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Page 1: TrollsZine 07
Page 2: TrollsZine 07

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

E ECC

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

ne published b

Trollbridge M. E. Volmar &12 M. E. Volmeff Freels

ent has been cntents of the o be published

ication cannor, you may fre

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ut and Design ree, Mike Hill

2 2

, 62-65, 68, 69

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ed using Hexo

Flying Buffalw.flyingbuffalo

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contributed bymagazine are

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– Dan Hemb, Val Kelson,

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ographerTM

Page 2

lo Inc., and iso.com.

ce and Kevin

Tranter Lee Tranter

y the individue the propertysZine! on a no

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ual authors any of the indivot-for-profit b

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y 2010.

nd artists credvidual contribbasis.

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Volmar

Issue 7  

mation on

ublication. have given

respective ment—we

Page 4: TrollsZine 07

TrollsZin

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

ne!

lls Kicindeed exciti

mmunity. Deluxreleased this

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T is not a forgresay that the

fan-producedums, and blog

#7 contains and adventuresr of the winter

has describeof undead ting delvers er weapons inand have soan entertaini

pe monster capof delvers. D

New Khazandescribes m

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

TrollsZine! ined doomsdayn us a ratherrelax in after

ly won’t haveout, but that’s

roles is oftenToth lays out aT&T types toses that somethe game. The. C. Lambertample of howadventure thatyou’re tired ofp your poorto train them

chniques. OurLee Gossett,

er to be luckyed some solidreated delversTori Berquist,llow Lands anda new GM

This undead-

Page 3

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artists for tton, Alexandeows, J. C. LamUllery, and Joity of work y contribute tand only Je

tration featurewarrior’s prob

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contains a detugh set of chawell as sever

tures. Do noss you’d like

this issue iner Cook, E. Pmbert, Simon oshua E. Ullethat these arto TrollsZine! ieff Freels pred on the covblems have re

njoy this issTrollsZine!

We don’t just ditors, designeyou enjoy Trosit the TrollsZ

T discussion fote. My thanksn board.

Is

tailed and engallenges for dral suggestion

ot enter this e to remain

nclude DarrenP. Donahue, JLee Tranter, Dery. As alwayrtists produceis outstandingovided the cver of this isally just begun

sue of Trollrelies on need writer

ers, play testerllsZine!, then Zine! thread aorum to learns to all of you

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nn E. James David

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TrollsZin

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

in the form

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

stin T. Willi

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Famiconfservaand whilea secshare

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pirits Differen

iams

ine Spirit is front its eneants, the Hunits Gore Croe it remains sacret stash of e even as othe

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

Is

unlikely to drring to sento deal with

nd steal from en location—u owner refus

nd Talons)

ght. es they see tm.

he size of vund bloody redike odor and

Crows are, in liciousness

ssue 7

directly nd its them, them

usually sed to

to the

ultures d eyes. d utter

truth,

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TrollsZin

incarnate. are the eycontrols tdesires. Ghave beenfrom theirtheir plans

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

y t k d s n

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

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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

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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!—

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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

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“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

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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.

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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.

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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 15

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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

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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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med Guntharack mane tiedthat reveals aquick to tellthe alchemistn over canvasraft, from the

ng of pots andbuilding the

ls and treatedm suitable forr the mules

his skills at

and Fine

omber fellow with “thee’s”an artist and

eath his truet the Tavern

pportunity. Hem regularly at

….”

ds

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

. d a l t s e d e d r . t

e

w ” d e n e t

t o s e d y r f o d , s ’

Hir Therhelp workhom Marymakito knsweefind clothmealinop OriaHe isand impo

Au You for tto cuyour woulrun-oFinalenvirit coyou advehavelose

red Hand

re are two hirout with cho

k, they receivmes on the outs

y will usuallying beds, andnow her betteet exterior she

itching powhes or laxatil…and the pportune time.

an is often in ts secretly a spa were-bear

ossible for pla

uthor’s Af

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

fterward

oticed I didn’t Wyrmsdale. T

se individualsuld suggest thr CON, IQ, aogue, if you dale is meant tthe PC’s to ine of operatiot as a spring

importantly, ……..oh, and m

.

