wounded Tiger Claw (5/): Deal one dice of damage to a target for every constitution
you've lost. Switch from Plum Blossom Style to Raging Rhino Style.
Bending River (5/): Ignore one spite ability that targets you this round. Switch from
Gathering Water Buffalo Style to Fourteen Heavenly Winds Style.
Heavenly Star (5/): Make another attack and add it to your combat total. You take one
spite damage for every dice you roll. Switch from Raging Rhino Style to Plum Blossom
Style.
Twenty Sequence Feint (5/): Take a charisma and dexterity check. You ignore spite
damage this round equal to the combined level of the check you made.
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Sage Belt: 5-5. Sage belt techniques require one fewer spite dice to use. Requires 20
dexterity to use. Worth 1,000 gold coins.
Sparrow Hand Cloths: 1+0. Doubles your dexterity when worn. Requires 20 dexterity to
use. Worth 1,000 gold coins.
Adamantine Knuckles: 5+7. Requires three strength and six dexterity to use. Worth
1,000 gold coins.
We come to the final stage of your training, the 'Perfection of Nature Study'. For this
activity you must study the manifestations of nature you've based your styles on to find
what each manifestation does best. Then, you must figure out how to do it better.
Augmenting these abilities is particularly difficult, and impossible through bodily
movements alone. There are books in the temple's library detailing how to access your
inner powers. To perfect nature's movements you must draw on your kremm.
Once you finish 'Perfection of Nature Study' you have earned your celestial belt, light hand
cloths, and meteoric knuckles. I cannot help you beyond this point. There is one more belt
you could earn, but you would have to talk to Shaoshia himself in the Jasmine Dragon Tea
Rooms, way over in Tyree. And convince him to teach you. He has stopped devoting
himself to the Great Boddisalvia, you see: he worships green tea now instead.
Heavenly Kite Sequence (6/): You cannot be damaged by melee combat this round.
Costs 15 wizardry to use. Can only be used in Fourteen Heavenly Winds Style.
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Celestial Belt: 6-6. Celestial belt techniques require one fewer spite dice to use.
Requires 24 dexterity to use. Worth 2,000 gold coins.
Light Hand Cloths: 1+0. You may use multiple spite abilities each combat round. Each spite
ability requires its own spite dice to use: for instance, you must roll eight sixes to use a rank
three and rank five ability in the same combat round. Requires 24 dexterity to use. Worth
2,000 gold coins.
Meteoric Knuckles: 6+8. Requires three strength and six dexterity to use. Worth 2,000
gold coins.
Your old teacher was right. Shaoshia himself, he who transcends the six ranks, he who
developed the techniques still used today, sits at a small table, stooped over a cup of
green tea, sipping. You know it must be him. He's old for one thing, yet his frame is
muscular and wiry, like a coiled snake. And he wears the orange robes of your school. His
school. You take a seat opposite him.
'Greetings, illustrious master. Long have I travelled here. I am one who has attained
celestial mastery of the first six paths -'
The old man holds up his finger to interrupt you. You worry that you've got the wrong
person. He sips his tea before speaking.
'Keichu, the great Shaoshia teacher of the Daojisa era, was the head of Tofukuyo, a
minor temple in Khazan. One day the governor of Khazan called upon him for the first
time.
His attendant presented the card of the governor, which read: Kitagaki, Governor of Khazan.
“I have no business with such a fellow,” said Keichu to his attendant. “Tell him to get out
of here.”
The attendant carried the card back with apologies. “That was my error,” said the governor,
and with a pencil he scratched out the words Governor of Khazan. “Ask your teacher again.”
“Oh, is that Kitagaki?” exclaimed the teacher when he saw the card. “I want to see that
fellow.”'
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And with that he orders another tea and You may place a second pouch of gold on
refuses to talk to you. the table at 4 , or ask whether you could
do him a favour in return for his teachings
2 - You begin again. 'I am Taozen, a at 5.
humble monk of your school. A former 3 - The old man looks at you sternly. 'If I
pupil of yours tells me that you know
must explain the meaning of that parable,
several techniques beyond the celestial no celestial master are you. I'll end our
rank, and have come to beg for you to
conversation with one you may
teach me.' understand:
The old man smiles. 'That's much better. Hakuin used to tell his pupils about an
However much we achieve in this life, we
old woman who had a teashop, praising
must not become proud. Pride is an
her understanding of Shaoshia. The
attachment to the self. It stops us from
pupils refused to believe what he told
achieving enlightenment.' them and would go to the teashop to find
out for themselves.
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Nine out of ten of them could not escape Outside of the establishment is a beggar.
her beating.' Shaoshia looks at you expectantly. You
may give the beggar nothing at 8, give the
And with that he orders another tea and beggar some money at 9, the amount of
refuses to talk to you. which you note, or give the beggar all of
your money at 10
10.
4 - The old man scoffs. He refuses to talk to
you until you leave the tea room, rich in
worldly possessions but poor in true
knowledge.
9 - The beggar holds out his hand 12 - You somersault onto the stage to the
expectantly. You place the gold in his audience's gasps. But how well do you
palm, to the approval of Shaoshia. debate? Take a level three intelligence and
charisma check. If you pass both checks
'A nun who was searching for enlightenment you win them over to your cause at 15 15; if
made a statue of Bodhisalvia and covered it you fail either check you fail to win them
with gold leaf. Wherever she went she carried over at 16
16.
this golden Bodhi with her.
13 - Bodhisalvia does not look kindly on
Years passed and, still carrying her Bodhi, the your cowardice. Lose three dice of luck for
nun came to live in a small temple in a country the rest of this adventure before continuing
where there were many Bodhis, each one with on your way to the city gates at 14
14.
its own particular shrine.
14 - Arching gracefully, like the branch of a
The nun wished to burn incense before her weathered pine tree, is Tyree's main gate.
golden Bodhi. Not liking the idea of the Before you can walk through them,
perfume straying to the others, she devised a however, bells begin clanging throughout
funnel through which the smoke would the town. The guards rush out of the city
ascend only to her statue. This blackened the limits, charging some unknown enemy,
nose of the golden Bodhi, making it especially and two guards begin closing the gates to
ugly. defend the city. You may rush out to assist
the guards at 17
17, or wait inside the city for
It seems you are not like this nun. Go forth
safety at 18
18.
with my blessings, and take care.' You bow,
and begin to make your way towards the 15 - Little by little, you begin to win the
city's gate at 11
11. onlookers over to Bodhisalvia's teachings.
Seeing that he cannot spar with you
10 - The beggar holds out his hand verbally, the furious cultist decides to spar
expectantly. You pour two pouches of with you physically.
coins into his palm.
Shaoshia turns to you. 'You are a worldly man,
and proud too: proud enough to flaunt your
wealth. Go back to the temple, and give them
all you have. You will never reach
enlightenment with such riches.' And with that
the old man returns to the tea house.
11 - You walk along the main thoroughfare,
slipping through the throng like a rivulet
among pebbles. After several minutes you
encounter a large crowd blocking the path.
They cluster around one of the Death
'
Goddess cultists who preaches for the
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Issue 9 23
Round Two: Uses Disciplined Technique of Ancient Troll: MR 80. 2/ The troll
Flowing Grace. regenerates any lost MR.
Disciplined Technique of Flowing Grace Guard: MR 20.
(7/): The extra dice you roll from Twenty
Sequence Style are, from the following turn, 18 - You hear the sounds of clubbing, and
until the style ends, all sixes. Can only be the screams of guardsmen. Then you don't
used in Twenty Sequence Style . Round hear the screams of guardsmen anymore.
Three and Onwards: Uses Crab Strike. Soon two ancient trolls manage to bash
through the gate, and proceed to slaughter
Crab Strike (3/): You trip the target, civilians. It's up to you to save the
townsfolk.
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“An old tree grows on a cold rock in Monk: MR 100, 50 wizardry. Begins the
winter,” replied the monk somewhat battle in Jade Emperor Style, and always
poetically. “ pays to change any ones, twos, or threes
he rolls into sixes.
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24 - With no warning, you flip onto the 27 - Finally, your trek through the desert
leader's horseback and break the leader's comes to an end. You reach the outskirts
neck. The five bandit horsemen certainly of something much worse: the Sawtooth
weren't expecting that, but they recover Mountain Range.
admirably well. They must be veterans. You walk towards one of the outlying
hillocks, a small mound made of grass and
If you survive the fight you continue stone. You notice something curious. A
walking eastward at 2525. monkey-like man is trapped under the
mass, so thoroughly so that only his head
Desert Horseman: MR 30. On odd sticks out. A paper seal, inscribed in
numbered turns they attack with their ancient calligraphy, is stuck to his
swords and have double adds. forehead. Also sticking out of the hill is a
circlet.
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28 - The seal is written in ancient Sand 3/ King Monkey fights from his cloud. He
Script. It reads: cannot be targeted by melee attacks for
the rest of the battle unless the attacker is
'Imprisoned under this mountain, by the in Fourteen Heavenly Winds Style.
hand of Bodhisalvia, is the Monkey King.
Do not remove this seal to release him 31 - The thin band is buried in solid rock.
unless the crown is upon his head. He is Take a level seven strength check. If you
strong, dangerous, and wild.' pass you manage to dislodge it at 3434; if
you fail you may remove the seal at 30
You may remove the seal at 30 30, try to or continue on your way at 32
32.
remove the circlet at 31
31, or continue on
your way at 32
32. 32 - The hike through the mountains is
arduous, so it is with some relief that you
29 - It's all Greek to you. You may remove the stumble across a dwarven settlement. The
seal at 30
30, try to remove the circlet at 31
31, or leader, seeing your fatigue, beckons you
continue on your way at 32 32. into the cavern.
'Ach, lost are we? Nay sane human
30 - Did you place the circlet on King
wou' wander through goblin lands on 'is
Monkey's head? If you did, he joins you as an lonesome, I know tha' much! M' name's
ally; if you didn't, he attacks! Either way, you Daltimdur, chief o' th' Iron Beard Clan: y'
continue eastwards after this encounter to 32 32. safe 'ere, so come down.'
King Monkey (foe): MR 100, armour 20. You may enter the cavern at 37 or
King Monkey uses his highest cost spite continue eastwards at 38
38.
ability each round.
33 - This seems like the perfect place to
2/ King Monkey doubles the length of his practice emptiness. You close your eyes
stick, doubling his adds and armour for the and meditate on a famous parable:
rest of the battle.
Subhuti was Bodhi’s disciple. He was able
3/ King Monkey summons an exact replica of to understand the potency of emptiness,
himself at that point in time for the rest of the the viewpoint that nothing exists except in
its relationship of subjectivity and
battle.
objectivity.
4/ King Monkey fights from his cloud. He
One day Subhuti, in a mood of sublime
cannot be targeted by melee attacks for the
emptiness, was sitting under a tree.
rest of the battle unless the attacker is in
Flowers began to fall about him.
Fourteen Heavenly Winds Style.
“We are praising you for your discourse on
King Monkey (ally): MR 30, armour five.
King Monkey uses his highest cost spite emptiness,” the gods whispered to him.
ability each round. “But I have not spoken of emptiness,” said
1/ King Monkey doubles the length of his Subhuti.
stick, doubling his adds and armour for the “You have not spoken of emptiness, we
rest of the battle. have not heard emptiness,” responded the
gods.
TrollsZine Issue 9 27
35 - You place the band on the monkey 38 - You hike through the mountains until
man's head and step back. He feebly tries to night-time. You're unable to sleep,
remove it, but it seems to be stuck. however. The sound of goblins
attempting to ambush you wakes you up.
You may remove the seal at 30
30, or
continue on your way at 32
32. Take two level seven luck checks: one dice
of goblin slingers and goblins raiders
36 - You place the circlet on your head, and ambush you for each level you missed the
feel it dig into your skull. When you try to checks by respectively. If you survive the
remove it you find that it's stuck. fight you lay your head down and drift back
to sleep.
You may remove the seal at 30 or continue on
The rest of the trek through the mountains
your way at 32
32.
is without incident, but very long: several
Circlet : You recover no wizardry while this days long.
circlet is worn. Can only be removed by a
powerful wizard. Worthless. Lose three dice of strength for the rest of
the adventure unless you eat a day's worth
37 - You glide down the chute leading to the of provisions.
cavern, landing softly on your feet. Inside toil
hundreds of dwarves, all mining, smelting, You finally emerge from the mountain
hammering, and, of course, drinking. range at 42
42.
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Harpies are not exactly common. Most of the good kindred on Trollworld will not have seen
one, a fact they should bless their lucky stars for. Anyone who does encounter one of these
vitriolic, spiteful and needlessly violent bird-women will, if they live to tell the tale, wish
Harpies were a good deal rarer.
Anyone planning a trip down the coast between Sven's Dale and Khrayyt should prepare
themself for the chance they might come across a colony of Harpies. Sometimes one of
these creatures leaves her sisters and heads out into the world as a Delver. Only the most
evil (or foolhardy) humans will join a Harpy on any kind of quest. Other illkin though may
relish the idea of a companion with razor sharp talons, the ability to fly and less morals than
your average politician.
This article is written with Deluxe rules in mind, but experienced players will have no
problem converting it for other editions.
Harpies as Monsters
Any GM who wishes to include Harpies in their adventure can use this article to construct
individual and characterful adversaries. Alternatively they can use the following table to
quickly roll up an encounter.
Harpy Encounters
D6 Roll Description MR (trivial) MR (serious) MR (deadly)
1 6 x Harpy Warriors 20 40 70
2 6 x Harpy Warriors 20 40 70
1 x Harpy Witch1 50 100 175
3 6 x Harpy Warriors 20 40 70
1 x Harpy Sororitrix2 80 160 300
4 1 x Harpy Witch 60 110 200
5 1 x Harpy Sororitrix 80 160 300
1 x Minotaur 120 240 500
6 12 x Young Harpies 12 25 40
1
A Harpy Witch knows every 1st Level spell plus the Harpy Special Spells.
2
A Harpy Sororitrix will be armed with a magic item; randomly generate one from the
table later in this article.
All Harpies fly and will make good use of this when attacking.
Harpies as PCs
If your GM is running a Monsters! Monsters! campaign or is otherwise open to the idea of
allowing murderous and baleful PCs then they might well allow you to play as a harpy.
Harpies are also suitable for a number of solo adventures. As with all Tunnels & Trolls, use
your common sense. Follow the rules below to generate your character.
TrollsZine Issue 9 35
2 3 4 5 6 7 8 9 10 11 12
3 2'7” 4 lbs 5 lbs 6 lbs 7 lbs 8 lbs 9 lbs 10 lbs 12 lbs 13 lbs 20 lbs 27 lbs
4 2'10” 4 lbs 6 lbs 6 lbs 7 lbs 8 lbs 9 lbs 11 lbs 12 lbs 14 lbs 21 lbs 28 lbs
5 3'2” 4 lbs 6 lbs 7 lbs 7 lbs 8 lbs 10 lbs 12 lbs 14 lbs 17 lbs 25 lbs 33 lbs
6 3'5” 5 lbs 7 lbs 8 lbs 9 lbs 10 lbs 12 lbs 13 lbs 16 lbs 18 lbs 28 lbs 37 lbs
7 3'9” 5 lbs 7 lbs 8 lbs 9 lbs 10 lbs 13 lbs 15 lbs 18 lbs 22 lbs 33 lbs 43 lbs
8 4'0” 6 lbs 8 lbs 9 lbs 11 lbs 12 lbs 14 lbs 17 lbs 20 lbs 23 lbs 35 lbs 47 lbs
9 4'3” 7 lbs 9 lbs 11 lbs 12 lbs 13 lbs 17 lbs 20 lbs 23 lbs 27 lbs 40 lbs 53 lbs
10 4'5” 8 lbs 12 lbs 13 lbs 15 lbs 17 lbs 20 lbs 23 lbs 28 lbs 32 lbs 48 lbs 63 lbs
11 4'8” 12 lbs 16 lbs 19 lbs 21 lbs 23 lbs 28 lbs 32 lbs 36 lbs 40 lbs 60 lbs 80 lbs
12 4'11” 16 lbs 22 lbs 25 lbs 29 lbs 32 lbs 36 lbs 40 lbs 44 lbs 48 lbs 73 lbs 97 lbs
13 5'2” 18 lbs 25 lbs 28 lbs 32 lbs 35 lbs 40 lbs 45 lbs 50 lbs 55 lbs 83 lbs 110 lbs
14 5'6” 19 lbs 27 lbs 31 lbs 35 lbs 38 lbs 44 lbs 50 lbs 57 lbs 63 lbs 95 lbs 127 lbs
15 5'10” 22 lbs 30 lbs 35 lbs 39 lbs 43 lbs 50 lbs 57 lbs 63 lbs 70 lbs 105 lbs 140 lbs
16 6'3” 25 lbs 35 lbs 40 lbs 45 lbs 50 lbs 58 lbs 65 lbs 72 lbs 78 lbs 118 lbs 157 lbs
17 6'8” 33 lbs 47 lbs 53 lbs 60 lbs 67 lbs 75 lbs 83 lbs 92 lbs 100 lbs 150 lbs 200 lbs
18 7'3” 42 lbs 58 lbs 67 lbs 75 lbs 83 lbs 93 lbs 103 lbs 113 lbs 122 lbs 183 lbs 243 lbs
36 TrollsZine Issue 9
There is one major hindrance to Harpies carrying weapons: they have no hands. Having
said this, their feet are very agile and can grip most weapons, though this might make
walking difficult. Often Harpies will fight with just their talons, and each foot counts as a 2d6
weapon. Harpy warriors only ever get one warrior bonus, even though their feet are
technically two weapons.
You may arm your Harpy in any way that seems sensible, though as a rule they cannot
wear more than 10% of their body weight in armour.
If you wish you can roll 3d6 on the following table to equip your character:
Roll Equipment
3-7 Nothing.
8 1 x Healing Potion & d6 Rations.
9 Leather Jerkin (3) & d6 Rations.
10 Sword (4d6), d6 Rations & Backpack.
11 Sword (4d6), Leather Jerkin (3) & Basic Delver's Pack
12 Healing Potion, Sword (4d6), Leather Jerkin (3) & Basic Delver's Pack
13 Sword (4d6), Leather Jerkin (3), Steel Cap (1) & Basic Delver's Pack.
14 Fine Crafted Sword (4d6+3), Hauberk (5), Steel Cap (1) & Deluxe Delver's Pack.
15 Fine Crafted Sword (4d6+3), Hauberk (5), Steel Cap (1), Deluxe Delver's Pack & 2d6
doses of Hellfire Juice.
16 Fine Crafted Sword (4d6+3), Suit of Harpy Maille Armour (12), Deluxe Delver's Pack
17 Fine Crafted Sword (4d6+3), Suit of Harpy Plate Armour (16), Deluxe Delver's Pack.
18 As above plus 1 random magic item (see below).
Healing potion can be drunk at any time, it restores 2d6 CON points.
Deluxe Delver's Pack includes: Deluxe backpack, Gourmet tuckerbag, wine skin (full), 5
matches, 5 torches, 30’ silk rope, 2 pc of chalk.
Religion
Pretty much all the dark gods are worshipped by Harpies, but one deity stands head and
shoulders above the others: Gustrovia is the goddess of storms. Feared by sailors she is
loved by the Harpies as she brings fresh blood and booty into their coastal homes.
The church of Gustrovia is an informal affair, many Harpies declare themselves priestess of
the deity and shrines are often built on rocky outcrops but there is no overarching
organisation which tends to the goddess's needs.
TrollsZine Issue 9 37
38 TrollsZine Issue 9
The caster summons a sudden and violent storm, capable of pushing ships on to rocks,
drowning sailors and blowing roofs off poorly constructed sheds. Trying to fly in such a storm
requires a L5 DEX roll. The storm is centred around the caster.
