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Tunnels & Trolls
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T
T R F K T A T T M S B T T T
TrollsZine!
Iss
Trolls Kick I
Raising Spir
Forecast for
K-Bombs (N
The Village
All the Class
The Wizard’
They Know
Muddled Ea
Sometimes t
Black Powd
To Start Wit
The Ruins o
Troll Links
sue 7
In! – by Dan
rits – by Just
r a Bit of Ch
New Khazan
of Wyrmsd
ses in T&T
’s Hut (T&T
Kung Fu! –
arth – by Da
the Saving R
der Oddities
th… – by Pa
of the Castle
7
TABLTrollsZ
n Hembree
tin T. William
haos – by Val
n) – by David
ale – by E. P
– by Dougla
T solo) – by
– by Dan Pre
avid A. Ullery
Rolls Are W
and Advan
atrice Geille
e Pynnesse (
LE OFZine! is a T
ms
l Kelson
d Moskowitz
P. Donahue
as Toth
y J. C. Lambe
ntice
y
With You – by
ced Misfire
(T&T GM A
Page 1
F CONTrollbridg
z
ert
y Ira Lee Go
s – by Justin
Adventure) –
NTENge Produc
ossett
n T. Williams
– by Tori Be
NTS tion
erquist
Page 3
Page 4
Page 9
Page 1
Page 1
Page 1
Page 2
Page 4
Page 4
Page 4
Page 4
Page 5
Page 5
Page 7
Issue 7
3
4
9
12
14
19
25
41
43
44
47
53
56
73
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C TT F ATCC ATp Tch
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A SDAEJJJSDJ CDEb SJ Pp
TrollsZine!
CreditsTunnels and TTunnels and T
First edition o
All rights reserTrollsZine! LoCover Layout Cover Illustrat
All visual and The copyrightpermission for
The contents copyright holdhope you do!
EditingEditor – Dan Compilation, ICopy Editing –
Art CreSubmitted ArDarrenn E. CaAlexander CooE. P. Donahueames Fallowseff Freels: Co. C. Lambert:
Simon Lee TraDavid A. Ulleroshua E. Ulle
Cartography Dan HembreeE. P. Donahueby Inkwell Ide
Stock Art eff Freels: p. 2
Public Domap. 47, 49, 51, 5
s Trolls™ is a tTrolls™ produ
f this magazin
rved. © 2010 Togo © 2012 MDesign © 201tion © 2012 Je
textual contets for the conr their work to
of this publiders; however
g CreditHembree Interior Layou– Dan Hembr
edits rt anton: p. 41-4ok: p. 9, 20-22e: p. 3, 14 : p. 56, 57, 59
over p. 25, 27-33,
anter: p. 13, 53ry: p. 4-8, 43-4ery: p. 70
e: p. 71-72 e: p. 15 (createeas)
2
ain Art 52
trademark of ucts visit www
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Trollbridge M. E. Volmar &12 M. E. Volmeff Freels
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Page 2
lo Inc., and iso.com.
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nd artists credvidual contribbasis.
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Issue 7
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Trol These are Trolls comwill be amazingly raised ovefor the dTthat T&Twell. I darall of the online foru TrollsZine! stories, anremainderWilliams visions ounsuspectgunpowdetogether provided golem-typany party the first which he weapons. quirky towtheir latesany monebeside thea point of perfect waproduce aplayers feesolo advenThe Wizarone can ccovers veryour delvmonsters, in some mshort storwho showthan goodadvice onalive … foauthor of The Sunk adventure
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#7 contains and adventuresr of the winter
has describeof undead ting delvers er weapons inand have soan entertaini
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E. P. Donahwn for delverst adventure; ey left once the point. Definf discussion, anay of using than array of cel have been mnture in this rd’s Hut is an reate a rich anry little physicvers constantl
Dan Prenticemore advancery for this issws us that it rd. Patrice Geiln keeping yoor a while at lthe solo adven
of Tarsus, bThe Ruins of C
ck In! ng times for txe Tunnels & summer thKickstarter cThe outpourinarter campaigngotten game; existence of Td material in gs proves that
an excellent ms to keep your and into the ed some womonsters toand the finn T&T. Put
ome fun. Valing descriptiopable of ruiniDavid Moskon article for
magically fuelehue has givens to rest and they probabl
hey can get oning character nd Douglas The standard Tharacter class
missing from tissue is by Jexcellent exa
nd complex acal space. If yly beating ue has offered d fighting tecsue is by Ira really is bettelle has provideur freshly crleast. Finally, Tntures The Bulbrings forth
Castle Pynnesse.
the Tunnels &Trolls (dT&T)hanks to anampaign thatng of supportn has provenit is alive andTrollsZine! and
publications,point.
mix of articles,u busy for the
spring. Justinonderful newo throw ater details ofthese articles
l Kelson hason of a newing the day ofowitz presents
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ly won’t haveout, but that’s
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This undead-
Page 3
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tures. Do noss you’d like
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nclude DarrenP. Donahue, JLee Tranter, Dery. As alwayrtists produceis outstandingovided the cver of this isally just begun
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ssue 7
gaging delvers ns for castle there
nn E. James David
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Are yourdispirited, of bones? this collecapparitionfright, let t
FamineWhat good land? MR: 70 Dice: 8D+Special AWithering decays croRaise Undeslain and has died Ghoul (seeControl HuGhouls it Summon/Ccontrol GImmaterial:instrumenfood—sucother agricIgnore Armmagical ar Descriptilike phantfloats etheravages osockets alights. A Fthat is broto death fSuch a depossessionvessel to w
ne!
r zombies sand your skelThen you m
ction of undeans. For your the dead rise!
e Spirit d is a strong swo
+35 (WitherinAbilities: Wind: can sumops, spoils foodead: can raise
the bodies oof starvation e below). unger Ghouls: chas created.
Control Gore ore Crows (see can only be h
nts that havech as scythescultural implemmor: its witherrmor.
ion: A Famintom of indetereally over thof death by are filled withFamine Spirit ought about wfor a crime heath opens thn by a vengewreak havoc u
Und
sluggish, youletons nothingay find some ad oddities andelight and
ord arm against
ng/Decaying T
mmon a terriod, and sicken
the bodies oof anyone or
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can command
Crows: can se below). harmed by mae been useds, sickles, graments. ring touch ign
ne Spirit is a hterminate sex he ground andstarvation. Ith green flickis a revenant
when an innoche or she dide body of theful ghost that
until it is put to
Raisinead, A
By Jus
ur phantomsg but sad bagsinspiration in
nd anomalousyour players
t the death of a
Touch)
ible wind thats animals. f those it hasanything thatof a Hunger
d any Hunger
summon and
agic, silver, ord to harvestain flails, and
nores all non-
horrid corpse-whose body
d shows all thets empty eyekering corpseof vengeance
cent is starvedd not commite deceased tot will use theo rest. A
Page 4
ng SpLittle D
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pirits Differen
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ore Crows: 20 e: 3D+10 (Sercial Abilities:ged Flight: are cSeeing: can traine Spirit that
cription: Huhooked serra
y give off a ous guttural cts in physical
ntly
clever, and uemies, prefernger Ghouls, ows to spy anafe in a hidde
f food whoseers starved.
s
rrated Beak an: capable of fligansmit imaget controls them
uge crows thated beaks anfoul corpse-licalls. Gore Cform and mal
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nd steal from en location—u owner refus
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ght. es they see tm.
he size of vund bloody redike odor and
Crows are, in liciousness
ssue 7
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HungeMR: 35 Dice: 4D+Special AUndead Indisease, dundead staof armor. Undead ReGhoul whthe dead aUndead Peuntil they with dama DescriptiGhoul diehorribly stthe FamiHunger GFamine Sravenous they find, Hunger G
ne!
Filled with hyes and scoutsthem, serving Gore Crows n known to sr Famine Spirs.
r Ghouls
+18 (Claw-likAbilities: nvulnerability: ardo not breathate gives them
eproduction: a vho is not compas a new Hungersistence: do ncease to func
age as normal.
ion: Dependied, its body mtarved, mutilaine Spirit, d
Ghouls are creSpirit and risehunger. Theyincluding ani
Ghoul will happ
hatred and bls of the Fami
it to satiate are excellent
steal small imrit's enemies a
ke Hands and T
re immune tohe or feel pam the equivale
victim killed pletely devourger Ghoul. not lose any tion, but do l.
ing on how may look alm
ated, or, if killdesiccated aneated from thee to an un-liy will eat anyimals and peopily devour a w
loodlust, theyine Spirit thatits own darkthieves, and
mportant itemsand to spy on
Teeth)
o poison andain, and theirnt of 3 points
by a Hungerred rises from
of their diceose their adds
the Hungermost alive, beled directly bynd witherede victims of aife of eternal
y and all foodople. A singlewhole sack of
Page 5
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d r s
r m
e s
r e y . a l
d e f
salt ofleshSpiripowecompFamimindmostor unvictim
ChWhat MR:DiceClawSpecUndediseaundeof arSpeedtop over increthemImplaacrosbeen
or flour, or teah. All of thisit to spread ther from. Huplex plans onine Spirit. dless eating mt simple of tander a set of m.
harnel Dogt use to flee from
: 58+ e: 6D+29 (Jag
ws) cial Abilities:ead Resistance:ase, do not bead state givesrmor. d of the Dead: cspeed—charaa long rang
ease on their m. acable Tracker:ss rivers, and
n given a targe
ar apart a mans, of course, he killing hungunger Ghoul
nly when direcOtherwise,
machines, incapactics—such af stairs, and w
gs m a tireless hunte
agged Teeth a
: are immunbreathe or fes them the equ
can run tirelesacters runningge have a +1r SRs to outr
: can track inthrough the r
et’s scent.
Is
n or dog to fehelps the F
ger that it drals are capabctly controlledthey behavepable of all b
as hiding in a waiting to amb
er?
and Ragged B
ne to poisoneel pain, anduivalent of 3 p
ssly and endleg away from level of difrun or outdis
nfallibly over rain once they
ssue 7
ast on amine
aws its ble of d by a e like ut the closet
bush a
Broken
n and d their points
ssly at them
fficulty stance
land, y have
TrollsZin
Howl of thestrikes at living—allor lose haEach subadditional Infective Bitin their via CharneInfected cor lose 2 until they succeed a(none of tof magic o Descriptihyenas, anvermin anempty eyetheir fleshslime andCharnel Dbeasts, maNecroman
ne!
e Damned: can and chills th
l characters malf of their pebsequent turL2SR on INT
tes: their bites ctims—for th
el Dog can characters mupoints of STRcan be cure
t a L3SR on the lost pointsor at least a we
ion: Large dond the like,
nd decay, withe sockets or bh and fur drippd bile foam Dogs are theade by only ncers and Dem
utter a gutturhe very heart
must make a Lersonal adds rn, they maT to overcomecan cause fev
he cost of 3 poinflict an i
ust make a L2R, DEX, and ed by a spell
CON made s will return week of uninter
ogs, mastiffs,rotting and c
h hate pouringblind cataractping with corrfrom their f
e ultimate unthe most evil
monologists. F
ral baying thatt of anythingL2SR on INTfor that turnay make ane their fear. ver and illnessoints of Spite,infected bite2SR on CON
INT per dayor healer, oronce per day
without the aidrrupted rest).
wolfhounds,crawling withg out of theirous eyes, andruption, whilefanged mawsndead trackerl and corruptFilled with
Page 6
t g T .
n
s , .
N y r y d
, h r d e . r t
nothand throuacrosterraguardpackwitch
GibWher MR:fromDiceBodiSpecEntareachcharacharahis oL3SRReach
hing but hatredbring down ugh rain andss the most
ain—they destd the tombs o
ks are said toh queen of the
bbet Treere rest the souls o
: 50 (for its m it). Average e: 16D+75 (Ties: Fists, Teetcial Abilities:angle: each emh out and atteacter at the cacter in questior her adds aR on STR or Lh: can extend
d and a mad btheir prey, on
d snow, overt forbidding troy it. Charnof ancient prieo serve the de marches eas
e of the hanged?
trunk) + 20 MR: 150
Trunk: Stranglith, and Grapp:
mpty noose haempt to grab cost of 3 poinion fails a L3S
are cut in halLK is made. d its strangli
Is
burning will tnce they trackr rivers, and
and inhospnel Dogs someest kings, and dead and deast of Finder's K
(per body ha
ing Ropes; Haple)
anging from or strangle a
nts of Spite—SR on DEX of until a succ
ing ropes an
ssue 7
to trail k it—
even pitable etimes whole
athless Keep.
anging
anging
it can single
—if the or LK, cessful
nd the
TrollsZin
bodies thafrom its mSteely Barkto have 8 pAura of Fesurround ia L2SR onany charadifficulty combat. Descripticanopy antrunk. Suknotted iropes arepitifully inA foul steGibbet TSometimegibbet, thand use itWhen thisambush sand build it will opeout its unvictims inTree will and any bfrom the marionettefrom othemany havTrees are deadly me
GibbetMR: 30 Dice: 4D+Special AUndead Indisease, dundead staof armor. Undead Peuntil they with dama
ne!
at hang from main trunk. k: due to its topoints of armear: the reek ofit, causing chan INT or LK acter failing t
increase on
ion: A huge annd many sturdyuspended fromnto nooses,
e the bodiesn the wind andench permeateTree, and noes, when a tree souls of tht to vent theis happens, thingle individuup its zombi
enly attack alnattached Gibbto its reach. Wdefend itself odies hung fr
ends of thes. Gibbet Zoer zombies bye broken lollifound at cros
enace in short
t Zombie (
+15 (Fists, TeAbilities: nvulnerability: ardo not breathate gives them
ersistence: do ncease to func
age as normal.
its branches
ough nature, itor. f decay and anaracters and Non the first c
the SR has ahis or her
nd ancient trey limbs projecm these limband hanging
s of its victd in various stes the surrou
othing will gee is used as
hose hung por fury on the
he Gibbet Treuals who hapie puppets. Soll within its rbet Zombies When attackewith its stran
rom its branchheir ropes likombies can bey the nooses thing necks. As ssroads, they corder.
(unattached)
eeth, and Grap
re immune tohe or feel pam the equivale
not lose any tion, but do l.
up to 30 feet
t is considered
n unquiet auraNPCs to makeombat turn—
a +1 level ofSRs for that
ee with a greatcting from thebs are ropesg from thesetims, twistingtages of decayundings of thegrow near it
a hangman'sssess the tree
e living worldee will at firstppen too nearoon, however,each, sendingto drag mored, the Gibbet
ngling nooses,hes will attackke monstrous distinguishedhey wear, andmost Gibbet
can become a
pple)
o poison andain, and theirnt of 3 points
of their diceose their adds
Page 7
t
d
a e
—f t
t e s e g . e . s e . t r , g e t ,
k s d d t a
d r s
e s
BoThe t MR:DiceHornSpecResisdiseaBonesstoneTerrosaurithemor hcombCrushin lifconsTramsinglthat combdama DescThe broutheirof pfor th And note
one Dragoterror of the anci
: 125+ e: 13D+63 (ns, and Razor cial Abilities:stance of the Unase, and do nos of Stone: theire, providing 1or of the Ancieian invoke te
m—all characthave a +1 levbat SRs. hing Strength: thfe—any SRs sidered to be Lmple: for the cole beast can elfail a L1SR bat turn—if age for that tu
cription: animated bon
ught back intor animators. Tpowerful Necrhese rare and
to end on …
ons ient past rises to
(Crushing Feer Teeth) : ndead: are immot breathe or fr bones are fo2 points of ar
ent Dead: the error in anytters must makvel of difficu
their strength on STR mad
L4SRs. ost of 6 generlect to trampleon LK or Dtrampled, a c
urn without th
nes of great fo a sorcerou
These giant teromancers whdeadly specim
a lighter—if
Is
stalk the presen
et, Rending C
mune to poisofeel pain. ossilized and hrmor protectiobones of thething smallerke a L2SR onulty increase
is as great as de against the
rated Spite poe all party mem
DEX if it wincharacter takehe benefit of a
fossilized dinos half-life to errors are the ho search tire
mens.
no less dea
ssue 7
nt.
Claws,
on and
hard as on. e giant r than n INT to all
it was m are
ints, a mbers
ns that es full armor.
osaurs serve work
elessly
dly!—
TrollsZin
The BBecause Ne MR: 20 Dice: 3D+Special AUndead Indisease, dundead staof armor. Undead Peuntil they with damaExplosion: attack (whdelvers, it bomb sewmanage tothey stop If they faimelee ranghave (all cLK for ha
ne!
Bombie ecromancers can u
+10 (Teeth, TAbilities: nvulnerability: ardo not breathate gives them
ersistence: do ncease to func
age as normal.each Bombi
hich destroys will attempt
wn into its abo make a L3Sthe Bombie fril, it does 10Dge, minus anycharacters canalf damage).
use gunpowder t
Talons, or Tor
re immune tohe or feel pam the equivale
not lose any tion, but do l. ie has a speit); once am
to thrust its tbdomen. If tSR on STR,
from detonatinD+10 damagey armor the chn make a L2SR
too!
rch)
o poison andain, and theirnt of 3 points
of their diceose their adds
ecial one-timemid a party of
torch into thethe charactersDEX or LK,
ng its payloade to all withinharacters mayR on DEX or
Page 8
d r s
e s
e f e s , .
n y r
Desctorchhideosternequivcreatmaketo thabouacros
cription: A zh, with a hoous stitches
num to its grovalent of the ted by a proge the most ouhrow one at yut any torchss as long as y
zombie wieldiorribly distend
running fromoin. The Bomsmart bomb
gressive Necrout of her minioyour players, ah-carrying zoyou are game-m
Is
ing a large buded abdomenm the end mbie is the u
(Zombie? Smomancer lookions. You onlyand they will
ombies they mastering.
ssue 7
urning n and of its
undead mart?), king to y have worry come
TrollsZin
“That’s whgroup gath“a tormenspines andnowhere. set up a chunholy.” Tand drew I knockedtavern dofor a pint, empty tabpack dowaround sotracking tclouds asbetter parthat I hsurvived aquietly plato break thfire’s lightthen leane
ne!
F
hen we heard hered around nted scream d seemed to cIt didn’t ech
hill in the spiriThe man pauson his pipe.
d the trail mudoor behind m
I shrugged ouble outside thewn on one cho I could listethe story of they are so
rt of the last ad finally foan encounter aced a tankardhe spell beingt. I dug out aed back in my
Foreca
it,” the stranghim near thethat sent sh
come from evo off the tunit. The very hsed for a sip
d off my bootsme. Signaling t
ut of my packe circle of listhair and pullen to the tale
tunnel rippeometimes knofortnight. It w
ound someonwith one. T
d on my table g woven in thea coin and pchair to listen
st FoBy
ger said to thee tavern’s fire,hivers up ourverywhere andnnel walls buthowl itself wasfrom his mug
s and shut thethe innkeeper
k. I selected anteners, set myled the othere. I had beeners, or chaosown, for thewould appearne who had
The innkeeperas if reluctante circle by theassed it over,
n to the tale.