Is

ary and Orianhe village. For

n one of the village.

t the inn clery. Players wher that beneat

prankster. Thefreshly laun

to their mocked at the fun.

elping at the Slt of the Greaof this, it wse the cult.

include manyThat’s to allow as you see fhat Mayor Snand DEX thandecide to detaito offer a difnteract with. Mons for the PCg board for

whatever yomake sure you

ssue 7

n, who r their small

eaning, ho get th her

ey may ndered orning

most

Stable. t Bear

will be

y stats w you fit for nick’ss n your il him. fferent Maybe C’s or other

ou do, u don’t

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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

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many Warthat wantsbeing takliteracy, mthose highthey will Making a their mainDexterity appropriat The Scouare in a uthe great ofind pathsYou may do learn wildernessand Littlechances ocourse, likclear of anopen vistahand and The Shamcivilizationlearning swildernessbe lookedYou will comes to higher Deearly on if

ne!

rriors played bs to set their

ken in by sumathematics, h-toned city fuse Saving

shelter and sen methods of

you will tely enough, r

ut: If your chanique positionoutdoors. Yous and track annot have a lotwill be of

s; Oh Go Awaye Feets will

of survival forke any outdoony city or towa is where yosky overhead.

man: A Wizarn and return tspells that havs and ‘going n

d to as the regneed to makattribute inc

exterity and Cof you are to su

by many gamecharacter ap

uch modern frugality, an

folk. In their Rolls to trac

etting snares arsurvival. If yocertainly wa

anged weapon

aracter is a Ron to take full ur high Luck

nimals and foet of spells, buthe greatest

ay, Yassa Massconsiderably

r you and yoursman, you w

wn as soon as ou will want t.

rd can throw oo the wilderneve the greatenative,’ your gions protectoke some choreases when onstitution wil

urvive what M

ers. The gamerpart will avoid

concepts asnd toleratingown element

ck and huntre going to be

ou have a highant to use,ns.

ogue, then youadvantage ofwill help you

es quite easilyut the few yout use in thesa, Hidey Hole,

increase theur friends. Of

will want to getyou can. The

to be, bow in

off the veil ofess as well. Byest use in thecharacter will

or and savantoices when ityou level up;ll be needed other Nature

Page 20

r d s g t . e h ,

u f u .

u e , e f t e n

f y e l . t ;

has that, not ais wleast allowyou suite The best wildefew weapof bmakeallies

Th Mostsincetombthat havechara Burgsomesimpthosehigh climband to tathing ScouSeenare ofew as wesort Somcorruare sguileIntelambu

to throw at while limited

as nearly restrweapons of 2

one ranged ws) permit youhave no arm

ed to live in th

Range Guiuse of all the

erness specialiwill have th

pons to tackleow and arrowes them formis…or worst o

hieves

t characters fe they all tend bs and ruins.you equate w

e a high Luckacter like no o

glars: Warrioetimes an uns

ply waylay lonee that take a d

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

&T is s, it is he rule des at e GM is that e well

make werful those

c and he use spells

best of

f thief y from tivities re you resting

ng are ty and ere are ft into tealth, r Luck y path is the

is role. e, they Their

ntering tly the to see. st the ut they f their

what plan

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Charlatanpowers tohard earnhard to spstar embrtradesmenThey can Guild decmay have around thfinding wastronghold Infiltratorabilities tundermineits own loyMany kingpowerful plans, assasabotage. enhances y

Bards The singinare all pahistorical

ne!

ns: Wizards dupe and tric

ned fortunes. pot; they don’roidered rob

n or the midbe dangerousides they havea strong circl

hem. Concentays to enchand difficult to p

rs: Warrior/to gain accee organizationyal enforcers gdoms, and pguilds will em

assinate oppoYour spells

your stealth an

ng skald, lyricart of the cubasis of our

turned bad wck the innocenSuch an uns

’t go in for pobes, the plaindle class is ts foes and bye misused thele of Thugs antrating on trat them makes

penetrate.