Cost: 50 – Duration 1d6 Hours – Range to Cast: See Text – Range of Effect – 2d6 x
100 yards – Power Up Per Level: N/A
The Wind Beneath My Wings – Level 1
Casting this spell reduces the level of Saving Roll needed to fly in a storm by 1. Cost: 5 –
Duration 5 minutes – Range to Cast: n/a – Range of Effect: n/a – Power Up
Per Level: Reduction in SR is equal to level spell is cast at.
The Fogs of Tartarus – Level 5
A swirling bank of fog is summoned to shroud the caster or another person or object in
swirling fog.
Cost: 10 – Duration 5 minutes – Range to Cast: 50 yards – Range of Effect: 5 yards -
Power Up Per Level: Doubles Duration, Range to Cast and Range of Effect.
Truth or Death – Level 10
This spell must be cast on a cliff top. The caster asks the target a question. If the target
answers falsely (or does not answer) then they are blown off the cliff by a strong gust of
wind.
Cost: 50 – Duration: n/a – Range to Cast: 5 yards – Range of Effect: n/a - Power Up
Per Level: n/a
TrollsZine Issue 9 39
This is a variation on the 'Earth, Air, Fire & Water' spell. It summons a storm elemental, that
is an elemental of both Air and Water, which will do the caster's bidding. The MR of the
elemental is equal to the spell level x 10.
Cost: 50 – Duration: 1 hour – Range to Cast: 10 yards – Range of Effect: Global -
Power Up Per Level: see text.
Hail Mary – Level 3
A blast of icy air carrying hail stones the size of golf balls slams into the enemy. 3D6
damage.
Cost: 10 – Duration: Instant – Range to Cast: 50 yards – Range of Effect: 5 yards
diameter around primary target - Power Up Per Level: Double damage dice.
Strength of the Storm – Level 3
The caster draws strength and sustenance from the storm. This spell restores lost CON
points, the total depending on the weather conditions. Calm and sunny = 0, Breezy = 1,
Windy = 3, Gale force winds = 5.
Cost: 6 – Duration: Instant – Range to Cast: self – Range of Effect: self - Power Up
Per Level: doubles CON points.
Reading the Winds – Level 5
Can only be cast during a storm. The caster assesses the eddies and gusts of the storm and
uses them to read the future or past. The caster must make a SR on INT at the level of the
spell. If they pass they can fathom the answer to a simple question, such as 'which way did
the goblin go?' Casting the spell at higher levels can give answers to more complicated
questions.
Sirens are spellcasters. They know all level 1 Spells. If they are worshippers of Gustrovia
then they also know all of her specific spells. In addition they know the following Siren only
spells.
Do My Bidding – Level 5
The target of this spell must do what ever the caster commands. They can not be
commanded to hurt themselves. The target gets a L5 INT SR to resist.
Cost: 20 – Duration: Instant – Range to Cast: Sight – Range of Effect: one target -
Power Up Per Level: INT roll to resist is same as spell level.
TrollsZine Issue 9 41
This may be cast on someone who is attempting to engage in combat (or is already in
combat) with the caster. The target must make a L1 INT roll or they can not fight against the
caster this combat round (though they can fight against the caster's allies).
Cost: 2 – Duration: 1 Combat Round – Range to Cast: 30 yards – Range of Effect: one
target - Power Up Per Level: INT roll needed to resist and duration (in combat rounds) is
equal to the level this spell is cast at.
(In)Famous Harpies
42 TrollsZine Issue 9
TrollsZine Issue 9 43
These guidelines are built for the 5th edition of T&T, but can be easily modified into a
specialist class for play with any edition. As always with T&T, feel free to modify anything
There’’s a GM adventure by Dean later on in
within to fit your games campaign needs. (There
this issue so you can try out this heady brew of ideas – Khaghbboommm.)
Making Potions
Alchemists can make up to 4 kinds of potions at a time. Any more and the ingredients tend to
get mixed up, sometimes to catastrophic effect. Potions are made in batches of 10, take their
level in days to prepare and normally costs their level times 100 gold pieces in ingredients.
No potion can be made over 20th level. Potions can be magical or not depending on the type,
and are either internally or externally administered. Some can be made at higher levels to
increase duration or effect, but like the 5th Edition spells never both (Hah! What is this
never’’!). The alchemist must specify which he desires at the time of the potions
thing, ‘never
creation.
44 TrollsZine Issue 9
See 5th Edition rules, poisons, 1.52.5. Weapons must be fully loaded with ammo and
potions before combat. Potions that affect an area will often work even if the target is
missed, as soon as the flask in broken. The GM must also be mindful of fumbles and of
potions that turn gaseous in winds and dungeon drafts.
TrollsZine Issue 9 45
Solo delving with an alchemist character can present some unique problems since solos are
not designed with them in mind. Extra saving rolls for potion effects will need to be added
and of course a little logic used for whether the monster would be susceptible to the effects
in the first place. I would recommend using a 2nd level character and ten to twenty potions,
since the first level potions are mostly for annoyance or distraction.
Downtime
Between adventures alchemists may wish to learn new potion formulas from the
Alchemists Guild. The cost of learning a new potion is listed below with the potions, as
well as the INT required to learn them.
Often when not adventuring, questing for ingredients, or making potions, alchemists will set
up shop in a town and sell their wares. It is assumed that the formulas for several non-
magical products are always known to the alchemist. Examples are soaps, gunpowder, inks,
dyes and paints, cosmetics and perfumes, insect repellants, weed killers and fertilizers, as
well as the preparation of extracts into lotions. They can also sell quantities of the potions
below if they have learned to make them.
At high levels alchemists are often coveted by royalty because of their ability to cure
sickness and transmute lead into gold. Very few alchemists have actually mastered this skill
and fewer admit because it often leads to keeping them in prolonged servitude.
THE POTIONS
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2nd level potions costs 500 GPs to learn and require a minimum of 12 INT to learn.
3rd level potions costs 1000 GPs to learn and require a minimum of 14 INT to learn.
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4th level potions costs 1500 GPs to learn and require a minimum of 16 INT to learn.
5th level potions costs 2000 GPs to learn and require a minimum of 18 INT to learn.
50 TrollsZine Issue 9
Mind Shield Internal 5 Combat Turns Protects user from mental based attacks and mind
reading spells for up to 5 combat turns.
6th level potions costs 2500 GPs to learn and require a minimum of 20 INT to learn.
TrollsZine Issue 9 51
7th Level potions cost 3000 GP to learn and require a minimum of 22 INT. to learn.
8th Level potions cost 3500 GP to learn and require a minimum of 24 INT. to learn.
52 TrollsZine Issue 9
Polymorphic Internal 1 HR
Potion design determines creature or animal target turns into (type must be stated
when potion is made),
Withering External Permanent
On a successful hit, the target must make a 9th level SR on LK or will start to slowly
wither away. It’s up to the GM how fast this happens, but the victim will lose CHR, STR
and CON until dead or cured.
Degenerate
On a successful hit, the target must make a 9th level SR on LK or his DNA will start to
degenerate into a prehistoric form of ancestor.
9th Level potions cost 4000 GP to learn and require a minimum of 26 INT. to learn.
Feign Death Effect Internal User appears dead for 1 day... don't get 24 HRS
buried or cremated!
Lycanthropy Internal Permanent Curses the victim with Lycanthropy, turning the foe
into a were-form. The alchemist will need the saliva of the specific were-form to make this
potion.
13th Level potions cost 6000 GP to learn and require a minimum of 34 INT.
to learn.
14th Level potions cost 6500 GP to learn and require a minimum of 36 INT.
to learn.
15th Level potions cost 7000 GP to learn and require a minimum of 38 INT.
to learn.
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16th Level potions cost 7500 GP to learn and require a minimum of 40 INT.
to learn.
17th Level potions cost 8000 GP to learn and require a minimum of 42 INT.
to learn.
18th Level potions cost 8500 GP to learn and require a minimum of 44 INT.
to learn.
56 TrollsZine Issue 9
19th Level potions cost 9000 GP to learn and require a minimum of 46 INT.
to learn.
20th Level potions cost 9500 GP to learn and require a minimum of 48 INT.
to learn.
TrollsZine Issue 9 57
58 TrollsZine Issue 9
To use this chart roll 2 dice separately, the first die being the first number, the
second die being the second.
Name Effect
1-1 Itch Self explanatory...
1-2 Curse You Subtracts the level of the potion from any prime attribute.
1-3 Warts Causes warts, loss of CHR
1-4 Disease (Non-Lethal) GM's discretion
1-5 Sleep Victim can't wake up
1-6 Deafness Victim becomes deaf
2-1 Blindness Victim becomes blind
2-2 Dumb Victim becomes dumb
2-3 Mind Pox Confusion that doesn't wear off
2-4 Dum Dum Victim losses INT
2-5 Unlucky Victim losses LK
2-6 Phobia Fear of ??? (GM’s discretion)
3-1 Evil Eye Victim develops Evil Eye, Curses people and crops
3-2 Midas Everything touched turns to stone, lead etc.
3-3 Frog Victim becomes a frog
3-4 Zombie Victim becomes a zombie or ghoul
3-5 Poltergeist Plagued by invisible trickster
3-6 Disease (Lethal) GM's discretion
4-1 Anathema Victim is shunned by all
4-2 Thinner Victim losses 5 lbs per day
4-3 Fatter Victim gains 5 lbs per day
4-4 Double Harm Victim takes double damage
4-5 Sun Burst Explode in sunlight
4-6 Moon Boom Explode in moonlight
5-1 Bone Warp Painfully warps bones over time, CHR loss
5-2 Fall Apart Body parts start falling off
5-3 Red Bones Flesh rots off, Victim turns into a Crimson Skeleton
5-4 Demon Mark Chased by demon
5-5 Hell Portal Victim randomly teleports to and from the nether regions
5-6 Magic Fool Magic Rebounds/Redirects towards victim randomly.
6-1 Unclean Animals fear and hate you.
6-2 Dreamless Never dream again. Eventually go completely, utterly mad.
6-3 Wither A single limb withers and loses partial function.
6-4 Nightmares Horrifying Dreams - eventually goes completely, utterly mad.
6-5 Lothario CHR is cut in half in regards to opposite sex.
6-6 GM's Choice
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These are just some examples I use in my game. As always, feel free to create your own if
you like. I advise you to use some of them sparingly, large amounts of some of them can
literally move mountains and possibly unbalance your game.
60 TrollsZine Issue 9
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One such place is Donkey Pits. Its name goes back to a time when trolls, hobgoblins, ogres
and the like would pay over the odds for over- sized asses. Dwarves would then truss them
up and suspend them from the ceiling of this underground hellhole so that the brutes could
then play pinyada with the deranged animals. The current mayor outlawed this savage
transgression of basic animal rights and now it is humanoids who battle it out to the point
where brain cells are in short supply, while weekly pay packets are squandered as the
bookies grow plump.
You must be down on your luck to come in here - or perhaps you just like hurting people.
Whatever your motivation, you can hardly savour the stench of human waste and rotting
meat that assaults your nostrils as you descend the blood- spattered stone steps, well worn
by countless down-and-outs, deadbeats and drunks. The place reeks foully and the sound is
no better – people screaming abuse as the fighter they bet on lies smashed beyond repair
on the sodden sawdust floor or jeering as another brawler has an ear, a nose or a lip ripped
from his face.
62 TrollsZine Issue 9
This solo is for warriors and rogues. The various opponents entered for tonight’s brutalities
have combat adds ranging from +4 to +41 – but beware, some do have special abilities! No
magic
is permitted – the manager, Stythagorax, is a fellow sacked by the Wizards’ Guild for
unspeakable attrocities, who makes sure this rule is not breached.
You are not permitted to use your own weapons; armour too is banned. Who fights who is
decided upon by the manager. Stythagorax has a feel for what will produce a good fight
with plenty of bloody, bone -splintering damage. If you win a fight, you will be given a
healing potion to fully restore any lost CON. Don’t worry about losing – every fight is to the
death.
If you try again with a new character, you can avoid fighting npcs you have already slain by
taking a name at random from the list at the end of this solo. You can change the attributes
a little by rolling 1d6 for each if you wish – with 1 meaning a drop by 2, 2 a drop by 1, 3 and
4 meaning no change, 5 indicating a rise of 1 and 6 a jump of 2. Alternatively, just regard
them as ‘house’ fighters who are resurrected by the management.
To find your opponent, roll 2d6 (see Table A); for weapons, again roll 2d6 (see Table B
which will also tell you where to go to begin the fight. You are permitted to bet on yourself
(not much point on betting on your opponent – go figure) – see Table C. You must win 6
fights to survive the night and if you manage to do this you go into the lottery for a prize
(the manager wants winners to return as its good for business). The prizes can be found at
Table D, where once again you roll 2d6. Just return to Tables A, B and C to find your next
opponent and set up the contest.
TrollsZine Issue 9 63
Roll 2d6 to find your opponent. If you get someone a second time, move up or down
the list as you choose. Note: CP refers the paragraph for each opponent on the
appropriate weapons page e.g for Jaffer Giblitz, you will always go to the G
paragraph regardless of what weapon is being used.
All the opponents are warriors so get a level bonus (i.e. extra dice) even for bare
hands. MA means Missile Adds in the table above.
64 TrollsZine Issue 9
You may well think “how can I roll 13, how can I get to fight Rumses? I mean, I really
mummy!”” Well, if you do win
want to tangle with that crumbling, shambling mummy!
6 fights, you may elect to take on the reigning Donkey Pits champion in a no-holds
barred, no quarter asked or given death-wrestle. If you merit that dubious honour, go
to the Weapons Table to find what you will fight with and get ready to rumble.
Note that warriors get their level bonus on top of the dice given above e.g. a L2
warrior would get 4 dice for a dagger.
TrollsZine Issue 9 65
The bookies limit bets to 50 gold on any one fight; the minimum bet is 1 gold.
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The losing fighter may try a L1 SR on INT. If successful, he/she can try to back off to reduce
damage by 50%. If you roll a critical fumble, you have bloodlust and will not back off in this
fight. This requires a better SR on DEX than his/her opponent. Losing the DEX contested
roll means taking a further 50% damage, while a critical fumble signifies double damage.
Before battle is joined, a fighter may try to make a SR on SPD to throw a weapon at his/her
opponent. He/she needs only to equal the opponent’s roll to do so. Apply this rule too if one
fighter breaks off from combat during a fight. A critical fumble indicates a dropped weapon –
it can only be retrieved on any round of fighting if the fumbler beats the opponent on a
contested LK SR (you come up with something if there is another critical fumble).
Donkey Pits is too small an arena for evasion-type stunts.
Ranged/Missile Attacks
Garrotte
To slip the garrote around an opponent’s throat requires victory by 2 levels on a contested
SR on the average of DEX and SPD. A critical fumble allows the opponent to automatically
apply choking pressure.
When the garrote is in place, another contested SR is used – STR for the attacker v CON
for the defender. Each level of success for the attacker allows 1d6 damage to be dished
out e.g. a win by 2 levels gives a 2d6 damage roll. A win on the contested roll by the
defender allows a contested roll on either STR or DEX at the defender’s choice – a win on
this roll sees the hold broken and the fight resumes. On breaking the hold, the defender
can opt for bare hands fighting.
A critical fumble by the attacker allows the defender to get his/her garrote in place; a critical
fumble by the defender, means the attacker is able to hand out 2d6 choking damage.
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Winning a contested SPD SR by 2 levels or more means that a shot can be fired before
the opponent can fire. Remember the rules on misfiring and exploding. 1, 2 means a
mis-fire while 1, 1 indicates the weapon explodes with the wielder taking full damage.
Shooting continues until only one person is alive.
Wands
Winning a contested SPD SR by 2 levels or more means that a spell can be cast before the
opponent can cast. Spells take a L1 SR on INT to cast with a wand. A critical fumble
means the wand casts a TTYF on the wielder. Spells available are:
• TTYF (WIZ cost 6)
• Oh Go Away (WIZ cost 5) – lasts 1d6 rounds with the caster able to get a free
strike with a higher SR on the average of DEX and SPD (a critical fumble by the
victim allows an automatic death strike while a critical fumble by the caster
means the spell ends instantly)
• Vorpal Blade (WIZ cost 5) – double weapons dice and adds for one round
You should roll 1d6 to find out which spell an opponent casts with 1-3 indicating TTYF,
4-5 indicating Oh Go Away and 6 indicating Vorpal Blade.
A second spell may be cast if either fighter has sufficient WIZ.
See 6A if a physical fight is called for - both fighters will find a kukri on their hip.
TrollsZine Issue 9 69
1D
Children and matches? Ogres and gunnes?
What were they thinking? He will aim for you
but if he shoots and misses and then fails a
L1 SR on LK, you find he manages to blow
the head off one of the larger spectators. Oh 1J
well, they knew the risk… He is likely to shoot early. This will happen if
he fails a L1 SR on INT. This will result in the
1E death penalty for him as it is a critical rules
Well, it should be quick! The elf will squeeze breach. No consolation for a corpse though.
the trigger and stand his ground, banking on If he fires prematurely and misses, you get a
better marksmanship. If his LK is worse than shot with your barrel pressed against his
yours, note that either 1, 1 or 1, 2 will see his forehead so you can literally blow his brains
gunne explode. out (with only a gunne explosion being your
risk of downfall).
1F
This is a step beyond for Candida but she 1K
looks down the barrel and takes aim She has no tricks to play with a gunne but
studiously. If the gunne explodes she will be she does have a keen eye. Let nature take
blinded – but the Dice-Goddess wouldn’t do its course. If you wound her but do not kill
that, would she now? her outright, go to 6K to see her response.
1G 1L
This is a real novelty for Jaffer. Still, he is The uruk will just shoot on sight. If he
just as capable of pulling a trigger as the misses, see 6L to understand how he
next meat head. He once saw a mouse shot can make your shot a little harder.
by a minotaur and so he knows what to
expect. 1M
No frills to this but you can stop him from
firing if you kill him outright, having beaten
him on a SPD SR to be first to the draw.
70 TrollsZine Issue 9
2H
Another hopelessly heavy weapon for the
little hobbit! Shanty employs hit and run
tactics – see 3H.
2C
Nobby Cuttler balances the spiked ball on the
top of his head and pirouettes daintily. His
balance is good. Then he bangs his fist down
on the ball – without doing damage to hand or
head. It is clear he is showing off – and the
crowd love it. Go to 6C to see why he is able
to get away with such a stunt.
2D
He swings so fast and hits so hard that gravity
gives up! This means he never gets in a
2I
tangle with this weapon so you had better just
face him down. A skeleton swinging a morningstar has a
spectacular, intimidating look. Actually, it’s
2E not just an appearance. A successful stint
Kestral offsets his wrist weakness with a working in a dungeon got Nivia a special
nimble stance and supple movements so he boon fighting with this weapon. You must
neither gains nor loses out with the make a L1 SR on CHR each round of
morningstar. fighting or your combat total is reduced by
50% due to magically-induced timidity.
TrollsZine Issue 9 71
2L 3E
Hallibutox is happiest with this weapon when His wrists were not made for this sort of
he manages to embed it so deeply in an weapon. Kestral has to make a L1 SR on
opponent’s cranium that the head comes off CON each round or his wrist snaps and
when he heaves to remove the spiked ball. he is helpless.
See 6L to find out how he makes this all the
more probable – to the glee of all the 3F
bookmakers. Candida aims to knock you senseless with
this weapon. She has practised hard,
2M hoping to get this to attack with. Her tactic
While Rumses enjoys hefting this weapon, he is to feint left and then strike hard to the
does sometimes get it caught up in his right. This requires SPD, DEX and INT to
bandages. He needs to make a L1 SR on LK get right. If she makes L1 SRs on all three
to avoid this each round or you get a 50% attributes, she gains a 50% bonus to her
bonus to your combat total. He is strong combat total.
enough to break free but will do himself 1d6
damage in the process if he does get in a
tangle. Once it comes to fighting, go to 6M to
see what he brings to the table.