Page 9
r a BiVal Kelson
e , r d t s g
e r n y r n s e r d r t e ,
The as helight Thateveryas weluck true cloud “ThethereaccogodsMebwbreakrounspedscreeus, Icentewith helmswirl
it of Cn
tale-spinner he resumed hifirst, though
t thief had by lock and tra
we encounteredhe wouldn’t hand he was
ds.”
ey were aboute were three mpanied by a
s-awful chimwell, he was king his tools
nded the cornd up and Mebech. As the otI could see ther of the cloa pair of bri
ms was the souling mass of b
Chaos
held his pipe is story, “We h Mebwell, hebeen blunderap, breaking od it. I s’pose ihave had any the first to
t the size of aof them. Thea flickering o
ming and rworking on
in it more likner of the tunbwell fell undther two advahey had fancyouds and ghoightly glowingurce of the bebroken weapon
Is
cradled in his saw the flicke weren’t so ring along thor tripping eacf ‘tweren’t forat all. His lucfall to the
a grown houneir appearanc
of dim lights ringing of
picking a locke, when the cnnel. The leader it with baanced on the ry full helms iostly, shifting g eyes. Aroun-damned ringins and other m
ssue 7
s hand kering lucky.
hrough ch one r poor ck ran chaos
nd and ce was and a metal. ck, or clouds d one
arely a rest of in the faces
nd the ging. A metal
TrollsZine! Page 10 Issue 7
pieces flickered and glinted in the glow of the helmet’s eyes.” I sipped at my tankard, the bitter ale about what I had come to expect from this part of the country. Oh, how I longed for a nice, fruity Trebmalian red or a smoky mezcal from the southern isles. Alas, such imported niceties didn’t make it this far into the Keltonesh'ta Mountains. The bitter ale seemed to fit as hand-in-glove with the flickering firelight and rough tables of the room. I grimaced as I took another sip to ease my dry throat and returned my attention to the man surrounded by the rapt audience. The survivor, if the healing slice across his face was any indication, was pretty much how I would have expected an adventurer to appear. Rough, non-descript clothes covered his frame and scarred hands held his tankard and pipe. A quality leather belt gird his waist from which hung a worn leather scabbard housing a long dagger. The hilt of the dagger gave evidence of long use and the soft glints of dark red from the pommel suggested a jewel inlay. The boots propped up before him were of a quality similar to his belt. They were well worn and equally well taken care of. In short, a man who gave priority to the gear that would keep him breathing. Someone who let his skill, rather than his appearance, speak for him. “The other two clouds rushed us,” the man continued, “Skeg took the first hit and it sounded like a group of demented tinkers all beating out of sync on his great shield. I’d seen him take the charge of a wounded boar on that same shield with barely a grunt. This chaos cloud forced him two steps back. He once mentioned that his father was half-troll and to look upon him I didn’t doubt it; the face only a mother could love and standing head and burly shoulders above the rest of us. That day I saw the hint of fear in his eyes.” “Skeg shifted the first cloud off his shield and it continued on past to Drebin and me. Drebin tried to duck back into the alcove next to him, probably hoping that it would miss him as it bounced off Skeg’s shield and the tunnel wall. It almost did. As the cloud closed on me a length of chain suddenly whipped out from it and snagged the dwarves foot. It dragged him out of that
alcove towards all those flickering and spinning shards.” “I leapt in with my hammer and somehow managed to knock the helm just right. The chain released Drebin and it was all I could do to dive out of the way. The cloud spun towards me as I backed up and ran into the wall. A piece of spinning steel suddenly shot out towards me. I tried to dodge,” he said fingers brushing past the slice on his face, “but I wasn’t so successful.” “My vision wavered and I must have blacked out for a moment. When I could see again, I saw the helm lying in the tunnel dirt, a scattering of broken blades, armor and other pieces lying on the ground around it twitching. Our wizard was standing just past me casting a spell at the cloud charging him; probably the same one that had done in poor Mebwell. I’d seen him throw spell-fire before and it’s an awesome sight. I’m not sure what this spell was, but when Jorgen shouted the cloud just came apart in midair and fell to bounce along the ground.” “Skeg was holding his own, trying to squash the remaining cloud into the wall with that great shield of his. The cloud must have taken offense to being caught between the troll and a hard place because the din it made as those blades raked his shield and tore chunks out of the wall would have put a group of drunken metal smiths to shame. Jorgen cast that spell of his once more and Skeg stumbled into the wall as the cloud dropped at his feet and he crushed the helm.” “Mebwell was a goner; there was nothing we could do for him. The helms and their metal pieces lay on the ground twitching up a storm as if they’d like to do nothing more than pull back together and have at us again. We didn’t stick around to see how long they’d be out of commission; we high-tailed it out of there.” The warrior took another long pull on his tankard and followed it up with his pipe. I wondered if the pipe somehow made the bitter ale taste better. It was worth looking into, all things considered. “Looking back on it,” the man continued, “scouting out the tower ruins of the wizard Efqavarna probably wasn’t the best of ideas.
TrollsZine! Page 11 Issue 7
Hearing tales that he bound demons to his service is one thing; having seen it with my own eyes is something else entirely.” I nodded to myself. The very idea should have been enough to make them question their sanity. That they had survived was a minor miracle. Perhaps Jorgen was one of those holy wizards, a wizard in service to one of the gods. Either way, I had enough to write up a quick report and send it along to the Archivist’s Collegium by courier. Perhaps further investigation and maybe an interview with the other survivors would elicit further details. Time would tell. A field investigator for the Archivist’s Collegium certainly wasn’t the dull job that I had once thought it would be.
Chaos Cloud Chaos Helmet – MR 25; always found in groups of three or five. Chaos Coat – MR 80; the same as a chaos helmet but an order of magnitude larger. Sometimes found with a contingent of chaos helmets. Heaven help you if it’s a group of five. Special: 0/Scream: L0SR on CHR or frozen with fear for one turn. Target cannot take any action. 2/ Blade Ejection: The tunnel ripper is able to make a missile attack against a party member. 3/Chain Whip: L2SR on Dexterity or entangled with whip for 1D6 turns; L2SR on STR to escape. Weakness: A successful casting of Curses Foiled can interrupt the curse binding the demon to the helm for 1D3 turns. This doesn’t free the demon from the helm, but will interrupt its ability to control the helm and surrounding cloud temporarily. It’s probably not a good idea to hang around to determine just how long the spell will last. Origin: Chaos clouds, or tunnel rippers as they are sometimes known, were created by the wizard Efqavarna in a fit of pique. Efqavarna was a genius when it came to magic and his brilliance truly shown when he bent his thoughts to matters
of security. It became a mark of prestige to boast that one had a series of Efqavarna’s wards protecting one’s property or that one of the mage’s sentinels patrolled the grounds. At times, even the mere rumor that Efqavarna may have been seen on some noble’s grounds was enough to make thieves look for easier pickings elsewhere. The mages reputation became so legendary that some adventurers tried making their name by breaking into Efqavarna’s tower itself. While none succeeded, for some bizarre reason decipherable only through the cipher of male machismo, many continued to attempt the feat. At one point, the inner and outer baileys of Efqavarna’s modest retreat were quite literally littered with the remains of failed adventurers. Removing the bodies left the mage with a small mountain of weapons and gear that he had little use for or interest in. As he stood on the balcony considering the debris inspiration struck. Efqavarna adapted and modified a spell he had used to great success in the past. The mage inscribed the name sigils of demons he knew on the inside of each ornate helm and bound the being within. Laying a geas upon the demon he bade the nefarious beings to serve and protect. The demons had little say in the matter and could only act within the confines of the geas – protect the grounds, keep and person of Efqavarna and defend against attack. They were able to create a semblance of a physical body from the debris of weapons and armor left over in order to interact with their environment and to carry out the mage’s orders. Efqavarna had created the first cohesive fragmented golem. Beyond this, not much else is known. It is suspected that Efqavarna had created some means to allow for safe passage by himself and his retainers though what that may be has never been confirmed. That the chaos clouds had survived the wizard’s death is now no longer a simple fireside story, but a matter of fact. Why it has taken the chaos clouds over two-hundred years to emerge after Efqavarna’s death is a matter open for debate, though it would seem that answer may only be available in Efqavarna’s tower.
TrollsZine! Page 12 Issue 7
K-Bombs Doomsday Weapons for New Khazan
By David Moskowitz The following device is to intended to be more than a simple weapon, but a major plot device for 9KW players seeking prevent/cause mass destruction on a given planet. If you just need a MacGuffin to destroy a world, just build a big enough Blow-You-To generator to teleport its core into orbit and watch the fun. Some things are better off in the low-Kremm vacuum of space. One does not think of Hellbomb Burst harpoons as contained explosive devices, but compared to their atmospheric counterparts... K-Bombs are so unpredictable, so damaging, that few of the 9,000 worlds possess them. The Imperrii, the Alliance, and even the worlds of Horde space have interplanetary agreements discouraging their use; but then, aren’t rules and contracts for those who benefit from them?
The Krestle Whizzboom Connection The K-Bomb must contain exactly two Krestle crystals, coupled with a special detonator (see below). Additional crystals generate no additional yield; in fact they reduce potency by a factor of 10. The base unit of K-Bomb potency is the Whizzboom (WB). The number of WB’s is the geometric mean of the charges of contained in each of the two Krestle pieces (i.e. the square root of the product of the WIZ charge of each Krestle). Any combination of Krestle may be used, but a WB total of at least 500 is necessary for a proper reaction, otherwise it’s a dud. (Game Masters are encouraged to take advantage of potential uncertainty about the Krestle quality. Few things are as entertaining as watching players ask each other, “Do you think we’re far enough away?”)
The Detonator A Hellbomb Burst is required to trigger the necessary Kremm-reaction, but simply casting one on properly arranged pieces of Krestle won’t work. One needs either: 1. A converted Hellbomb Burst harpoon torpedo with the Krestle inside. or 2. A detonator scroll wrapped around the bomb. When the trigger word is spoken, the scroll effectively reads itself, words glowing and vanishing at a predetermined rate, casting the spell. (Note: a detonator scroll without a K-bomb will eradicate anything within a 1 meter radius, but have no other effect.)
Kaboom Detonating a K-Bomb produces a K-Pulse. To determine the blast effect of the K-Pulse, roll WB/100 D6. Calculate the total and then remove any die whose value is unique. Re-roll the remaining dice and repeat the procedure until you have a roll with all unique values; this is the Final Total (FT).
K-Pulse Damage and Speed Unlike traditional explosions (i.e. gunpowder, nuclear bombs, Hellbomb Bursts) the K-Pulse begins slow and gains speed as it spreads. Your FT will have the following effect on those caught in the blast:
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Page 13
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Page 14
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Page 15
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TrollsZine! Page 16 Issue 7
GM’s may choose to use the full module, The Catacomb of the Bear Cult or simply throw a small group of cultists into the hills. The average cultist is a Level 1 Warrior, ST 12, IQ 11, LK 12, CON 11, DEX 13, SPD 12, CHR 5 who is armed with a francisca axe (3+2, can be thrown) and a javelin. All cultists can turn into were-bears: ST 42, IQ 6, LK 12, CON 55, DEX 7, SPD, 20, CHR 15 (5D+10 for jaw and claws). Common items for sale at Snick’s Lick’s: Lodging (per night, per person): • Deluxe Stay: A room complete with plush goose down bedding and a scenic view (i.e., not of the stables), one hot bath, one tavern pass, one hot meal, and laundry service. 20 GP • Economy Stay: Windowless room with a straw pallet, one cold meal of biscuit, cheese and homemade jam (no bath, laundry, or tavern pass). 10 GP • Sub-Economy Stay: Stable (no meals or tavern pass). 3 GP (+1 GP for clean hay, fresh water in the trough). • Animal Boarding: Stable. 3 GP Food, drink, and entertainment: • Tavern Pass: 1 drink and entertainment. 3 GP • Meal ticket: 1 hot meal—available only when there’s no performance. Otherwise characters must purchase a tavern pass. 1 GP • Drink ticket: 5 SP (well drinks) or 50 SP (top shelf) Pack Animals: • Grade A Mule (will carry up to 300 lbs.). 100 GP • Grade B Mule (will only carry half loads). 60 GP • Pack goats (will carry up to 50 lbs.). 25 GP Adventuring goods: • Mobile Tavern Kit: Pair of wooden water jugs (each holds 10 gallons) and mule harness. 100 GP • Tourist Shirts: 8 SP • Adventurers Kit: Backpack, 3 torches, 10 pitons, piton hammer, leather gloves, 25’ rope. 90 GP • Travelers Kit: Belt pouch, lantern, skin of oil, compass, rain coat, 3 days rations, cloth sack. 155 GP • Delvers Kit: Mirror, stick of wax, matches, chalk, salt, twine. 30 GP
• Ropety Dope Special: 50 ft. hemp rope, leather gloves, cloth sack. 12 GP • Deluxe Handyman Special: Shovel, pick, hammer, two dozen nails, roll of wire. 80 GP • Fasten-It-Fast Fun Pack: Special alchemist items: small jar glue, 15’ sticky tape, roll of wire, ball of twine. 50 GP • Bag of Magic Marbles: Small leather pouch with six assorted marbles. (See the alchemist shop for details). 30 GP • Bucket of Beans On The Go: Wooden bucket filled with enough dried beans to feed one person for one week. 20 GP • The Whole Mess: One cauldron, one boiler, one skillet, two cups, steel fork and spoon. 35 GP • Medicine Chest Special—buy three get one free: All poisons and potions in rulebook as well as concoctions from GM’s campaign, still at 150% above normal cost.
World’s Largest Ball of Cat Fur Snick’ss will do anything for money, but even he knows not to charge admission to see the two-foot diameter sphere of lint, fur, and dust held together by—it’s best not to ask. Characters who inquire or seem aware enough to ask (no Saving Roll needed) will notice there are no cats in Wyrmsdale either. (GM’s should encourage speculation regarding Bear Cultists or the nondescript stew served in the tavern.)
Mother’s Comfort Inn and The Faithful Flock’s Tavern The brother and sister Hobb partnership of Priscilla and Stewart Topbuttons jointly operate these properties noteworthy in Wyrmsdale for their good Hobb craftsmanship and tidiness. All the woodwork is well oiled and polished as Hobbs like things neat and orderly, and the tavern employs two ogres, Tudd and Gruu (MR 50 each), to ensure they stay that way. These two are the best dressed ogres characters will ever see, with their well-tailored jackets atop ruffled collared shirts and clean, form-fitting slacks held up with a large leather belt (Stewart insists upon this for all of his employees). Buckles, buttons, and boots are polished, highlighting the craftsmanship of the
TrollsZine! Page 17 Issue 7
village blacksmith and tailor. Tudd and Gruu reside in one of the small huts near the Tavern. Priscilla sometimes plays the harp and sings in the tavern. She may choose to tell players how she and Stewart came to Wyrmsdale after members of the Bear Cult ransacked and burned the Hobb hamlet where they grew up. Its location is not far from Wyrmsdale and she longs to recover her mother’s brooch which was lost as they fled. Those who did not scatter or die in the fighting were led away by the cult members, never to return. Stewart is the barkeep at The Faithful Flock’s Tavern. He might disclose some local gossip about the village and surrounding areas. But if any character crosses him, Stewart will spit in his or her drink—purposefully within his or her sight—before serving it. All hot meals are served at the tavern and generally consist of meat, potatoes, cabbage, or a stew which resembles the previous day’s ala carte entrees, heavily seasoned. The drink options are mead, wine, and liquors with names like Dragon’s Breath Brew, Stalwarts’ Sumptuous Syrup, and Libations of Merry Men. The tavern is the hub of the village and one or more of the locals might be encountered there during the nightly entertainment. Stewart permits no gambling in the tavern. Those who insist will find themselves escorted by the ogres to the general store. There, Mayor Snick’ss is glad to offer players a game of dice or cards—and of course, he cheats. In the dice game, victory goes to the high roll on 2D6; to simulate the mayor’s cheating, players must beat Snick’s roll by 3. So, if the GM rolls a 4, they must roll a 7 to win and have no chance against Snick’ss rolling 10, 11 or 12. In the card game, high card wins the hand and the winner of two out of three hands wins the game. Before the game session, the GM should remove all aces, jacks, queens, and kings from the deck, shuffle the deck without the removed cards, and then place 3-6 high cards on the bottom of the deck. Players pick from the top of the deck, the GM from the bottom. (It may help GM’s to draw the first or second round from the top to ease players’ suspicions). If the players notice what’s happening and object, the GM can role play the resolution. Of course, no matter what happens in the games, Snick’ss will try to sell
players something before they leave the store (CHR SR vs. IQ).
Longshoreman’s Stables An ex-pirate by the name Saul Scumtuff manages the stables, which provide delvers a place to board their horses and buy additional livestock—all sales going through Snick’ss Lick’s. Scumtuff’s real pirate name is Rancid Pete and Mayor Snick’ss is the only one who knows who he is and that he ensconced from Captain Doublesticks Dustbin’s ship one night while anchored off the coast. Scumtuff may know the whereabouts of some buried treasure, but the info will cost plenty, matey. Generally, he’s content and happy with his new life at Wyrmsdale with no interest in his previous career. He does love his Red-Eyed Devil Rum though, and if players get on his good side he’ll offer to redeem a Grade B mule ticket for a Grade A mule.
The Owl’s Cove Alchemist Shop An old white-haired and grey-bearded twig of a man, Razfornia Frapsburg, is the mastermind behind some of the products only found in Wyrmsdale. It is not unusual for small explosions to be heard coming from his shop or for colored smoke to pour out of the windows, so the locals pay no mind. Frapsburg’s gambling habit and resultant debt keep him tied to Wyrmsdale—he is also the reason there is no gambling at the tavern. Mayor Snick’ss makes sure to offer him a game of dice every once in a while to insure Frapsburg’s continued contributions to the co-op. If players catch Frapsburg at the tavern, he may offer some item at a price that undercuts Snick’ss prices. He dreams that enough of these under-the-table deals will allow him to pay off his debt and leave Wyrmsdale once and for all—but for this games-of-chance addict, these hopes are delusional. Players can find all sorts of elixirs, poisons, salves, and concoctions at this shop, as well as Frapsburg’s specialty, Magic Marbles. These come in an assortment of colors and have limited effects when tossed against a hard surface (small flash explosion, colored smoke, oily puddles, loud whistling sound, growing pool of bubbles, etc.).
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the point that(and he’s toors). His hair iseems to haveHe’s wiry and
alker, but verybe all manner
us states ofoption as toforementionedher craftsmen,s field, and isf each hides
Page 18
e r
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may have nothe NPC’s in ustomize thesr game. I would have higherof-the mill Rolly, Wyrmsdalronment for t
ould be a basecould use it
entures. Most e fun with it…your marbles.
s
red hands, Maores around thve lodging inskirts of the v
y be busy atd doing laundrer will discovee is quite the pwder in their ives added privy pad lo. All in good f
the fields or hepy for the Culr. Because oayers to surpris
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importantly, ……..oh, and m
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elping at the Slt of the Greaof this, it wse the cult.
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ssue 7
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ou do, u don’t
TrollsZine! Page 19 Issue 7
All the Classes in T&T Characterization as Class in T&T
By Douglas Toth I hope this article will inspire veteran and new players alike to expand their role-playing horizons. This article is based on the Tunnels & Trolls 5th edition which does not include lists of skills or talents. Many house rule skill sets have been developed and they will, of course, add to the characterization should you choose to use them; but the point of this article is that they are not really necessary. Back in the early days of role playing games (RPGs) we were unfettered by pages of skill lists, attributes, and reference charts. That is not to say that they did not exist, but rather we chose to ignore them when it was inconvenient. Indeed, only the dreaded Rules Lawyer (called a ‘pest’ in those days, or perhaps a ‘kill joy’ or not called at all) was the only one willing to pour over the many pages of a game publication looking for perceived advantages and other useless information. In this developing hobby, Tunnels & Trolls (T&T) dared defy conventional wisdom and stuck to its pure format. By liberal interpretation of the Save Roll (SR) rules our characters were truly role played. Even when playing in a different system we used a simple dice mechanic and the character’s attributes to overcome the evil machinations of our game master (GM). The designers of T&T did not make a huge deal out of this system, but then, it was as new as the hobby itself. They may not have immediately realized the versatility of the elegant game mechanic they had hit upon. Dungeon running was the main focus of most games and that did not require a lot of different skills. Hiding, thwarting traps, and the occasional climbing challenge were the staples of such forays. In other rule sets, these were the duty of various ‘specialty classes.’ Without such a character to do the job at hand, the players were stumped and the GM had to avoid introducing such challenges. Currently this ‘class equals role’ mentality has been
exacerbated by on-line gaming. Not one on these massive multiplayer online games (MMOs) can consider tackling the bigger challenges without a balance of ‘tank’, ‘healer,’ and ‘DpS’ (Damage per Second). This is all well and good if your goal is to make sure you have a large customer base and everyone has a part to play in the game. No one gets left out and everyone can contribute. For many, however, table top role playing is a more intimate affair. Gaming with groups of two or three players, including the GM, is common and this can leave gaps in the specialties needed to overcome challenges that are common in many scenarios. Multi-tasking is vital and T&T permits, even encourages, this sort of character development. Ironically T&T, lacking these arrays of nuanced classes, is sometimes passed over by those gamers wanting a more ‘in depth role playing experience’. My observation is, ‘what can be more in depth than making the character you rolled up become just the sort of character you want it to be?’ Let me show you how.
Rangers The ranger has been a staple of the fantasy RPG from its early stages. In T&T we have opportunities to make the ranger not only a truly unique class, but each ranger will be a unique individual. You will need a superior Dexterity at the least, but it is worth the effort. The Barbarian: The average Warrior is a stalwart and true individual. By simply playing this character as a tribal huntsman and athletic protector, eschewing the dubious comforts of the civilized world, you will make the character much more of an individual. Barbarians don’t go in much for armor and prefer big weapons, usually swords and axes, but these things are typical of
TrollsZin
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of survival forke any outdoony city or towa is where yosky overhead.