/Wizards caness to manyns. The Wizarknown as the political factiomploy Infiltranents, and pes will be thnd infiltration

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

ons as well asators to stealerform acts ofhe type thatn abilities.

eling minstrelmake up the

heroic fantasy;

Page 21

r r s d f . e y s n s

r d s . s l f t

l e ;

why sure SkalstoryCharexclua GMenemtide combtradecourto sin Minenchwill thard accesunhetheirmusieye-c Won‘CouskillsCourchamcontrdelviricheand t Couhigh courwith evenaccesCourrepu

He The needclevefill tprem

not bring theto bring a hig

ld: The Warry teller; if theyrisma they usive parties. BM could allowmies and enco

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

just a a high many

ystem, taunt

ng the to the f their but of be able

ells to Some

p their o gain is not

true to use of ht and

ay see earned e High ortable of the nd his nd the family

ace of g their

laugh much,

Having but the

their

and it tem a ce can avoid

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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

g d y n e e d ,

. r e n r

e g,

r g t

o r e o e

f d f h e h s f e d , s ,

(CONpiercit insyou the spoiso The withia funreprethe intellvaluecourchall

N) does not ced through wstead lets you can withstandshock of so mons and diseas

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.

3 to 20 wouthe low end iman being wor ability. At Olympian atho 40 is the stat are surely acters will be y of their capab

Is

te that you cnd sliced repea

much pain and simply drop

as well as res

uld indicate abis the minimuwhile the high

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

genius ds and al. Of

meet

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The C The defauwhen thematched oMost conthe characthe combwill becomwhich waythings maplayers wiabilities. Tseamlesslyare made least, run that the Scombat systunt, featdid is intecommissiothere. No the next roknife goesnot and thputting hlonger.

Reward For many a charactekeep themhave somefforts wilAdventuremethod oefforts ardevelopm

ne!

Combat Sy

ult combat sye players anor the characflicts will starcters are morat will end qu

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

him out if co

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 .

n r r

interthe pThe battlchecgamethe packpoinare g Anotbonuthingdeedcan numRollsbettean opBurgthinkpockErranis cowhileThesexplamakereciti Somthemas thwill nthey Magirescucan tthinksome

resting and fuplayer’s charaBarbarian thae, a Ranger t

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

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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

nto an expediti

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

G a

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

oyalty, expert

for his them

him. ain an onents p’ feat

ult into s were m, and

t give this is layers)

your ype of n brag ou, on er that daring

med by

ore my re just on any nes as

u want burgle

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ne! Page 25

Isssue 7

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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

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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

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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

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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.

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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

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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

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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

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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 ,

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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

poker pile of yellow, . Two e and small

st be such a

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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

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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

You havepain of thsomethingThe eleme

ne!

ore and have d care to expback to this p

ake note of t

the door shutyou can. Hol

g if the creatutes of silenceo fear. It seeed by and uni

keels over wdiminutive bodth. You hear turn. The giats cage. His fr

p closer to the he ground, ths out. A glimmody as its forma plume of smfies into the fithe ground. resident of th

rd slowly stanMany thanks fLesrillian. Howup and watchthat mine alsd that bother

me my familiaim into the boto the arrange

by a powers against the ced in the toad

dreadful cage.ff with whate

d.” If you haveo, go to 9. If n

e held up welhe fire, but theg has not gonental addresse

exhausted allplore, go to 3paragraph, rolthis paragraph

62 t and run fromlding your bre

ure will pursuee it appears tems that theinterested in y

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

haky legs and, stranger. Myg it was to sitfor your lifehe balance. I

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

heat and theng feeling thatit could haveTo be strong

Page 35

s e u d

s , a e s k

d h d d e e e s

w d n e

d y t e I d o w s n I e n e r

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is a strenYou timeelemit disgrowyou. close

You wait imprthereand close61.

The smalthere

virtue, all agrngth and are

will need m. It’s not just y

mental’s light bsappears, you

w within you. Add 1D6 to

e the stove do

wait for the some more.

ressed and is e flickering bawant to attac

e the stove do

bed looks quill table by the e is a pile of

ree, to be surunlucky, can

more than brayour life that

begins to fadefeel a hiddenThe talking your Strength

oor and go ba

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.

Is

re. But if youyou win the

awn to prevais on the line.

e and go out, bn source of strflame has chah permanentlyck to 61.

respond. Theooks like it ianswer. It ju

h. If you are f60. If you’d

k away, go ba

enticing. Thebed and on the. You realize

ssue 7

u have e war? ail this .” The but as rength armed y. You

en you is not

ust sits fed up rather

ack to

ere is a e floor it has

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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.