3A
You are fighting to the death armed only
with a warhammer. Your opponent is
armed with an identical weapon.
3B
Home territory for Splukkenhammer but
see 7B to find out what he makes of a
losing opening to a fight.
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4F 4M
After one round of using the spear as a Rumses is not going to throw the spear at
thrusting weapon, if she is losing, Candida you. No, he would much prefer to
will attempt to disengage and then throw the perforate you like a teabag. He seems
spear. An all or nothing gamble? Let the confident – 6M will show you why.
Dice-Goddess decide!
4G 5A
The butcher’s boy likes skewering meat and You are fighting to the death armed only
you look very skewerable to Jaffer. If he with a sword. Your opponent is armed
makes a L1 SR on LK, you look so inviting with an identical weapon.
the DEX SR to hit drops to L1 for him and
he will throw the spear. If not, he uses it at a 5B
thrusting weapon only. This ogre does not like to waste his time.
He gets things done fast – one way or
4H another. See 7B to see what this means in
Ludicrously long for his height and size, combat.
Shanty puts his all into one hyped-up 5C
heave and throws the spear at you… Nobby Cuttler is lucky in cards and lucky
in love. He has an easy-come, easy-go
4I
attitude which explains why he always
The skeleton will opt for throwing rather than
needs to gain coin. There are several
thrusting the spear. Nivia might not have
doting ladies cheering for him right now.
organs vulnerable to a weapon such as this
He flourishes his sword and bows to them,
but she suffers damage just like you do.
indicating a regret that you must die. Go to
4J 6C to see why he is undaunted at the
The dwarf has a trick with a spear in hand prospect of a death-match.
– he will attempt a pole vault over your head.
Because of his great strength, he just needs
to make a L1 SR on DEX and then, unless
you beat him on a contested SPD SR, he
will get 50% extra to his first round’s combat
total.
4K
Ishtar Seline has an uncanny sense for the
spear’s point of balance and this makes her
especially deadly with it. You can give her a
bonus +2 on any roll to hit bar a critical fumble.
If you pierce her, go to 6K to see her
response.
74 TrollsZine Issue 9
5F
Candida likes a sword in her hand and has
left many a gaping wound in her time.
Because of her expertise, she gets an
extra d6 for this weapon.
5G 5L
This guy has never actually owned a sword An uruk never likes to be parted from his
of his own. Jaffer is a butcher’s assistant sword – which is more than Hallibutox
and uses a sword the same way he wields could say for your head with regard to its
a cleaver, cutting up a cow carcass. His relationship with your body. 6L will tell you
swings are clumsy and predictable. A one- a tactic he may well try here.
trick pony, the smart money is on you.
5H
Shanty Bunnions is skilled in the parry and
will block any attack you make unless you
beat him on a DEX SR. You should try this
each round. You will suffer spite damage
but he won’t if he wins the DEX SR.
5I
Nivia has a proclivity for running opponents
clean through if she strikes. Her
techniques were learned the hard way in
the infamous Goblin Crag dungeon. Any
damage she does you is double due to her
skewering skills.
5J
Tibult has a very nice sword that gets a
magical +5 bonus. If you kill him, you can 5M
keep it. The sword looks like a toy in the big
mummy’s mitt and things look ominous for
5K you as he advances with heavy tread. Go
Ms. Seline has a light touch with a sword, to 6M to see how he ices the cake in this
tracing patterns of death in enemies. She combat.
dreams of ‘death by a thousand cuts’
and
TrollsZine Issue 9 75
6C
Nobby Cuttler might
have been born
with a silver spoon
in his mouth. He
wasn’t – he was
born in a back alley
and left to the
tender mercies of
Fate.
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8H
The chopper is too big for little Shanty. He
8A will tire quickly and cannot hope to throw
You are fighting to the death armed only something so unwieldy for him. His only
with an axe. Your opponent is armed with an hope lies in turning your axe and then
identical weapon. getting a free strike at you. To do this he
8B needs to beat you by two levels on a DEX
This ogre chops pythons up for fun and SR. If you beat him even just by one level,
then sells them at the Arena because you get the free strike. If no one gets in an
python rings are tastier than squid rings. uncontested blow, fight normally. His STR
See 7B for what happens if he is not will drop by 1d6 each round he fights and
winning after the first round. if it gets to zero or below, he will collapse
and lie unconscious at your feet.
8C
8I
Nobby Cuttler tests the blade of the axe
against his forearm and not a drop of blood is Nivia is happy to have at you with an axe
shed. Go to 6C to see why. since she has chopped her way through
many a dungeon delver is previous posts.
8D She swings for keeps so beware!
Another weapon Razmaktiq is overly
8J
familiar with, having dismembered an ox for
breakfast only this morning. He gets a Another weapon that brings tears of joy to
bonus d6 for this too. a dwarf’s eyes. Tibult has chopped down
trees with girths matching his waist with a
8E single blow on many a memorable
Another weapon Kestral would normally snub, chopping spree. If he does damage with
he accepts the axe with good grace in these the axe he gets a bonus 3d6 to the harm
circumstances, bound as he is by done (not Spite though).
TrollsZine Issue 9 79
9D
Razmaktiq has used a bow before but it has not
always been very successful. Last time, on a
hunt near Castle Lostreld with his mate,
Buttbooter, he had to resort to bludgeoning a
corned stag with his broken
80 TrollsZine Issue 9
10B 10G
If the ogre gets the garrote around your neck, The butcher’s boy has only ever used a
he will attempt to rip your head from your garrotte to staunch the blood when he
shoulders. He will use berserker STR (that is, accidentally chopped his left thumb off
double STR) and he must beat you by 3 levels when he was a sausage short of a full
(you’re rolling on CON) to succeed. If you pack. Fortunately, Slimey Todd, the
survive, you will find that his strength is halved butcher, has a sister who knows the Poor
for the rest of the fight. Baby spell so Jaffer has the full set of
digits again. If he does get this instrument
of death round your windpipe, he gets 1d6
extra adds for STR because he will get an
TrollsZine Issue 9 81
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TrollsZine Issue 9 83
Lyrics::
Song Lyrics
Smash the gnomes and grind them; add the drippings to your meal!
Hit them with a hammer hard until they start to squeal!
Puree their bellies till they're jelly; crush their heads under your heel!
And make a tasty stew!
Smash the gnomes and grind them, slice them up like bread
Mangle, mash and maim them, just make sure they're dead
Squash their little bodies flat, squeeze out all the red
That makes more tasty stew!
Smash the gnomes and grind them, eat their tiny brains,
Make red spaghetti from their spidery little veins, stomp the
little blighters, the ugly little swains, Now that's a tasty stew!
Smash the gnomes and grind them, cut off their smelly feet,
Squidge their puny bodies, make them good to eat,
Bury the no good bounders in six foot thick concrete,
I likes me a tasty stew!
Now let's go hunt some werewolves 'neath the glowing of the moon.
Club the bastards till they're senseless, as we sing a jaunty tune.
Pluck their eyeballs with your fingers, scoop their brains out with a spoon.
And make a tasty stew!
84 TrollsZine Issue 9
It was a hot sultry day on the old trade road that lead to Khazan. Here the forest pressed in
on the trail on both sides. Over the crest of a small hill two men came, dragging a young
woman in a nun's robe with them. They came to a halt at the edge of the woods, and
together they forced her to the ground. The fat brigand held her arms and slobbered on her
face trying to kiss her. The taller thief managed to hike her robe up over her hips and then
dropped his trousers. He then bent to remove her undergarment. At that point someone
behind him gave him a terrific kick in the rear end. He flew, tail over teakettle, over the
woman, and landed, cursing, on top of his pudgy friend. The pair struggled to get free of
each other and regain their feet. The skinny brigand had a hard time of it with his pants
encumbering his ankles. As they reached a standing position again they drew their daggers
and turned to face the kicker.
They found themselves confronted by some man six feet tall and weighing at least 200
pounds. He wore a chainmail hauberk, and carried a scramasax in one hand and a
morningstar in the oher. He was obviously a warrior by the look of him.
“Wot thuh-!” began the skinny brigand.
“I am called Wulfe,” the stranger said quietly.
“Soldier of fortune and former captain of the army of
Baron Vogun. I used to kill a dozen men like you
before breakfast.” He began to swing the
morningstar.
“If you are wise this is where you run away.” Wulfe
began to advance. “If you want to try your daggers
against my weapons, come on. I always enjoy a
little workout.”
The two brigands swore and ran off as fast as they
could run, the skinny man cuffing his companion as
they ran. As they fled they hurled insults at the
warrior and each other.
Wulfe watched them go, and then helped the
young woman to her feet. He helped her adjust
her robe.
“Are you hurt?” he asked her. “Are these the only ones?”
“No, no, good sir,” she gasped in reply. “There are three more over the hill robbing my
companions.”
“If they are as brave as these two stalwarts I will take their measure,” said Wulfe. Follow
me, but not too closely. My weapon has a large swinging range.” He then hurried up the hill
with the young nun close behind him.
As he crested the hill his trained soldier's eye appraised the situation. A small group of five
male and two female pilgrims were being shaken down by three brigands. One of the
monks was lying on the ground, obviously hurt. Wulfe trotted down the hill, his weapons
ready.
TrollsZine Issue 9 85
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The monster, bespattered with blood, not his own, advanced on the Deacon and the bandit
boss.
Bella then simply fainted and slipped from the thief captain's grasp.
“Get away, get awa-” cried the thief waving his dagger in front of him. The wolfman simply
knocked it aside, and slashed his claws across the brigand's abdomen. The latter looked
down and stared in horror as his intestines fell out on the ground. Then the monster shoved
him aside and rushed on into the dark. It had caught the scent of Angeline and her
attackers.
A short distance away the skinny thief and his fat friend were struggling for the second time
that day to disrobe the young nun. So far, she had thwarted their efforts by curling herself
into a ball. Angry now, the skinny man raised a fist to knock some sense into the bitch. As
he raised his arm there was a swish and a whack, and he found himself staring at the
bleeding stump where his forearm used to be.
TrollsZine Issue 9 89
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Quackupuncture
WIZ cost: 5
Duration: Instantaneous.
Power up: yes, increase the DEX SR by one or damage by 1d6 for each
level increase.
Description: This spell sends several acupuncture needles flying at the target.
The target needs to make a L1 DEX SR to avoid them or take 1d6 damage from
the needles.
Quacknotism
WIZ cost: 5
Duration: Until caster ends or INT SR is made.
Power up: Yes, increase the INT SR by one for every level increase.
Description: This spell hypnotises the target. He/she needs to make a L1 INT SR
or follow basic commands or answer for the caster.
Quackstic Surgery
WIZ cost: 10
Duration: 1 combat turn.
Power up: Yes, increase the CON SR by one or make an extra change to target
for every level increase.
Description: This allows the caster to make physical changes to the target.
The target must make a L1 CON SR or the caster can choose a change to
make.
TrollsZine Issue 9 91
Best, Ken
92 TrollsZine Issue 9
Ha, Mark!
You're doing twice as good as me at walking, and in hilly country too. I'm so jealous. Time to
establish your chops as an editor. Find the stuff that works for your island
theme. Send the rest back and demand revisions to make it fit with the theme. Or just weed
out the weaker material and ask for new stuff on the theme. Make them appreciate getting
published in the next Trollzine. bwa ha ha ha ha!
I am nearly finished with a short piece about a new playable kindred called the Tjouse (Ta-
woush-ay) inspired by John Wick on one of our expeditions (last Monday). I was thinking it
could by my submission for your Trollzine, especially if you take my suggestion and do a
theme-oriented issue. It doesn't have to be islands--it could be unknown lands and places.
But, I also wanted to release it as a Trollhalla press publication. Is that alright with you, or is
there too much conflict of interest? I could send you the basic manuscript right now. I'm
wondering who I can get to illustrate it. I need someone good with decadence. I thought of
you because we created a new place for this--the Peacock continent in equatorial waters
somewhere north of the kraken. The Tjouse exhibit extreme sexual dimorphism--so much
so that males and females require different sets of multipliers to set up their characters.
This is something we've never done before in T&T.
Let me know.
Best, Ken
Kia ora.
I can live with the conflict - Trollworld's a big enough place :) I'll see who's feeling
Herculean and risque as an illustrator. Of course, I am pro a Peacock continent.
Sounds a hot prospect, this one!
Mark
TrollsZine Issue 9 93
Hola Walking-Buddy
I've asked for some questions on Trollbridge so it's not just me. I'm going to publish in first
quarter 2018. One of the provisos for me doing this was not going into hyper-drive until the
long school holidays here in December. It'll be #9.
We should have done that Adventure Zone podcast...
How about one question at a time so it flows?
Q1 - what game do you enjoy playing most these days and why?
Hola, Mark
Ok, if that's what you want to do.
But this is your second question for today. Ha ha ha. Most favorite is Hearthstone, a Magic
clone from Blizzard. I always play it several times a day.
Tunnels & Trolls should be my number one favorite, but I rarely get a chance to
actually play it.
Lack of players. I'm not very good at drumming up players. I no longer have the
missionary zeal. Laziness. I'd rather stay home and relax than commit myself to some
game store every week.
Laziness.
Fair enough - missionary zeal is hard to maintain forever. Pity in as much as you are so
good a storyteller and player too...
Q4 - what excites you most about the MA development?
94 TrollsZine Issue 9
It would be Fly Me. I have always wanted to be able to fly like Superman or Green
Lantern. Second choice would be Poor Baby because I'm always getting hurt, and I could
use some instant fixes.
OK, if you could fly and heal yourself for one day, what would you do with your
perfect day and where would it be?
It's not like I want to fly out and hurt myself. Perfect days depend more on people than
places or things. But if I could choose a locale to fly around in, I'd love to have another
trip to New Zealand. You have a really beautiful country, Mark, and I'm sorry I got sick
and missed seeing so much of it that you were going to show me. That was a great pity
but we still did pretty well, I think!
If you could hand pick a group of five players to GM for, selecting from any time in
history, who would you pick and how would the game go?
Pass. I've never thought much about interacting with historical figures. Frankly, I don't think
anyone from before 1960 would even want to do fantasy roleplaying. Though you gave me
an interesting idea. As long as I have a time machine of some sort, perhaps I could get my
friend Sandy Peterson, and we would go back and collect teenage versions of Robert E.
Howard, J.R.R. Tolkien, Fritz Leiber, Jack Vance,
and Edward John Moreton Drax Plunkett for a session of Tunnels & Trolls with me, while
Sandy would pick up Howard Phillips Lovecraft, Robert W.Chambers, Bram Stoker and
Edgar Allen Poe for a session of Call of Cthulhu. Years later, they would all go on to write
amazing fantasy fiction based on that timeless night of roleplaying spent with either me or
Sandy. Bwa ha ha ha ha!
Phoenix is my home town. There are some unusual things to see and places to be here,
but nothing that will really make you go: Wow! I'll give you my 5 favorites.
TrollsZine Issue 9 95
3. Compass Arizona Grill, a revolving restaurant at the top of the Hyatt Regency Hotel in
downtown Phoenix. https://www.yelp.com/biz/compass-arizona-grill-phoenix. This is a
fun place to take out-of-towners for lunch--a bit pricey, but fun. You can afford it once.
5. Under the big bridges in the Salt River bottom. These are perfect places for urban
trolls to hang out. I have written blogs about some of my walks in this city park unknown
to most of the city of Phoenix. This was the latest. https://atroll.wordpress.com/return-
to-the-river/.
Going inside the castle is like going back in time--a time when men could do anything they
wanted to do with their home and no stupid building codes got in the way.
Moving on, what gave you most satisfaction with the dT&T project?
Getting the tour of Roswell Bindery and choosing the black dragonskin binding for the super
deluxe hardback editions. Getting a tour of a good bindery is pretty amazing. I also liked
signing the bookplates for people and cashing that first $5000 check when the project
funded back in 2013.
96 TrollsZine Issue 9
Ferocious females sound like a bit of a theme at the moment - is that something new or has
it been a feature of your life? :)
What can I say? I like girls/women. I like adventure. I have never seen women as
helpless or needing protection. Opposites attract.
It's on hold right now. I don't expect it will ever go anywhere. The world really doesn't need
another rpg, or the pulp fantasy sci -fi novel that might develop out of it. Just an exercise in
world-building for the fun of it with John Wick.
I think that's a good call. There are many things the world doesn't need but it gets all the
same - creation without a footprint, very environmentally sound!
Maybe it would make a good podcast. There's not so much material usage in that. You a
storryteller-supreme - do podcasts appeal to you?
Podcasts don't appeal to me very much. I listen to one once in a while if the subject is very
very very interesting. Otherwise, no. I can't see myself ever doing one on a regular basis,
though I'm happy enough to participate (and shoot my mouth off) if someone asks me
nicely. Then I hear myself, with all the umms and errhs, and pauses and irregular breathing
that is part of the way I talk, and I'm appalled and swear never to do that again. Trolls
should probably remain in their caves as much as possible except when out marauding.
I'd cast a "um and Er' removal spell if I knew it. Caves echo a bit too much for podcasting
anyway. What's been your best marauding night of 2017 and what did you smash?
I haven't had a really good marauding night for 2017. A bunch of us get together and always
play Ticket to Ride and some Catan variant with our own special rules. On October 7 I won
both games, beating Rick Loomis, Steve Crompton, Laura Samuelson, and Lazarus
Martinez in both games. The only roleplaying I have done all year was at TrollCon and the
game wasn't memorable. I'm afraid I'm getting pretty dull in my old age. Sigh.
Old age - the bane of the young at heart and worse than a goblin under your bed. Before
another question, Sid Orpin has offered to draw for your Phoenix piece but will need text
asap. Let me know if that interests you. Here's a question for you from Trollbridge:
TrollsZine Issue 9 97
He's level 10 while wearing the ring, and level 8 when he isn't wearing it. Levels are as
variable as attributes. Good days and bad days. Sometimes up, sometimes down, just like
real life.
“In first, it says that Monsters make saving throw as 100-MR (for 1st level of dungeon)
I want to clarify..100-MR= target number. Monster rolls normal dice + adds and
tries to beat this Target #?
E.g. Orc with MR of 60. Rolls 7dice +30 adds vs target # of 40? (For 1st level save)
Or am I off my mark”.
I don't remember that at all. Ok, I looked it up. Monster saving rolls are discussed on page
13. Wow, so much crunch in those old rules that I had totally forgotten. I don't think we ever
used that rule. Yes, the rule says roll the monster's combat dice one time and try to reach
the difference between the monster rating and 100. So for a goblin with a MR of 15 to make
a level 1 saving roll, his target is 85 and he only gets 2 dice to do it. On the other hand a
glombarg with a M.R. of 89 would only need to roll an 11 and it would get 9 dice to do it.
That rule is totally screwed up and nobody should ever use it.