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Page 20
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glars: Warrioetimes an uns
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art. This bing, and hidiDexterity is i
ake your charag and there wi
undrel: Typicn as dishonoraoften the compspells will be
well as making of thing that
me Scoundrelsupt rulers andstill crooks ane to keep frlligence they ushes takes up
you. The advd as to choicrictive as othedice or less, weapon and
u to dual wielmor restrictionhe wild places
ide: Warrior/eir abilities tolists. They wilhe best choi
e the howling ww enhanced bidable opponef enemies.
fall into somed to plunder an. By playing with thief, andk, you can devother.
ors that takeavory sort; the travelers in different path takes some
ing though so important. It iacter on, but till be plenty of
cally the Rogueable but somepanion of a huseful in brefast getawaysthe Wizard’s
s turn their d gain some lond will need om being ca
have to sep much of the
Is
vantage of T&e of weapons
er systems. Thwhich includ
d may (if theld. Add to thi
ns and you arof the world.
/Wizards can o excel as powll be rare, but ice of magicwilderness. Thby their own ents and the b
e category ofnd rob, if onlyup those actd making survelop an inter
e to thieviney lack subtletthe dark. Theand turn thefwork at s
building youris not an easythe adventure f that!
e is cast in thietimes lovableeroic warrior. eaking and en. This is exactGuild hates ttalents agains
ocal honor, buto use all of
aught. Using et traps and eir time.
ssue 7
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f thief y from tivities re you resting
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what plan
TrollsZin
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Bards The singinare all pahistorical
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your stealth an
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penetrate.
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cist, and travultures that m
worlds of h
will use theirnt out of theirsavory sort isointy hats andn clothes oftheir disguisey the time theeir power theynd Scoundrelsaps and thens a Charlatan’s
n use theiry places andrds Guild hasAdjudicators
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eling minstrelmake up the
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Page 21
r r s d f . e y s n s
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why sure SkalstoryCharexclua GMenemtide combtradecourto sin Minenchwill thard accesunhetheirmusieye-c Won‘CouskillsCourchamcontrdelviricheand t Couhigh courwith evenaccesCourrepu
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of battle by bat rolls. The e, so an instrrse this meansng freely.
nstrel: Rogueshant and entratry to dupe th
d earned monss to the resteard of, but thr small group ical instrumencatching cloth
nder Workerurt Magician’ s, but entertainrt is just a
mbers and gentract. This alloing troop a sest delvers aretheir court.
urtier: A Warrregard by s
rtly manners. the elite clas
n things that ss to powerfurtier prefers
utation to think
ealers
most missedd not be so. Uer player, wisethe apparent
mature charact
em along on ygh Charisma a
rior as poet isy are truly skillcan gain eBy using the Sw them to usourage friends
lending their Skald’s voicerument is nos that the char
s can use theirance princes aheir audience iney. Seducingtricted parts ohey will always of delving f
nts is importanhes.
r: The Wizardas a poor u
ning the chosa side line. nerous stipendows the Wondsafe place to e well known
rior/Wizard cspending timThey are able
sses and in thare meant to
ul spells is alsosubtlety; th
k of after all.
d character tyUsing the Save GM, and hi
gap in manter deaths.
Is
your next delvas well.
s more than led and have antrance to Saving Roll sy
se song to so so as to swinCHA adds t
e is the tool ofot required; bracter must b
r Luck and spand paupers. into giving upg a noble toof the castle s want to be tfriends. The unt, as are brigh
d’s Guild mause of hard esen few of the
The comfod are all part der Worker anrecuperate anto the Royal
can earn a plae developing e to talk and
his way learn mo be secret. Ho of benefit, bey do have
ype in T&T aving Roll sysigh Intelligenc
ny ways and
ssue 7
ve. Be
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ells to Some
p their o gain is not
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ay see earned e High ortable of the nd his nd the family
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laugh much,
Having but the
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TrollsZin
Leech: Wgiven and to build tto be effeneed servmost likelyto developtheir frienneedles, an Healers: A carefullyLuck and to a party constant remedies, Chirugeospells thatand Too Bawise to pupractical sbroken boto heal pro Cleric: Wothers arethe battlefbrink of dunderstantruly effec
Attribu It may be the characpotential fmental anStrength adept at fCharisma way into aof Strengtcourse, tIntelligencmental acrespectivethat cannsprung tra
ne!
Warriors know received man
their Intelligenctive. Being in
vices of a heay to survive; sp an ability tods. Equip yound thread.
Rogues can by chosen set oIntelligence of danger-seeattempts to you will be a m
on: Wizards wt heal and curad Toxin are dut effort into skills. Stitchinones is essentioperly.
Warrior/Wizare seen as warrfield and bringdeath. Like ald anatomy a
ctive.
utes as Sk
helpful to thecters attributesfor success ratnd physical limclearly indicafeats of physwill indicate a
and out of moth (STR) andtwo types oce (INT) and uity and the ly. Luck (LK)
not be prepaaps, and birthd
a lot about wony of them. Tnce and perhn the front linaler, but theyso it just makeo patch up thurself with ban
e very effectivof spells as wewill make theeking delvers. locate and umuch sought
will want to foe; Poor Baby, H
definitely requiherbal remed
ng up woundial if you wan
rds that focurior priests. Tg the injured bll healers theynd herbal rem
kills
e player and Gs as generic skther than solidmits. For ins
ates the charasical prowess a character tha
ost anything. Td Dexterity (Dof physical Charisma (Cmore wily us) is the catch ared for, surday parties. Co
ounds, havingThey will needhaps Dexteritynes they ofteny are also thees good sense
hemselves andndages, salves,
ve in this roleell as superiorem invaluableIf you add in
use herbs forafter ally.
ocus on thoseHealing Feeling,ired. It is also dies and otherds and settingnt your patient
us on aid toThey can enterback from they will want tomedies to be
GM to think ofkill blocks andd indicators ofstance, a highacter is morewhile a high
at can talk hisThe attributes DEX) are, of
skills whileHR) are solid
se of intellect,all for things
rprise attacks,onstitution
Page 22
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(CONpiercit insyou the spoiso The withia funreprethe intellvaluecourchall
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values from in the norm; nctioning humesents superiorealm of O
lectuals; 31 toes above tharse, the charalenges worthy
really indicatwith arrows an
know how md before you much abuse se.
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much pain and simply drop
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21 to 30 we hletes and gtuff of legendonly mythicaexpected to
bilities.
ssue 7
can be atedly; stress from sisting
bilities um for h end enter
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meet
TrollsZin
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Reward For many a charactekeep themhave somefforts wilAdventuremethod oefforts ardevelopm
ne!
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me apparent ay things are g
ay go poorly fill need to uThe fight wiy into use of
to regain thlike mad to gR system willystem rather tt, or other wiended to put ton, temporarilstacking die
oll; BAM the s into the villhe hero takes
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ds
players, the fuer as they wishm coming backme reasonablll give them ae Point bonuof letting there appreciatedent that make
ystem
ystem in T&Tnd opponentscters have thert using this sre powerful ouickly using tafter a few rolgoing. When itfor the characse their charaill then be the SR system
he superior pget away. It isl likely replacethan add a layld move that the bad guy taly or permanerolls or gaininhero makes thlains eye socka kick in the
ommission fo
fun of the gamh to develop itk. But they anle expectatioan advantage ses are the m
e players knod. The sort
es the game m
T works bests are evenlye upper handsystem and, ifor lucky, thenthose rules. Itlls of the dicet appears that
cters, then theacter’s specialable to shift
m as attemptsosition or, ats well to notee the standardyer to it. Thethe character
argeted out ofently, then andng a bonus tohe SR and theket or it doesnether region
or a turn...or
me and playingt is enough tond others mayn that theirof some sort
most commonow that their
of characterore
Page 23
t y . f n t e t e l t s t e d e r f d o e s n r
g o y r .
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interthe pThe battlchecgamethe packpoinare g Anotbonuthingdeedcan numRollsbettean opBurgthinkpockErranis cowhileThesexplamakereciti Somthemas thwill nthey Magirescucan tthinksome
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ck the territore and presenHealer that
ks full can bents as a bonugiven.
ther perk thus. If the playg their characd that makes th
allow them mber as a bon
s. The Assassier chance to hpportunity fo
glar can indicak it is safe kets is a breent has skill on
ommon in thee riding are se sorts of anations are e the game ing a list of sk
me players mam along have hey like that wneed to reminare not boun
ical Minstrel nue his friendstry and chat iks it will do soe amusing resu
un for everyonacter being a at shuns armothat makes itry surroundinnce of danger
meticulously e given 100
us whenever e
at can be apyer can elucidcter is doing hem what theto apply th
nus to the diin can easily ehit a vital spor an instant kate that they kto stash valeze for themn horseback (e world), so going to be
player/GM called ‘role come alive
kills and bonu
ay take time them write d
would define tnd them fromnd by that lisneeds to try ans he can try. it up with theome good, buults for failure
Is
ne should rescut above theor and charget a point to ang the campsirous creatures
keeps their to 500 (or
experience re
pplied is thedate as to whis just the so
ey are, then thhe characters ice roll for S
explain that heot on an enemkill is appropriknow where pluables, so p
m. Surely a K(or whatever mstunts and coto his advainteractions
playing’ andmuch betterses.
to adjust; todown as manytheir characterm time to timt; if Rambalamnd pick up a tThoog the M
e local nobilityut be ready to e.
ssue 7
sult in e rest. es into always ite for s, and
herb more)
ewards
level hy the ort of
he GM level
Saving e has a my, so iate. A people picking Knight mount ombat antage. s and d they r than
o help y skills r. You
me that m the trail to Mighty y if he apply
TrollsZin
Real R As you cathat I reponderousbreak froclasses. Aand play tthe GM wsystem, bustill trying(or unwrcharacterscouple lite The Engliwas he? Hrebel, a governmeis it? In Tbut not bwould be he could tstrongest character what you n Bilbo Bagclass manpressed in
ne!
Role Playin
an see, there aecommended s new mecham the stiflin
Allow yourselfthe role you ewill make heaut that is its p
g to wrap theirap it from have come to
erary source w
ish hero RobHe is depictecommon m
nt, and a foreT&T terms, thbe limited by
flying furiousto save Maid Mground if heconcept but, need to win th
ggins was no n living a c
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g
are no new chadding to t
nics; what yong mind set f to use youenvision for yoavy use of thpurpose. If thir head around
the standardo be represent
will help them.
bin Hood wased as a noble
man fighting est savvy hunthe player coul
that choice; sly as Loxley Marian. He woe stuck withindash it all; yo
he day.
burglar; he wcomfortable lion by a wily w
haracter typesthe game or
ou must do isof skills andr imaginationour character;e Saving Rollhe players ared the conceptd way RPGted) perhaps a
s a bandit, ore man turned
the corrupttsman. Whichld choose one
Saving Rollsdid whatever
ould be on hisn the player’sou have to do
was a middlelife. He waswizard and, in
Page 24
s r s d n ; l e t
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r d t h e s r s s o
e s
n
ordehe htreascrimibecaDid attaccoun(levethe othrowthe v You your whatspeciCharcharaabouthe ohas aand the G Withchoiclabelof ththey your some
er to save facehad to force hsure hunter’.
minal proclivitause he needed
Conan calculck of opportunter strike so hel five only)? Noverwhelmingwn aside, guarvillain’s only h
will have tor character a pt makes thosial. Perhaps risma when oacter would but their high nother hand, wamazing storiimprobable e
GM because th
h this in mindces of title anls and you canhem that they travel the wid
r character tething!
e in front of thhimself into I doubt he wties, but hed to and it waslate a five foounity and avhe could use hNo, he made ag odds by Crrds attempted
hope was to fig
o make someperceived disade characters
you will other players obe min/maxinnumbers and d
will be developies to tell. Yoescapades wilhis is why the
d, you can feend characterizan have your ch
desire; even ade world. Simpto be a Bu
Is
he dwarfish rothe role of ‘e
was chosen foe developed s expected of ot move to ga
void his oppohis ‘super chopa heroic assaurom! Lackeys
d to thwart himght or flee!
e choices thadvantage, but (and their plbe building of a similar tyng so they candice totals. Yo
ping a characteour feats of dll be confirmey run a game.
el free to ignoation. They arharacter take oadding new oply put, if you
urglar then b
ssue 7
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TrollsZin
ne! Page 25
Isssue 7
TrollsZine! Page 26 Issue 7
The Wizard’s Hut A T&T 7.5 Edition Solo Adventure
By J.C. Lambert This adventure is written for Tunnels & Trolls 7/7.5 edition. It is suitable for a newly created low-level humanoid (good kindred) warrior with no more than 30 personal adds. Preferred kindreds are human, elf, dwarf, or hobb. Feel free to use talents for Saving Rolls where appropriate. 1D3 can be determined by dividing 1D6 by half and rounding half numbers up. Defeated monsters are worth adventure points equal to their MR. Don’t forget, a wizard’s hut can be a dangerous place—calculate all spite damage. You may leave the hut at any point if you wish, but you will not get any APs for finishing the adventure. If you are directly engaged in combat, you will need to make a L1SR vs. DEX to make it out the door without being hit by an undefended attack. If you miss the roll, you take one full attack from your foe as you flee. Subtract the full combat total from your CON minus any armor protection you have. If you survive this, you’ve made it out of the hut to safety.
Introduction You’ve spent your childhood in the small village of Balebottom, on the edge of the empire. Born into modest means, you were lucky enough to apprentice with a local retired adventurer named Lokan. For the better part of your late adolescence he trained you well in the arts of sword, shield, and bow, but the time came when he had taught you all he could. “Now you must strike out on your own and see what the world has to teach,” he told you. With bittersweet excitement you pack up what equipment and provisions you have, say goodbye to your family, and set out on your first adventure. For days you have been traveling through the nondescript wastelands that surround your village and insulate it from the wider world. On the fifth day you reach the outskirts of a wild forest called Brierdeep. The woods are known only as legend in your village, but you’ve heard enough to know they have a dark reputation. Wizards, wild beasts, and evil trees are thought to lurk within. With
some trepidation you follow the dirt road winding its way into the woods. At some point, the path splinters and the fork you choose becomes progressively more narrow and overgrown. Finally it comes to an end in a small clearing that contains a ramshackle stone hut with a thatched roof. The roof is in need of repair and dark green moss hangs from the stone walls, staining it a swampy green. Needing a rest from your travels, you approach the front door only to find it open and unlocked. You give it a token knock as you carefully push the door all the way open and step into a cluttered one room dwelling. Go to 1.
1 You have entered what appears to be a reclusive wizard’s workshop. Nobody is in the room, yet you sense a power or unidentifiable presence nearby. The walls are lined with shelves filled with ancient tomes and odd, varied objects. A large work table stands in the middle with a variety of wizard experiments in various degrees of completion. It looks as if a scuffle has recently taken place. A chair is overturned and a pentagram drawn in soot on the floor has been smudged and walked through. Over the table, a cord floats suspended in mid-air unattached to anything above. On the table amid the scattered papers, writing utensils, and strange wizard spell ingredients, several things catch your eye: a collection of glass vials with colorful liquids in them, a rolled up scroll of parchment, an ornately carved ivory box, and a plate holding some half-eaten cookies. There is a mystery here, you can feel it. Your curiosity is kindled and you resolve to unravel the puzzle of the missing resident, uncovering the secrets of this abandoned hut. Surveying the table, a few possibilities for immediate action present themselves. Do you pull the hanging cord? Go to 48. Drink one of the liquids? Go to 17. Open up and read the scroll? Go to 12. Investigate the ivory box? Go to 19. Have a cookie? Go to 2. If you have been
TrollsZin
here befexplored. these thinggo to 61paragraphthis paragr
You take one of thtasted. YWhoever baker. Fee
As the imrealizes th“Stop, stoyou whereyou decidoffer, go tIf you bea
ne!
fore, disregarIf you are ungs or are done1. Each time, roll 1D6. Ifraph number
a small bite oe most delicio
You quickly the absent w
eling content y
mp’s strengthhat he may be op! Please! Spe the wizard’se to spare himto 47. If you dat the imp, go
rd any choninterested in e examining the you come f you roll a 1,and go to 89.
2 of one of the ous cookies ygobble dow
wizard is, he you go back t
3 h begins to w
beaten, he bepare my life as treasure is,” m and take hdon’t, fight hito 63.
oices alreadydoing any of
he work table,back to this
, take note of
cookies. It isyou have everwn the rest
is one goodto 1.
wane and heegs for mercyand I’ll showhe whines. If
him up on hisim to the end
Page 27
y f , s f
s r .
d
e .
w f s .
As yWaitas thto 24
As thdooryankjumpbookspooappethrousomeskeletremhit. Mescapdamasituathe dto pbrok
The speedmayhup trotattaskssurprsmasavoidyou excitthe cCONsenseto 10
You enouand t
you are examit a minute, thhe creature cur4.
he first skeletr, you leap upk. Suddenly op up into thks, dust pan, ons start flyingear to be unawugh the roome other purpoetons collide
mendous cacopMake a L1SRpe harm. Oage. Armor
ation, so ignodust settles, th
piles of bonesken objects. G
objects swarmd. As you dohem you realithe workshopting and mags with almostrising lack oshing into youd them. Make
take 1D6 ptement is all ochaos, so ignoN reaches 0eless. Go to 20.
snap out ough to grab ththrow the crea
4 ining the statu
his thing is alivrses and launc
5 tons make thep and give th
objects from e air. A brofire poker, qug around the ware of the s
m as if they arose. Nonethele
with each phony. You dR on DEX. I
Otherwise takdoesn’t hel
ore any armorhe skeletons s and the flo
Go back to 1.
6 m around the rodge and sideize that the op. They floa
gically bendingt human-like of regard fou as you dance a L1SR on Dpoints of da
over. Armor isore any armor 0 or lower, 22. If you sur
7 of your bew
he small handature from yo
Is
ue you see it ve! You jump
ches into actio
eir way throughe dangling call over the om, chairs, suill pen, kniveroom. The o
skeletons advare flying arouness, the objectother, creat
duck to avoid If you make ike 1D6 poinlp much inr protection. have been re
oor is littered
room with fane step througobjects are cleat around nig to performgrace, yet sh
or your prece around tryiDEX. If you amage beforsn’t very effectr protection. I
you are knrvive the chao
wilderment qs around your
ou. Go to 24.
ssue 7
blink. p back on. Go
gh the cord a room
stools, es and objects ancing nd for ts and ting a being
it you nts of n this When
educed d with
ntastic gh the eaning imbly,
m their how a sence,
ying to fail it, e the tive in f your
nocked os, go
quickly r neck
TrollsZin
One of tha crystallincurrent Ceffects of fighting. I
The wizardagger in yout its nahidden, asmore powback so I a second, blade. DoIf you are
The unrulmoving. considerabservants ha corner pcleaned upto 31. If n
As you rebooks onCompendLK. If you38.
You carefsmooth itunfamiliartext, the wgrows stroburn and wthe writinthe alien wINT to sresist the eyou make scroll withit to the flroll under
ne!
he spiders has ne poison. MON. If you the venom. Gf you fail the s
rd notices thatyour hand. “Tame, ‘Wizards it is dangero
werful than youcan make suryou’ve becom you grudgingprepared to fi
ly objects finThe room
bly and you dhave producedpantry. The mp work table. I
not, go back t
ach for one on the shelfium of Wizardu make it, go
fully unroll tht out on the r script. As youwords begin toonger as if onwater but youg. A voice in words from thee if you havenchantment. the Saving R
h a tremendouloor. With a sthe table out
8 managed to in
Make a L1SR make it, you
Go back to 43saving roll, go
9 t you are hold
The runes on td’s Bane.’ I kous to the likeu realize. I’ll hre it causes nome fond of thgly hand it ovfight for it, go
10 nally settle do
has beendiscover that d an impressivmeal is now sIf you sit dowo 1.
11 of the musty lf titled “Ndly Ways” ma
o to 14. If you
12 he yellowed patable. The wrur eyes scan tho glow with an fire. Your
u can’t tear theyour mind s
he scroll. Makve the mentaIf you miss it
oll, you pull aus strength of sense of reliefof sight. Go t
nject you withagainst yourfight off the
3 and continueo to 51.
ding the magicthe blade spellkeep it safelyes of me. It ishave to take ito harm.” Waithis remarkablever? Go to 21.
to 50.
own and stopn tidied up
the animatedve lunch fromsitting on the
wn and eat, go
leather boundestoropholis’s
ake a L1SR onu don’t, go to
archment andriting is in anhe first line of red light thateyes begin toem away fromtarts to speakke a L1SR onal strength tot, go to 35. Ifaway from thef will and flingf, you watch itto 1.
Page 28
h r e e
c l y s t t e .
p p d
m e o
d s n o
d n f t o
m k n o f e g t
The 2D6fling If yonormEND
You spinethe sback
The lose awak
TherweapBaneall ofmuttand furniover downyou ydo nYou’is frefores
claws dig d+6 points of
g the creature ou have any
mal damage. ID. If not, go t
notice a faintes of the booshelf, go to 38k to 30.
scroll has draconsciousne
ke to see the r
re’s no way pon, and aftee” for nothingf your strengtters an undistflop to the fiture has grow
you from an and picks yyell in protestneed another ’ll do just fineee and the flst.” THE EN
13 deep into youf damage befofrom you and
y neck armoIf this kills yoto 24 and figh
14 t shimmer of loks. Do you p8, or do you th
15 ained you so css. Unfortun
results of the s
16 you’re giving
er all, it isn’g. You jump th for a quicktinguishable pfloor. Somethwn huge and a tremendous you up in his ht. “How nice,”
tenant for te. Don’t worrlies are juicy
ND.