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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

ne!

weapon returpassed some

The elemeny voice: “Nowor you stand can you prev

must not fail.”hes itself and has become ts dice (but nodown. At yo

will burst into e material. He

and consult ture you find h1.

l centipede hie insect’s venos it gets your

er hand. Oddr the remainD3 from your

of old, cheweers and is imbility is hampD6 for the res

ered gold pinwith the insc

Club, Khara Kpin is worth 1

e of dried lizarestore 1D6

he solo.

n’t find anythp some magihe wizard’s hu

good grip on bat adds for th

y, small diamohat it is stunn0gp.

77 rns to normale mysterious

ntal speaks w you have pa

above the revail? If you me

With a puff, the stove goe

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

nder of the r DEX.

d wizard’s gummpossible to rpered. Reducest of the solo.

n in the shapription, “Wiz

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ard jerky. Whpoints of lost

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ut. You find ityour weapon

he duration of

ond. When youningly cut. Th

l, you feel liketest of your

again in itsassed the testest. I lend myeet it, the realthe elemental

es dark. Youry enchanted5. Round halfd, the magicnite any easilyu go back to

w to see what pile, then go

dust bites yourour hand. Roll

evens it getsD6 from your

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m. It sticks toremove. Your your combat

pe of a scrollards’s Guild’spion Year of

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u brush it off,he diamond is

Page 37

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You your of yofleshYou’1D6 your are qshoearmohas bThe Dis-S

You feels comfwalkhundattacthe cattemMR END

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slip on the clr feet and graiour feet, traveh have become’ve lost someof DEX perm

r legs now haquite tough anes or boots. Yored and will tbeen a bit of effect can on

Spell spell. Go

slip on the m good; justfortable. This

k away from dred barbs piecking you; it icoat is lined

mpts to drain of 26 (3D+

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stove is by that in shape anking surface a

to exhaust sm

79 logs. Immedia

ains of wood eling up your e wooden froe feeling in ymanently, but

ave special prnd do not neeYour lower ltake 4 hits per

f a curse and nly be nullifio back to 57.

80 most promisit the right

s one might bthe closet, yo

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81 he wall opposnd is cast of band a pipe thamoke. It app

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ately they melappear on thlegs. Your ski

om the knees dyour legs; sut the lower paroperties. Youed the protectilegs are effecr combat turna bit of a bleed by an 8th

ng looking cosize and

be a keeper. Aou suddenly coat is alive coat. The insisharp teeth aood. The coatlose, this is 57.

site the ladderblack iron. It at runs througpears to have

ssue 7

lt into e skin in and down.

ubtract arts of ur feet ion of ctively

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As you feel a and is ide of and it t has a THE

r. It is has a

gh the a fire

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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

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break fromwild woodhear somemust have200 AP fEND.

Your prestriggered TRoll 1D6 athe resultonce, disre

1. Suddenby multi-cnoises thaclamp youworst, buthear the cminutes anyour prev 2. You feyour feet texplodes clears youmiddle of wizard’s hclothing, wdisappeareThe Wizayour loinscivilization 3. An eleclight dimsdazzling bWhen youyourself suimposing robes. “blunderingpurpose bmembers captive anhis plight. we will tralight and y

ne!

m the open rds, you take aething that soe been your ifor surviving

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THE WIZAPROTECT

nly out of nowcolored flashinat rise to a deur hands overt apparently t

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eel a tingling to the top of ybehind your

u find yoursethe woods. Y

hut. There is weapons, moned. Give youards Hut, thens. Good luck n. THE END

ctric current s, dropping tbrightness buur eyes adjusturrounded by staffs, sparklin

“Trespasser! g, yet your in

beyond your cof the Wiza

nd your meddlAs a reward

ansport you toyou find yours

road. As you a look back aunds like a chimagination. The Wizard’

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.

rush from thyour head. A

eyes. Whenelf standing

You must be mno path in si

ney, and equipurself 50 AP n strap some

finding yourD.

runs throughto near blackursts forth allt to the brilliaa circle of tall

ng wands, andYou are

ncompetence omprehension

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miles from theight and your

pment have allfor survivingleaves across

r way back to

h the air. Thekness. Then al around youance, you seel wizards with

d long flowingfoolish andhas served a

n. One of ourhas been held

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Page 39

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have all of yomight have

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ng spreads thands. Lookinge turned a bught “red-haion. From nowg about you atrust you. Re