98 TrollsZine Issue 9
Greetings cruciverbalists and welcome to the first ever Trollzine Cryptic Crossword. The
first person to email a list of the correct answers to Krabby c/o
[email protected] may (or may not) win a prize. Good luck!2
Across
1 & 11 Creator confuses naked rents (3,2,5)
2 & 6 down Policeman assembles smallest coins (6,6)
8 Old Norse goddess in middle of embellishing (4)
9 Plastic heads of Poland voice concerns (3)
10 Absurd comfort in Ms On is eccentric (13)
11 See 1
17 Drunk ill pet rat seen demanding legal definition (13)
18 Found in paling boxer (3)
19 Thorium encased British map maker is rubbish! (4)
20 Asian ruler is all around Arizona, the home of the arena (6)
21 Small daemon starts implying (3)
Down
1 Tissue reportedly has scrubbed jugular (7)
3 Fabric keyboard on South Africa (7)
4 Penguin in temper oration (7)
5 Whip sounds like nothing in Yorkshire (5)
6 See 2 Across
7 Purge under electric tart (5)
12 Stain Japan: Five for Assam (7)
13 Start diligently before Ms Thompson takes the treasure or helps her
fellow delver? (7)
14 Praises has-been above. Stops without hotel (6)
15 Fruity tangled hose inside tear (7)
16 Titan doesn't finish, at last (5)
17 Party island is business address at heart of International Artists, initially (5)
1
'Krazy' is a marketing gimmick only and implies no mental instability on the part of this
crossword or its compiler. Please consume the letter K responsibly: recent studies by the
Canadian Quiltmakers Consortium (formally the Kanadian Kwiltmakers Konsortium) have
shown excessive use of the letter K to be associated with cognitive abnormalities, temporal
giddiness and families of attention hungry imbeciles. Pregnant women and grumpy old
men should use the letter K no more than twice daily. The letter K may be addiktive.
TrollsZine Issue 9 99
The following is an excerpt and sneak preview of material from an upcoming, as-yet-
unnamed T&T adventure.
Otter Island is an island continent far to the west-northwest of Rrr'lff. Imagine a land like
Alaska, but not attached to a continent.
In ancient times, until the Wizard War, Otter Island was warmed by seven artificial suns; great
spheres of blood copper which blazed red-hot at dawn. When the suns were destroyed or
extinguished the civilization inhabiting the fertile central plains died off.
Most of otter is now tundra and boreal forest, but the southern shore is warmed by ocean
currents, and there's good soil on three river deltas known as the "paw lands," The heavily
forested "tail" of the otter, and the easternmost "paw," are inhabited by rugged northern
elves. The other paws, and the bleak hinterland, have been settled by humans. There are
very few of the other kindreds, but some uruk occupy the "head" of the otter.
For millenia Otter Island was isolated from the mainstream of Trollworld life. Only recently
have merchants from Rrr'lff, Zorr, and the Maneland set up shop on the island.
0 or less) Hagupuyat
1) Water elemental (MR 300; immune to ice and water attacks; double damage
from fire attacks; can cast Tempest Tossed once during combat)
2) Heyenka
Medicine Bundle
Shamans of both sorts can use a special focus, a medicine bundle for casting shaman
spells. (Even shamans who learn a few Wizard Guild spells can't use a traditional wand-
style focus, for any sort of magic.) A medicine bundle is a sack containing a variety of
enchanted items: bits of animals, carved fetishes, and semi-precious stones. The
ingredients for a bundle cost the same as a Staff Ordinaire, 100 GP. There's no such thing
as a Medicine Bundle Deluxe, but for 1000 GP a shaman can buy a focus which can store
up to her level in spare Luck points; the bundle is charged using the Invest spell.
First Level
Feel Magic
Luck Cost: 1
Range to Cast: Self
Range of Effect: 20' / level
Duration: One round
Power Up: N/A
Description: A form of Detect Magic. The caster can "feel" magic; enchanted items seem
to emit a slight breeze, and feel tingly when touched.
Lash
Luck Cost: 8
Range to Cast: 40'
Range of Effect: 5' radius
Duration: One round
Power Up: Double radius
Description: A psychic attack that affects all creatures in the radius of effect. The dice of
damage dealt is equal to the caster's IQ / 5 (round up). Divide the damage equally between
the victims. Lash has "shock effect," and adds to the shaman's side's combat total.
Second Level
Aurora
Luck Cost: 7
Range to Cast: Self
Range of Effect: See below
Duration: 1 hour
Power Up: Double duration
Description: Casting this spell requires that the night sky by visible, even if only through
a window. Summons a disc of coruscating green light centered 12' over the caster's
head; it has a diameter equal to the average of the caster's Wizardry and IQ. The area
below is lit brightly enough to read, sew, and do other work.
Bear Blood
Luck Cost: 12
Range to Cast: Self or Touch
Range of Effect: Self
Duration: 6 hours
Power Up: N/A
Description: The caster is immune to the effects of cold weather, up to immersion in
freezing cold water. It takes half damage from magical ice attacks. At Level 4 the spell can
be cast on others; range is Touch.
Description: The caster's hands and mouth become totally fireproof for a combat round;
during this time he or she can scoop up and _eat_ fire and flames; the equivalent to a
brazier, a couple or torches, or a medium-sized camp fire. The fire can be kept internally,
keeping the caster warm in any weather and taking half damage from frost or ice damage.
The fire can also be spit out in the form of a once -only flaming missile weapon attack. This
ends the spell. Range is caster's the sum of the caster's Strength and Dexterity in feet; a
L2SR- DEX is required to hit. The attack does 3d6 of non-magical fire damage to the target,
and may set clothes or hair on fire.
Invest
Luck Cost: 3 per point of Luck lent.
Range to Cast
Range of Effect
Duration
Power Up: N/A
Description: This spell can be used to temporarily increase another's Luck, or to charge a
medicine bundle with Luck points for use later. When given to a person, the luck boost
lasts for up to an hour; if used for casting the points are expended and don't return. A
charge in a bundle lasts for days equal to the caster's level. Bundles can store up to the
caster's __ in Luck points.
Quurzwat Aelsya
Luck Cost: 10
Range: Touch
Range of Effect: N/A
Duration: Instant
Power Up: N/A
Description: A shaman's one-stop remedy spell. It provides temporary relief of a
chronic condition (allergies, arthritis) or permanently cures a minor ailment (warts or
boils, minor cold, food poisoning, diaper rash, etcetera). Not effective on magical
illnesses or curses.
Third Level
Ah-All-Better
Luck Cost: 5 for 1 die healing
Range: Touch
Range of Effect: N/A
Duration: Instant
Power Up: N/A
Description: Magically heals wounds or injuries. The effect is variable; for every 5 Luck
expended, one die-rolls worth of Constitution damage is healed. The roll is DARO or
TARO.
Boreal Blast
Luck Cost: 10
Range to Cast: 50'
Range of Effect: 5' radius around primary target
Duration: Instantaneous
Power Up: N/A
Description: In its basic mode, this spell functions just like Freeze Pleeze, dealing caster's
level in dice, plus the caster's adds, in damage. The shaman version can be cast in
"encrust" mode, encasing the victim in a shell of rapidly freezing sleet. The damage done is
halved, but is stun damage (victim passes out when Constitution reaches zero) and the
victim's adds are reduced by the same percentage that Constitution is reduced. (e.g., a
character with CON 12 who receives 4 points of damage from the spell has her combat
adds reduced by 33%). Adds recover along with Constitution.
Description: The spell attempts to locate the presence of a natural item -- water, dry timber,
a certain plant, animal, or mineral -- in the spell's radius. If the item exists in the area, the
shaman learns the direction of the item, and receives a mental picture of its environs.
Ice Armor
Luck Cost: 12
Range to Cast: Touch
Range of Effect: One creature
Duration: 1 full turn
Power Up: Double duration
Description: Creates a suit of jointed ice armor. The initial protection value is equal to 1/10
of the total of the caster's IQ and Wizardry. The protection rating is reduced by two on each
round that it absorbs damage. If not cast in conjunction with Bear Blood, the wearer takes 1
point of stun damage on each round the armor is worn.
Ice Binder
Luck Cost: 20
Range to Cast: 20'
Range of Effect: See below
Duration: 1 full turn
Power Up: Double duration
Description: Coats an area equal to IQ x LK, in square feet, with slush over slippery ice.
Normal movement rates are halved, and any character crossing the area (or fighting in it) at
more than a cautious walk make a L2 SR vs. Dex to avoid slipping and falling. In combat, a
fall reduces combat total by 50% for a round.
The ice and slush start melting when the spell ends; it totally disappears after 2
minutes.
Fourth Level
Personal Bifrost
Luck Cost: 20
Range to Cast: 20'
Range of Effect: See below
Duration: 1 hour
Power Up: Double duration
Description: It creates a raft or bridge of 2'thick ice over a body of water. It can support
1,000 lbs per 10' x 10' area; maximum total area (square feet) is caster's IQ X Wizardry x
2. When the spell expires, the ice becomes weak after one combat round (only supports
500 lbs per 10' x 10' area) and melts away completely at the end of four combat rounds.
7th Level
Heyenka
Monster Rating: 300
Number Encountered: Only one
Where Encountered: Tundra; Arctic Coast
Movement: Normal-Slow
Specials: Gobble attack; Regeneration; Resistant to magic; Teleport to lair.
Description: Heyenka is a demon spawned from the mad dreams of rabid polar bears and
evil shamanic magic. He can be summoned by shamans, and also appears to punish
shamans who overuse their Luck magic. Heyenka resembles an elephant -sized polar bear
with a grossly oversized head and an even more oversized mouth. He has matted filthy fur,
enormous yellow teeth with carrion stuck between them, and soccer-ball sized blood-shot
eyes with glowing green iris.
Heyenka's appearances are preceded by the sound of labored breathing, the smell of
rotting meat, and an occasional ground-shaking roar. He moves rather slowly; he can
barely lift his giant noggin, swinging it back and forth with his chin dragging on the ground.
He barely listens to wizards who summon him, and can't be given complex commands; he
is only interested in the identity of the being he is supposed to devour. He will pursue this
target relentlessly until it is eliminated. Once he has rubbed out a target he returns to his
foul, ice-cave lair in a pocket universe.
If Heyenka manages to score four or more points of Spite damage against a single person,
the demon has managed to get him or her in his mouth and will attempt to gobble him up.
(If multiple people take four Spite hits, the person with the lowest Luck is gobbled.) This
victim can evade by passing a L4SR-Speed; on a success, he only suffers a nip doing 3d6
damage.
The giant bear regenerates wounds from unenchanted weapons; 10% of monster rating lost
to ordinary weapons returns at the end of the combat round. Heyenka is immune to spells
cast at 3rd level of below. When targeted by higher level magic, he can shrug off a spell if he
can beat a SR on level of spell using his Luck of 35. If he is ever reduced to an MR of 20 or
less, Heyenka will utter a howl of pain and fury and disappear, returning to his lair. Only by
tracking him down to this forlorn place can he be totally eliminated.
Larshu'seng
Monster Rating: 300
Where Encountered: Ancient crypts and temples
Number Encountered: One
Movement: Walk Slow
Specials: "Hush" attack; Regeneration; Vulnerable to sound attacks.
Description: Uke summoned Larshu'seng (or perhaps the _first_ Larshu'seng) during the
dwarf rebellion, to defend a magical site that controlled one of the sun -spheres. The demon
did its duty, but broke free of Uke's command during the civil war. It set up a personal
fiefdom in a warren under the Spine, commanding a small army of ghouls, imps, and
shaman-shells.
To its great displeasure, wizards working with tomes discovered in Uke's ancient
libraries have learned how to summon and temporarily command Larshu'seng. The
creature may also appear when the laws of nature are twisted by shaman using luck
magic.
Larshu'send is a vaguely humanoid being, standing 12' tall and weighing 1500 lbs. It has a
hatchet-like face, huge round ears, and small green eyes lined with black cilia. One hand
ends in a monstrously large hand with sinewy fingers tipped with razor-sharp black claws.
The other hand is a giant spider, with legs that end in needle-like claws.
The demon generally does not attack instantly; it enjoys taunting and threatening opponents
in a harsh, gravelly whisper, dropping hints of its history, the wealth and lore it has
accumulated, and the power it has access to. If anyone shouts, or talks in anything more
than a stage whisper, Larshu'send will shout "HUSH!" On a second infringement, it will use
its special attack.
Larshu'seng has a special attack. It can use its spider-hand to sew shut the mouth of an
opponent. This takes just a few seconds and is incredibly painful. Avoiding this outside of
combat requires the target to fail both a L5SR-Speed and a L2SR-Dex In combat,
Larshu'seng loses 25% of his combat total on the round he sews a mouth shut; the saving
rolls to avoid the attack are reduced by a level. The mouth-sew attack does 2d6 damage.
Snipping the magical spider-silk threads requires an enchanted weapon and ten minutes of
careful work. If the damage caused by the attack isn't cured magically the victim's Charisma
is reduced by 4.
The demon regenerates 5% of its wounds at the end of each combat round. Driving its MR
below 0 temporarily banishes it. Larshu'seng has a reason for disliking loud sounds. He
suffers pain and non-regenerating damage from very loud noises. A gunne-
Nanmadosk
Monster Rating: 300
Where Encountered: Tundra and northern forests
Number Encountered: One
Movement: Walk Slow / Fly at Fleet speeds
Specials: Scatter attack. Takes no damage from non -magical physical weapons,
Double damage from earth magic. Half damage from air magic.
Description: Nanmadosk is another weather spirit; an embodiment of the frigid winds that
blast across the tundra’s of Otter Island. He can be called on by shamans to do their bidding
(in a barely controlled manner). He may also appear to punish magicians who overdo their
practice of Luck magic.
Nanmadosk first appears as a twenty foot tall translucent human form composed of
furiously churning air, mist, and debris. He may laugh cruelly and warn opponents of their
upcoming demise before breaking down into a pinwheel -shaped cluster of six tornadoes
joined by arcs of mist. He attacks by slamming his foes about in the cyclones and spraying
opponents with debris picked up off of the ground.
Normal, physical weapons add to the combat totals of the side fighting Nanmadosk, but
they do not damage him; pro-rate the damage dealt the spirit down by the percentage
contributed by physical weapons.
By spending 1/10 of his current MR, Nanmadosk can make a Scatter attack, expelling an
almost -solid blast of air to send enemies tumbling. Each person in the area must make a
L2SR vs. Speed (to grab hold of something in time) and a L4SR vs. Strength (to maintain
hold) or be hurled 2d6 times 10 yards. The victim takes damage equal to the same die roll,
and must make a L2SR vs. Con to avoid being knocked unconscious. Nanmadosk usually
uses this move to end an encounter; if less than a third of his original opponents remain
after the Scatter he is free to leave.
Shaman Shell
Monster Rating: 100 - 200
Where Encountered: Northern tundra’s and forests
Number Encountered: Only one
Movement: Normal
Specials: Regeneration (10% MR a turn)
Description: The magician-priests of the dour northern tribes employ a wide variety of
magical powers to protect their clan-mates, provide healing services, and engage with the
spiritual realm. Some of their powers are traditional spells, others amount to favors
bestowed by (or extorted from) spirits and extra-dimensional beings.
Shamans employ several "bi-location" techniques. The shaman may send out a spiritual
double (a "fetch"), separate his shadow to act as an agent and spy, or perform a variant of
the astral projection bestowed by the Wizards' Guild "Ghostly Going" spell. Sometimes one
of these efforts goes terribly wrong, and the shaman's spirit is destroyed or banished or
otherwise lost. Usually the shaman's body dies in short order, but in some cases a demon or
other opportunistic creature will possess the wizard's abandoned shell.
The motivation of the spirit varies, but is almost always inimical. It may be a lust spirit that
tries to seduce (or assault) the tribes' young folk, a glutton spirit that eats everything in site,
or a bloodthirsty but sly murderer. Sometimes the shaman shell has a mysterious
Shaman Shells know Wizard Speech, regenerate 10% of MR lost due to combat (not spell
usage) at the end of each combat round, and can cast these spells:
• Detect Magic
• Lash (IQ=10+ 3d6 TARO).
• Aurora
• Fyre Noshen
• Snowblind
• Needle Nasty
• Boreal Blast
• Metamorph Me (limited to wolf, bear, or owl)
• Wall of Ice
• Porta-Vision
• Temptest Tossed
• Ice Binder
• Ice Man Calleth
• Fearsome Friend
The Shaman Shell uses its MR as Luck. These points do not regenerate, but recover at a
normal rate (1 point per full turn).
Shaman shells encountered in a village may have cowed the members of the tribe to serve
it; often a few of the shaman's kin will be secretly plotting to destroy the creature. Shells
encountered in the wilderness may live in a cave or rude cabin; they may extend hospitality
to travelers unlucky enough to encounter them. They may be aided by enchanted animal
helpers; owls used as spies, white wolves as skirmishers, and bears (of various color) as
shock troops.
The bull occasionally spews a horrifying green vomit. If it scores four or more points of Spite
damage, it pukes, covering a number of characters equal to the number of Spite damage
scored. The characters who got the highest combat totals on the previous round are hit; roll
dice or flip coins to resolve ties. Characters who are splashed immediately take 1d6 of acid
damage (armor protects, but its rating is reduced by one until washed and repaired). Each
victim must also make a L3SR vs. CON. On a failure, he or she swallowed some of the foul
sauce. This results in a disease which causes fatigue and nervous twitches, reducing
Strength and Dexterity by 1/3rd until cured.
If "killed," the tortured spirit will migrate to another reindeer bull calf, and after a season or
two continue to haunt the tundra. Only a 13th level Exorcism spell will banish the creature
forever.
Instead of
finding
Waldo, we
will be
looking to
find the new
editor Mark.
Can you pick
the real Mark
from the
crowd?
Here’s an alternative system for resolving combat that requires a single roll of 2d6 to reach
an outcome, the main assumption being that melee combat ends when the losing side
routs as opposed to being wiped out.
time is short.
high level combatants would require many buckets of combat dice.
evenly matched and well-armoured combatants would suffer only spite damage for many
rounds.
one side is hopelessly outclassed under the normal system and you want to give them a
better chance of an unlikely victory.
Procedure
* Work out ‘average hits from dice’ using Table B (p.3). Cross-index an
assumed 2d6 result of 7 with the total number of dice rolled in combat
by that side.
2. Use a calculator to divide the stronger combat strength by the weaker, and cross-
index the result with a roll of 2d6 on Table A:
* Round all fractions up. Distribute losses normally. Do not take hits on armour, since
armour is already factored into the result.
Rout
A side that routs (runs away) manages to break off combat and to retreat to a safe distance.
When playing a solo dungeon, monsters that rout are assumed to have been slain and yield
Adventure Points accordingly. Player character(s) that rout are assumed to have been slain,
unless there is some option to run away or survive the combat, as opposed to winning it.
This system plays out as normal combat in rounds, but instead of rolling the usual number of
combat dice the combatants roll only 2d6 each and consult either Table B or Table C to
determine the number of hits they score. Adds, missile fire, and magic are handled normally.
Table B has a distribution similar to that expected if you were to roll that number of d6. E.g. there
is a similar probability of rolling at least 62 hits with 20d6 as there is of rolling at least a 4 on 2d6.
Table C has a distribution which makes extreme results more likely. This is an attempt to reduce
the number of occasions where one side is so hopelessly outclassed by their opponents that rolling
dice in combat becomes futile.
If rolling more than 20 dice on either table, take the result from 20d and add the result from the
remaining number of dice using the same 2d6 roll. E.g. the number of hits scored by 36 dice on
a roll of 8 on Table B would be 72 (20d) + 58 (the remaining16d) =130.
2 3 4 5 6 7 8 9 10 11 12 SPITE
#DICE
3 3 5 6 8 9 11 12 14 15 17 18 5
4 4 6 8 10 12 14 16+ 18 20 22 24 7
5 5 8 10 13 15 18 20 23 25 28 30 8
6 6 9 12 15 18 21 24 27 30 33 36 10
7 7 11 14 18 21 25 28 32 35 39 42 12
8 8 12 16 20 24 28 32 36 40 44 48 13
9 9 14 18 23 27 32 36 41 45 50 54 15
10 10 15 20 25 30 35 40 45 50 55 60 17
11 11 17 22 28 33 39 44 50 55 61 66 18
12 12 18 24 30 36 42 48 54 60 66 72 20
13 13 20 26 33 39 46 52 59 65 72 78 22
14 14 21 28 35 42 49 56 63 70 77 64 23
15 15 23 30 38 45 53 60 68 75 83 90 25
16 16 24 32 40 48 56 64 75 80 88 96 27
17 17 26 34 43 51 60 68 77 85 94 102 28
18 18 27 36 45 54 63 72 81 90 99 108 30
19 19 29 38 48 57 67 76 86 95 105 114 32
20 20 30 40 50 60 70 80 90 100 110 120
A short scenario for Tunnels & Trolls, perfect for your Halloween Night game session.