Is
ur neck. Youore you are ad engage in cor this will aou, goodbye. ht.
light travel ovpull the volumhink better of
completely thanately you arspell. Go to 22
g up this va’t called “Wiforward mus
k attack. The wphrase as youhing is wrong
the wizard theight. He
hand. “Crooo” the wizard sathe old toad ry, room and in this part o
ssue 7
u take ble to
ombat. absorb THE
ver the me off f it, go
at you e not 2.
aluable izard’s stering wizard u leap g. The towers bends aaak,” ays. “I
cage. board of the
TrollsZin
You have potions. Hmind and affected. 5=SPD, 6lose attribRoll 1D6 gain or losthe gamblenough fdifferent ethe results
Suddenly is trying tostatue on you think you decidoption? Ostatue? Go
The box carved witand cobwlocked haeasily be pthe box oback to 1.
You take trusty weaonly to fiposing as surprised factoring weapons. of the solo
ne!
just sampled He’s been expe
body. Roll 1D1=STR, 2=
6=CHR. Roll bute points. 1
one more timse. All changeling type youfor 4 doses. effect. Roll fos. When you a
it dawns on yo say “imp,” the shelf doesto yourself, “
de to go bacOr would you o to 29.
is made of th overlapping
webs in shallosp on the lidpopped open
open, go to 43.
a hard swinapon, knockinnd that the sa statue. Gohim, you gein his protSee the mon
o for details.
17 one of the w
erimenting witD6 to see whiINT, 3=CO1D6 to see i-3 you lose. me to see ho
es are permaneu can drink ag
Each dose r each potion
are done, retur
18 you...it sounds“imp,” over as kind of look“is this really ck to 30 andlike to test th
19 antique ivor
g patterns depow relief. Thed, but it looks
with a blade3. If you leav
20 ng at the statng the statue statue is actuao to 24 to figet one undeftection from ster descriptio
wizard’s magicth altering theich attribute is
ON, 4=DEX,if you gain or4-6 you gain
ow much youent. If you aregain. There is
will have an to determinern to 1.
s like the toadand over. Thek imp-like anda statue?” Dod try anotherhis suspicious
ry, beautifullypicting spidersere is a smalls like it could. If you force
ve it alone, go
tue with youroff the shelf,
ally a creatureght. Since youfended attack
non-magicalon at the end
Page 29
c e s , r .
u e s a e
d e d o r s
y s l
d e o
r f, e u k l
d
The any hgestuyour to pithe Rsolo.wizarwoodGiveHut.
You happyou luck
You your as it fail, again
You you afterstonejust shrieto enthrowdespa Mdescrthe fromto 10kill hgo to
You and you remagp, aLK.
wizard thankharm you migure of apprecr wounds, remick once fromReward Grab. Whistling at rd goodbye.ds, you set oe yourself 400 THE END.
never will knpened to you wdied before next time. TH
reach down r surprise it is w
leaps at you.the creature
nst you. Go to
are facing a had seen on
r all, but an ime. His bumpylike granite.
eks. “I was jusnjoy my freews himself at
peration born MR of 40 ription at endimp’s special
m non-magical0 or less withhim without ro 63. If he kill
crunch the lbend down pull off their
ain: a ruby woand a sapphireIf you make i
21 ks you again ght have comeciation for sav
moves any curm a reward grab
b Bag Tablet your good fo
With direcff towards yo
0 AP for surv.
22 now your fate.while you werregaining con
HE END.
23 and touch thwarm; it’s aliv. Make a L1Se gets one o 24 and prepa
24 small, devilis
the shelf wasmp pretendingy, speckled ski
“You meddst on my way.edom. You’ll t you. The moof anger and (5D6+20).
d of the solo l attack and l weapons. If hout killing hireducing his Mls you, this is T
25 last spider unto examine tr crystal legs, orth 80 gp, ane worth 40 gpit, go to 40, if
Is
and apologize to in his hutving him, he
rses, and allowb bag. Roll one at the end oortune, you bctions out oour next adveviving The Wi
Something tere knocked ounsciousness. B
he statue’s armve. You step bR on DEX. Iundefended are to fight.
sh imp. The s not really a g to be carvedin is grey and dling buffoon. I was finally pay for this
onster fights wfrustration. HSee the mofor explanatipartial prote
you reduce hiim, go to 3. IMR to 10 or bTHE END.
der your boothe remains.
3 nicely cut n emerald worp. Make a L1Sf not, go back
ssue 7
es for t. As a
heals ws you nce on of the
bid the of the enture. izard’s
errible ut and Better
m. To back If you attack
statue statue
d from looks
n,” he going !” He with a
He has onster ion of ection is MR If you below,
ot heel When gems
rth 60 SR on
k to 1.
TrollsZin
The imp’sbackwardsfalling forpoison nuyour neckthe grounface floatEND.
Pulling yothe grounManaging you makeenter the wlast time aWith a shuand run faThe Wizar
You lean He is a biga look thatremendoudown despCroooaaaksomethingwhicheveryou don’t“what a netoo long.”
ne!
s tail strikes ys into the traprever. You feumbing your k. The last thind and black ting above yo
ourself througnd and sprito avoid the
e it to the edgwoods you loand see some udder, you turaster. Give yourd’s Hut. THE
forward to geg ugly fella. Hat seems almous croak. Heperately, beltinkkkimp,” as g. Make a r is higher. If t, you shrug eurotic toad, m
” Go back to
26 ou in the face
p door. It seemel the effects face and spr
ing you see bout is the im
ou. You are
27 gh the windowint away froe slow shufflige of the clea
ook over your movement in
rn back towarurself 100 APE END.
28 et a closer loo
He stares into yost intelligent e starts hopng out, “Croo
if trying L1SR on L
f you make it,your shouldemust have bee30.
e and you fallms like you are
of the imp’sreading downbefore you hitmp’s laughing
dead. THE
w, you fall toom the huting skeletons,aring. As youshoulder one
n the windowrds the woods
P for surviving
ok at the toadyour eyes withand lets out aping up andoaaakkkimp,to tell you
LK or INT,, go to 18. If
ers and think,en in that cage
Page 30
l e s n t g
E
o . ,
u e . s g
. h a d
u , f , e
You take you b42. D
It seehut. for smotithe sfor wof hitemreachyou scage rounfoot-you la cloIf yogo toyou alreaabovEach1D6num
You friedmug you rdimin
As yfire, againyour challfails,warriawayyou flampermback
have your da swing at it
bend down anDo you reach
ems like thereYou are just asigns of the ion out of theshelves lining what could havheavy oak, bus. They span th up to the csee a row of t
with a live nded top that -high statue olook through
oser inspectionou take a peeo 46. If you inhave been he
ady explored. ve and still findh time you co. If you roll a
mber and go to
thoroughly rd potatoes, and
of ale you firegain 1D3 ponished. Very s
you recover fyou hear th
n: “You are lr vigor? Withlenges will g, what can yorior, my friendy as the elemefeel a little le has charme
manently. Youk to 61.
29 oubts about t
t with a weapnd look more out and touch
30 e isn’t much leabout ready toowner when
e corner of yothe walls of
ave moved. Thut sag with ththe width of oceiling. Amonthick wizardly
giant toad, is covered b
of an ugly twthe books, go
n of the toad ek at the objenvestigate the ere before, dis
If you haved yourself bacome back to a 1, take note
o 89.
31 relish the heard bacon, washind next to thoints to your satisfied you r
32 from the shoche eerie voicelucky, to be
h one but nogrow bigger. ou do but surd, or just a preental’s light dluckier than bed you. Add u close the s
Is
the statue. Dpon? Go to 20
closely at it? h it? Go to 23
eft to explore o give up sear
n you notice our eye. Turnthe hut you s
he shelves are he burden of one of the walngst the bric-a
tomes, a smaan object w
by a cloth, andwisted humanoo to 11. If youand cage, go
ect under the statue, go to
sregard any che tried all opck here, go tothis paragraphe of this para
rty meal of ohing it down whe plate. RefreCON if it has
return to 1.
ck and pain oe of the elemsure, but whot the other,When luck rrender? Are etender?” You
dwindles. Sombefore. The t1D6 to your
stove door an
ssue 7
o you 0. Do Go to .
in the rching some
ning to search made many
lls and a-brac
all iron with a d a 2-oid. If
u make to 28. cloth, 42. If
hoices ptions 88. h, roll agraph
melet, with a eshed, s been
of the mental here is , your finally you a u turn
mehow talking
Luck nd go
TrollsZin
Luckily yoyour eyes throw the avoided ayou return
Didn’t yosnooping unable toUncompresense of dyou finishhands. Yotake effectand you skeletons are rising fway out othe house39. Jump it? Go to hanging o5. If you like to do
The scrollto cast a kremm, reand subtryour WIZ34.
Treat the of 20 overwhelmDEX eacbeen knoccombat toanimated ogo back tIf your COunconscio
You pop on the bac
ne!
ou have the away from thcloth back ov
an unknown an to 30.
our mother through a w
o resist theehendingly yodread builds ah, the scroll ou look arount. Outside therun to look
of a variety ofrom the dead
of the ground.e. Do you stathrough the w27. If you h
ver the table, have already it again, go to
l has been encspell which iegardless of wact this from
Z to 0 or belo
flying objects(3D+10). T
ming that youh combat tucked around aotal for thatobjects, you loto 1. Give yoON reaches 0ous. Go to 22.
the cork and ck of your han
33 mental willp
he crystal ballver it. Feeling and possibly
34 ever tell youwizard’s thine power ofou read throuas you near thcrumbles to
nd waiting foe hut there is k out the w
of small woodld, pushing and. The skeletonnd and fight
window and mhaven’t yet pu
you can do spulled the co
o 45.
35 chanted to foris powered bywizardly abilit
m your WIZ. ow, go to 15.
36 as having a cThe maelstru must makern. If you mand disorientet turn. If yoook around aturself 20 AP
0 or lower, you
37 sprinkle a few
nd. Rubbing it
power to tearl. You quicklythat you havehorrible fate,
u to not gongs? You aref the scrollugh it, but ahe end. Whendust in yourr the spell toa commotion
window. Theland creatures
d clawing theirns close in onthem? Go to
make a run forulled the cordo now. Go tord and would
rce the readery the reader’sties. Roll 1D6If this bringsIf not, go to
combined MRrom is soe a L1SR on
miss it, you’veed, halve yourou defeat thet the mess andfor surviving
u are knocked
w drops of oilt in, you feel
Page 31
r y e ,
o e . a n r o n e s r n o r d o d
r s 6 s o
R o n e r e d .
d
l
gentlsensaand each This paragyour usingpara
You throutrappto bdamaGo b
Therto seor 2,(2D6a ranattacL1SRyou cmakeSavinattacIf yoout o
le warmth spation penetrapower perme
h of your attraugmentation
graphs of ther attributes reg the oil. agraph.
pull the bookugh your bodped. Luckily fbe deadly, juage; armor prback to 30.
re are 3-6 animee how many s, count it as a 6+5). The skenged weapon
cks before hR on DEX to can avoid onee a successful ng Roll, oneck. If they defou defeat themof your way an
pread throughates deeper, aeates your boributes. Raise n of your abi
e solo or cometurn to what
Return to
38 k off of the shdy. The wizardfor you, the sust a deterrerotection doe
39 mated animal sskeletons you 3. Each skele
eletons are quin you have thand-to-hand hit. Because e skeleton per L1SR on DE
e skeleton lofeat you, your
m, you kick a fnd go back to
Is
h your skin. Aa surge of strody. Roll 1D
them accordilities will last
mbat turns andt they were b
o your pre
helf and pain sd’s books are bshock is not ment. Take 1Dsn’t help you
skeletons. Rolface. If you roton has a MRite slow; if youtime to make
combat. Maof their clumscombat turn
EX. If you makses the chanr adventure isfew twitching o 1.
ssue 7
As the rength
D6 for dingly.
for 8 d then before evious
shoots booby meant
D6 of u here.
ll 1D6 oll a 1
R of 10 u have e two ake a siness, if you ke the
nce to s over. bones
TrollsZin
You noticInside, thfrom the panel, revcompartmwith eldriappears tofaint bluecombat anwield. Go
The imp’spoints of the trap deyes and yfor the reyou will hforehead o4 points ffight withbeats you,
ne!
ce something e box doesn’outside. You
vealing a falment you find a
itch runes cao be magical
glow. The dnd requires a Sback to 1.
s tail hits youdamage. You
door. The woyou must redust of the fighhave a nasty over one eye from your CHh the imp. If this is THE
40 funny about t’t look as depush down
lse bottom. a small 12-incarved along in nature an
dagger is worSTR of 3 and
41 u across the fa
narrowly avound drips blouce your comht. If you surv
scar that runto your cheek
HR permanentyou win, goEND.
the ivory boxep as it doeson the insideIn a hidden
ch-long daggerthe blade. It
nd gives off arth 3D6+3 in
DEX of 2 to
ace; take 2D6oid falling intoood into your
mbat adds by 5vive the fight,ns from yourkbone; deducttly. Finish the to 63. If he
Page 32
. s e n r t a n o
6 o r 5 , r t e e
The squamadedemowingL1SRmake
You lock surprleap see tTheya MRspitego todefea
You Cursbackthe im
You wizarobjecthen perfonevehave
You reveamultIt’s qtake you m
The this wizaryour push
statue is on at down to take of speckledonoid with f
gs, and a barbR on LK or Ie it, go to 4. I
slide a bladeoff of the bo
rised by threout at you. Y
that they are cy hop towardsR of 8 (1D6+4e damage, mako 8. If you kilat you, go to 5
duck as the ising the imp’sk into the fighmp finishes yo
pull the hrd’s helpful octs around th
fall still. Uormed their cer enchanted fe to fight the s
pull the clotal that it iticolor smokequite mesmeriyour eyes offmake it, go to
imp grovels kind sir, brard’s treasures
r wildest dreamhes the wizard
42 one of the l
ke a closer lood granite. Thefangs, clawed ed tail that cu
INT, whichevIf you don’t, g
43 e behind the ox. As you ope small spark
You swat themcolorful spides you and atta4). Each time ke a L1SR on ll all the spider51.
44 imp’s tail whis deception, yht. If you winou off. THE
45 hanging cord objects might he room quiv
Unfortunately cleaning dutiefor protective skeletons. Go
46 th off of the is a crystal e billows arourizing. In fact,f of it. Make o 33. If you do
47 before you.
ave sir, I wils and you wms. Come this
d’s table to the
Is
lower shelvesok. It appears e figure is anhands, stubb
urls around. Mver is higher. Igo back to 30
hasp and snapen the lid yokling creature
m to the grouners made of cack. They each
you take a poLK. If you m
rs, go to 25. I
ips over your you launch yon, go to 63. IEND.
hoping tharescue you. A
ver and jumpthey have a
es today andpurposes. Yoto 39.
hidden objecball. Shimm
und within the, you can’t sea L1SR on INon’t, go to 49.
“You won’t ll lead you t
will be rich bs way,” he say
e side and reve
ssue 7
. You to be n ugly by bat Make a If you
0.
ap the ou are es that nd and crystal. h have oint of miss it, If they
head. ourself If not,
at the A few p, but already d were ou will
ct and mering e orb. em to
NT. If .
regret to the eyond ys. He eals a
TrollsZin
hidden tradescends edge into tail lashes make a Le2 SR or hi
As you pmovemengreat numbroom, chquill pen, the room to protect objects, gthem, go t
You aren’tThe colorlook deepa daze andbody intopain on yclarity. Froand begin make it, g
The wizawarning cyoung wanhand oveprepare to
The poisoyour immLooking dcrystalline and up yofreeze in pinto pure and affectlike this ihuman-sizalong next
As your wordeal. Yo
ne!
ap door in thdown into ththe opening out at you. M
evel 1 SR, go igher, go to 44
pull the cort run across
mber of objecthairs, stools, b
knives, and threatening toyourself by k
go to 36. If yto 6.
t able to resisted mist swirlser into the glad feels as if it io another dimyour neck brom behind, sto squeeze. Mo to 7. If you
ard’s face grocomes into hnderer,” he saer the daggeo fight for it. G
onous spider mune system, down at your
veins start tour arm. Youplace as your
crystal. As tts your organis it for you, zed crystal trt. THE END
weapon coolsou gather your
he floor. A whe dark. You
when suddeMake a SR on
to 41. If you 4. If you miss
48 rd, you feel the room ants jump up in
books, dust paspoons start o crash into yknocking downou try to dod
49 t the pull of ths around and aass sphere. Yois being sucke
mension. Suddrings back soharp claws gr
Make a L1SR odon’t, go to 1
50 ows dark anhis voice. “Cays. Do you rer? Go to 2
Go to 16.
51 bites have you start t
r hand you seto spread acrour muscles stibody tissue is
the process mns, your heart
but you havrophy for whD.
52 s, you feel drrself together a
wooden ladderpeer over thenly the imp’sDEX. If youmake a Levelit, go to 26.
a quiver ofnd suddenly anto the air. Aan, fire poker,flying around
you. If you tryn the whirlingdge and avoid
he crystal ballaround as youour mind is ined out of yourdenly a sharpome sense ofrab your neckon LK. If you13.
nd a hint ofChoose wiselyeconsider and
21. Otherwise
overwhelmedto feel weakee a lattice ofoss your skiniffen and yous transformedmoves inward
stops. Looksve left a nicehoever comes
rained by theas the
Page 33
r e s u l
f a
A ,
d y g d
. u n r p f k u
f y d e
d . f n u d d s e s
e
elema sadrises can mmaybelemyou are nelemdoor
You Theris a LK. find
You and woodfiery red steadfire powe
mental speaks d combination
above his stamake it to thebe pretend.”
mental vanishemight have fnot sure wha
mental is goner. Go back to
sift through re must be sowizard’s dustIf you make nothing. Go b
carefully turnpry open thed and coals. D
y form that pueyes are set
dily look backelemental. T
erful to main
again: “Weak n. Perhaps theation? How de end? Keep go
Your heart ss in a puff offailed a mysteat the implicae now and yo 61.
53 the dust pile
omething intert pile after all
it, go to 78.back to 61.
54 n the hot latce door. InsideDancing abovulses with hea
into the flamk at you. YouThe absent
ntain the emp
Is
and unlucky,e young adven
do you supposoing, hope, prsinks a little af smoke. Youerious test anations will beou close the
e with your firesting in thel. Make a L1S. If you fail i
h with a fire e you see a pve them is a yat and powerming creature
u are facing a wizard mus
ployment of s
ssue 7
, what nturer se you ray, or as the
u think nd you e. The
stove
ingers. ere—it SR on it, you
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st be such a
TrollsZine! Page 34 Issue 7
being for such mundane service. Do you quickly slam the door shut and retreat? Go to 62. Do you try to talk with the elemental; begging its forgiveness for your intrusion and requesting its help in unraveling the mystery of the empty hut? Go to 68. Or do you attack it? Go to 60.
55 Something is indeed amiss, but unfortunately you are too groggy to wake up in time to do anything about it. The sensation of sharp teeth biting into your flesh brings you fully awake. To your horror you find that the bear skin has come alive, wrapped around you, and taken a bite. Take 2D6+6 points of damage. If this has killed you, this is THE END. If you are alive, you will have to fight. It has a MR of 30 (4D+15). Any spite damage against you activates its special attack of smothering. Make a L1SR on DEX or have your combat total halved for one turn. If you win, go back to 66.
56 You grab the rungs of the sturdy oak ladder and climb up to the loft. As you pull yourself up to the loft floor, you see that it is a simple yet cozy bedroom space. A stuffed straw mattress occupies the majority of the floor. Warm woolen blankets and furs cover the bed and an impressive bearskin tops the pile. The bearskin is adorned with the unfortunate bear’s head which stares rather vacantly at you. If this survey has satisfied your curiosity, you may descend back to the ground floor of the hut. Go to 61. If you’d like to poke around the loft space a little more, go to 66.
57 You carefully advance on the alcove, ready for anything. Who knows what kind of surprises you might find in a wizard’s closet? You are relieved (and maybe a little disappointed?) to find the small niche stocked with typical items common to a rustic cloak room. There are a number of warm overcoats draped over hangers and an assortment of worn shoes and boots in various states of cleanliness. If you’d like to inspect the overcoats, go to 72. If you’d like to try on some boots or shoes, go to 73. If you have been here before and have already tried both or only want to try one, go back to 61. You can only try each of these choices once.