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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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In TrollsZWarriors atechniquesThis articseminal 19special abTunnels &damage mmonster aproposed Apprentice on the codamage iseach 6 rothe final variously dinflicted indamage circumstanside. The Specion pages 1the 7th amonster scertain nuattack. Thtrigger is number ospecial abi This articlfor creatiprovides ato monste“There Ca

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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

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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

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ered first, prto generate thd see if you habilities to b

over are co

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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

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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

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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

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Alsoto beto hathresabilitas mtrigg I sugone DemMixediffeto se As wpresegamior us

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many dice as ger on most tu

ggest that mspecial abilit

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with all my ented for yoing appetite. Pse them accor

to how oftenhe monster (oas many attace any chancey, when a mothe threshol

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ost monstersty, but big sgons may havof monsters - employ the

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house rulesour interest aPlease feel frerding to taste.

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change

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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-

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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

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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

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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!

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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

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While there are he most famofired Volley Gthat weapon.

o break shou—a character w

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dangerous: f modern arm

ell through tunearthed so

ing amusemenre variety and es of the aspiAdvanced Mi

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ms were singlto be used aed ends on pisquebus and melee use—thusD damage, an

wder Wea

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der OdM

By J

nd gunpowderhe impractical,

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ons

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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

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attemdamaregulwas decoanyoeithe1D horreload 2 gam

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mpting to usage. Its muzzllarly set the rused on, so

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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

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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.

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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.

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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

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Page 49

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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.

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Page 51

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holding ththe wheel,goes well,and the someone y While thisthe invenwould becwheellockfirst reallywith exagcalled Dagood Whecost you tMatchlockavailable oenough to FlintlockWheellockagain, diffpan is primflint or cposition asteel strikithe weapoThe cocksending spand, with firing its more relMatchlockfive or sixdamp or eloading.

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Page 52

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Page 53

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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

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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).

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Genera This adveedition of edition wi4 to 8 chapowerful found with

Backgr Deep in thCoast canstructure wthe Plagueorder of called the dedicated the Witchsilver elveto the gothe Dark Gopposed tand they time, as ththe old kistanding ithe great her Nightmiles nort Among allmost famoof such feare told ohimself inboastful, Kytheron General Ygeneral’s h

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Page 56

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Over the time, it bein Castle PfrequencyOnly an othe rampatwo knigdrawbridgcastle, andelvish bartrade in tThyllios castle eveheart, unti With the mthe townselsewhere,Baron Emodest keseveral geland with civil strifeEthamos Ethamos where they

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city. Kalidan

Page 57

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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

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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

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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.

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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

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m at every turon Kalidan Et

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d that to slayns of resurr

goal. With Thruck the sundg his soul ene

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to their Uncably corruptme an even gtook the essen the other a

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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

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fend it oal of is new

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hat the ble to s clear tried

m held t until d that in, but

were arose

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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

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Queen.

e: The Ma

re introduced nnesse duringrt city (any wil

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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

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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

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to the debacg a chance enll do, but presd) the PCs arding newly w

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told him thatbe his, if hedesired goal simple: find

o the tower tocompany him

atacombs andithin. This, hee.

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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

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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.

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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

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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

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of these two oul source ofre within the cSR by 10 or otic energy em

n Knowledgd person m

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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.

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better: Thermanating from

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etter: The casosts on the ramight. Few whondead, and a he robbers wh

r better: Ththe warnings

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e kept. ron is believedto Pynnesse,

body and itsy.

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Knights of thecast out of themore than aed for manyto build theirtch Queen is

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entire castle isotic domain of

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Page 62

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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

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a small calthough Nightrockand predimerchantsbandits (utrolls in thup by gnoregion susdue to thgoddess Pstolen loocavern thaMathar (abeen searcommunitthat they u The SkyliThis is thtown, andcomfy lochas some

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

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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

ears to have sgrappling ho

ve. Scaling theR. Using the lk requires a ps 5 feet for evwenty feet (1Dreduce damag

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

he Castle Coe a slaughter es heard told

nd. Plenty oced (L1SR ong in the mud, ts. Some priny feet. There ground; a lot olinger here wi chance of a

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

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4. The SoAny whoveritable hthe apparcenter of swim to hundred atunnel wicatacombsappear heout of herzombies w100 weak,soldiers be ENCOUNeach), 100 5. The StaThe stableruins. Thehorse skel ENCOUNeach)