By A.R. Holmes, 2003.
Player's Introduction
It is the night of October 30th, and a thin sliver of moon broods ominously behind wispy
clouds, high in the cold autumn sky. The journey has taken far longer than you thought, as
the harsh grass of the boggy moor has proven difficult beneath your feet.
Full packs and heavy armour have not helped your progress through the hilly land, and your
bones ache from exertion. This is the sort of terrain which saps the strength from your legs
and makes walking fully laden a chore. You had expected to arrive at the village long before
nightfall, but as it is, midnight approaches, and you grow weary of the seemingly endless
trudging through the marsh grass, and begin to worry that once again you will need to pitch
your tents amidst this barren, wet land. From the position of the moon and the stars, you
know that it must be almost midnight, so you all stop for a short rest and to discuss when
and where to make camp for the night.
As you begin to discuss your options, one of your party speaks excitedly:
"Hey, look over there, to the West, lights!"
Indeed, there are lights to the west. Through the spyglass it appears that a small village, or
hamlet, lies nestled amongst the hills not too far away. Strange though, as the map shows
no sign of a settlement to the west anywhere around here, and surely the lights should have
been visible before now? It would seem as it turned midnight, the lights were seen all of a
sudden. However, this would seem to settle things. The village must be no more than a half
hour away, and you all tire from the walk, so decide to head for the village, and hopefully a
good, dry, night's rest...
The small settlement is not what it seems. The village, and all its inhabitants, are long
dead. The haunted hamlet appears once a year, at midnight on October 30th, and exists
in the world of men for one day until sunset of the 31st. Mortals entering it risk doom, and
will be lucky to escape with their very souls...
The village, once known as Okhosk, is dammed for eternity. It was never a happy place, so
positioned within the marshy hills, miles from anywhere, but folk there lived a simple life.
Nothing ever changed in the village, and occasionally travellers would stop by to rest for a
night or two before continuing their journey across the hills. Visitors were always received
with kindness and anything they brought to the village was welcomed. Until one terrible
October eve, when a dark stranger came out of the night...
The stranger was dressed, not unusually, in a heavy winter cloak and waterproof hat and
boots, and carried a large pack and a pair of walking staves; each carved with an ornate
design and set with what appeared to be real teeth. The stranger booked into the inn for the
night and retired without taking neither food nor drink. He did not speak, but produced some
weathered gold coins from amidst his dark cloak and left them on the bar, more than
enough for room and board for many nights. A room was made ready
"May this towne upon which I have fed, lie accursed amidst the fetid bog, never again
home to the living. May their souls ner find rest, and be acursed to endure the
living death, as I have done for centuries..."
As the sunset, anyone watching would have seen the town fade from view. The next
morning, nothing remained of Okhosk.
Okhosk returns to the land once each year for one day, on the eve of October 31st, where
the inhabitants, vampires all, re-live their curse for several desperate hours, before
vanishing from the face of the land to spend the next year in Hell. And when they return on
Halloween, they're pissed, and hungry...
There is no map to this adventure. Position the various buildings where you will as Game
Master, drawing-up a quick sketched town plan before play, adding buildings and features if
you wish. Good places to begin the adventure as the tired adventurers enter the town are
the Inn and the Town Hall. This is intended to be a quick game, suitable for one game
session, ideally on Halloween, but you can run it whenever you like of course! What follows
is a semi -detailed description of the buildings of the Haunted Hamlet, with a guide for the
GM as to the activities within each. Ad-lib as you run the adventure to add atmosphere etc.,
and run the game to suit your style of play. If they are wandering around aimlessly outdoors,
refer to the Outdoor Encounter Table.
The hamlet of Okhosk appears at midnight on the eve of Halloween and vanishes once
again at midnight of the 31st. The delvers will more than likely stay through the night, and
will probably not be harmed, unless the go poking around in the dead of night. If the GM
wishes for the horrors to begin as they sleep, then so be it! Give them a rude and
frightening awakening, a long night and terrifying day! If this is not your style, allow them a
night's rest and get on with the adventure the following day, which will see a dense fog fall
upon the town, hiding the sun for the whole day. During this day, the delvers will probably
explore the town, and uncover the horrors it conceals behind its many closed doors. Forbid
them from leaving the town, explaining how foolish it would be to wander the moors in such
a thick fog. If any of the party has a compass, it will spin wildly for the whole day. If they
leave the town, they will soon become lost, or encounter an abyss or sudden drop, which
they will not be able to pass. Use your imagination as GM to keep them in the town for the
day. Given the circumstances, it should not be too difficult! Their goal is to survive until
midnight the following day, when the Haunted Hamlet will vanish into the night, taking its
ghastly inhabitants with it.
What follows is a description of the main village buildings, their occupants, and a brief idea
of what occurs when the party interact. The GM is encouraged to add more detail and ad-
lib when the situation arises. I cannot account for all the actions of the player - characters
or the vampiric villagers, so I give ideas of what could happen within each. I have tried to
give the GM as much guidance as possible, and several tables are provided at the end to
enhance play.
The Inn, 'Ye Olde Crooked Man' - The Inn stands 2 stories high, with a large entrance
vestibule outside of which are heavy iron boot scrapers set into the ground. Lanterns burn in
most of the windows of the inn, and the party can hear lots of noise and merriment from
inside. Once through the door however, all is quiet, and a handful of locals are gathered
around the bar, tankards of flat -looking ale at their elbows. A large Irish wolfhound dog lies
asleep in front of a roaring log fire. The Innkeeper, a large barrel-chested man, watches the
party enter, and smiles strangely. The locals stop talking and turn to watch the party enter.
They soon return to mundane low chatter and their poor-looking ales. In a corner, some
more men play cards and a domino game under a cloud of thick pipe smoke. Everyone
looks tired and pale, but otherwise appear normal. The Innkeeper serves anything the party
ask for within reason (ale, simple foods etc.) but regrets not having any wine. If questioned,
he says simply "It all went off, all of it. I had to pour it all away... " Ale is 1 SP and is of poor
quality. Spirits taste OK but are 1 GP per shot. Food is edible but again poor. The innkeep
makes no apology for the poor quality fare, saying only "Times are bad around here
stranger..."
If the party require rooms, they are given them. All prices are cheap (1GP per night) and
there are no other guests staying in town. If any questions are asked of the patrons of the
inn, refer to the 'Villager Conversation Table' at the end of this section.
On the bar are some dirty old gold coins. If these are mentioned, the Innkeeper drops
whatever he is holding, and bellows "LEAVE THOSE ALONE!" without any explanation. He
will become aggressive is the matter is pressed, and threaten to turf the party out into the
night.
Behind the bar a longsword hangs on the wall above the bottles of spirits. The Innkeeper
is an expert swordsman, and will be able to match the toughest fighter in the party. Of
course and trouble will pitch the party up against a town full of vampires, so they had
better be careful!
A trapdoor behind the bar leads to the cellar, in which there are numerous coffins and a
treasure chest containing 500 GP and a ruby sceptre worth 150 GP.
Innkeeper, MR 250
Patrons of the Inn, (2d6) MR 175 each
Irish Wolfhound Dog, MR 110
Terrance Stamp, Butcher - This small dwelling has a shop on the ground floor and living
quarters above. It is closed, but persistent knocking will attract the owner, who appears in
a bloodstained overall, high boots and a long-sleeved shirt. In his hand a cleaver drips
blood. He looks ill and as if he has not slept, and will not be happy about being called. He
has some meat on his counter inside but all look past their best. If the party go upstairs,
they will discover more tables on which meat is being prepared. He does not say which
kind it is; saying only that it is 'meat'. He will sell any of the joints for small amounts of silver.
Village Stores - This medium sized store stocks most things, which the party would need,
apart from weapons and armour. Prices are cheap. The store is closed but persistent
knocking will attract the owner, Vulros, a voluptuous dark haired woman, and a low level
magic user, to appear from the darkness and open the store, lighting lanterns to allow the
party to view her wares. The GM may wish to add some unusual items (leather bondage
gear, strange tobacco, unusual footwear etc.) to the selection to puzzle or amuse the party,
all at reasonable prices. The building is on one level, and the rear leads to living quarters.
Vulros will entice any willing male party members to come behind for 'relaxation'. If they
comply, she will take them to her bed (it is very large, surrounded by black drapes) before
attacking them and draining their blood. She locks the door to her chamber if this scenario
occurs, and the player should be led into another room to be told what happens. The GM is
encouraged to be as colourful as they dare! If the party are in a position to search the living
quarters, they will find a strongbox containing 300 GP and 500 SP. Under the bed is a mithril
dagger with a red-tinged blade. It is called 'Soulstabber' and is enchanted to score 10d6 +
12 adds damage in combat. It is ineffective against Undead (i.e. vampires, ghouls, zombies
and spirits).
Hidden (L2SR on LK to find) is a treasure chest containing a ruby ring worth 30 GP, a
silver chain worth 25 GP and 66 GP in coins.
Vulros, MR 300 + Level 1-3 spells. STR 42. CHR 32 INT 17
Mirefell Ironfist, Armourer - The armoury is run by a large man with a huge beard. His
arms are covered in tattoos. The armoury is open to the air and a small building is attached
which serve as living quarters. Mirefell has 3 large dogs (Irish Wolfhounds), which lurk
behind the forge. If slain, they rise again 3 turns later with their MR fully restored. They can
only be truly slain by magic spells or weapons.
Mirefell has several items of armour to sell at reasonable prices (Rulebook - 15%). He will
only have one full set of armour (any type), which may or may not fit a party member. He is
a surly man who talks with an air of sarcasm, as if he knows a secret. He does, of course!
The party will distrust him a little, yet his armour is of excellent quality and his prices are fair.
His living quarters contain a large coffin and the remains of old furnishings, all covered
with cobwebs. Three iron bowls of blood (for the dogs) lie on the floor. They also contain a
full suit of plate armour to fit a human of average height and weight. The metal is tinged
with red and the armour is enchanted to take 40 points of damage. The word ' Darkfell' is
emblazoned on the rear of the helm. There is no further treasure to be found here.
Mirefell, MR 310
Irish Wolfhounds, MR 110 each
Peter Morgan, Master of the Sword - This is a weapon shop, and is quite small. The living
quarters are above the shop, which is open. A thin, pale man runs the shop, and his face is a
criss-cross of scars. He speaks with great relish and enthusiasm about all his stock, and his
prices are Rulebook +10%. All of his wares however are excellent and get +2 adds to the
rulebook combat score. He keeps a large and varied selection, and there is a 45% chance
of having any rulebook standard weapon in stock, but holds no crossbows or pistols, and
very few pole weapons.
Claire's Cakes - This is a bakery and is closed. No amount of knocking brings a response.
Within, everything is rotten and covered in cobwebs. The living quarters are in tatters and
an open trapdoor leads to a cellar in which is a closed coffin. The baker lies within...
Claire, MR 145
Grim & Grimmer, Outdoor Supplies - This caters for the traveller or adventurer, selling
such items as rope, heavy outdoor wear, walking sticks, pitons, lanterns, camping gear etc.
Anything not too out of the ordinary can be purchased here for a fair price (Rulebook -10%
for standard items). A pair of sallow- faced men run this shop, and they have little
conversation and never smile. In the back, two coffins lie closed. The rest of the room has
been cleared out. One magic item lurks in here, but the party will only discover it if they
search through the untidy shop for about half an hour. A heavy cloak with a small tag
labelling it as 'Berg's Hauser' hangs amongst the outdoor wear. It is enchanted to protect
the wearer from all cold and freezing attacks. The odd brothers will sell it for 30GP minimum
(after starting at 100GP. They will not fall below 30GP).
The Brothers Grim, MR 130 each
Dr Harper, Physician - This medium sized dwelling has curtains closed and a brass sign on
the door proclaiming the above. A bell hangs next to the door, which is locked. Ringing it
causes the physician, a tall, cadaverous man, dressed in black, to answer the door within a
minute or two. He is very pale with red lips and eyes, and bids the delvers entrance. Inside,
the surgery is very grim and cold. There is a fireplace but, like most of the dwellings in
Okhosk, it hasn't been lit for a long time. He passes the time of day with the party/delver,
enquiring about their health. After the conversation has ended, the physician leaves the
room, saying he will bring them a tonic each. Returning with a bottle of liquid, he says there
is plenty for all. The potion will cause relaxation and sleep in 3 turns. Delvers falling asleep
will be brought back to the doctor's surgery where he will feed on them. He is still respected
by the undead villagers, who will lead delvers to his surgery if they see an opportunity. In the
back room of the doctor's surgery, along with many old and frightening looking surgical
devices, stand 5 zombies.
Also in this room, hidden under a desk, is a casket containing 475 GP.
Physician, MR 220 due to great strength
Zombies x5, MR 180 each, CON MR 300
Town Hall - The largest building in town (the GM may wish to draw-up a quick floor plan of
this building prior to play) is the town hall. It has 2 floors, an attic, cellar and many rooms. It
is in a poor state of repair and many of the windows are boarded-up. Searching within, the
delvers will find one item of interest per L2SR they make. Each delver is allowed two tries at
the SR. The GM should give out minor treasures/minor magic items of his own devising here.
However, each turn spent in the ghostly town hall results in an encounter with one of the
following horrors:
The Mayor is still dressed in his official robes. He is called Casper, and will be delighted to
see the delvers, inviting them into his personal chamber to be entertained. Once there, he
delivers the following tale of woe, over wine (although he does not drink, wine, it is indeed
very good) and food (again, it is reasonable):
N.B. The Mayor carries a key, which opens an iron door somewhere in his room. Behind is
a coffer containing 2500 GP and a mayoral mace, which has a slight enchantment enabling
it to deliver 8D6 + 10 damage, yet retaining the attributes of a normal light mace.
Casper, Mayor and Master Vampire, MR 500 + vampire powers at discretion of GM.
Random Dwellings
The village of Okhosk has many small houses, mostly one story, in which ordinary
people once lived. Below is a table, which you can use to randomise inhabitants, or
make them up.
Roll 1D6
1 Small one-story house, all boarded-up. Contains rotting furnishings and 1d4 Vampires
MR 80.
2 As above, but the inhabitant sits staring at the wall/fire/television... MR 45.
3 A medium sized 2 story dwelling with 1D6 inhabitants. MR 60 each if they attack.
4 Small 2 story dwelling, which has been, boarded shut. It contains rats, lots of them…
5 Deserted dwelling with rotting furnishings. GM to add detail. May contain 1d4
vampires MR 50.
6 Medium sized one story dwelling with cellar. GM to ad-lib and inhabit as appropriate.
The Village Well - This has seen better days, but the rope and bucket mechanism still
works. A group of ill-looking children play near to it. If approached, they become silent,
staring at the party/delver with blank eyes. All are pale. One steps forward and says in a
hollow voice "Do you live here now?" before running away laughing, the others following,
laughing at the party.
If it is winched-up, it will be full of blood...
The Chapel - The chapel is the second largest building in town next to the Town Hall. It
has boarded-up windows and is in a state of disrepair. Within, old pews lie rotting and the
stone slab floor is cracked and wet. The building is suffering from damp and rot and is very
unwelcoming. A large altar stands at the head of the chapel (if you use religions in your
games, change this building as you see fit) and tall brass candle holders (300 weight units
each, worth 50 GP each) stand at each corner. Lying atop the altar is a broadsword. This
is a magic weapon, and is named "Soulcraver". It has the statistics of a normal broadsword,
but scores 7d6 + 30 in combat. Each time it is used to kill a creature, which the GM deems
to have a soul, 1d6 is added to its attack score, up to a maximum of 25d6 total. If the
sword reaches a tally of 25, then for every kill thereafter, +1 add is added, with no limit. A
powerful weapon!
However, the chapel is full of zombies, which appear from under the floor, the dark
recesses of the building, underneath the pews, and in the small rooms which are connected
to the main chapel area (there are 6 such rooms and all are empty apart from rotting
furniture etc.). In total there are 15 zombies, which inhabit this grim building, each with an
MR of 45.
As if this wasn't bad enough, present also in here, to appear at the GM's whim, is a wraith.
It is the spirit of the chapel preacher, turned evil by the Dark Stranger's visit. The spirit has
an MR of 400, and cannot be harmed by non-magic weapons.
All magic attacks cause damage to the Wraith. If slain, the altar explodes and cracks open
(delvers within 10' take 1d6 CON damage from flying fragments of sharp stone and fire
damage), revealing a large sack of gold within (3000 GP).
1. Zombie (MR 1d6 x 20) erupts from the ground and attacks.
2. Vampire appears as if from nowhere! MR 2d6 x 10.
3. Ghost appears from out of the ground and attacks with an MR of 1D6 x 30.
4. Group of Zombies (1d6 for number, MR 1d6 x 10) wander out of a building and attack!
5. Living Skeletons erupt from the earth and attack. MR 1d6 x 20 each.
6. Werewolf! Huge werewolf bounds out of the fog from the moors. MR 6d6 x 10!
If the GM wishes, he can generate full attributes for each villager the party encounter. I
haven't had time to do that, so have just issued a base MR. Feel free to alter these to
suit the level of play. The Monster Ratings can be found in amongst the building
descriptions above.
When the delvers are getting fidgety, or the GM has had enough, or the game is getting a
little stale, it is time for the villagers to advance. A floor plan of the village will be essential
here as the party try and run for cover or fight their way out of the haunted hamlet.
Whenever the party interact with the strange villagers, roll on the table below for their level
and subject of conversation, or of course, ad-lib as appropriate. I'm sure your skills as GM
far outweigh the possibilities outlined by these tables! Roll secretly so as not to give away
that the conversation, or what there is of it, is random. Ignore this table altogether if
appropriate.
Roll 1D20
1 Villager stands silent, maybe grinning or giggling, but offering no parley.
2 Excitedly, the villager tells the delver/s how good it is to have fresh blood in the
village....
3 The villager answers in one-word answers, and eventually wanders off.
4 - 8 The villager keeps up a conversation, although in slow speech, never giving
anything away.
9 - 10 Depressingly, the villager begins to cry, and falls to the ground, inconsolable.
11 - 12 The villager stares strangely into the eyes of the delver, saying 'Leave now...' 13
The villager stares at the party/delver, and laughs before walking away, giggling evilly.
14 - 16 A normal conversation, although a little slow and laboured.
17 The villager is over-excited, and speaks too quickly before collapsing in a heap.
18 The villager appears agitated and fidgety, and breaks away from the delvers quickly.
19 The villager repeats a bizarre phrase over and over again (GM's choice)
20 Villager attacks if delver alone, otherwise runs away into the nearest building/room.
There will come a time in the adventure when the undead villagers cannot resist any longer,
and go a-hunting for prey. After the game has gone on for long enough, the party
will probably return to the Town Hall for help from the Mayor. Refer to the Town Hall
reference above for the events should this happen. If they escape the Vampire Mayor, it
will become a free-for-all, with the various inhabitants of the town chasing the party for
blood. They must survive until midnight, when the town vanishes into the darkness and the
fog of the night. The party will not be able to outrun them as the villagers move quicker than
the party and are not hindered by heavy armour, weapons or packs. The harsh grass of the
sodden moor will not defer them, and fleeing delvers will soon be caught as they try to
escape the horror town. If you are running out of foes for them to fight, above are some
encounters to keep them running!