58 You take a sip of the tea warily. It’s minty, earthy, and sweetened with honey. Even cold it is delicious. You can’t resist finishing it off. Putting the cup down you let out an impressive yawn and suddenly feel exhausted. It couldn’t hurt to just lie down for a minute. You make yourself comfortable on the bed. As you quickly drift off to sleep your last thought is that the tea is likely a sleep aid. Go to 75.
59 As you struggle towards wakefulness, you throw something constricting off of you. Leaping out of the bed you grab your weapon and face an unlikely adversary. The bear pelt has come alive and it menacingly flops towards you to attack. It has a MR of 30 (4D+15). Any spite damage against you activates its special attack of smothering. Make a L1SR on DEX or have your combat total halved for one turn. Fight it to the death. If you survive, go back to 66.
60 You must be pretty confident in your fighting abilities. The elemental flows out of the stove into the main room of the hut, flaring up to a menacing size. You are facing a supernatural power of unquestionable strength. The elemental has a MR of 200 (21D+100) and can only be harmed by magical weapons. You are committed to fighting the elemental. If you lose, you are burned to a crisp and this is THE END. If by some remote chance you actually win, take your APs and go back to 61.
61 You look around and take note of the other attractions the room has to offer. You have the unsettling feeling that unseen eyes are following you. On one side you see a ladder leading up to a loft area. On another wall you see a small alcove that serves as a cloak room. In a corner you see a small pile of dust that has been swept up and forgotten about. A broom and dust pan lie uselessly next to the pile. In an opposite corner is a cast iron stove. If you climb up the ladder to check out the loft, go to 56. If you explore the cloak room, go to 57. If you take a look through the dust pile, go to 53. If you would like to investigate the stove, go to 81. If you have been
TrollsZin
here befoyou wouldyou come roll a 1, tgo to 89.
You slam quickly as wonderingfew minunothing tundisturbeto 61.
The imp over his dyour breayou and tdown in itcage jumpfalls to thtoad flopsover its boseconds, aand solidiflying on found the The wizarsmiles. “Mname is Lpenned uknowing summoneto becomtransfer hiobjected tprotected turn spellswas trappein that dmaking ocould findin this solo
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rd slowly stanMany thanks fLesrillian. Howup and watchthat mine alsd that bother
me my familiaim into the boto the arrange
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e held up welhe fire, but theg has not gonental addresse
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62 t and run fromlding your bre
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63 with a last gasdy for a mom
a thumping ant toad is learantic movemeedge of the sh
he door flies omer of rainbowm begins to pmoke issues ffigure of a whi
It appears thhe hut.
nds up on shfor your help,w excruciatingh you fight so hung in trsome imp. Har, but as I ody of a toadement. I founrful enchantmcaster. Next th
d’s body and h. I think heever treasurese acquired a mnot, go to 21.
64 ll against the ere is a nagginne as well as is you again: “T
l the avenues30. Each timell 1D6. If you
h number and
m the stove aseath you wait,e you. After athat you havee elemental isyou. Go back
sp. You standment and catch
noise behindaping up andents make thehelf. The cageopen and thew light passes
pulse. In a fewfrom the toadite robed manhat you have
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He had agreedprepared to
d he somehowd that he was
ment that canhing I know I
he dumped mee planned ons of mine hemagical dagger
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Page 35
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65 elemental to . Hmmm. Lonot going to ack and forthck it, go to 6oor and walk
66 ite comfy and head of the bdirty clothes.
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TrollsZine! Page 36 Issue 7
been quite a while since you have rested. You are starting to feel the weariness of the road and the bed beckons invitingly. You can take a nap in hopes of restoring some lost CON by going to 71. If you’d like to take a look at the bedside table, go to 84. If you’d like to investigate the pile of clothes, go to 87. If you’ve been here before and are done with searching the loft area, climb back down the ladder to the main room. Go back to 61.
67 You try on a number of coats. When you finally find one that fits, roll 1D6. If you roll 1-5, go to 70. If you roll a 6, go to 80.
68 You make your appeal to the enchanted monster, asking him to excuse your violation of his privacy and enquiring about the absent owner of the hut. Your presentation was pretty good, but you’ll have to make a L1SR on CHR to see the results. If you make it, go to 74. If you miss it, go to 65.
69 You pull the hefty boots on and feel a cool sensation on your feet. Quickly pulling them off again you find your feet covered with wet clay. The boots must have been full of it. You feel a tingling sensation and wiping the clay off, you find more. Your feet have been transformed into living clay. Walking and running is now much more difficult and precarious. What a curse! Subtract 1D6 from your DEX and your SPD permanently. The effect can only be nullified by an 8th level Dis-Spell spell. Go back to 57.
70 You shrug on an overcoat that fits and take stock. It’s itchy, a little bulky, and smells musty. The missing wizard has some pretty crappy clothes. This coat is useless to you. You throw it on the floor and return to 57.
71 What a great idea. A little rest is exactly what you need right now. You pull back the covers, kick off your boots and settle into the bed. Before you know it you are falling asleep. Go to 75.
72 The overcoats range in style, size and condition. Would you like to go through the pockets of the garments? Go to 86. Or would you like to see if there are any that fit you? Go to 67.
73 There is quite a selection of footwear to choose from. You look through the most promising. Decide which you would like to try: a pair of wooden clogs, go to 79, a pair of tall boots caked with clay, go to 69, or some athletic looking shoes made of canvas, go to 85. After you try on your selection, the remaining shoes and boots slowly fade and disappear.
74 The elemental silently wavers back and forth for a few moments. Just when you are starting to get discouraged you hear a strange humming and a melodic voice rings out in an otherworldly tone. The elemental doesn’t respond directly, but addresses you in verse with this riddle: “The coals burn fierce, the fire is bright. You will need some help if you hope to survive the fight. Are you true, are you lucky, are you strong? Test your weapon in the flame, what could go wrong?” Is the creature asking you to put your weapon in the fire? If you would like to do this, go to 82. If you would rather close the stove door and walk away, go back to 61.
75 You have been deeply asleep for only a little while when a sense of something amiss pulls you back towards consciousness. Make a L1SR on LK. If you make it, go to 59. If you don’t, go to 55.
76 You take a generous glob of the paste and start rubbing it into your skin. First it tingles, then it feels warm, and then it burns! Your skin starts to blister. You try to wipe it off as quickly as you can, but not before incurring considerable pain. Take 1D6 points of damage to your CON. Apparently the ointment has the opposite of its intended effect when used on one of the “good” kindreds. Return to your previous paragraph.
TrollsZin
When the you have abilities. unworldlyWith honhand, but test you mextinguishweapon Multiply itnumbers weapon wflammable61.
Roll 1D6 little treasuback to 6 1. A smallfinger. Th1D6; oddyour otheDEX forsubtract 1D 2. A wad oyour fingefighting abadds by 1D 3. A batteinscribed Debate C‘62”. The 4. A piecesnack will point in th 5. You dopicked uparound thunusually your comb 6. A dustyyou see thworth 100
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above the revail? If you me
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permanentlyot adds) by 1.our commanflame and igneartened, you
78 the table belowhidden in the
dden in the dom stiffens yor good hand, s subtract 1D
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Page 37
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81 he wall opposnd is cast of band a pipe thamoke. It app
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gh the a fire
TrollsZine! Page 38 Issue 7
within. You can see through a grate in the door that it flickers with an oddly regular frequency. Do you want to open the door to investigate? Go to 54. If not, go back to 61.
82 You stick your weapon of choice in the stove. The elemental grows larger and flares up in a bright burst of fire. It expands and lurches forward to engulf the foremost tip of your weapon. Tendrils of flame travel up the length of it and you feel the weapon grow hot beneath your hands. As the heat grows your ability to maintain a grip is tested. The pain is almost unbearable, yet somehow you manage to hold on and withstand it. After what seems like eons, the flames subside and the elemental shrinks back to its former size. Make a L1SR on STR and a L1SR on LK. If you make both, go to 77. If you make just the LK SR, go to 32. If you make just the STR SR, go to 64. If you fail both saving rolls, go to 52.
83 You pop the cork and take a swig of the oil. It tastes slightly sweet with a strong floral flavor. Nothing happens for a few seconds, then you feel your throat start to constrict. This oil is powerful stuff; it is meant for topical application, not ingestion. Make a L1SR on CON. If you make it, take 1D6 points of damage to your CON and return to you previous paragraph. If you miss it, you drop dead on the spot. THE END.
84 You make your way over to the small table and find on it a book titled, “Spirits, Imps, and Minor Demons: Their Habits, Life Histories, and Influences on the World of Men.” It looks a little over your head. Next to the book is half a cup of cold tea, an unlit oil lamp, and a smoking pipe. There doesn’t seem to be any way of lighting the lamp or pipe. You can take them if you wish. If you’d like to try a sip of the tea, go to 58. Otherwise, go back to 66.
85 You put on the canvas shoes and suddenly feel light and buoyant. These shoes are enchanted to increase your SPD by 1.5 when worn and double the speed that you can run. You speedily return to 57.
86 The pockets are mostly empty, but one is not. Roll 1D6 to see what you find and then go back to 57. 1. A rat. He bites your hand and leaps out of the pocket scurrying away. Take 1D6 points off your CON and 1D6 off your DEX for the duration of the solo. 2. A stale half-eaten sandwich. 3. A big lump of lint. 4. Six small stones. If you have a sling, these will work as sling stones. 5. A small container with a label that reads: “McAllister’s Imp Ointment: Has living on a human plane been getting you down? Rub some of this kremm into your skin for fast-acting and soothing relief (also works well for toads, frogs and lizards).” It is filled with a green, questionable looking, foul-smelling paste. You may take it if you wish. If at any time in the solo you try some of this on your skin, note the paragraph you are on and go to 76. 6. A small bottle filled with a clear oily liquid with a label that reads: “Oil of SS’rraa: The secrets of the Nagas distilled in liquid form. This is no snake oil, but the real thing. If you want some of that old thyme magic, apply generously.” You may take it if you want. If at any time in the solo you rub some of the oil on your skin, note the paragraph you are on and go to 37. If you drink some of the oil, note the paragraph you are on and go to 83.
87 You pick through the discarded clothes finding them used and in need of washing. The missing wizard really is a slob. There isn’t anything notable here other than the smell. Go back to 66 and make another choice.
88 You have checked every inch of the hut and haven’t found the missing wizard. Strange. You sense that you may have overlooked something, but for the life of you can’t think what. Shrugging your shoulders, you gather your things and walk out the front door. At least you were able to take a
TrollsZin
break fromwild woodhear somemust have200 AP fEND.
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THE WIZAPROTECT
nly out of nowcolored flashinat rise to a deur hands overt apparently t
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u find yoursethe woods. Y
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ctric current s, dropping tbrightness buur eyes adjusturrounded by staffs, sparklin
“Trespasser! g, yet your in
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89 ninvited guest
Home Protehe table belowl on this tab
plicate results.
ARD’S HOMTION TABL
where, you arng lights and leafeningly higyour ears and
there is no oThe din subsidme your busineaph.
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Page 39
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TrollsZine! Page 40 Issue 7
REWARD GRAB BAG TABLE 1. A bag of 2D6 x 150 cp 2. A bag of 1D6 x 150 sp 3. A bag of 1D3 x 150 gp 4. Two emerald Catseyes Gems worth 456 gp. When pressed to the eyes they transform into a transparent lens that turns the user’s eyes a brilliant green. The enchanted eyes will glow slightly in the dark and allow sight in low-light conditions as per the Catseyes spell. The gems draw kremm from the user at the rate of 2 WIZ per turn as long as they are being used. They will pop back out of the eyes on command. They come in a clean leather pouch and must be washed with salt water once per week. 5. An enchanted Paper Roc. This magical item is constructed of ordinary paper folded and shaped to look like a miniature bird. On command, the figure will animate and transform into a large, paper eagle with a wing span of 20 feet. It is sturdy enough to serve as transportation (with a speed of 30mph) and will remain viable for 1 hour before resuming its original size. The eagle will respond to simple commands and instructions, but has no attacking power. It will land wherever it is convenient and safely deposit the rider on ground before turning back to paper. It works for one use only. 6. You have picked one of the wizard’s special cookies. It comes individually wrapped in wax paper. Lesrillian explains that he uses 100% pure powdered kremm instead of baking soda. Each cookie has a spell embedded in it that affects the eater without depleting his/her WIZ. Roll 1D6 on the table below to determine the spell. All spells work as described in the 7.5e rule book. 1. Little Feets 2. Hidey Hole 3. Poor Baby (heals 3D6 points of CON) 4. Fly Me (lasts for 10 minutes) 5. Healing Feeling 6. Shield Me (lasts for 10 minutes and shields from magical damage equal to the eater’s INT)
MINOR IMP MR 40 (5D6 +20) Minor imps come from one of the many hell realms. They are often summoned by wizards who negotiate for their servitude as wizard familiars. In this case, they take up residence in the body of an animal such as a cat, wolf, raven, rat, toad, or goat. In animal form they have the MR and WIZ rating bestowed upon them by the wizard they are bound to (see TrollsZine! #3 for Justin T. William’s excellent article on wizard familiars). A minor imp’s main function as a wizard familiar is as kremm enhancers, but they also can complement a wizard’s abilities in other ways (see TrollsZine! #3). At lower levels they have little magical aptitude and are dependent on wizards to be summoned from their natural environs. At higher levels, minor imps have the ability to acquire spells and travel between dimensions on their own. Despite their greater abilities to travel, they are still bound by their contract with their wizardly master. With the death of their wizard master, they are released from their animal form and are automatically transported back to the hell realm from whence they came. In humanoid form, imps are about 2.5 feet tall and have speckled, bumpy, gray, or green skin, long fangs, clawed hands, a barbed tail, and stubby bat wings. They typically wear no clothing or, at most, a tattered loin cloth. They attack with their claws and fangs and have a special attack with their tail. Special attack: Special damage occurs when they roll spite damage which indicates a strike with their barbed, poisonous tail. Make a L1SR on LK or take 2D6 of extra damage plus the spite amount directly off of CON with no armor protection. This damage is regardless of the results of the combat turn and in addition to any normal damage the imp might inflict. Special protection: In both their animal and humanoid form, minor imps have some protection from non-magical weapons. The combat totals of normal weapons are reduced by half. Magical weapons have their usual effect. Spite damage affects imps as normal.
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ters is set outd Magic Book inT. Essentially,d by rolling a
ce when theyspecial ability
indicating theturn for the
ed.
and examplesilities. It alsoe rules relatedAttack!” and
pecial abilitiese out the diceall the dice
pecial abilitiesrder of powerowerful
Page 41
now KDan Prentic
r n ' a r f e a e s d f r d n s s d e
t n , a y y e e
s o d d
s e e s r
abilithavenummoreindivspite Exama M5/Peattackthe dea Petlook. Bite, TherIt is evenaddin
Kung Fce
ties are triggee been rolled t
mber of 6s ande special abvidual 6s left e damage.
mple: The party MR of 60 each
etrifying Glare k and roll six 6
delvers! The monstrifying Glare soThere is not enso the spare poin
re Can Be Ogood to hav
nts from theng spice to lif
Fu!
ered first, prto generate thd see if you habilities to b
over are co
is fighting a pa(7D+30) and
and 2/Venomo6s on their 14 dsters have rolledo one hapless adnough spite left toint of spite is allo
nly One! ve special stue mundane fe, and to role
Is
rovided enouem. Take awaave enough le
be triggered. onverted to r
air of gorgons, whd the special aous Bite. The gdice. It's a bad d enough spite todventurer takes ao trigger the Venocated as damag
uff happen. Iand the ord
e playing. How
ssue 7
ugh 6s ay that eft for
Any regular
ho have abilities gorgons day for
o trigger a harsh nomous ge.
It lifts dinary, wever,
TrollsZin
there is a special, nappalling gaming taSet a mAbilities have to befalling othemselveTheir schacomrades desolation3D6 and you to be Balrog aft
Specia Note any any armorprotect th 1/Cunninvicious anhow to ddamage fo1/Acidic Beither in sulphuric armor or weapon ad 1/Deadenis such thadrain the rolled redbe recover 2/Appallinmade the or the delv 2/Venomdripping frunning tL2SR on until the p 2/Piercingwith a pen
ne!
law of the Snothing is sstate of affai
able, I suggestmaximum of
triggered pedescribe too
one of the heres), depressioadenfreude at
will be oun when they h
roll them in allowed to p
er the demise
al Ability E
damage doner protection. Se delver at the
g Strike - Thnd however badraw blood, or each 6 rolleBurn - This mits blood, spacid. Each weapon, red
dds by one.
ning Blow - That it is tiring tenergy from
uces a delverred by rest in
ng Stench - Tdelver nauseover halves thei
ous Bite - Tfrom its fangthrough their their current
poison is treate
g Horn - Thenetrating blow
Special: when special. To irs from occut the adoptionf one Moner delver pero many approes (as they lin and ennuithe misfortu
utweighed byhave to once m
order while lay a Dragon,of their chara
Examples
e by special abSpells and spee GM’s discret
his monster is adly it is corne
doing 2 pod. monster has ait, claws, or 6 rolled bur
ducing the arm
he strength ofto fight; its po delver’s mu’s STR by 1. the normal wa
The reek of theous. Make a Lir combat tota
The monstergs. The delve
veins and mCON or los
ed.
e monster staw doing 1D6 C
everything isprevent this
urring at yourn of this rule
nster Specialr turn. If youpalling eventsike to think ofi may ensueune of theiry their ownmore haul outpleading with, a Naga, or aacter.
bilities ignoresecial gifts maytion.
exceptionallyered, it knows
oints of spite
access to acid,test tubes of
rns a delversmor value or
f this monsterowerful blowsscles. Each 6This loss canay.
e monster hasL2SR on CONal next turn.
r has poisoner has venommust make ase 1D6 DEX
abs the delverCON damage.
Page 42
s s r . l u s f . r n t h a
s y
y s e
, f s r
r s 6 n
s N
n m a
X
r
3/RedeafeLK o1D6 3/Crthe dhaveis rec 3/Shblowpoinsmas 4/Sehard causetotal amusterra 4/Harea.SR, miss 5/Pethe ga L4S
esounding Bening shout. Tor lose their hCON damag
rippling Strikedelver’s leg me SPD reducedcovered and ta
hield Smash -w, reducing thnts. If the shshed to kindlin
end Flying - Td that he/she ies 2D6 CON
is halved tsing effects
ain.
ot Breath - A All delvers mtaking damaed.
etrifying Gazegorgon and haSR on LK or
Blast - The The delver muhearing for 1
ge.
e - The monmuscles. Make
d by half untake 1D6 CON
- The monstehe delver’s s
hield is reducng.
The monster is hurled into damage and t
the followingmay occur
A blast of supemust make a Lage equal to
e - The monsas caught theget turned to
Is
monster emust make a L3D6 hours and
nster chews o a L3SR on L
til all CON daN damage.
er deals a powshield AP byced to 0 AP
hits the delvthe air. The lathe delver’s cog turn. Addidepending on
erheated air fiL3 DEX or L
the differen
ter has the gl delver’s eye. stone.
ssue 7
mits a SR on d take
r cuts LK or amage
werful y 1D6 P it is
ver so anding ombat itional n the
lls the LUCK nce if
lare of Make
TrollsZin
5/Lightninelectrical eon DEX o 6/Fiery Bmagical fiDEX or difference 7/Death Bbasilisk ormust mak
Assign When givregard to monster. for big mgiants whiSalamande
ne!
ng Blast - energy to strikor LK, or take
reath - The mire. All delver
LK or take.
Blow - The mr the claw ofe a L5SR on C
ning Spec
ving special abhow relevant Send Flying
muscly monstile Hot Breathers and Drago
The monstke the delver. e 5D6 CON d
monster blasts rs must makeke damage e
monster has thf a cockatriceCON or LK o
ial Abilitie
bilities to a mthe effect is tis particularly
ters like ogreh is similarly apons.
ter summonsMake a L4SR
damage.
the area withe a L5SR onequal to the
he gaze of thee. The delver
or die.
es
monster, haveto the type ofy appropriate
es, trolls, andppropriate for
Page 43
s R
h n e
e r
e f e d r
Alsoto beto hathresabilitas mtrigg I sugone DemMixediffeto se As wpresegamior us
o have regard e triggered; thave at least ashold to havety. Conversely
many dice as ger on most tu
ggest that mspecial abilit
mons or Draged groups oerent abilities -ee what happe
with all my ented for yoing appetite. Pse them accor
to how oftenhe monster (oas many attace any chancey, when a mothe threshol
urns.
ost monstersty, but big sgons may havof monsters - employ the
ens.
house rulesour interest aPlease feel frerding to taste.