NotablInterior 6. Parlor/This parlor draperies arthrough timshow evidenform over tspots evidenalong the gstench emanthe distanceof babbling Here is hidden bewhich is eagerly awany who room (L2S If the PCsgrate in th

ne!

outh Fountaino enter this horde of skelrently bottom

the courtyarthe bottom

and fifty feet inding about s below. More are decrepire quickly mowill appear. T, water-loggedefore it runs o

NTER: 20 s0 waterlogged

ables es, like most ere is a 1 in letons animati

NTER: 1D6

le Encour

/Foyer r has seen better re now covered

me. Old candelabnce of running, ttime. Bones andnce of a strange sgrate down the nates from somewe you hear strangmadmen.

the lurking ehind old tanow ravenou

waits more prfail to spot itSR on INT).

s defeat the chhe floor (L2SR

n Court area are su

letons that swmless fountain

d. Indeed, if of the pool

down) there and openin

ost of the sit, but if the Pore powerful The fountain d skeletons anout.

keleton soldiskeletons (MR

of the outer 6 chance of

ng and attacki

undead hor

nters in th

days; once elegain dust, moth-e

bras still stand, wthe glass beginnid debris litter thslime can be founcenter of the fl

where below. Fronge mutterings as

protoplasmic apestries; a sus after its rerey. It will seets location on

haos beast andR on STR) then

rprised by awim up from

n pool in theone were to

l (about oneis a length of

ng up in thekeletons thatPCs don’t getskeletons andwill disgorge

nd 20 skeleton

iers (MR 26R 16 each)

castle, are inf 1D6 undeading.

rses (MR 30

he Castle

ant furniture andeaten, and wornwhile glass vasesing to slowly losehe floor, and innd running fromfloor. A strangeom somewhere ins if from dozens

chaos beaststarving beastecent meal. Itek to ambushn entering the

d pry open then they will

Page 65

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ng a bull wortd which, whennvisible armore are portione wore it still a

COUNTER: 2/Spite: the chg which inducning distance w

reat Tower ding apart fromous and impenetaccessible only vthe balustrades of the curious to

top floor of the ars that a figurals, watching you

e the Hall ofenetrable bastnd bridge ove

his tower is drfully. It is her

lair in a cs once used festivities. Bu

n statue of theth 1,500 GP an worn, grant

or worth 10 ns of the dissattached.

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m the main castrable, surroundvia a long bridgof the main cas

ower. Arrow slitstructure and,

re is standing u from above.

f Meeting fortion can onlyer its own lessry, however, are that the las

Is

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uried in the me Queen of Tand an ornatets the user a hits of protesolved hand

chaos beastgins to sing anin each pers

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stle, this tower ded by a deep drydge walk that sstle walls to the its are visible on y

for just a secby one of the

r the Knightsy be reached ser moat. Theand can be cr

st living Fey k

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e moat rossed knight,

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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

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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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Hidden beto the catamaster keythe centerL2SR INT(L3SR DEsuccess. Wand severarecent incu ENCOUNL1SR on turns) and 13. The PThe pantrpantry is remains of ENCOUN2/spite: eDEX or reducing mvalues by the webs t

ne!

ehind the graacombs. It cany, which musr of the altar, T; but any atEX) will trigg

When the cataal zombies (frursions) will c

NTER: 1 ghoCON or be

d 27 zombies (

Pantry ry has been ov

otherwise ff spider victim

NTER: 3 coloeach character

become enmovement as ½ until they

to escape)

nd altar is a sn be opened wt be inserted or it can be

ttempt at picger the trap combs are opresh from thecharge up and

ul (MR 42; 1/paralyzed for (MR 28 each)

verrun by gianfilled with thms and old rus

ossal spiders r must make

ntangled in well as all Ddeal 30 hits

secret passagewith Thyllias’sin the hole infound with aking the lockregardless of

pened, a ghoule ranks of theattack!

/spite make a1D6 combat

nt spiders. Thehe desiccatedsted cutlery.