If the party survive the horrors of the village for the day, it will vanish at midnight and they
will have earned a level advancement each. The game is over. Characters who are killed
during the adventure may be resurrected and played as Vampires if the GM allows it, or you
could rule that their souls are lost, and they have become one of the tragic inhabitants of
the haunted hamlet, doomed for eternity to haunt the town for one day a year, on
Halloween, searching for the blood of the living. Perhaps the adventurers could return next
year, to rescue the soul of their lost friend?
Personally, I prefer the second option... harrrraaaggghhhh!!!!
There you have it, a one session game for Halloween role-playing fun! To aid play, have
Halloween gifts (chocolates, sweets, novelties etc.) to give out each time a monster is killed
or a magic item discovered. Play creepy music throughout the game, and keep the players
on their toes as they explore the creepy town and slowly discover its secret. Play by
candlelight if possible, and keep the game moving along. And after the game is over, there
should still be time to get to the pub! Happy Halloween!
“come on, ken, it’s not exactly a fair fight now, is it?”
Wispstick
The deluxe version of the bottle of light, this thin crystal rod contains a dormant wisp who
rouses once the stick is broken, providing illumination for 2 minutes. Often used by Delvers
to investigate deep, dark holes or pits before descending. Adequate force or dropping the
Wispstick at least 10’ will cause the wisp to be released. 20 Gold.
Spellblade
These cunningly enchanted weapons come in two forms: daggers and swords. Their
principle magic is to provide a focus for use by Wizards or Paragons trained in the art of
magic, while also being useable for close combat should the need arise. Wizards from the
mystic east favour curved daggers and blades, arguing that this is the best shape to
conjure magic from, while those from the cold north prefer straight blades as a conduit for
their power. Wizards may only use Spellblades that are shaped as daggers, while
Paragons may use any form of Spellblade. They act to reduce WIZ cost for spells in exactly
the way an Ordinaire Staff does.
Any dagger or sword may be prepared as a Spellblade save a Kris, and the cost of the
finished item is 50 gold, plus the usual cost of the weapon.
Spelldirk - 68 Gold
Sax Spellblade – 80 Gold
Scimitar Spellblade – 150 Gold
Spell Broadsword – 190 Gold
Gloves of Talent Mastery
These fabled gloves were created by a group of monks and mystics who sought to learn the
secrets of physical and mental perfection. Only 13 pairs of these gloves are believed to exist,
spread across the world, and the methods of crafting them are lost to the ages. Each glove
gives the wearer mastery of a Talent as though they had ascended a level, the Talent given
being specific to the glove. Gloves of Wrestling, Tailoring and Wizardry are rumoured to
exist amongst the 13 pairs. Both left and right hand gloves for each Talent exist. Left hand
Gloves grant a +2 Talent Bonus, Right hand Gloves a +4 Talent Bonus. The bonuses add if
both Gloves are found and worn. The Magic endures and requires no WIZ from the wearer.
They shape themselves to fit over the hand of any of the common kindred.
Left Handed Gloves are worth 3000 Gold, Right Handed Gloves 6000 Gold.
Vorpal Scabbard
Also known as Vaning sheathes for reasons lost to antiquity, these enchanted scabbards
cast a Vorpal Blade on the weapon they house when the blade is drawn, so long as the
wearer has the 5 WIZ to power it. 56 Gold.
Whammy Quiver
Operating on a similar principle to the Vorpal Scabbard, these enchanted containers cast a
Whammy spell on any arrow drawn from the Quiver so long as the archer has 10 WIZ to
spare. 112 Gold.
Hair Cream
Beloved of actors and spies, these pots of powerful smelling unguent are smeared upon
the face, producing a wondrous growth of facial hair (That’s A Natty Beard). Bespelled
item, 4 Gold.
Cinderella Mirror
This enchanted Mirror casts a Double Double for Charisma on anyone who gazes into it
and has the WIZ to power the spell, lasting precisely one hour. It is traditional to gaze into
the Mirror before attending a party fashionably late, then disappear before the effects wear
off. 850 Gold, more for very ornate mirrors.
Fly Me Carpet
These enchanted rugs will bear up to 4 passengers of humanoid size. Each passenger
must expend 7 WIZ for the carpet to fly with them upon it. It will then fly at running speed
for 10 minutes. Further expenditure of Wiz may extend the flying time. 350 Gold, more
for very attractive rugs.
Blood Crystals
These kremm batteries are magical crystals that can take power from a creatures dying
breath. Attached to a charged magic item, 1 Wiz point of charge may be refreshed for each
sentient creature that dies in its presence. Often applied to Magical weapons, these gems
are beloved of Necromancers and Cultists. It is believed by some that using Blood Crystals
warps the essence of the user. Blood Crystals are rare and prized by the power hungry.
1000 Gold.
This is an excerpt from a long-running play- by-email game with Doug at the helm,
steering a course of epic adventuring for all the participants…
Not all elves live in the woods, listening to birdsong and counting petals. Some go
out into the world and get a haircut and a proper job …
job…
Alphibiades, a young elf Rogue has a backer. Lord Romal, a 350-year-old Elf has agreed
to back his dream of a Caravan Company. Why a caravan? Maybe it’s a camel thing.
Not all elves are anti-social. Some actually have friends and hang around with
‘normals
normals’…’…
Don’’t think elves fly by the seat of their pants – they focus on the details and buy
Don
comprehensive insurance:
Alphibiades orders four wagons and begins looking at horses to pull the four wagons. Then
he hires four guards; three sisters; Iris, a human Paragon (Wizard-Warrior), Starlight, a
human Paragon (Combat Mage-Ranger), Peony, a human Healing Mage. The fourth guard
is a Centaur Filly named Equati and she is a Ranger. Starlight has worked as a caravan
guard with her sister Iris before and bring four experienced waggoneers that she suggests
that Alph hire for the trip. They have made the journey before and know all the various
routes quite well. As they day, the devil is in the detail…
When you look good, you reap rich rewards you have to look like you know what
you’’re doing
you …
doing…
Their first customer is Her Royal Majesty Xo Pei, youngest daughter of the Emperor of
Nomad’s Point and first wife Lord Po. It is a month and a half journey along the southern
coast of the Dragon Continent. They depart on Frogsong 3, 1321. She has purchased
three wagon loads of kiln dried lumber that will be taken to Lord Po’s compound to build
more homes for the families of his soldiers. This is what it has come to, helping the rich
extend the gap on the poor.
It’’s not only the elves who go acting high and mighty –
It
Her Royal Majesty Xo Pei travels in an enclosed sedan chair with twelve servants carrying
the sedan chair surrounded by six female Royal Guards. Her refusal to ride in a wagon
slows the caravan to half speed. She also insists on riding at the front of the caravan as the
horses stink and the dust is disgusting.
there’’s always someone out to do an honest elf down. All too often,
But there
someone bug, ugly and nasty …
nasty…
They depart Voluka on Frogsong 3,1321 and reach the Southern Plains around 5 p.m. A
good distance for the first day, after setting the wagons in quad formation for the night a
young mountain troll emerges from the forest south of the campsite. When the troll is about
80 yards from the camp he is seen and the alarm is given. The troll turns and goes as fast
as a troll can travel back towards the woods. Mellanaria quickly flies and follows the troll
into the woods. About thirty minutes later the troll joins a band of Death Head Hobgoblins.
After a frantic conversation with the troll the leader of the Hobgoblins blows a long note on
a horn. Soon two more horns some distance away reply and the leader begins to blow
short notes about a minute apart. The responses come quickly and are getting louder with
each repetition. Mellanaria quickly flies back to the camp and reports to the party. Run
away! would seem to fit the bill (to revert to the duck metaphor).
Alphibiades suggests an ambush and asks Mellanaria if she had noticed any area
suitable for an ambush.
Before Mellanaria can answer Tulip says, "We just came up that path and it is open country
until you get to the forest. I know that a hard offense is better than a strong defense. But
we are not sure how they will approach us. What if they come at us from some other
direction. We have Mel's fort that we could put inside the square of wagons. We would
have the high ground, we could blast them with spells and arrows. All the personnel would
be safe, we could even keep the horses on the first floor. The fort cleans itself with magic
each time it is collapsed.
"I'm so glad Tulip keeps track of what I have in my backpack." Mellanaria looks crossly at
Alphibiades, "And I hope we can keep the people from being harmed!" Why is she cross,
you might well ask? Alph had fretted about protecting the wagons – well, they’re largely
made of wood and so more precious to an elf than flesh and blood.
Alphibiades looks rather nonplussed. "You are right. How awfully insensitive of me. I do
apologize."
The horns keep getting louder and louder. Then they hear a loud shout that quickly
becomes a chant, which gets louder and louder as the hobgoblins approach the camp.
Then the chant is replaced by the heavy foot falls of many foes. They see them exit the
forest on three sides of where they are camped. They are sixty yards from the camp.
Time for Alph to redeem himself with manly vigour…
Mellanaria flies above the Hobgoblins shouting, "Excellent, thanks for all showing up at
once like that. We will give you this chance to surrender before we are forced to place your
entire tribe under a dark Geas to his dark Elven gods of enforced vegetarianism and tree-
hugging!" Mellanaria points at Alphibiades and hopes he can pull off a "war face" that
doesn't cause her to drop to the ground from laughing so hard.
The leader of the Hobgoblins looks up and with his poor eye sight in such bright light
cannot see Mellanaria. He falls to his knees and raises both hands to the sky, "Oh Most
Magnificent and Powerful Deity, I do not know your name but please spare us. We will
quickly return to our tunnels and bother your servants no longer. Have mercy on us in our
stupidity and we will fast for a day in penance."
Mellanaria turns around to look at Alphibiades' "War face" to see how horrific it is to elicit
such a response.
Tulip flies over to Mel and says, "They can't see you as you are in front of the sun and
they believe you are the messenger of the god. Order them to leave immediately."
Mellanaria whispers, "Oh, well, in that case". See – looks are everything.
She turns her attention back to the Hobgoblins, and yells at the top of her fairy lungs, "Yes, you
have shown proper obeisance to me, and I am pleased. You may depart and return to your meat
eating and not-tree-hugging ways. Trouble us no more lest my fickle wrath curse you to spend
your days giving pedicures to effete elven overlords!"
Mellanaria can then take it no longer and begins cackling wildly, which sounds like the
mad laughter of a demon from the outer dark...
Tulip is laughing so hard as she flies back to the fort that she appears to be attached to a
yo- yo. She trips as she lands and rolls around the roof laughing. And probably doesn’t
notice the swooping hawk…
Alphibiades says, "I'm glad we hired you, Mellanaria.” He likes feeding the wildlife.
…and the game goes on to this very day with Doug ever-inventively at the controls, taking an
enchanted group of travellers all over the vast expanses of his imagination.
Monoliths are a great things to put in your game world in wilderness areas to enhance the
enchanted feel of the game. I often place dungeons under them, hidden under trapdoors and
riddles. All are very hard to access and others nearly impossible. Their strange elemental
powers vary with their shapes, compositions and origins.
History:
The origins of the monoliths are mostly unknown. Most scholars surmise that an
ancient race of powerful wizards created them. Some folk stories say that the were
created by the Gods themselves, to protect various holy artifacts and treasures.
Whatever the case, several have been found around the planet.
The Monolith Types:
The Anti-Magic Monolith: This monolith dispels all magic and miracles within one mile.
The Anti -Metal Monolith: This monolith dissolves any metal that is not enchanted or
blessed within 150 foot.
The Flora Monolith: This green stone monolith is found in the dense jungle, where it
animates the surrounding plant life.
The Fauna Monolith: Also found in the dense jungle, the Fauna monolith controls
surrounding animal life.
The Fire Monolith: This metal monolith glows red hot and has a flowing lava moat
around it.
The Ice Monolith: These monoliths create intense cold in an area of 250 feet around
them.
The Earth Monolith: Constant earthquakes are present 20 miles around these monoliths.
The Gravity Monolith: Gravity runs amok within 1 mile of this monolith.
The Storm Monolith: These metal monoliths are the shape of two large spires rising into the
sky from a base. The spires are 100 foot tall and 30 foot apart, have electricity flowing
between them and large storm clouds circling it. Anyone that gets within 250 foot of the
monolith must make a third level SR on LK or be struck by the lightning generated by it. If
the character has metal on him the SR is doubled.
The Magnetic Monoliths: The true shape of these monoliths are unknown because of all the
armor, weapons and other odd items that have been caught in their magnetic field. Some
have been known to attract normal metals and repel enchanted ones. These monoliths
seem to always have entry holes toward the top which house a monster to eat the unlucky
traveler caught in the force. This hole is also the entrance to a dungeon.
The Mental Monolith: The mental monolith distorts the perception of the mind and will
often cause madness to anyone fool enough to enter the effected area for an extended
duration of time.
Synopsis:
Oscar's Inn is a fortified inn that is haunted by food related monsters and curses.
Description:
The party comes across a fortified highway inn. The front of the inn and its roof are built
with solid stone blocks, and the inn is built into the side of a solid hill. The sign hanging by
the inn's front door shows a plate of sausages and a flagon of foaming ale.
The inn's thick, reinforced -wood front door is ajar. The door slams shut after the party
enters and is locked by a permanent Lock Tight spell that can only be removed by a Knock
Knock from a Level 5+ caster.
The solid stone construction of the inn's wall would keep in all but the most determined
and well-equipped dwarven miners for several weeks. By then the PCs will need to eat
the (probably) tainted food or starve. Perhaps a way out can be found by venturing into
the inn, back into the hill...
Locations:
1. Common Room
A musty, damp smell permeates the dirty room and even the charred logs in the fireplace
on the north wall appear damp. The chimney flue narrow, and a sturdy steel grating
prevents even a faerie from escaping in this direction.
2. The Kitchen
The ghost of Sal, the inn's cook, wanders the kitchen moaning "Ella." Upon seeing
Sal, the PCs must make a L2SR WIZ.
If they:
Fumble: The PC's hair turns bright white and they lose 1d6 Luck.
Fail: The PC loses 1d6 Charisma for one day (due to being shaken by the sight).
Success: No effect.
Room 3 is a ramshackle private bedroom. The body of the owner lies in his bed.
His clothing is worth 50 gp.
Searching for a loose floor stone, or searching with a L3- SR-LK, reveals a vault under the
floor. The vault contains: 30 huge, rough onyx gems (@600 gp); The Epee of the
Shadowjack (3d+0. In darkness the epee gets x2 Combat, i.e. 6d+0).
4. Pantry
The pantry contains lots of rotted food, but the dry goods and rations seem okay.
Unfortunately, all of the food is contaminated with salmonella. (Hence the cook's warning:
Sal moans "Ella.") If the PCs eat the food, check L2-SR-CON and lose 1d6 CON until cured.
In here are 4 zombies of poisoned travelers (MR 30, 4d6+15). The zombies were gnawing
on other corpses but will seek fresh food by attacking PCs that look in the door. They hiss,
"Eat Brains," and then attack.
Searching the room afterwards reveals 100 jade coins worth about 20 gp each.
5. The Poultry-Geist
The kitchen is well equipped for cooking soups: cutting blocks; sharp, shiny knives; kettles; and
a large cauldron that dominates the center of the room. On a rack the desiccated corpses of
chickens hang by their feet. (I wouldn't eat them!) The crusty remains of dried chicken soup
coats the bottom of the cauldron.
The poultry-geists attack! At first the PCs hear faint clucking. The clucking quickly becomes
louder as thrown eggs materialize in thin air to attack the PCs. Then, the kitchen's entire
collection of knives and choppers animate to attack the characters.
3x Poultry-Geists: MR 30 (4d6+15). They are only damaged by magic, and are invisible
(x1/4 CBT for non-spell attacks).
Three skeletons rise from the benches along the table and attack.
Skeleton: MR 15 (2d6+8). They have rusty swords but no other treasure.
Here the PCs might notice tracks in the dust and the faint smell of burning oil. If they do,
they may find the secret door, marked "S."
This room has a variety of tools of use to the inn. On the top of a permanent stone
workbench is a metal plate with a slot in it. In Common Tongue, writing on the plate says,
"Wilbur's Wonderful Mechanical Whetstone, patent pending."
If a PC inserts any sword or knife into the slot, have them roll a L2-SR-LK. If successful,
the blade is sharper and gains +2 combat adds; otherwise the blade is ruined (x1/2 combat
adds).
9. Another Kitchen
This room is another kitchen, cleaner than the others. A few chests made of silver sit on one
of the counters. If a PC attempts to open one, have them choose a number from 1-3, and
then check the number off of the list so it can't be chosen again. The choices:
1. L2-SR-DEX or lose a hand, plus 1d6 damage, with obvious penalties for being
one handed. Thin slices of the character's hand come out the other end of the
box.
2. Extreme heat: L2-SR-DEX or take 1d6 damage from heat.
3. Cold: You can store your food in here. L1-SR-DEX to avoid 2d6 freezing
damage. This damage does NOT cause death, but the character is frozen in
place until warmed. Inside this chest is a jar of gunpowder (8d6 damage within
10' if lit).
This room is an ornately decorated, clean dining room. Several round, cloth-covered
tables and hardwood chairs stand in the room.
On one of the set tables is a single fork made of gold (50 gp, 30 weight units).
Under one of the tables is a flame haladie (4d6+8 incl. fire damage).
12. Lounge
This room is a lounge filled with spider webs and old, dusty furniture. The walls appear
damaged and crumbling. A wagon is embedded into the wall about 8' above the floor (the
ceiling is 15' high here) so that only its right half is hanging out into the air. The other half
of the wagon is somehow part of the wall (but the players won't know that just yet).
Giant Spider: MR 120 (13d6+60, Paralyzing Poison: each point of Spite damage also
causes Paralyzing Damage (see below), Armor=5 (chitinous shell).
Paralyzing Damage: At the end of any combat turn a character takes Paralyzing Damage, have
the character test L2SR CON. If the PC fails the roll, they are paralyzed for the number of turns
on the dice roll. Points of Paralyzing Damage may not be healed except with Too-Bad Toxin or
other anti-poison spell.
Treasure: 1) Black uruk robes (warded: no bladed weapon may hurt the wearer, but you
are dressed like a black uruk); 2) Jewels in pouch: 60 huge bloodstones @700 gp.
13. Skeleton
Read this to the players: "There is a tattered backpack lying in the hallway between two
doors ." There is no other description. The backpack contains some moldy bread; rusty
forks; and smelly, rotten cheese.
As the players approach this part of the hallway they smell the odor of burning fat.
Under the floor is a pit trap that drops the unwary into boiling oil.
Pit Trap: L2- SR-DEX or LK to avoid. If failed, fall into pit of boiling oil, taking 2d6 damage
per round.
In this hallway is a starving guard dog. It is growling and hasn't been fed, so it will eat what it
can kill, and the PCs look tasty. Around its neck is a jeweled collar (70 gp) given to it by the
owner of the inn.
About 100' farther down the hallway from the pit trap red light can be seen coming
from a chamber. A sickly moan drifts down the hallway.
As the PCs approach, they see six prostrate cultists worshipping a human-sized alabaster
thrown. The cultists are chanting in low, moaning voices (as if sick). They will ignore the
PCs unless attacked.
18. A Privy
Guests who could afford private rooms would stay here. The GM can make up treasure or
assume that the guests took their valuables with them to dinner.
20. Pantry
This was the room for Sal, the cook to sleep in. There is a bag of 20 gp under his mattress.
The inn's waitress slept here. All of her possessions are missing. Only a nice bed remains.