Is
n an ability is or monsters) ck dice as thee of triggerinonster has six ld or more, i
should havecary monsterve more than
might also “Pack Attack!
s, these ideaand to whet ee to ignore, c
ssue 7
likely needs
e spite ng the
times it will
e only rs like n one.
have !” rule
as are your
change
TrollsZin
So
Of all the midday, bsaddlebag,cloak. Weprobably hhave gotte Getting sothe road ashelter in for a whironboundsmall hillo He had hocall it a pside) insidstubborn with goingtussle, his the forest. “Humpfhmore troufoot and o
ne!
ometim
bad luck! Nobut after a qui, Alaric was pell, looking athad a hole in ien wet anyway
oaked was whand venture in
the first plachile, he’d find wooden doock.
oped to get hiony since Ala
de so they boanimal woul
g anywhere nehorse broke
.
,” Alaric thouble than it wonly going wh
mes th
ot only did it sick search of
pretty sure he’dt the good sidit somewhere y.
hat had forcednto the forest ce. After wannally stumbleoor set into t
is horse (mosaric was a bitoth could drydn’t have anear the hillockfree to run o
ought. “Dumbwas worth, steere it wanted
e SavBy Ira
start raining athis pack and
d lost anotherde of things, it
and he would
d him to leaveto find some
ndering abouted across anthe side of a
st of us wouldon the short
y out, but thenything to dok. After a briefff deeper into
b animal wasepping on myto go. Good
Page 44
ving Ra Lee Goss
t d r t d
e e t n a
d t e o f o
s y
riddahimsseemhorse In hinot woodhis d Deciin thKnownot checsignson ththere The by nbetwthe wblow
Rolls arsett
ance!” (You self that it was
med so much e’s contrary n
is disgust andnotice a g
dland creaturdeparted steed
iding nothing he rain, Alariwing, as do just stroll t
cking, he lookes of danger. She door, he coe so it would b
rain was alreanow. While hween, Alaric k
wet much lown cold.
re Wit
see Alaric nevs his fault he gmore reasona
nature causing
d by virtue of group of h
res move off d.
could be gainic turned to all good delvthrough a ded it over careSeeing no namoncluded thatbe safe to go i
ady working ihis sniffles weknew that if honger he’d en
Is
th Yo
ver could congot lost so oftable that it wthe problem.)
their stealth, hhighly carnivin the directi
ned by standinexamine the
vers, that onedoor withoutefully, searchinmeplate or knt nobody was inside.
it‘s magic on ere still few anhe remained ond up with a
ssue 7
u
nvince ften. It was his )
he did vorous ion of
ng out door.
e does t first ng for
nocker living
Alaric nd far out in a full-
TrollsZin
So with forming, Athe middlthe door trouble cahis pull; iopen so eagainst himunceremodown, thein a mighWith his efilled with“click” as the arrow Wiping hiabout scracould. Judclose to thto grab hcautiously light afforAlaric couthe door “Bwowmplike a hollo “Mmmm,gotten up. “Probablyas he repestering m Standing tother reacsuddenly athe flint, around qu
ne!
that thoughtAlaric graspedle of the dooopened right
ame from thet totally unbaeasily that, asm causing himniously into
e sneeze that hhty “WOOOSeyes closed froh the fury of
the door opas it just miss
is nose, Alariaping as muchdging that to bhe open doorhim and no y through. Perded by the r
uld just make oslammed sh
pt” and whatow, echoing c
” Alaric said .”
y best closed aeached for ame to stay out
there with theching into his aware it wasnhe yanked o
uickly for wher
t in mind ad the metal por and heavedt up without e strength he alanced Alarics it swung frm to slip backthe mud. Jus
had been formSHoo!!” doubom the sneezeit, Alaric hearened nor the
sed his head.
ic stood up ah mud off hisbe futile, Alarrway. Seeing nobvious trap
eering aroundrainy daylightout a rack of thut with an t sounded toohuckle.
half aloud, “
anyway,” he sa torch. “Gt of drafts wh
e torch in his pouch for his
n't dark anymoout his swordre the flickerin
and a sneezeull-ring set ind. Amazingly,sticking. Thehad put into
c by swingingree, it bangedkward and fallst as he wentming came outbling him upe, and his earsrd neither the“Wsszzz” of
again and set clothes as he
ric stepped upnothing aboutps, he movedd in the grayt behind him,torches before
authoritativeo disturbingly
“wind must’ve
aid to himselfGram’s always
en I’m wet.”
hand and thes flint, he wasore. Droppingd and lookedng light was
Page 45
e n , e o g d l t t . s e f
t e p t d y , e e y
e
f s
e s g d
comiconfiwondthen "AGjump Uponagain HearAlariHoldsquafingeinto throuit wa WithAlariappeand smalexcepwith pile openwood Seeindecidfirst anythbetteand was, piecewhic
ing from. A firm he was dered where tthat he saw th
GHHHH!" heping back.
n letting go n plunged into
ring nothing ic crept backding his sworatted down toers curled aro
flame. Dropugh the same as safe to cont
h his new foic started exeared to be in kind of oblo
ller end of tpt for the torcsome kind ofof wood trash
ning in the cd pile.
ng as nothided to build apoking the whing was hidiner pieces of wlit them withit readily fired
es on, he sooch illuminated
quick glance all alone. St
the light had he torch he w
e screamed
of the torcho darkness.
but his owk towards thrd out in fro pick up the
ound it, the tpping it again
ritual five timtinue holding
ound magic txploring his a small cave
ng shaped withe room. Tch rack on thef plaque on thh at the far eave was a pa
ing looked a fire so he c
wood pile withng in it, Alaric
wood in front oh his torch. Ad up. Feeding on had a welhis cave and
Is
was all it totraightening ucome from. I
was holding wa
dropping it
h, Alaric was
wn loud breahe dropped ont of him, torch again. Atorch silently
n, Alaric then mes before dethe torch.
torch in his surroundings
about 6 feet aith the door
The cave wase wall near thehe wall near it nd. The only assage over b
dangerous,ould dry out.
h his sword toc piled some of the open pa
As dry as the g some of the bll-sized blaze cast a little lig
ssue 7
ook to up he It was as lit!
t and
once
athing, torch. Alaric As his
burst went
ciding
hand, s. He across at the
s bare e door and a other
by the
Alaric After
see if of the assage wood bigger going
ght
TrollsZin
down thedown therdecided itAlaric set out, and sbreeches ashirt, Alarpack (thancovered hthen arranpropping to them. wandered seen. Looking cfinger fo“Elwangeron the plhe’d beenhave treasgo back toafter with animals. Hhim againthis last timhad just phim. Listesounds anhim to see Now thatfuture, Alahis clothsmolderingotten tooback on apack to eablanket anand his he
ne!
e passage. Sere and feelingt was time to
down his totripped off hiand boots. Afric donned hisnkfully it was him half way nged his thingthem up on sNow feelinover to inve
closely, with ollowing he r the Supremelaque in Comn looking forure. Once he o his Gram’s her, their old
He knew Gramn so soon. Shme, he knew. ushed him ouening at the dnd was sure e her cry.
t he knew waric went backhes were. Ag spot on ho close to thand then dugat. When he finnd lay back wead on his pac
eeing nothingg protected bget out of h
orch, which ps pack, leathefter drying hims only spare frstill too big fodown to his s in front of tsticks so the h
ng warm andestigate the p
much tonguewas able to
e’s Secret Cavmmon. This w! Anything had collected farm and live
d cow, and thms would be e couldn’t beShe was so c
ut and shut thedoor, he couldGrams just h
what was in hk over to checAfter smothehis pants whhe fire, Alaricg out some jenished Alaric with his swork to take a nap
g of interestby the fire, hehis wet thingsromptly wentr armor, shirt,mself with hisrom out of hisor him and soknees). Alaric
the fire to dry,heat could getd dry, Alaricplaque he had
e sucking ando make outverns” writtenwas just whatsecret had toenough, he’d
e happily everhe rest of thehappy to see
ear his leavingchoked up shee door behind
d hear muffledhadn’t wanted
his immediateck on how dryering out aere they had
c pulled themerky from hispulled out his
rd by his sidep before
Page 46
t e . t , s s o c , t c d
d t n t o
r e e g e d d d
e y a d
m s s e
going Withhead ***** Alari “ Wh His famildancget h Withsomeoff afeet.that “Hmall tAlarihad dancburnMovwas blankand have Gathbootonceinto knew
g exploring.
h images of d, Alaric soon
*
ic woke with a
here am I?” he
eyes dartedliar, but all
cing across thhim!
h a battle cewhat like “Eand grabbed fHe went intomust be comi
mmmm?” Whythe shadows ic quickly sawburned way
ce and flicker ning big and ving closer heburning. Hmmket? Well, it once inside th
e time to sleep
hering his gets back on, Ae again and se
the cavern aw were waiting
gold and gemdrifted off to
a start.
e thought in a
around lookhe could s
he walls… co
cry on his lEAK!” Alaric for his sword o a crouch preing.
y was it gettingo? Scannin
w what had hdown causinacross the wabright. No
e peered at thmm looked liwas too hea
he caverns hep anyway.
ear and puttiAlaric took uet off down tand the gold g for him.
Is
ms dancing isleep.
a panic.
king for somesee were shaoming…comi
lips, that souflipped his bas he leaped epared for the
ng lighter? Whng around rhappened. Hi
ng the shadowalls, but now ow why was he fire to seeike…where w
avy to carry ae probably wo
ing his armoup his magic the passage le
and gems h
ssue 7
in his
ething adows ing to
unded lanket to his e rush
here’d rapidly is fire ws to it was that?
e what was his around ouldn’t
r and torch
eading he just
TrollsZin
B
In the eaweaponry,and the mentionedfor the mhistory. Hoddities foAlso, to adblack powmusketeernot everyalthough w
Firearm Since mosthey weremelee commetal butlent powein melee ado 2D+3
Unusu Name: VType: WhSize: OveDice + ASTR ReqDEX ReqWeight: 2Cost: WhDescriptito be firedmount. Notes: WGun is thshoulder-fstats on known totheir feet—
ne!
Black
rly history of, there are th
downright d ancestors omost part, fe
Here we have for your gamidd a little mor
wder adventurr, we have an y botch neewe have plenty
ms as Mele
st early firearme also made tmbat. Weightettcaps on arqer to their meas clubs do 2Ddamage.
al Gunpo
olley Gun (Noheellock or Fliersized Long Adds: Seven Ba
q.: 25 q.: 10 200 eellock: 2,500ion: A huge d from the sho
While there are he most famofired Volley Gthat weapon.
o break shou—a character w
Powd
f firearms anhe obscure, th
dangerous: f modern arm
ell through tunearthed so
ing amusemenre variety and es of the aspiAdvanced Mi
ed end in ay of those too
ee Weapo
ms were singlto be used aed ends on pisquebus and melee use—thusD damage, an
wder Wea
ock Gun) intlock Arm arrels 16D+50
GP; Flintlockseven-barreleoulder or from
earlier exampous and bestGun, so I ha. The recoil lders and knwith less than
der OdM
By J
nd gunpowderhe impractical,
the seldommaments that,the cracks ofome of thesent and terrorrealism to theiring pirate orisfire Table—an explosion,o!
ons
le-shot affairs,s weapons instols as well asmusket stockss Pistols used
nd Long Arms
apons
0
k: 1,200 GP d rifle meantm a light deck
ples, the Nockt documentedave based my
from it wasnock men off
25 STR
Page 47
dditiesMisfires
ustin William
r ,
m , f e . e r
—,
, n s s d s
t k
k d y s f
attemdamaregulwas decoanyoeithe1D horreload 2 gam
s and As ms
mpting to usage. Its muzzllarly set the rused on, so
ommissioned ione or anythiner side of the worth of firendous, and as a regular L
me turns to re
Adva
e it will takele flash was sorigging alight o much so it after the bng directly abmuzzles of a
re damage. it took seven
Long Arm—meload under op
Is
nced
e 1D+3 woro horrendous aboard the shthat Lord Nattle of the Nbove, below, a Volley GunIts roar wasn times as lo
meaning that itptimal conditi
ssue 7
rth of that it hips it
Nelson Nile—
or to n takes s also ong to t takes ions.
TrollsZine! Page 48 Issue 7
Name: Duck-Foot Pistol Type: Wheellock or Flintlock Size: Oversized Pistol Dice + Adds: 5D+5* STR Req.: 14 DEX Req.: 8 Weight: 80 Cost: Wheellock: 725 GP; Flintlock: 550 GP Description: A large multi-barreled pistol with the barrels fanned out in a spreading formation, much like the foot of a duck. Notes: I don't really see how anyone could carry one of these around, but here it goes anyway . . . the Duck-Foot Pistol was a weapon with a very specific purpose as it was designed to be used by a ship’s captain, at a point-blank range of 15 feet or less, against a mutinous crew. *With a L1SR, everyone in a 4-foot arc in front of the wielder is hit for 5D+5 damage—I think this best reflects the intention of the weapon; i.e., not so much staggering damage as the knowledge that you will be hit. Name: Pepperbox Pistol Type: Wheellock or Flintlock Size: Pocket Pistol Dice + Adds: 2D+6* STR Req.: 6 DEX Req.: 10 Weight: 30 Cost: Wheellock: 850 GP; Flintlock: 675 GP Description: A small-caliber pistol with multiple rotating barrels (usually from five to eight). Once a barrel is fired, the wielder advances the next chamber by manually turning the barrels until a loaded barrel is under the firing mechanism. Once the charged barrel is positioned, the wielder primes the pan, and the pistol is ready to be fired again. Once empty, it takes 2 full combat turns to reload it in optimal conditions. Notes: Notoriously inaccurate, it was said of the Pepperbox that the only safe place was behind it—unless, of course, it exploded. All ranges beyond point-blank should be considered extreme ranges. *Chain-Fire: If double 1s are rolled on damage, the Pepperbox has suffered a chain-fire; a spark leaps from one barrel to another, setting off every remaining loaded chamber and doing 1D+3 for each of the total remaining loaded barrels. A L1SR on STR is needed to keep the wielder from dropping the Pepperbox and suffering a penalty of
half off his or her combat and missile adds on the following turn as a result of the numbing shock from the unexpected recoil. Name: Grenade Launcher (Hand Mortar) Type: Wheellock or Flintlock Size: Long Arm Dice + Adds: As Grenade* (see below); 10D+10 (if used with shot) STR Req.: 18 DEX Req.: 12 Weight: 200 Cost: Wheellock: 750 GP; Flintlock: 550 GP Description: A rifle stock with a short, heavy cup-like brass barrel. Notes: While it can be used to fire solid shots, its main function is to lob grenades over long distances or obstacles. The real problem with this is that you have to set the fuse before firing the grenade, either lighting the fuse before placing the grenade into the Hand Mortar (in which case you have a real problem if it jams or misfires) or using a longer match fuse and winding it back behind the grenade (hopefully, the explosion of the powder will light the fuse). Under no circumstances should you face the fuse port inwards, as the explosion of the powder will drive the fuse inward and the grenade will explode in the barrel. *If you light the fuse before you load the grenade, any jam or misfire result will call for a L1SR on LK to avoid an explosion. If you use the long match-fuse option, a failure of the SR on DEX required for hitting the target means that a L1SR on LK is required to avoid delivering a very nice ready-to-use grenade to your target. Name: Match-Fused Grenade Type: Thrown Missile Dice + Adds: 8D+10* STR Req.: 8 DEX Req.: 8 Cost: 50 Weight: 20 Range: 15 Yards Cost: 25 GP Description: Early hand grenades—a small cast-iron sphere filled with powder and fused with various lengths of match cord. As the match burns down into the powder, it explodes, sending fragments of the cast-iron sphere flying as shrapnel.
TrollsZin
Notes: Unot need tanywhere hidden beshould bedamage th*Unlike mall targets individualfickle, andrequired fowrong. If out, or thgrenade mcan be usefast or thehand or damage anthe charac Name: FiType: MaSize: SpeaDice + Ais ignited 5STR ReqDEX ReqWeight: 1Cost: SpeCharge: 35Descriptimainly by rockets tieso that ththe lance. Notes: Thcombat tube replace*All targeton LK or
ne!
Unlike other mto hit the targclose does th
ehind or undee sufficient the target. most thrown m
in a 10-foot . But early grd if double
for hitting the a L1SR on L
he powder ismust be re-fued. If the SR ie grenade is fuat the feet ond possibly secter is carrying
ire Lance atch Rocket ar Melee Attac
Adds: As Spea5D+10*)
q.: 12 q.: 8 100 ear with Moun5 GP ion: A siege w
the ancient Ked to a spear
hey spew fire
he fire projecurns before it ed. ts in the effeccatch alight. A
missile weapoget directly to he job. Unlesser cover, a L1to come clos
missile weaponradius insteadrenades wher1s are rolledtarget, someth
LK is made, th caked or dased or re-pacis failed, the fumbled and gof the throweetting off any g.
chment ar 3D+1 (whe
ntings: 25 GP
weapon desigKoreans, thesewith the ventfor a short ra
ctor will only exhausts its f
ct radius must A burning targ
ons, these dodo damage—s the target is1SR on DEXse enough to
ns, it damagesd of a specificre notoriouslyd on the SRhing has gonehe fuse petersamp, and thecked before itfuse burns toogoes off in theer, doing fullother powder
en Fire Lance
P; Each Lance
gned and usede are basicallyts in the frontange ahead of
operate for 2fuel and must
make a L1SRget can
Page 49
o —
s X o
s c y R e s e t o e l r
e
e
d y t f
2 t
R
perfothe fa L1CONbe spbefobasicspearon thL1SRexplocompis dothe sweap NamTypeSizeDiceSTRDEXWeigCostDescbarrethe f NamTypeSizeDice3D+STRDEXWeigCostDescpistoof th
orm no actionflames, and evSR on CON
N without thepent in prepare it may b
cally a rocket/r, if at any timhe damage diR on LK moding and shopanions) with
one to the usersame SR againpon.
me: Axe Gune: Wheellock : Carbine e + Adds: Ax
R Req.: 15 X Req.: 10 ght: 160 t: Wheellock: cription: Anel of a carbinfirst bayonet.
me: Dagger Pie: Wheellock : Pistol e + Adds:
+15) R Req.: 10 X Req.: 12 ght: 50 t: Wheellock: cription: A la
ol barrel runnihe blade.
n other than tovery turn he o, takes 2D6 de benefit of aaring and lightbe brought in/grenade attacme more thanice while the
must be madeowering the uh burning powr, and anyone
nst fire as a sta
or Flintlock
xe 3D+4 (Shot
625 GP; Flintn axe mountene-like arqueb
istol or Flintlock
Dagger 2D+
550 GP; Flintarge dagger oring along the
Is
o try and extinor she fails to damage directarmor. A turnting the Fire nto play. Asched to the enn two 1s are Lance is igni
e to keep it ser (and any nwder—full da
e around mustandard target
t 6D+15)
tlock: 450 GPed underneatbus. In many
+1 (Pistol R
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TrollsZine! Page 50 Issue 7
Name: Shield Gun Type: Wheellock or Flintlock Size: Buckler Dice + Adds: 5D+15 Hits Taken: 3 STR Req.: 10 DEX Req.: 10 Weight: 100 Cost: Wheellock: 650 GP; Flintlock: 425 GP Description: A pistol mounted in a small metal shield, its barrel projecting like a spike from the boss. Notes: Unlike most early guns, it is designed to be used in close combat. When used in such manner, it should be treated like a TTYF spell in melee. While the damage counts toward the party’s total for that round, only one target is subject to the Shield Gun’s attack. This weapon is complicated to load, and it takes 2 full combat turns to reload and prime. Name: Shield Gun Type: Wheellock or Flintlock Size: Buckler Dice + Adds: 5D+15 Hits Taken: 3 STR Req.: 10 DEX Req.: 10 Weight: 100 Cost: Wheellock: 650 GP; Flintlock: 425 GP Description: A pistol mounted in a small metal shield, its barrel projecting like a spike from the boss. Notes: Unlike most early guns, it is designed to be used in close combat. When used in such manner, it should be treated like a TTYF spell in melee. While the damage counts toward the party’s total for that round, only one target is subject to the Shield Gun’s attack. This weapon is complicated to load, and it takes 2 full combat turns to reload and prime. In all other respects, treat as a buckler. Name: Bayonet (Plug or Socket) Type: Dagger or Spear (depending on whether it is mounted or not) Size: Large Dagger Dice + Adds: In Hand 2D+2; Mounted 3D+2 STR Req.: In Hand 2; Mounted 10 DEX Req.: In Hand 6; Mounted 8 Weight: 18 Cost: Plug: 15 GP; Socketed: 18 GP Description: A dagger or knife that either fits
into the barrel of muzzle-loading Long Arms (for the plug variety) or snaps, or screws, into a place around or under the barrel (in case of a socketed bayonet), effectively turning the weapon into a crude spear. Notes: The earliest bayonets were crude daggers that plugged or screwed into the end of muzzle-loading Long Arms. This allowed the arquebusier to defend himself in the heat of the battle after he had fired his weapon, when he was unlikely to have a chance to reload, or in damp conditions that would render the weapon unusable. Later, socketed bayonets were developed that allowed the musketeer to reload and fire—albeit carefully—while the bayonet was attached.