(MR 50 each;e a L1SR onspider webs,

DEX and SPDof damage to

Page 68

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14. THerelibrarseverThauMortLattisoulsyou soulsthe laIt exbondGMswith 15. TTherdownchamstair takenwill physwill emporitualsoul corru UnfoinsteUnarsuggUnar“vestphys If Kwith Kythwith scoffdefeato diin an 16. TThis his freturthe

The Offices e are the oldry. Within thral useful ritu

umaturgy.” Thetis” in whichice as an objes is described.can utter a rits of the latticattice down to

xplains that shded soul in ts can also let useful spells h

The Catacomre are two waynward from K

mber) and a pchamber). R

n, the ancient manifest and

sical embodimimplore themowered by U

al is allowed tis bound to C

upted by the b

ortunately Kyead shatter therak’s soul. A

gest that this israk’s spirit otige” to seek

sical form and

Kytheron’s veshis undead

heron will eraa wave of i

fing that anyoating him! Thiscourage the ny such capaci

The NW Croschamber is

fate. He wasrned as a wigprocess. He

d quarters of he library is uals called “Oere is also a boh the nature ect that can be. The ritual intual that eithe

ce, or explainso a hand-sizedhattering the lto the vandal

the PCs findhere.

mbs Entranceays into the caKytheron’s topassage from Regardless of

vestige of Kyd beg the plament from tormm not to alloUnarak’s bleakto commence Corrigan thenblight of the G

ytheron’s vestie matrix of c

A L3SR on Is a bad thing tonce more, k out the el

d attempt to re

stige should form, the p

adicate his veits hand and

one thought ithe vestige know

adventurers fity.

ss Chamber where the Ba

s slain by thght, slaying hi

now lurks

Is

the knights a ritual book

On Stranger Kynook called “In

of the Cryse grown to cocludes a part wer frees the trs how to comd crystal, for aattice will forl’s body. Gend some spell b

e atacombs: a paower (A. righthe Chapel (B

f which passaytheron’s gooayers to releament. Moreovow Corrigan k soul, that iin which Un

n she will be uGod of Undea

ige will ask thcrystal that coINT or WIZto do; it will rallowing his

leven parts oeunite them!

come into cophysical aspeestige of goo

d a fair amout could be usews this, and w

from trying to

aron Ethamoe undead anis surviving mhere with s

ssue 7

and a k with ndes of canteus talline ontain where

rapped mpress a time. ce the

nerous books

assage ht stair B. left age is

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narak’s utterly ath.

hem to ontains Z will release

own of his

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os met nd has men in several

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zombies, wthe Mastedoor excep ENCOUN(MR 148;L2SR on Ia characteeffect for (MR 28 ea 17. The SThe mostthis chambhere, overslain, the Again aspermanenweapon). ENCOUN(MR 125;L2SR on Ia characteeffect forreleases adamage) 18. The NHoles in tthe mouncave wormYoung onimmediate ENCOUN(MR 75 eavoid beinCBT damthey needwall of the 19. The NHere the gresidence. crawled ththe valley Mill. Thetransients ghoul pascaverns of

ne!

waiting to amer Key to thept the one to

NTER: Baron; 2/spite: eacINT or flee iner makes the the duration

ach)

outh Centralt holy of the ber. A Fey knrseeing the pr

characters ws well as antly enchanted

NTER: Ward; 2/spite: eacINT or flee iner makes the r the duratioa Hellbomb B

North Centralthe walls herentains. A famms has made nes are roosely.

NTER: 8 gianach; 3/spite:

ng swallowed! mage until the

to deal 20 he worm to free

North East Bughoul Adonis

They have ahrough) that d

to a hidden ey snatch oc

and passersssages also of the Hexerei M

mbush any intre castle, whicthe catacomb

n Ethamos, hch character mn terror for 1D

SR, he is imof the battle)

l Burial ChamOrder were l

night named Wrotection of t

will find a sca hand-and-ad for double

den, Suethench character mn terror for 1D

SR, he is imon of the baBurst worth

l Burial Chame lead to deepmily of giant

this chambeting here an

nt subterraneanmake a L2SRSwallowed ta

ey can cut thhits directly toe themselves)

urial Chamband his clan h

a narrow passdescends all tentry beneathccasional vics-through, foopen up intoMountains.

uders. He hasch opens anys.

human wightmust make a

D3 turns; oncemmune to the), 18 zombies

mber laid to rest in

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nurien wightmust make a

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mber per caverns in

subterraneanr their home

nd will attack

n cave wormsR on DEX toargets take fullemselves out;

o the stomach

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Page 69

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Page 71: TrollsZine 07

TrollsZin

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TrollsZine! Page 73 Issue 7

Troll Links 7

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TrollsZin

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