Conclusion:
How do the PCs get out? Remember that jar of gunpowder? It should work
nicely on the front wall…
GM Notes
Notes:
The Mad Alchemist is a short GM adventure for 4 to 5 players with combat adds around 30
to 50. The GM should keep in mind that if the Alchemist falls, there is a chance he may
break whatever bottle he has to hand at the moment, or any the GM deems to be a fair
challenge. Also, if any pursuers get into close combat with the alchemist he will throw
potions in his defense. He has smoke screens, poison gasses and transforming potions
that he will throw at bugs, dogs, cats or even players... It is up to the GM to decide if the
alchemist has cure potions in possession and on hand.
The Giant Tentacle Monster will be too powerful for the players to defeat by themselves.
This beast’s purpose is to get the players started along the right path. It is recommended
that the players assist in the battle or leave this fight to the town militia and their siege
weapons.
The GM should not let the characters catch up too quickly. The scenario is designed to be
played right to the end area. The players should keep focused on tracking down the
fugitives and try not to take too long battling the monsters he leaves in his wake. Luckily, it
is night and the militia is at full alert, making the escape slower and more difficult. Also, the
fugitives are stopping at some points to set traps.
The scenario starts at night at either the Stale Ale Tavern or when the players are
entering the town at the main gate, where they first hear the rumor of the escape. Use
whichever you like. The final battle should occur at the docks where the alchemist will
create huge crab monsters to keep the city fleet preoccupied while they board the ship
hired for their escape.
Forward:
Valtrium the alchemist was imprisoned for 20 years in the King's Dungeon for crimes
against the State. (After the king's brother seduced his wife, the alchemist sought revenge)
His mind snapped from the incident and for the duration of his sentence his overly intelligent
mind devised extremely horrific potion recipes. With the help of a master thief, they have
escaped the dungeon and are fleeing through the city. Throughout their flight the alchemist
is using his diabolical potions to transform townsfolk and animals into giant monstrous
apparitions that attack the city (the big one being a giant tentacled beast right in the center
of town). When tracked down he will lead a dangerous chase through town and try to
escape to a ship on the docks.
If the alchemist is captured alive he will of course swear revenge on the interfering players.
And, as promised, if the players survive the adventure and the culprits are captured they
each get a 2000 gold reward after meeting with the town's Governor.
“One potion too many” (no delvers were hurt in the making of these potions)
MT
MT: What does MetaArcade have in store for the game in 2018?
DR
DR: The biggest thing is what I’ll call a ‘hardening’ of the product. The game is working.
People are playing it, enjoying it. We are seeing thousands of people play and spend
money. That’s good but there is some technical work that needs to be done if we are going
to go to a big push. I want to make sure that the product is performing on all the levels it’s
supposed to. As an example, there are a couple of glitches in the product where sometimes
people pause the adventure, come back a few days later and restart it and something has
gone wrong. Nothing catastrophic, things are working pretty well, but those are the kind of
things we want to do prior to doing a bigger publicity push. And so the thinking is that we
finish that out in quarter four of this year and then in quarter one; and it may time very nicely
with the next TrollsZine issue, we’ll do a much bigger publicity push around this and we’ll
get a lot more people into the game.
Part of what we do with that comes back to this idea of the adventure career, which is really
the part that I get most excited about. We could go in a bunch of different directions on this
but the main thing to let people know is that we intend to start what we call a “friends and
family” with the adventure creator before the end of the year. And then in quarter one, our
goal would be to have the first adventures that people have started making outside of
MetaArcade or the Fellowship of the Troll. Having some of these community fans making
their first adventures and publishing them out, so now when you get the app you can see the
adventures from these other people being made, that’s a big part of 2018… But there is a lot
more that the T&T community has made, so we want to get the people that have been
making these things, get them to a place where they can start making their own adventures
as well. The real vision here is that ultimately everybody who at some level, even if it’s not
T&T, if you’re a D&D player or whatever you should be able to make an adventure in the
adventure creator and put it out there for everyone to play. That’s the biggest part of 2018!
MT
MT: That’s what excites me because I got into writing solos, in particular, a while ago and
I’ve published a lot by now and for me the idea of being able to get them into that app form
is very exciting and I know that’s true for a lot of other people as well.
DR
DR: The thing to remember is that the goal, at some level, isn't just to make something that
all the Tunnels and Trolls fans love, it’s to make something that every RPG player loves.
And that will be good for Tunnels and Trolls and what will happen is that right now we’ve
got a lot of people who downloaded the game who have never played Tunnels and Trolls
before, don’t know who Ken St. Andre or Rick Loomis or Liz Danforth are. They are just
RPG gamers on an Apple or Android device and they’re downloading the game and playing
it. So what always struck me about T&T and like you
MT
MT: What are your favorite solos to play?
DR
DR: Wow! Without a doubt, number one is Naked Doom. It's fun because when I started
down the road with the Fellowship and started to talk about what it was we’re going to do, my
first call, of course, was with Rick as the publisher. A mutual colleague in the industry
connected us. We had a phone call and then I took a flight down to Arizona to meet with
them all and it was a real delight because that first meeting I thought I was just meeting Rick
and we would get a piece of pizza and then go to another place but Liz and Steve and Ken
all showed up and that was quite a blast for me. Here they all are. This is a lot of fun. And we
started talking about what should be the first adventure that we put into the app and, of
course my head went very quickly to Buffalo Castle because it’s the first solo that was ever
made for any game and its how a lot of us started in T&T. Ken said he had an idea for me
because they had had the Kickstarter and in that everyone had been able to get deluxe
Buffalo Castle, he said what about Naked Doom, which has been out of print for a really long
time. I thought I really love this idea. I love Naked Doom and in candor, as a kid playing it
through all those years, I never survived. Never, not once because it was so, you know,
when I started to figure out some of the parts and things but it wasn’t until we put it in the app
that I quickly figured this is the way to do it. This is how you survive this thing. And so it’s
been interesting for me because even when deluxe Naked Doom and deluxe T&T came out
and they made a map of Naked Doom and it’s just amazing to me that this iconic fantasy
adventure that I played so many times in the past and seemed so massive and unbeatable to
me, all fit on this neat piece of paper. So, without doubt Naked Doom is number one in my
heart. Beyond that, I’m also a very big fan of Michael Stackpole’s City of Terrors and Overkill.
I loved City of Terrors; it’s just such a big adventure; some 20 different adventures in it and
the way you wander through the city and how the adventures are all connected a little bit. I’m
a big fan of Arena of Khazan, I’m a big fan of Toughest Dungeon in the World. Both of those,
like DED, had this interesting mechanic that no one had ever really done before.
MT
MT: Well, you’ve reeled off my favorites anyway.
DR
DR: I've got to give you another one now that I'm thinking about it. I'm a big fan of Goblin
Lake. It was the first adventure that I ever came across; I have my original pocket sized, I’ve
got the deluxe one too, of course. It is the first adventure where I remember playing a
monster. Wow, like I’m a goblin! This is kind of cool. That’s another one that we really want
to work on. And in order to do that and to do it well, we’ve got to put the illkin in the game
and this will happen in 2018.
DR
DR: This is what's interesting, adding illkin, adding orcs and goblins and trolls, that's pretty
easy because we already have the mechanic for dwarves and elves and what not where they
have different multipliers on their attributes. Putting goblins and orcs and stuff in there it’s
pretty easy to do. Fairies and leprechauns you’ve got to deal with a bit of magic there; fairies
can fly, leprechauns can teleport and that’s more complicated. These things will be added in
time and so as we harden the foundation of what we’ve got, then it’s easier to add illkin.
Adding fairies and leprechauns is pretty closely tied with magic and rogues and wizards
because all that needs to be considered.
MT
MT: If you want to throw a medusa in, you’ve got to do a bit of extra work to deal with
petrification.
DR
DR: Monsters right now in the app, they have different art, they have different audio but
once you get past art and audio, in the app as it is right now, the monsters they have CON,
they have dice and adds, they have hits of armor, maybe, but they don’t have those special
things that make them all different. The giant cockroach in Naked Doom doesn’t kill you if
you take damage but don’t finish him off; it’s that kind of stuff. That’s another big part of
what has to happen in 2018, allowing the monsters and the kindred with their special
abilities to have those in the game.
Well, I'd like to tell you Mark; one of the things about the uploading of adventures and the
adventure creator, one thing to maybe let people know. When we start this, we are using the
adventure creator right now as our internal tool and the way we use it is individuals in the
office type in the narrative and when it’s time to pick art and audio they browse the archives
we have. So, you pick an image having looked through all these images and that’s the
image that is going to show up in your adventure. Similar for audio but different because for
every room: we call these things frames. Every frame you’re going to see in the adventure is
a piece of art, a piece of narrative, some choices; sometimes the choice is just to continue,
and you have the ability to put up to 3 elements of audio: A music track that gives you mood
and setting, things like that. You have ambient, which is the environment you are in. So, the
Tavern of Buffalo Castle has a tavern ambience; if you’re in Golden Dust, Red Death and
you’re in the waterways of Gul, you hear the water going by, that sort of thing. Then a sound
effect for a particular event like in Seven Ayes when somebody breaks a beer bottle over
your head, we have a beer bottle smashing or the arrows firing at you in the beginning of
Naked Doom. So, that’s the core thing right now of write your narrative add your choices,
pick your monsters and treasure, browse art, listen to audio and attack.
The first step of making this something that other people can create is with the narrative, so
we’re going to have a library of images, many of which come from the Flying Buffalo archive
over the years. We have just gotten an agreement with Rick and Liz and others to license
the City Book art, so you’re going to start seeing that in the game as well. So, the first
people to make adventures will be looking through that archive of art and listening to the
archive of audio we have but what we really want to be able to do is let people upload their
own art and audio as well. Maybe you’re not a story teller but you are an artist and you
would have the opportunity now to upload your art into the platform and every time
someone uses your art in their adventure and that adventure generates revenue, number
one you’re going to get mentioned in the credits
MT: That’s fantastic! My nephew, he is an artist, and I can just imagine how he would love to
get his art out that way. So, it’s not just for the writers. That’s another phenomenal feature.
Note from Sid: These are my edited highlights but my opinion is that the whole thing
is worth hearing from beginning to end
Note from Mark: Just email me at [email protected] and I’ll send you the file
or a link so you can access it.
Come on! Get those thumbs moving – there are monsters to mash!
Foreword
The Depths of Kerak-Ban was originally written some years ago with 5th Edition Tunnels & TrollsTM rules in mind,
but the whole GM adventure has been updated to the standards of later editions, either 7th Edition, 7.5 Edition Box
Set or Deluxe Tunnels & Trolls. However, all the info needed to run the adventure is contained in the text. The
adventure you are reading is the only final, complete and revised version of the Depths and it is heavily reworked
and updated from earlier versions. It is more balanced and defined, has more levels, rooms, monsters and
treasures, and it is definitely better than the previous drafts.
It is designed for a group of delvers, but because of the quest's background, it will work best if at least one of them
is a dwarf. It was intended for use with low- to high-level characters, depending on how deep the delvers will
explore the dungeon, but the GM can alter the difficulty level of SRs and of enemies' MRs to make it more playable
for characters of any level. (See “Balancing Encounters” section.)
The 12 levels should prove sufficient to occupy many months of explorations. The delver can investigate a level,
return to surface, make some other adventures to gain more experience and then come back to scout the lower
levels. A delver brave, determinate, skilled, and lucky enough to survive the Depths will certainly accumulate a lot
of Adventure Points and many wondrous items of power, and players (and GM too) will hopefully remember
forever their expeditions to the long-lost underground tunnels of the Black Dwarves.
I have to thank Mari E. Volmar, without whose assiduous and patient work of review and constant encouragement,
this adventure would never have been completed. I also want to express gratitude to Trollzine magazine for the
opportunity of making this material available to all fellow Trolls out there.
Feel free to change, expand, and/or adjust this adventure as you wish to fit it to your group's style, and have FUN
while playing it!
You can visit my webpage at www.chimerae.it. I welcome your comments, criticisms, and suggestions at
[email protected].
Nearly eight centuries ago, after a long war that lasted almost 80 years, the evil Black Dwarves of the Ban Clan—
known among the “common” dwarves as the Renegades—were finally driven away from their cousins’ land,
banished for their evil behavior and their worship of cruel dark gods to whom many human sacrifices had been
offered. The bloody war ended with the Renegades' escape. They vanished in the high mountain passes, and were
all eventually believed dead, killed by the harsh mountain winter and by the cruel beasts of the wild lands. But . . .
things are not always as they seem.
Eventually, the strong and vigorous Renegades chanced upon a natural underground complex in which they found
refuge. They made their new home there, and thus began a new life, creating a recluse, secretive and rather
unusual dwarven society that they named Kerak-Ban—which means Ban Stronghold in Dwarvish.
The Blind Goddess of Luck was on their side, and they soon found in their new haven a rich vein of pure gold ore
and many small amounts of gems. With their new resources, they gained importance in the region, and by trading
with nearby villages and merchants, in less than a decade they prospered and thrived again.
It wasn't long before their dark cults were fully resumed. By then, the Renegades were powerful enough to embark
on several raids against small nearby hamlets and the merchant caravans that traveled through the mountains.
They slaughtered many goblins, uruks, ogres and trolls, and subjugated and enslaved many others,
forcing them to dig deeper into the mountains’ heart to extract for them precious ores and gems. As a result,
Kerak-Ban's population grew rapidly, and many levels were dug under the original to accommodate all its new
inhabitants and to search for new veins of ore to mine. In this manner—terrorising the lands around their
stronghold, raiding poor settlements, and killing, enslaving and sacrificing thousands of their enemies—the Black
Dwarves flourished for roughly five centuries.
Then one day, a Renegade raiding party captured a caravan, returning to Kerak-Ban with many barrels of strong
southern ale that were distributed amongst the various clans. Unluckily for them, a strong toxin—capable of killing
a human or even a dwarf in a couple of days—had been mixed into the beer as it was brewed. In fact, the barrels
had been intended for the soldiers of a local ruler, sent as a “gift” from a disgraced noble who was trying to poison
his neighboring troops because of a personal feud. The destiny of this noble traitor is not known, what is known
instead is that his ambitious plan set in motion the fall of the mighty Black Dwarves.
In the days to follow, nearly all the Ban Dwarves who drank of the poisoned beer were dying in a truly horrible
manner, their lungs filling with mortal spores and foul liquids. Priests and healers were unable to keep the sickness
from spreading, and it is believed that about 90% of those afflicted died within 10 days of becoming ill. The very
few survivors retired to the deepest levels of Kerak-Ban, barring all access to the surface. The once-mighty
stronghold of the Renegades thus declined and crumbled.
146 TrollsZine Issue 9
General Instructions: Any party of adventurers that dares enter Kerak-Ban's Depths had better be numerous. A
recommendation to the GM is to run this adventure for at least 4 characters, with at least 1 or 2 spell casters.
Regarding their level, it’s all matter of how deep they intend to venture into the Depths. The first levels of the
dungeons are suitable even for 1st or low level characters, but lower levels are really dangerous and only
experienced adventurers should enter them, ready to risk all their possession, their lives and maybe even
something more... All races will be equally challenged during the game, including even ogres, trolls, Ggoblins and
the like—as there are no narrow areas or low ceilings in the complex, anything under 9 or 10 ft can walk through it
without too much trouble.
Abbreviations: nD6: the result of rolling n six-sided die; SR: Saving Roll; AP: Adventure Points; LK: Luck; INT:
Intelligence; CHR: Charisma; CON: Constitution; STR: Strength; DEX: Dexterity; SPD: Speed; WIZ: Wizardry; GM
Game Master; GP: gold pieces; SP: silver pieces; CP: copper pieces; HPT: Hit Point Total or Combat Total; MR:
Monster Rating; WU: weight units.
Adventure Points: These points are awarded by the GM during the course of the character’s adventures. AP are
given out for good roleplaying, puzzle-solving, endurance in play, fighting or slaying foes, casting magic, and for
attempting Saving Rolls.
Saving Rolls: When characters do something that entails a risk of failure GM should ask them to make a SR on an
attribute at an appropriate level. Usually, the attribute is LK. A player should roll 2D6, then add the relevant
attribute to compare his or her total to the target number for that level (see table below). If the total is greater
than or equal to the target, the character succeeds.
Level SR Goal
1 20
2 25
3 30
4 35
5 40
Players keep rolling 2D6 whenever they roll doubles (DARO). However, a roll of 3 (i.e. a 1 and a 2) on the SR is a
fumble (automatic failure). Note that AP are awarded whether or not the SR succeeds. Whenever a L0 Saving Roll
is requested, any result other than a fumble is considered a success.
Spite Damage: The default form of special damage is Spite Damage, dealing 1 additional point of damage for every
6 rolled during combat. However, alternate forms of special damage can come into play, and they will be identified
in the text where appropriate. Each form of special damage is triggered by the number of 6s rolled in combat.
Special damage could cause a specific spell to be cast, or a unique situation to occur. All spells are assumed cast at
the lowest level, and cost the creature no kremm to invoke. As with Spite Damage, all special damage is dealt
directly to the target’s CON (or MR) despite armour protection.
Thrown Weapons: A character can throw/fire a weapon at a foe before the first combat turn without it affecting
their ability to participate in melee combat for that first turn. At the GM's discretion, it is fine to use ranged
weapons even during battle, but only when that character is not engaged in melee combat.
Weapons: A player may buy extra weapons and supplies before the start of this adventure, but it is assumed he or
she already has these goods. As long as characters don’t use a shield and satisfy the STR and DEX requirements,
they can wield two weapons at the same time for melee combat, getting a combat potential equal to the sum of
dice + extras for both hands. For example, a character using a Broadsword [3D6+4; STR Required: 15; DEX Required:
10] in one hand and a Woodman’s Axe [3D6; STR Required: 10; DEX Required: 9] in the other needs a minimum STR
of 15 + 10 = 25 and DEX of 10 + 9 = 19, and gets a total of 3 + 3 = 6 dice and 4 + 0 = 4 Adds. Obviously enough, a
weapon that already requires two hands to be brandished cannot be used in this manner.
Magic: In this dungeon, all spells cast by creatures are cast at their lowest level, and cost them no WIZ to invoke
unless otherwise stated. Keep in mind that with only 1 WIZ regenerated per 10 minutes of rest, and with no
automatic regeneration of CON, a party of delvers will need wizards or magic items to heal between battles.
Immunity to non-magical attacks: During the adventure, delvers will fight some monsters that can be damaged
only by magical attacks. Usually these creatures can be harmed only by damage inflicted from magical sources –
weapons and other permanently enchanted items, spells and, ordinary weapons temporarily imbued with magical
Dungeon Features: These details apply to all levels of the Depths, unless otherwise stated in the text. Exquisite
dwarven ability has carved from the rock all the corridors and rooms, many of which have 10-ft-high ceilings.
Perfectly even floors, all carved in a pattern that resembles a mosaic of small squared stones, are littered with
waste, dirt and other filth. Roofs and walls are often decorated with strange and bloody motives that decidedly
mark the former inhabitants of the complex as both evil and twisted. On the map, each square equals 5 ft.
Doors: Doors are made of stone or heavy wood, reinforced with iron stripes. Those marked in black on the map
are locked—magically, physically, or both. A successful L3-SR on STR will open a locked door by breaking it and a
L2-SR on DEX by picking its padlock; however, magically closed doors cannot be opened this way. Special
instructions on opening doors are included in the room's description where appropriate. Locked or barred doors
can withstand 100 points of damage before breaking. A Knock-Knock spell will open all locked doors.
Secret Doors: All secret doors and passages are marked on the map with an S. They were all sculpted by master
dwarven craftsmen, so they are perfectly disguised in the walls and hard to detect. Characters actively searching
for a secret door require a L2-SR on LK to find it; otherwise, a L3-SR on LK is required. A failed SR reveals nothing.