Revised Firearm Cost Table For those that wish to make firearms a more common part of their games, here is an optional price list to bring the cost of black powder weapons more in line with other T&T equipment. Firearms Cost Hand Cannon: 100 GP Matchlocks: Pistol: 175 GP
Musket: 150 GP Snaphaunces: Pistol: 250 GP
Musket: 270 GP Wheellocks: Pistol: 500 GP
Musket: 600 GP Flintlocks: Pistol: 300 GP
Musket: 375 GP Accessories Cost Black Powder: 3 SP / charge Powder Horn or Flask: 10 GP W/ built-in Powder Measure: 20 GP Spare Ramrod: 2 GP Lead Bullets: 5 SP / 10 Swabbing: 1 CP / 10 Slow Matches: 1 SP / match Characters using black powder would probably also purchase some bar lead, and a set of bullet and shot dies, so as not to be caught without ammunition.
TrollsZin
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Page 51
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TrollsZin
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Page 52
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Page 53
tart WPatrice Geil
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TrollsZine! Page 54 Issue 7
place of origin, religion, and social background. When your character reaches the second level, he will be able to pick up a new talent, which will personalize him even further. For the finishing touch, give him an earring, tattoos, a moustache, buy him a parrot and a pirate’s pistol, or let him smoke a pipe and wear a sombrero; whatever. The point is, do not personalize your beginning characters too much because the mortality rate is higher among beginners than among veterans. Your characters will then evolve naturally as they grow in power and experience. Your female warrior may turn out to be an Amazon or a barbarian with matching talents and equipment. Your wizard may evolve into a necromancer who creates new monsters or into a druid specializing in potions and herbs and casting strange spells deep in Mistywood. As it was stated in the Corgi Books T&T rules section, “unlike other solo adventures, Tunnels & Trolls allows characters to grow and pass from one adventure to another (…) By upping the attributes, through encounters in the solo adventures and level raises, your character will have a whole host of spells and weapons made available to him. Money will allow him to buy armour or those weapons and spells, making him better able to face the trials and tribulations of the solo adventures. Your characters can pass from one solo to the next, earning titles and treasure in a never ending heroic career.” One of the joys of T&T solos is indeed to have your characters grow and evolve. Another asset of T&T, which was not mentioned by the Corgi rules, is that you can always use your characters to play T&T with friends. Sharing and interacting with other players is also very rewarding. Having a wonderful advanced-level T&T character is fine, but having other players know that character and interact with him or her is even better! But if you want your characters to go that far, you will have to start them with adventures they can survive. A few early official T&T solos were made for beginners, but certainly not enough. Solitaire adventures like Buffalo Castle by Rick Loomis, Sword for Hire by James Wilson, and Labyrinth by Lee Russell belong to the “maze-type” adventure and were designed for first level Warriors. James Wilson’s Blue Frog Tavern was also made for beginning Warriors and is an enjoyable sequel to Sword for Hire. Sorcerer Solitaire rewritten by James L. Walker is a fine adventure for apprentice
Wizards and Goblin Lake by Ken St. Andre is a tough solo for low-level Goblins. Remember the time when everybody thought that since Flying Buffalo was not publishing anything new, T&T was a dead game system? Times have changed and it’s amazing how many T&T solos have been published during the last couple of years. Print-on-demand and watermarked PDF files have probably helped a lot; new authors keep on appearing. Luckily, many of these solos were designed for low level characters. Recently, I bought a funny mini-solo for beginning characters, called Hecatombe, by Al McDougall; it was short, but good enough. Stuart Lloyd designed his Temple of the Fool God for beginning characters, in which you have to retrieve the greatest treasure of the kingdom from the belly of a mad god. I certainly will try that one too. Andy Holmes, one of the talented authors of Tavernmaster Games, is one of the most prolific T&T authors and – if I may add – one of the best. For beginning Warriors, I would recommend his solos Escape from the Vampyre's Crypt, The Haunting of Tilford's Hollow, or The Halls of the Gorgon - Level One. I hope you like the atmosphere Andy tries to create in his adventures as much as I do. Darren Jones is a little known, but promising solo author; The Temple at Marterrine is ideally suited for beginning adventurers of all character types. Surviving characters gain considerable skill and should be able to advance to more perilous adventures after that. The same goes for Sid Orpin’s (author of The Tree of Life) Devotion to Duty solo, in which your beginning character will become a fighting monk. In Formication, you can even play a newly created fairy Warrior. In Sid’s latest solo, Rapscallion, you can play a beginning Rogue. W. Scott Grant (Sligo) wrote the excellent Final Exam, another of the few solos specially for beginning Wizards. Try it if you dare! Dan Hembree is also a solid author of T&T adventures. I already wrote a review of The Tomb of Baron Gharoth in TrollsZine! #3. Since then, Dan has developed a whole line of T&T solos as well as a very good GM adventure by Mike Hill, The Dungeon of the Rat. Dan’s Lone Delver Games product line currently includes five solo adventures, the latest of which is Crypt of the Wolf Prince, specially designed for beginning characters. Patrick Witmer (Jongjungbu)’s No Rest
TrollsZine! Page 55 Issue 7
for the Weary at War is a mini-solo designed for 1st level characters and one of the finest I played over the last few years. Some solos allow you to use several characters in an adventure. A good example is The Old Dwarf Mine by Roy Cram in which you can send in up to 10 beginning characters at the same time. Roy Cram is also the author of the solos Mistywood and Gamesmen of Kasar as well as the Wilderness Encounters catalyst book. The Old Dwarf Mine originally appeared in Pegasus magazine #73; it was later rewritten by Ken St. Andre and published online. Overkill, rewritten by Michael Stackpole, lets you play several characters as well, but is much, much tougher. Then there are solos that can be played by characters of any level. Gristlegrim Khosht, Arena of Khazan, and Hela's House of Dark Delights, all by Ken St. Andre, Beyond the Wall of Tears by K. Martin Aul, Search and Ye May Find, by Michael K. Eidson, and Abyss by Paul Creelman (but only for characters who have died) fall into this category. Curiously enough, most of Ken St. Andre’s recent solos from his Trollhalla Press series were not designed for beginning characters, even though he is known to favor low-level games. The exception is Tavern by the Sea, which is tough but is actually designed for beginning characters (there are even three ready-to-play characters included in the booklet). Tavern by the Sea was co-written with Andy Holmes and is available in two versions. The first, by Trollhalla Press, is illustrated by David Ullery and includes a GM adventure version. The second, by Tavernmaster Games, is illustrated by Jeff Freels and includes a second built-in mini-solo, The Tomb of the Sea Reaver’s Gold. It is perfectly possible to take a solo designed for advanced characters and adapt it to suit your beginning characters. Obviously, this will require adapting the difficulty level (Monster Ratings and Saving Roll levels) and the rewards (Adventure Points and treasure). There are guidelines provided in the Monsters and Magic Book found in the T&T 7.5 box set, called “Balancing Encounters.” Based on those guidelines, the most
appropriate MR to match a 1st level character is around 20 (3D6+10), which seems reasonable. Therefore, the MR amplitude should be between 10 (2D6+5 – easy encounter) and 30 (4D6+20 – tough encounter) while special damage triggers should be rare. The SRs should be 1st to 2nd level in most cases. Raising that difficulty level would usually mean instant death to a starting character (unless your “beginning character” is a troll, ogre, or balrukh; but in that case, I would recommend you send them to The Toughest Dungeon In The World or Strange Destinies both of which were specifically designed by Ken St. Andre to accommodate those kindred). Adventure Points do not usually need to be adjusted, since they are allocated depending on the MR of the defeated foe or on the level of the required SR. When additional APs are granted as a “lump sum” in a solo adventure, it is usually appropriate to divide them by four. Quite a few solos, however, already have some device to take your level and adds into account when awarding extra APs (e.g. Captif d’Yvoire). The value of any treasure should also be divided by four. But then, as is always the case in T&T, use your common sense and if you feel other adjustments are needed, go ahead! For example, Michael Stackpole’s Sewers of Oblivion was designed with high-level characters in mind (up to 7th level, with as many as 425 combat adds but preferably between 150 and 300 adds). My personal guess is that in this solo, difficulty level and rewards should be divided by 10 for a beginner to have any chance of survival. Some of the solos that I cited in this article might be unavailable (or only available from illegitimate sources) or out of print. If that’s the case, I suggest that you contact the author and convince him to republish it in one way or another. There are a number of ways to publish a T&T solo: 1) publish it in TrollsZine!; 2) publish it on the web (like IGS Games, Chimerae Hobby Group, Scott Malthouse, Andy Holmes, Tori Bergquist, or Patrick Witmer, and many others); 3) self-publication (paper and/or electronic form via Lulu/RPGNOW/DriveThruRPG, like Trollhalla Press, Tavernmaster Games, and Lone Delver Games); and 4) via Flying Buffalo or Fiery Dragon (Andy Holmes just did that for his Castle Death).
TrollsZin
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Page 57
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heard, e were t loyal s and nd no
TrollsZine! Page 58 Issue 7
evidence of the attackers, but nor could they find the body of the Baron and several other men. The rangers returned to Kharador and relayed their findings to the Mayor and to the Baroness Inyrriel Ethamos. Stricken with grief, the Baroness stole away to the castle, and begged whatever lay within to spare her husband. To her amazement, an aged and worn knight, Thyllios himself, came to the ramparts and told her that though her husband was not dead, she could not save him, either. He begged her to leave and forget the castle, for it had long ago fallen to a great evil, which he was powerless to do more than contain, and that any that dared enter would likewise fall. Inyrriel, herself of half-elvish blood, could sense the pain of the knight and knew he spoke the truth. Nonetheless, she sent out the call for heroes. Could someone come forth and purge the castle of its curse, and possibly rescue her husband in the process? She sent runners to the far corners of Gharspad, and as far north as Pheralin and eastward to Etrurias to spread the word of the deed. She has offered a hefty reward for the task, 20,000 gold pieces. So far, two groups have made concerted attempts: a mercenary company known as the Red Blades has tried twice to siege the castle. The first attempt led to a disaster as two dozen men of the company were slaughtered when skeletons rose from the earth of the castle grounds and attacked. The men who had entered were all killed, for they had scaled the walls to enter. The remainder of the company now occupies the town, mulling over its options as the commander, Ashton Kesrik, ponders simply assaulting the forces of the Baroness in the villa she occupies to steal the coin offered. The second group to attempt the job is an adventuring company led by the half-demon fighter-mage Caius Adornin. He has been very cautious so far, and determined that where an army will draw attention from the skeletal guardians, a small team can move undisturbed. Still, they too have been rattled, when an amorphous thing absorbed two of his team into its mass inside the foyer. They too are now rethinking their approach.
Notable NPCs of Kharador Baroness Inyrriel Ethamos Half Elf, Female, Level 2 Citizen; STR 10, CON 9, DEX 18, INT 22, LK 16, CHA 24, WIZ 14, SPD 12; Adds +5; (1/2 for being a citizen); Talents: Persuasion CHA+6, Etiquette CHA+5 Commander Ashton Kesrik Human, Male, Level 3 Warrior; STR 30, CON 18, DEX 15, INT 14, LK 12, CHA 16, WIZ 8, SPD 13; Adds +25; armed with a Great Shamsheer (5D+0); wears Banded Mail (13X2 hits); Talents: Swordplay DEX+4, Horsemanship DEX+3, Siege Tactics INT+2 Typical Red Blade Mercenaries Humans, Level 1 Warriors; STR 16, CON 12, DEX 12, INT 10, LK 10, CHA 10, WIZ 9, SPD 12; Adds +5; armed with Scimitars (4D+0) and Crossbows (5D+0); wear Cuirboille (7X2 hits); Talents: variable Caius Adornin Half-Demon, Male, Level 3 Paragon; STR 18, CON 16, DEX 22, INT 20, LK 30, CHA 18, WIZ 32, SPD 16; Adds +38; armed with a Magic Rapier (6D+8 enchanted) and a Crossbow (5D+0) with 30 silvered bolts; wears Soft Leather (5x2 hits) and a silver ring (spell focus, -3 spell casting cost); Talents: Thievery DEX+6, Persuasion CHA+4, Occult Lore WIZ+3; Caius’s Favored Spells: Take That You Fiend, Call Flame, Vorpal Blade, Cateyes, Hidey Hole, Poor Baby, Whammy, Blasting Power
Secrets of Castle Pynnesse The Knights of the Thorn Crown were both paladins and warlocks of their dark mistress Corrigan. They had long sought to grant their mistress the souls she needed to restore her to life within the mortal plane, for she had wandered as a Fey spirit in the Weirding for more than fifteen hundred years. Their greatest champion was Kytheron, whose dedication was so great, it was said, that he had laid with the hag Black Annis, Corrigan’s mother, to attain his dark Fey pact. Indeed, it was Black Annis herself who told him
TrollsZin
the secret plane. At first thdifficult, consciencethe regioninto the Thorn Crodone to hHalistrak. goddess tothe Plaguseemingly made avai The Plaguefforts of countless imbued wharvested go far inhindrance corrupted shells of Corrigan trealized thcould the free Corriwere at lassault agdecided to
ne!
of returning h
he means of for the Knie harvest morn; at least noact that coulown herself, sher long ago
The Knigho return as a p
ue of Unarakunlimited s
lable.
ue of Unarak f the Knights
undead of Uwith soul ein vast wave
n achieving tas well, fo
and weak; ththe living
to the world. hat only throsouls that theigan once moast on the dgainst Startho join the armi
her daughter t
attaining thisights could rtal souls of t
ot without imld affect the something whby her lost lts wanted thpure being. It k struck, and oul energy w
served both and to hind
Unarak’s armenergy; this es, allowing ththeir goals. Bor the soul he undead of souls necessStill, in time
ough the deatey had harvestore. When Undefensive andhias spread, ies which mar
to the physical
goal seemednot in goodhe humans in
mbuing an evilLady of the
hich had beenove, the Lichheir Unseeliewas then thata source of
was suddenly
to bolster theer them. The
mies were stillenergy was
he Knights toBut it was a
energy wasf Unarak wereary to bring
e, the Knightsth of Unarakted be used tonarak’s forces
d word of anthe Knights
rched against
Page 59
l
d d n l e n h e t f y
e e l s o a s e g s k o s n s
themighCorr In thand blowthe ptheirof UgoddUnarevil. UnarsundworlKythsequPynn By thcastlenecrothey until arrivTheycrystcatacagainrestotask… In timdefecto ricorruKythreal restrKythmanyor rethe dthe sthe captufromundecontrnorthtwo c
dread god. Tht be the urigan.
he end, they athe others,
w that slew Unprocess. It wr maddened eUnarak to imdess, she wourak’s very beiKytheron, re
rak into himdered the godld so it couldheron took hiuester it away.nesse before h
he time the sue, more thanotic energy ohad each tak
l they returnved, only handy took the soutalline lattice dcombs, and thnst all incursioring their go…..or so they
ime, the numbcted but mosise, includinguption of Uheron at last trouble began
rain and then heron was upy times to escecaptured himday that Baroscales tipped.
Baron himsured by a qu
m the castle gread that captutrol of Kytherh tower whercenturies.
They realizedultimate mean
achieved this Kytheron strnarak, stealing
was then that rror; for if th
mbue life in uld be inextriing and becomealizing this, t
mself, even asd’s body, spred never be iis soul essenc. He got halfwhe succumbed
urviving Knign half had b
of Unarak’s sken in to holned to the cdfuls were leftul essence anddeep in the bhe survivors ions. Their oddess was nothought.
ber of Knightt perished wh
g their own Unarak’s sourose as an unn. At first Thimprison him
p to no goocape, but Thy
m at every turon Kalidan Et
The Baron’s mself and thr
uiet horde of rounds. To Thured the Baroron, who remre he had be
Is
d that to slayns of resurr
goal. With Thruck the sundg his soul ene
Kytheron rehey used the e
to their Uncably corruptme an even gtook the essen the other a
eading it acroincorporated e, and promis
fway back to d and perished
ghts returned been slain boul essence, ld as living vcastle. Whent to inter theird placed it wi
bowels of the swore to defonce great goow lost to thi
ts dwindled. Ahen the dead knights, from
ul. It was ndead Fey thhyllios was abm, but it wasod. Kytheron yllios kept himrn. It was nottharnos arrivemen were slairee soldiers undead that
hyllios’s dismaon were unde
mained sealed een imprisone
ssue 7
y him recting
hyllios dering
ergy in ealized energy nseelie ted by greater nce of avatars ss the again. sed to Castle
d.
to the by the which
vessels n they r dead. ithin a castle
fend it oal of is new
A few began
m the when
hat the ble to s clear tried
m held t until d that in, but
were arose
ay, the er the in the ed for
TrollsZin
Kytheron the castle would buKytheron’Thyllios, krelease Kyto the crshatter it, said, woul In reality,Unarak onhe can theto channethe Witch means to his freedohim that hthe Witch
Prelude Players arCastle Pynmajor porthe coast evening, otherwise across a Sname is young Suclan amonby a dozenbut with stime befor ENCOUNand Sylas E
ne!
spoke to theand great po
ut aid Kythe’s plea to thkill him, and tytheron; he wrystalline lattireleasing the
ld free the cast
Kytheron innce more intoen seek out thl the soul throQueen with dan end; a too
om. His undeahe needs to us
Queen.
e: The Ma
re introduced nnesse duringrt city (any wil
of Gharspadeither spendcelebrating a
Suethenurien Sylas Endrat
uethenurien ong the silver eln thugs; severstill more to cre he perishes
NTER: 12 HuEndrathor (se
e Baron, and ower was to eron in his e Baron was
take the key towas then to ac
ce in the cadark soul wi
tle of its curse
ntends to takeo himself. Hehe divine sparkough a dark ridivinity. The Bol to slay Thyad madness hse the soul at l
ad Knight
to the debacg a chance enll do, but presd) the PCs arding newly w
victory whenKnight unde
thor, of Houf a large andlves. He has bal more lay decome it is onl.
uman Thugs ee below)
told him thatbe his, if hedesired goal simple: find
o the tower tocompany him
atacombs andithin. This, hee.
e the soul ofe believes thatk of Corrigan,itual to imbueBaron is just ayllios and gainhas convincedlast to awaken
t
cle in remotencounter. In asumably alongre out for anwon coin orn they stumbleer assault. Hisuse Istrion, ad well-knownbeen corneredead at his feet,ly a matter of
(MR 18 each)
Page 60
t e .
d o
m d e
f t , e a n d n
e a g n r e s a n d , f
)
If plhim, has ihas b
I
To
M
S
Sylasage),grandKythPlagu
layers side wthen they lea
in his possessbeen printed, i
WHeroes to L
the
Cas
WIn vengeance f
EAt the hand
o the Liberato
20,00Mint of the R
See Lady Imy
7 West O
s is young as s, but he has a dfather, he heron, who seue of Unarak
with the Suetharn his name aion a scroll upindicating the
WanteLiberate that w
Vale of Khar
stle Pynn
Wrought with Efor the Just a
Ethanor’s demd of Creature
rs of Pynness
the sum of
00 Gold Royal Standar
rriel Ethanor
Retreat Orchard Lane
silver elves gopersonal stakesays, was th
erved well durand despite h
Is
henurien and and his missiopon which a n
e following:
ed which overlooksrador:
nesse
Evil nd Kind Baro
mise es Most Foul
se shall be awa
Pieces rd of Gharspa
in her Mounta
, Kharador
o (barely 80 yee in this mattehe legendary ring the years his dedication t
ssue 7
assist on. He notice
s
on
arded
ad
ain
ears of er. His
hero of the to the
TrollsZine! Page 61 Issue 7
Order of the Thorne Crown he was a good knight and of honorable name and action; at least this is what Sylas has been told and believes. Sylas will gladly recruit the party to aid him, for that is his exact reason for arriving in the port town; he needs allies. He will even go so far as to offer the party one half of his own share provided they aid him in recovering the remains and armament of his grandfather for proper transport to his native homeland in Golmadras (once called Sylvias, but such is the stuff of another tale). Game Masters can use Sylas as an extra NPC to flesh out the party if needed, or let him take something of a background role if the party is strong enough to hold its own. He can also provide Sylas as a companion character to a suitable PC. Sylas is partial to attractive women of any race for obvious reasons, and he may also be impressed with an especially gifted fighter from whom he can learn more of the fighting arts. Sylas Endrathor Suethenurien (Silver Elf) of House Istrion, Male, Level 2 Warrior; STR 16, CON 16, DEX 28, INT 16, LK 14, CHA 18, WIZ 14, SPD 17; Adds +29; armed with a Broadsword (3D+4); wears Enchanted Scale Mail (8X2 hits; will absorb double normal damage from spells, even those that bypass armor); Talents: Historian INT+3, Selenic Theology INT+4
The Characters Arrive When the characters arrive in the town of Kharador, they know the following: Baroness Inyrriel is willing to pay 20,000 gold pieces to the first group to purge the castle of the haunting evil within. Two other groups have tried so far and failed to get anywhere.