Traps: All traps can be detected by making a L2-SR on LK while searching for them. A L2-SR on DEX is required to
disarm a trap, but a failed SR will spring it. Some magical traps cannot be disarmed this way and some cannot be
disarmed at all, but this will be noted in the text where appropriate.
Wandering Monsters (WM): There are some WM into the Depths. Each level has a different WM table and you will
find specific info in the description of every single level.
Balancing Encounters: From a game perspective, the Monster Ratings here are designed with a 4-person delving
team in mind. If your players have assembled a smaller crew, you may want to adjust the MR for monsters they
encounter. If you have 3 players, multiply the MR by ¾. If you have 2 players, multiply it by 1/2, and for one player,
multiply it by 1/4.
Similarly, if you have larger groups, you can increase the MR appropriately. For 5 players, multiply by 5/4. For 6
players, multiply by 3/2, and so on.
LEVEL ONE
Dungeon Features: This is the complex's entrance level. To enter it, delvers must go through an ancient cave in a
high mountain pass and take a short walk to the point marked as IN on the map. The level's only exit is the ramp of
stone steps going down to the next level, marked as L2 on the map.
Wandering Monsters (WM): There are few WM on this level. The GM has to check for them every 6 full hours the
delvers spend in the caverns, or when and if delvers do something to attract them—e.g., yell, make noise, bash
doors, and so on. Roll 1D6; on a roll of 1, an encounter will take place. To determine (randomly or on 1D6) the WM
encountered by the delvers, the GM can use the table below or create his or her own—whichever feels better for
his or her game sessions. A recommendation for the GM is to avoid using the same WM when an unused one can
be picked instead.
Roll WM Description
1 Dire Rat Swarm MR of 35. Will flee if attacked with fire.
MR of 40. Non-magical attacks do not harm it. Special Damage: 2/Cloud
2 Small Dust Demon
O’Dust centered on itself (it is immune to the effects of the cloud).
MR of 30 each. 1 to 6 uruks each armed with rusted weapons, wearing a
3 Uruk Patrol
battered Leather Jerkin (1 hit), and carrying 3 to 18 GP.
MR of 30. Regenerates 3 hits per combat round if not inflicted by magic or
4 Baby Troll
magical weapons. Has natural skin armour (3 hits), and carries 2 to 12 GP.
MR of 12 each. 2 to 12 bloodthirsty Ggoblins, each armed with small sharp
5 Goblin Pack weapons and Light Bows (3D6; Range: 70 yards), wearing a battered Leather
Jerkin (1 hit), and carrying 1 to 6 GP and 2 to12 SP.
MR of 50. Regenerates 5 hits per combat round. Has natural skin armour (5
6 Senior Troll
hits), and carries 10 to 60 GP.
The goblins use this room as their hideout, and store their booty in it. The room's old furniture is overcome with
dirt, straw beds, barrels and an odd assortment of the brigands' stolen “treasures.” Scattered in foul places
throughout the room are 80 GP and a few gems worth a total of 960 GP.
All the goblins speak Goblin, and pidgin Urukish and Common. They know very little about the rest of the complex
see map)
as they rarely venture into it, but they do know about the pit trap in the northeast corner of the room (see
and will try to use it to their advantage. A delver who steps on the trap will fall into a 9-ft-deep pit,
taking 3-18 damage (no armour protection). A L1-SR on DEX is required to climb out of the pit—for heavily
encumbered delvers or for those wearing cumbersome armour, the GM may raise the SR's difficulty to L2.
A magically locked door in the room's northern wall is barred by a rather simple 2nd-level enchantment. It can only
be opened with magic.
Room 2
This is a rather plain room, inhabited by a grotesque Giant Rat with a MR of 28. The rat is approximately the size of
a pony, and lives surrounded by his own excrements and the bony remains of his victims. If cornered or attacked
with fire, it will try to escape, and will flee using one of the many giant-sized rat holes in the walls and floor.
There is no treasure here.
Room 3
Access to this room can only be gained through the secret door in its eastern wall or by opening its locked doors.
The room was this level's armoury of the Renegades’ militia; it is now empty, except for an old, forgotten brass
casket that is hidden under a mobile stone on the floor (L1-SR on LK to find it) and contains 1,800 SP.
A group of 8 spiteful and wicked kobolds, each with a MR of 20 and a bunch of special powers to use against
intruders, dwells here.
TrollsZine Issue 9 149
Room 4
Once a fortified treasury, this secret room was emptied by the Black Dwarves before they left the dungeon. Three
dwarven guards voluntarily remained in it, practically burying themselves alive in the room. After their deaths,
they transformed into living skeletons bound to the room for eternity, and are now on permanent duty to kill all
who dare enter it. Normally, they sit motionless on three chairs around a wooden table, but as soon as anyone
enters the room, they become animated and attack. They will fight to the death and will follow intruders
everywhere—even outside the dungeon!
Each skeleton has a CON of 25 and is armed with a two-handed, two-bladed axe (6D6+2, and +20 Combat Adds).
Their skeletal heads are concealed by full Helms sculpted to resemble a rampaging griffon, and full heavy plate
armour (20 hits) of dwarven manufacture protects their bodies. They are immune to mind-affecting spells and
venoms, and since they cause fear in their opponents, delvers' Combat Adds must be halved when fighting them.
Although spells and bludgeoning weapons inflict normal damage, thrusting weapons inflict only 1 damage point,
and slashing weapons inflict only half damage even if magical. If defeated, the skeletons' weapons and armours
will instantly dissolve into rust.
On the floor near the skeletons' table, on which rests an unlit lantern, is an overturned brass brazier. An old divan
once used as a rudimentary bed is positioned near the northern wall of the room, and at the opposite wall, near an
enormous iron cage, sits a pile of old sacks, all marked with the Ban Clan's ancient sign. The sacks are now empty,
but were once used to store coins and other valuables inside the closed cage. Buried under the pile of empty sacks
is the only treasure in the room: a bag of 500 GP.
Room 5
Obviously, this room was once a storeroom and workshop used by the Renegades to make and repair wooden
furniture. It is now abandoned, and has not been used in a long time: a thick layer of dust covers the entire room.
Many old rusted tools, broken chairs and tables, unfinished barrels and other similar equipment fill the room. An
old cupboard in its northwest corner is filled with paintings that were once used to decorate furniture.
There are some tools to use in combat: chisel (2D6), hammer (1D6), saw (1D6) and wooden club (2D6).
Room 6
Both doors giving access to this room are painted in black paint, decorated with small golden skulls. The doors are
unlocked and not trapped, and will open quite easily, but with a terrific screech as if they weren’t been opened
from a very long time.
The entire chamber is a trap, resembling an ancient chapel devoted to one of the grim deities worshipped by the
Black Dwarves (the true chapel on this level is found in Room 9). Along the north wall there is a grotesque statue,
carved from black granite, representing a twisted dwarf, with devilish features like horns, pointed fangs, long claws,
a pair of undersized bat-like wings protruding from the back and a very long tail, terminating with a forked point.
Any delver making a L4-SR on INT (lowered to L3 if he’s a dwarf) will identify the statue as the representation of
one of the Dark Gods of the Renegades.
If someone examines the statue, he will hear a faint wailing coming from its mouth if he can succeed in a L1-SR on
LK. This is a magical effect (radiating a quite strong metabolic magic) that can be detected as usual by any wizard in
the group. It can be Dis-Spelled as a 13th level spell.
Directly in front of the statue, along the southern wall of the chapel, there is a rectangular stone altar, made from
the same black granite as the statue. It is about 2 ft high and covered with a crimson curtain of fine vellum. The
vellum is now marked with damp patches and bloodstains, and it is virtually worthless.
There are no treasures to be found in the chapel but, 1D6 combat rounds after the delvers enter the room, the
statue on the north wall begins to scream in anger and pain. All characters into the chamber must make a L2-SR on
INT or must temporarily deduct the amount by which they missed the SR from their Intelligence. The loss is not
permanent and INT points will be regained at the rate of 1 point every 10 minutes after the delvers leave the
chapel. If someone has INT rating reduced to 3 or less, it goes permanently insane, unless cured with a Dis-Spell
cast at least at 13th level. The statue continues to yell for 1D6 combat rounds (a SR is required to victims every
round, with the consequences described above), than its magical power disappear for the rest of the day.
Room 7
The floor of this room is entirely covered by a strange, viscous and foul-smelling black mud. Its entire provision
came from a series of old wooden barrels that were once aligned along the far wall of the room but have
disintegrated with the passing of time. The Renegades used the mud to fuel lamps. It is completely harmless, and
can be used as rudimentary lamp oil.
Room 8
In this room dwell a brutal ogre and his 2 goblin servants:
• Grunt is the big and nasty ogre. He is 8 ft tall, has a CON of 60 and +35 Combat Adds, wields a heavy flail (4D6+4)
on each hand, and wears lamellar armour (9 hits) too small to fit him decently.
• Dimpa and Rimpa are the ogre's vicious goblin servants. Each has a CON of 22 and +12 Combat Adds, and fights
with a short sword (3D6) in one hand and a dirk (2D6+1) in the other.
•
150 TrollsZine Issue 9
Room 9
The room's wooden door is locked. A circular hole in it, 1 ft in diameter, allows delvers to see inside the room,
which looks like a chapel of sorts, with a stone altar covered with black stains (dried blood from the Renegades'
sacrificial victims to the Dark Gods) and a mess of other strange things.
A Giant Vermin, with a MR of 60, dwells here. It has a mucky, pallid body 12 ft long and 1 ft in diameter, pale-white
bubbling eyes and a large mouth filled with sharp teeth. It will attack anyone entering the room or inspecting the
hole in the door—a surprise attack should be considered if the delvers are not vigilant enough. The Vermin's bite is
venomous; to avoid being paralyzed by its toxin and losing their next combat round, bitten delvers must
make a L1-SR on CON. Victims paralyzed once by the toxin will become immune to it, and they will no longer be
affected by paralysis.
Once the monster is killed, delvers may scout the room. They will find many wicked “holy” items, all damaged and
worthless, a pile of old tapestries depicting the Dark Gods fighting human and elves, and 2 other objects. The first
one is a golden chalice chiseled to resemble a skull and encrusted with precious gems; it can be sold for as
much as 600 GP. The second one is a sacrificial kris (2D6+3), covered in dried blood, with a black hilt resembling a
demon's face; it is made of meteoric iron, so it can dispel 1st through 3rd-level magic cast on or around (within 5 ft)
its user—who cannot cast magic of any kind while wielding it.
Room 10
This room was once the Renegades' trophy chamber. Stuffed animal heads (among which some human, dwarven
and elven heads can be seen!) cover the walls where various weapons and shields also hang. A great circular table
surrounded by rich chairs stands in the center of the room.
When an item from the walls is touched by a delver, the room's door will shut (even if previously blocked) and a
spectral dwarf, the spirit of the long dead trophy keeper, eternally bound to the room and doomed to protect its
treasures, will appear in the center of the room. The spectre has a MR of 90 and appears as a fully armoured Black
Dwarf with a complete helm depicting a roaring dragon; it is armed with a great axe. Before charging the delvers
for the battle, it will howl in anger. It can howl toward 1 delver every 3 combat rounds, and its victim must make a
L1-SR on LK to avoid being frozen in panic for 1 to 3 combat turns. The spectre's howl attack is made in addition to
normal attacks and has an effective range of 30 ft (3 squares on the map).
The spectre is immune to normal weapons, and there is no way to escape its wrath: for delvers to survive and
obtain the room's treasures, it needs to be destroyed. Once destroyed, a foul cloud of black smoke will puff from
its figure before dissolving in the air, and a loud and terrorizing yell will echo through the room before its doors
finally open with a creaking sound, after which the delvers can claim their well-deserved rewards.
Amidst the various exotic trophies of the room are the following powerful magical items:
Room 11
This room was once used as barracks for the level's dwarven garrison on this level of the Depths.
Dust covers everything in the room. Many beds, each nearing a simple empty trunk, fill the chamber. On the
room's eastern wall are a couple of imposing cupboards; on its western wall is a long line of empty racks. Beneath
a mobile stone under a bed, is a secret hideout (L1-SR on LK to find it); it holds a pouch containing 35 GP.
Room 12
This chamber is similar to Room 11, but the door to this room is trapped. Delvers who open it without first
disarming the trap (a L1-SR on CON is required) will be stung by a poisoned needle and killed by its venom unless a
Healing Feeling spell is cast within 2 combat rounds.
There is nothing else in the room and no treasure is to be found here.
Room 13
The door giving access to the room is both locked and trapped. If opened without disarming the trap, 3 arrows will
be shot against the delver opening the door. A L3-SR on the average of SPD and DEX is needed to avoid the arrows.
If the SR is failed, the amount by which it was missed must be taken as Spite Damage directly from the CON of the
victim.
A hissing noise fills the room, which is empty except for a pile of old wood logs piled up against the western wall. If
the logs are disturbed, a Giant Spider with MR 22 emerges from the pile and attacks. Everyone bitten by the
monster is administered a dose of spider venom. If the spider is killed, a successful L3-SR on INT permits to the
delvers to obtain a dose of spider venom from its venom sack.
Room 14
A thin layer of a strange greenish moss completely covers the doors and interior of this otherwise empty room. By
making a successful L2-SR on INT, any wizard can identify it as Sickmoss, a strange underground fungus that
subsists in some dungeons; others must make a L4-SR on INT to identify it. Touching the Sickmoss with bare skin
causes 1 to 6 points of damage (considered as Spite Damage), and a victim must immediately make a L1-SR on CON
to avoid being infected by the fungus, which will obstruct his or her blood vessels, literally making him or her
explode without warning within 1 to 6 days. The infection can be removed via a Healing Feeling spell or by
magically healing all damage caused by touching the Sickmoss.
To destroy the Sickmoss, delvers must eliminate it from the entire room by setting it afire, as it will quickly
regenerate from all other types of damage and restore in just 1 combat round all of its affected/damaged areas. If
the delvers burn it away, they will be able to explore the room without peril.
Any delver making a L1-SR on LK will find in the center of the floor a hidden stone trapdoor; a combined STR value
of 50 or more is required to lift it—up to four delvers can try at once. A magical sword called Sharp-biter will be
found under the trapdoor wrapped in black vellum cloth. It obtains the regular 3D6+4 in combat, but on odd
combat turns fights as if enchanted with a Vorpal Blade spell, and as if enchanted with a Whammy spell on even
combat rounds. The weapon cannot be further enchanted, and it drains 5 WIZ points for Vorpal Blade and 10 WIZ
points for Whammy from the user on every round to keep its enchantments active.
Room 15
Painted in blue over the room's door is a strange insignia; it resembles a piece of firewood topped by a plume. The
room is obviously the old cookery and dining room. In its southeastern corner is a great stone fireplace whose
surrounding area has been converted to a rudimentary yet efficient cuisine. On its opposite side are a crude living
area and a sleeping zone. All the furniture seems odd, as if taken from various places, but despite this, the room
looks comfortable, well kept and rather clean.
Special Feature A
A delver searching for secret passages on the room's western wall will activate a nasty trap! A series of boulders
will fall from the ceiling hitting all who stand in the corridor (see squares marked with stone rubbles on the map).
To find the trap, a delver must make a successful L2-SR on LK after declaring to be actively searching for it on the
appropriate wall. To disarm it, a L2-SR on DEX is required.
A L5-SR on CON must be made by delvers hit by falling rocks; the amount by which the SR was failed must be
subtracted from his or her CON, with a minimum of 5 hits taken, even if the SR is successful. There is no armour
protection against damage from the falling rocks.
Special Feature B
This secret passage was sealed by the Black Dwarves when they retired to the lower levels of the Depths and was
never opened after. It is full of stale and toxic air, and breathing or just releasing it has the same effects of a Smog
spell.
There is nothing else to be found in this corridor.
Special Feature C
This corridor is trapped and anyone stepping on the square marked on the map will be hit by a discharge of
magical energy similar to a TTYF spell. The victim will take a number of hits equal to his INT rating.
There is no way to detect or disarm this trap, but smart (or lucky!) delvers will think about using the corridor
hidden by the secret doors to avoid to step on the trap, or they may just try to jump over it. In the latter case, a L1-
SR on DEX is required to succeed, otherwise the character will fall directly over the trap, activating it.
Editor’’s note:
Editor
There are many more levels of ‘The Depths of Kerak-Doom’ already written so if you would like to see more, please
Drop me a line at [email protected] or go directly to Gianmatteo – perhaps we will get David to add more
Illustrations to enrich the adventure!
How about giving some feedback on this issue? Or voluntteering for the delve into double
digits?How often does anyone dredge up the energy to send their thoughts? Not often enough!
Here’’s a little gimmick to encourage you – a practical solo to elicit pearls of wisdom
Here …
wisdom…
1. You read (every word/most/some/next to nothing) Trollzine #9. Do you think there should be a
Trollzine #10? If so, go to 2; if not, go to 3.
2. For people to contribute, writers and artists, and for people to oversee this project, they really
need encuragement. How will you provide this stimulus? If you will send an email, go to 4; if you
will use some other means of communication, go to 5; if you will think about it but do nothing,
go to 6; if you won’t even think about it, go to 7.
3. Fair enough. As we all know, you can’t please all of the people all of the time – it’s tough enough
pleasing some of the people some of the time. If you want to let me know why, go to 8; if you
are going to keep your views to yourself, go to 9.
4. That’s great! Much appreciated ☺ Go to 10.
5. What do you have in mind? We have a big roof for messenger pigeons to land on. If you want to
avail yourself of this facility free of charge, go to 11; if not, go to 12.
6. Shame! Might you be persuaded to rethink your position? If so, go to 13; if not, go to 14.
7. OK, this means war! Prepare yourself as best you can. Leave nothing to chance and expect no
mercy. Go to 15.
8. Please send an email to [email protected] and be as constructive as you can. I will
inevitably feel both hurt and shamed and will be hard pressed not to get defensive but now that
I have articulated just that I feel much more able to go beyond simply shrugging my shoulders
and thinking, “Huh! What do you expect for a free fanzine generated by amateurs?”
9. I wonder if they are particulalry poisonous, if you are meaning to protect me? Maybe that’s too
me-centred… Anyhow, feedback allows the possibility of a change for the better and it’s hard to
think silence can provide for that in the same measure – if you change your mind, go to 8 to find
out how to communicate your pearls of wisdom and to lay them out before the swine.
10. I wait with baited breath (what shall I use as the bait? Fool’s gold?) for your incisive insghts to
flash through cyberspace to reach me in my comfort zone at [email protected]. Gracias,
caballero!
11. Please send a picture of your pigeon to [email protected] – and while you’re at, why
not send me your views as an insurrance lest your worthy feathered friend fails to fly here
straight and true.
12. Are you planning to come in person? If so, send your dates and times to
[email protected]. If not, I suspect you are much more likely to be ablle to spy out a
pathway to effective communication than I and so I shalll await your methodology like a garden
gnome waiting for the fish to bite as he holds his rod over the fish pond.
13. Good on you, sport! They say a mind willing to change is a mine containing many hidden
treasures. Well, if they don’t, they will now. Please email me your most perspicacious
ponderings to [email protected].
14. I’m sorry to seem ungratefful and/or unsympathetic but I’ve had enough of you and your
nonsense! Please self-lobotomise so you lose the benefit you so undeservedly gained by
persusing the rich depths of Trollzine #9.
15. Make a L1 SR on LK. If you fail, you lose you ememory and retain no knowledge of the
silky delights off Trollzine #9. If you make it, make progressively higher SRs on LK until you
fail. Once you fail, make progressively higher SRs on CON – taking as damage whatever you
miss each SR by – until you expire (sounds far less awful than ‘die’, doesn’t it?).