Rumors Rumors abound in Kharador. Each character should make a L1SR on INT (or appropriate Talent) upon arriving in the town. Based on the margin of success (i.e. the amount the player exceeds the target number) the following levels of
information will be known depending upon the characters background. Students of theology might learn the following: Made L1SR by 1 or better: The Knights of the Thorn Crown were a splinter group of radical Suethenurien who worshipped the Witch Queen Corrigan. They were dedicated to returning her to the mortal plane in a pure form, uncorrupted by chaos as she had been in past incarnations. Made L1SR by 3 or better: Corrigan is a dark Unseelie spirit, a goddess to some and a bane to others. She has manifested throughout time and always brought ill omen in her wake. The Unseelie see Fey as naturally superior to mortals, and are destined to rule. Made L1SR by 6 or better: Corrigan was believed slain by Xarion during the War of Strife over fourteen hundred years ago. Her cults believe that she can once again manifest in the mortal realm if she is imbued with the souls of fallen heroes and gods. Made L1SR by 10 or better: There are rumors of a young elf woman who claims or is believed to be the reincarnated form of Corrigan, but her cultists seek out a powerful spirit that can restore (or grant) her divinity. The Knights of the Thorn Crown sought to find this divine spirit to awaken her, it is believed, though they ultimately failed. Historians might know the following: Made L1SR by 1 or better: Kharador was founded during the Plague Years, and protected by the mysterious Suethenurien Knights of Castle Pynnesse from the undead that stormed the mountains. Made L1SR by 3 or better: The castle was built by a mysterious Order of the Thorn Crown, but was abandoned centuries ago for reasons unknown. Made L1SR by 6 or better: The Knights who survived the siege of Starthias returned, but they locked up the castle and forbade all from entering two centuries ago. There were rumors of a dark spirit inhabiting the castle. Avernan gypsies stopped visiting Kharador around that time, claiming a great evil hung over the region.
TrollsZin
Made L1slew UnaKnight Kydismembewhat pieceMade L1Sto have though hmysteriou Students following Made L1Thorn Croold Silverthousand years befocastle. Thforbidden living memno elf encl Students following Made L1centered adirect conRealm. Made L1cast in a dthe Shadojunction oa powerfusomewherMade L1dark necrothe castle. Commoninterestedaround: Made L1Splace; youstrange hotell the talthat absomain buildMade L1reckless a
ne!
1SR by 10 orarak eight ceytheron with ered god’s foe it was, or hoSR by 12 or bdied on his
his soldiers cs charge the r
of elven g (elves and h
SR by 1 or bown were a her Empire beyears ago. T
ore choosing heir reverence
among elvembers of theirlave will welco
of the ocg:
SR by 3 or at a nimbus ofnnection to th
SR by 6 or bdark shadow frowfell. It ap
of these two oul source ofre within the cSR by 10 or otic energy em
n Knowledgd person m
SR by 1 or beu can spot ghoours of the nile; there are un
orbs would-beding. 1SR by 3 orand ignored t
r better: Theenturies ago protecting a porm, though
ow it was to bebetter: Kyther
return trip carried his best of the way
lore mighthalf elves only
better: The Keretical sect, c
efore it fell They wander
this place te of the Wites, and thour order abroaome them.
ccult might
better: The cf power, possihe Feywild of
better: The erom the necroppears to be opposing realmf planar attracastle (Unarak
better: Thermanating from
ge that anmight pick
etter: The casosts on the ramight. Few whondead, and a he robbers wh
r better: Ththe warnings
e avatars whocharged the
portion of thenone know
e kept. ron is believedto Pynnesse,
body and itsy.
know they!);
Knights of thecast out of themore than aed for manyto build theirtch Queen is
ugh there aread in the land,
t know the
castle itself isibly offering athe Weirding
entire castle isotic domain of
a nexus orms, suggestingaction hiddenk’s Soul force).re is a potent,m deep below
ny local orup asking
stle is a creepymparts duringo enter live tohideous entityho enter the
e Baron wasof elders in
Page 62
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w
d , s
e
e e a y r s e ,
e
s a g
s f r g n . ,
w
r g
y g o y e
s n
townhundand catacMad(Caiuhavefar. BMadSuethbe Merchas Somedgegoodnext
PlaKh Khara reatownconsand theironly the rumobut m
n that the castdreds of undedrug him off
combs below. de L1SR by 6us Adornin’s e responded toBoth failed. de L1SR byhenurien knigalive inside curion knows spoken with
me families stie of the chasmds are always day.
ces of Inarador
rador is a nicasonable indun is not hugesisting of mogoliaths. A h
r own commuhalf-elves chcastle keeps
ored to be a smost think it m
tle was best leead elves rosf for unspeaka
or better: Thcrew and the
o the Barones
y 10 or betght named Th
the castle. who he is, anhim along t
ill leave foodm leading to th
taken by my
nterest In
e secluded mustry in minine; there are abostly humans,handful of hounity called Ahoose to live
most elves small clan of smerely fancy t
Is
eft alone. Somse to slay his able tortures
here are two ge Red Blades)ss’s plea for h
tter: At leasthyllios is still s
The elder nd it is said ththe walls at
d and goods ahe castle, and ysterious being
and Aro
mountain townng and lumberbout 2,000 in, dwarfs, halfobbs live nearAlesburg. Curi
here; the legaat bay. The
satyrs in the rtales. There is
ssue 7
me say men,
in the
groups ) who
help so
t one said to
bard hat he times. at the those
gs the
ound
n, with r. The n total f-orcs, rby in iously, acy of ere is
region, also
TrollsZin
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ne!
community othese gnome
k clan, notorioilection for bs in the regiosually implyin
heir service), nomes. Nonethspect that mohe Nightrock Phaedra and at, stashed befoat has yet bee male humanrching for thty for years nouse magic to m
ight Tavern ahe most prom
d caters to merale, but costs expensive foo
of gnomes ines belong to ous for their anditry. Thou
on report beinng the bandits none ever repoheless, road wost of the loc
clan, which appeases her wore a shrine inn found. The
n ranger of thhis cave andow, to no avaimask their hid
and Inn minent tavernrchants and ou5 SP a day to
od as well.
n the region,the dubious
thievish waysugh plenty ofng robbed byhave ogres orort being held
wardens in thecal banditry isworships the
with heaps ofn a mysterious elder warden
he woods) hasd the gnomeil. He suspectseout.
n and inn inutsiders. It’s a stay here and
Page 63
, s s f y r d e s e f s n s e s
n a d
The This goodmarlwherfounstill Bull’ MercSuethCastlhis nSuethMerccarnahint anciethe TwomtrainheariCorr Mercaccogold,oughusualconvthen descrhapp The The his cthe advethe and aboua loinforsucceroll, the UnarLadyanyomercUnar
Winter Bullis a rowdy
d gossip can lack draconianre the bard M
nd, usually mabe heard ove’s usual row.
curion has inhenurien whole Pynnesse, a
name is Thyllihenurien’s stocurion is espal lust that that, how it s
ent order wasThorne Crown
man’s full namned in religioing this titlerigan’s nom de
curion might mpany the P, as well as ht to do it; hally summonverse. If the
see Area 1ription for
pens.
Lumber Milmill is owned
clan. It’s a busMayor, who
enturer’s may questions by will be deligh
ut the history ocal historianrmation up toess for historabove for whinformation rak’s dismemy Inyrriel’s reqone about it tcenaries. Therak’s legacy is
tavern wherbe found. It
n named YzdMercurion (a h
anaging a bawer the cacoph
ndeed met tho stands atoat least until ros and he has
ories and workpecially intereshe Suethenuriseems that evs madly in lovn. Mercurion
me, however n might get e to recognie plumes).
be tempted Cs to the walfree meals an
he’s easy) to s Thyllios, PCs coerce h (the gatehomore infor
ll d and run by sy place and th
can answer have. Esten mercenaries
hted to tell Pof the castle,
n. He can o the equivalenrical details (shat this includabout the co
mberment andquest, he is refto avoid scarie concern s so great tha
Is
re most localt is manageddarak. This i
human male) cawdy tune thahony of the W
he mysteriousop the paraperecently. He ks taken some ked them intosted in the aen’s remembrvery knight o
ve with the Ladoes not kno(though chara roll, abov
ize it as on
by some colls of Pynnesnd ale for thplay the songso that he
him into doinouse) in the rmation on
Mayor Estehe best spot tany questionis fielding mofor Lady In
PCs what he kbeing somethrelay any ont of a 10 or see the histordes). He also konnection be
d the order; bfraining from ing away wouis primarily
at mere menti
ssue 7
ls and d by a s also can be at can Winter
s lone ets of knows of the
o song. almost rances of his ady of ow the racters ve, on ne of
oin to se (25
he trip g that
may ng so, castle what
n and o find
ns the ost of
nyrriel, knows
hing of of the
better ry lore knows etween but at telling uld-be
that ion of
TrollsZin
the dark bring badespecially could talkhas an oldValley and by the schyears ago,and recou The EthaThis palatgetaway foLady Inyrrmatter of Valley’s EThis tradecould wanMagdor Irfor advent The SmitWith no fogre Gursmagical wcomfortab
Getting The journlong windsouthern svast chasmbuilt, but get the terany momefor each pto fall apaon LK mbridge starchasm is aunapproaccastle prodrops and The large portcullis recent vengrappling for scaling
ne!
god could sd luck to thpersuasive ad
k Esten in to sd tome, “The d the Historic Taholar Taradus that includesnts the fall of
amos Retreattial estate was or the Baron riel and her faher missing hu
End Provisione store has mnt, and is runronthane. He turing goods.
thy fancy name, thston, who is weapons (ofble with).
g to the C
ney to Castle Ping trail alongslopes of Moum. The bridge
adventurers rrible sense thent. There is (person crossinart in 1D3 tur
must roll 1D6rts to go! Theabout 300 feetchable shelf ooper, protected unassailable c
wooden doorare barred
ntures have lhooks, and a g the twenty-f
scare adventuhe entire affdventurer (L3spilling the beChronicles of thales of Kharadors of Pheralin, s block prints f Unarak.
t built two decand his familamily are dweusband is reso
ner most of whan by the douoffers good st
his smithy is rueven practic
f a quality
Castle
Pynnesse is ag the valley waunt Kern ends across this chattempting to
hat it is prone (for fun) a slimng it will bucrns. Anyone f6; on an odde drop to the bt (i.e. terminalff of Mount V
ed on all sidecliffs.
rs and the irofrom the othleft plenty ofwooden laddfoot-high wal
urers away orfair. Still, an3SR on CHR)eans. He evenhe Lower Undenr and Environs”written thirtyof the castle,
cades ago as aly. It is whereelling until theolved.
at adventurersur iron dwarftandard prices
un by the halfed in forgingthe GM is
a tough one; aalls and up thes abruptly at ahasm is newlyo cross it willto collapse at
m chance thatkle and beginfailing a L1SRd number thebottom of thel). Beyond theVassar lies thees by terrible
on bars of theher side, butf rope, a fewer lying aboutlls. Something
Page 64
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a e a y l t t n R e e e e e
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appethe abovSTRhookdropto twnot r 1. GaEvidplace(chec 2. GrRuinart liremaslighstumequip 3. ThHerestorifounnoticlyingprintbonythe gPCs in 3 mixeknigh ENC2D6 knigh
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atehouse dence of a lare, but the gatck for a rando
reat Hall ns of old décoitter the hall,ains of the loht chance (L1Smble across a upment amidst
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ed skeletons,hts:
COUNTER: zombies (M
hts (MR 44 ea
shoved off thooks, and cue walls by hanladder or a rL1SR on DE
every point a SD3 damage perge).
rge battle is ltehouse is othom encounter)
or, furniture, , which is als
ong (and recenSR on LK) thuseful and intat the bodies an
ourtyard has occurred
of in the townf secondary
n INT), such aand many, m
nts are especiais evidence oof blood. For
without being san undead at, zombies,
2D6 skeletonMR 28 each), ach)
Is
he ladder, dislut the ropes nd takes a L2Srope and grapEX. The chaSR is missed br 5 feet, armor
littered all oveherwise aband).
and once vaso strewn witnt) dead. Thehat someone act piece of rand debris.
d, but despitn, no bodies c
evidence caas broken we
many foot andally odd…maof blood spilt every turn thstealthy, therettack consistiand undead
ns (MR 22 1D6 undead
ssue 7
odged from
SR on ppling aracter by, up r does
er the doned
aluable th the ere’s a might
andom
te any can be an be eapons d hoof ade by
upon hat the e is a 1 ing of d Fey
each), d Fey
TrollsZin
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TrollsZine! Page 66 Issue 7
Thyllios, dwells. He keeps no company, as he despises the undead that lurk in the castle. Presently, Thyllios occupies the tower, but he has been gravely wounded and his master key stolen. This key can free Kytheron from his prison, and opens up the passage to the catacombs in Chapel Area. The Baron, touched by madness now, stole the key and decided to enter the catacombs first, before freeing Kytheron, to investigate this source of power for himself. Thyllios is near death and the wound is suffused with necrotic energy, so there is little (without GM fiat) that can be done to save him. He will aid the PCs with knowledge and direction as best he can. Five minutes after the PCs enter the tower, should they succeed, a spectral shadow demon will manifest to try and finish off Thyllios and the adventurers. ENCOUNTER: Spectral shadow demon (MR 186; 2/spite: the shadow demon sucks the heat and ambient light from the area, suffusing the region in darkness and dealing spite in cold damage to one or more characters (GMs choice); the shadow demon takes double damage from attack that radiate light; anyone slain by the shadow demon will return as a lesser shadow demon (MR 50) ten minutes later) 8. Garden Terraces As you approach what appears to be a desiccated grove of trees, probably a long-forgotten shrine to the forest god Niras, you see evidence of foul droppings and bones scattered everywhere. From above in the ruinous brown branches and dried leaves of the trees is movement, as a colony of harpies awaken with a terrible shrieking noise. Here lurk five hungry harpies who have taken up residence in the deadened trees. The safest possible cover from the flying creatures is in the grove itself; any character entering the grove gains advantage of partial cover (-2 to attackers), but also finds the ground to be treacherous as it is covered with harpy offal and scattered bones. Each turn a PC moves through the grove in combat requires a L1SR on DEX, otherwise the adventurer slips on the uneven, harpy-offal strewn ground and reduce his CBT by one half for that turn.
ENCOUNTER: 5 harpies (MR 64 each; 3/spite: a harpy grabs a random PC and lifts him up 1D6 X 20’, then drops him for 1D6 in damage per 10’ fallen (ignoring armor) unless the character makes a LK SR at 1 Level per 20’ fallen) 9. Overlook Tower The overlook tower stands on the precipice of the great cliff overlooking the valley below. One lengthy staircase runs up along the main castle wall to reach the third floor of this tower, but where a door would ordinarily be there is only a smooth wall. A quick inspection shows where an entrance to the tower was once to be found, but it has since been bricked up, to create an almost seamless wall with the main tower; indeed, it appears even the arrow slits have been bricked and sealed. In the center of this bricked up area is a small hole at eye level, about a foot deep and just wide enough to thrust an arm through. On the far side of the hole, wreathed in the pitch dark of the sealed tower, you can barely make out silver hair and a lean ear. A voice emanates from within. “Please,” says the whispered voice with an elvish accent. “You must help release me. I have been here so long. There are madmen in charge of Pynnesse. I must stop Thyllios, my captor, and that mad Baron. You must help me.” Here is the walled-in prison tower of the undead knight Kytheron. Kytheron is still trapped here, waiting for the Baron to complete his task, but anxious at the outcome as he knows that the Baron has forsaken him to the tower for now. The entry to the tower appears to be a smooth wall, but the master key will fit into the small hole and open up the otherwise seamless entry. Kytheron can manifest himself to visitors in a spectral form just outside of the wall, but no further. A squadron of eight spectral warriors will attack any who try to free him by a means other than the proper key, which is held by Thyllios. Kytheron will try to gain the confidence of the adventurers and will do his best to obscure his undead nature. He will call upon his vestigial connection to the Weirding Realm to make himself appear as he did in life (L2SR on INT to pierce his glamor and sense that something is amiss). Kytheron will implore the characters to stop the Baron, explaining that he intended to be free and to stop the ancient evil within the crystal in the catacombs that has led to the death and corruption of the once great castle. He explains
TrollsZine! Page 67 Issue 7
that the Baron has gone mad with power, and must be stopped, for only Kytheron can insure the crystal is properly disposed of, thus why Thyllios keeps him locked up, for Thyllios was long ago driven mad by the crystal and answers only to the dark spirit within. If PCs attempt to ascertain if Kytheron is telling the truth or not, those who made their INT SR earlier need only make a second L1SR on INT to suspect something is wrong with his story. Otherwise, he is very convincing and only the shrewdest of PCs will be likely to believe he lies (L4SR on INT). Should the PCs free Kytheron, either by use of the key or through impressive brute force (players can be endlessly surprising in their solutions!) then they will face a rather ominous opponent: a Level 5 silver elf wight! Kytheron will play along if it benefits him to gain the crystal, but the moment he can, he will seek to destroy it and take in Unarak’s spirit. This would be very, very bad, as the undead knight is suffused with a portion of the evil divine spirit of the God of Undeath. ENCOUNTER: Kytheron, Elvish Wight (Level 5 Warrior; STR 58, CON 50, DEX 30, INT 28, LK 30, CHA 24, WIZ 40, SPD 12; Adds +87; armed with a Hand-and-a-Half Sword suffused with necrotic energy (6D+0; any damage done comes off of both CON and WIZ); wears Enchanted Scale Mail (8X2 hits, enchanted to stop up to 3 spite damage per turn) OPTIONAL ENCOUNTER: 8 spectral warriors (MR 45 each; all damage dealt drains both CON and WIZ at the same time) 10. Long Gallery This grand gallery held the prized arms and armor of the castle. Along the upper reaches of the walls are windows, most of them shattered; the broken glass is strewn about the floor of the gallery. While many of the shields and suits of armor are rusted and falling apart due to the severe weather of the Hexerei Mountains, a handful of items stand out as being in excellent condition. As you take in the chamber, several suits of armor suddenly begin to move, brandishing weapons! It is then clear that there are animating skeletons inside these suits; they advance to defend the ancient gallery with their unlives.
There are ancient arms and armor within this grand gallery, and four armored skeleton soldiers to defend it, led by one death wight. The armory itself contains many fine suits of arms and armor, including several enchanted weapons and suits of armor (roll or choose randomly, but most suits of armor can be found here in varying states of repair). A duplicate gallery can be found in the south tower of the inner complex. It is free of undead, and hidden in the debris are the bones of an old saint of Naril, the sun god, which causes the room to radiate a pleasant ambient light that heals those who rest within (1 CON/turn). ENCOUNTER: 4 skeleton soldiers (MR 38 each) and 1 wight (MR 65; 2/spite: each character must make a L2SR on INT or flee in terror for 1D3 combat turns; once a character makes the SR, he is immune to the effect for the duration of the battle) 11. The Grand Hall Here dwells the Fey undead knight Elias, who will attempt to stop the PCs if he thinks they intend to disrupt the lattice or free Kytheron. He sits upon an old throne, once the throne of the High Lord of the Order, and ponders fate while he dallies with strange semi-real imagery which overlaps from the Weirding Realm of the Fey. The chamber contains dark faeries and other Unseelie sprites that produce a bountiful harvest of food that he cannot enjoy, but will offer to PCs he has befriended. He is unable to leave this room, as Thyllios has warded the doors and windows to keep him trapped within. ENOUNTER: Elias, Suethenurien wight (MR 88; 2/spite: each character must make a L2SR on INT or flee in terror for 1D3 turns; once a character makes the SR, he is immune to the effect for the duration of the battle) 12. The Chapel/Temple Presiding over this chamber is an impressive wooden statue of the Witch Queen. She is quite radiant and surrounded by ancient artifacts, including a holy amulet (add 30 to the wearer’s WIZ for purposes of spell resistance) in her right hand and an Orb of Defense (+3 hits taken while held) in her left.
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Page 69
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TrollsZinne! Page 71
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TrollsZinne! Page 72
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TrollsZine! Page 73 Issue 7
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