Iss sue 6 TABL

Isssue 6
TABL
LE OF
F CON
NTEN
NTS
TrollsZ
Zine! is a Trollbridg
T
ge Production
Page 3
S
Standing in a Corner – by
b David S. Moskowitz
M
Page 4
ple
E
Eating for Adventurers
A
– by Stefan Jones
J
file
T
Trolls Delvee – by Dan Hembree
H
Sa
M
Meszmyr Heldaer – by Paul Ingrassiia
m
H
Henchmen for Solo Dellvers – by Dan
D Hembreee
Page 6
Page 9
Page 111
N
Night Walk in the Wild
d Woods (T&
&T solo) – by
b James Falllows
Page 113
T
The Tooth Pick
P
vs. the Broadsword
d – by Mark Thornton
Page 222
R
Rubus the Redneck
R
Ho
obb – by E.P
P. Donahue
Page 223
O
Old Kramm – by Roy Crram
Page 224
S
Soul Survivo
or (T&T solo)– by Sid Orpin
O
Page 229
A
Armor Altern
natives – byy Justin T. Williams
W
Page 440
IIce Exile (T
T&T GM Ad
dventure) – by
b Mark Tho
ornton
Page 447
T
Troll Links 6
Page 555
C
Creditss
T
Tunnels and Trolls™
T
is a trademark
t
of Flying Buffallo Inc., and iss used with peermission. Fo
or more inform
mation on
T
Tunnels and Trolls™
T
produucts visit www
w.flyingbuffalo
o.com.
F
First edition of this magazin
ne published by
b Dan Prenticce and Kevin Bracey in Julyy 2010.
A
All rights reserrved. © 2010 Trollbridge
T
T
TrollsZine! Lo
ogo © 2012 M.
M E. Volmar & Simon Lee Tranter
T
C
Cover Layout Design © 20112 M. E. Volm
mar & Simon Lee
L Tranter
C
Cover Illustrattion © 2012 Patrick
P
Crusiauu
A
All visual and textual conteent has been contributed
c
byy the individuual authors annd artists creddited in this puublication.
T
The copyrightts for the con
ntents of the magazine aree the propertyy of the indivvidual contrib
butors, who h
have given
p
permission forr their work to
o be published
d within TrollssZine! on a noot-for-profit bbasis.
T
The contents of this publiication canno
ot be reproduuced elsewherre without thee express con
nsent of the respective
ccopyright hold
ders; howeverr, you may freeely print the contents of tthis publicatioon for your peersonal enjoym
ment—we
h
hope you do!
file
E
Editing
g Creditts
ple
E
Editor – Dan Hembree
m
C
Compilation, Interior
I
Layouut and Design – Dan Hemb
bree
A
Art Cre
edits
Sa
C
Copy Editing – Dan Hembrree, Val Kelso
on, Dan Prentiice
S
Submitted Arrt
D
Darrenn E. Caanton: p. 7
A
Alexander Coo
ok: p. 3, 24, 266, 29, 31, 33, 36
3
P
Patrick Crusiauu: Cover, p. 4
E
E. P. Donahuee: p. 22, 23
James Fallows: p. 13, 15, 16, 18-20
J. Lambert: p. 56
SSimon Lee Traanter: p. 11
D
David Ullery: p.
p 9, 10, 47, 499-54
S
Stock Art
Jeff Freels: p. 2
P
Public Domaain Art
p
p. 34, 37, 42, 43,
4 45, 46
T
Trollss Delve
Donnahue, James Fallows, J. Lambert, Siimon Lee
Trannter, and D
David Ullery. I am con
ntinuously
imprressed by thee quality of w
work that these artists
prodduce and freeely contributee to TrollsZinne!. Patrick
Crussiau provided the trollish iillustration feeatured on
the cover of thiss issue. The featured trolls appear
ratheer benign, ddon’t they? Juust a father and son
traveelling togetherr on a brightt and sunny day; what
couldd be more pleeasant?
W
Welcome to TrollsZine!
T
#6. This issue of TrollsZine! iss
ffocused on deelving, which is what Tunnnels & Trolls iss
aall about. In these pages are
a two solo adventures, a
G
GM adventuree, and a shorrt GM scenariio fresh from
m
tthe creative minds
m
of the T&
&T communiity; more than
n
eenough to keeep you busy fo
or quite some time I would
d
tthink. There are plenty of
o opportunitties for yourr
ccharacters to die horriblee…I mean obtain
o
wealth,,
gglory, and im
mmortality. With
W
these ad
dventures aree
sseveral articlees to help support
s
yourr beleaguered
d
ddelvers and haarried game masters.
w, let’s get delvving!
Now
file
Dan Hembree
Sa
m
ple
T
This issue includes a nice mix
m of T&T authors both
h
o
old and new. David
D
Moskow
witz, author of
o Amulet of thee
SSalkti, gives uss an interestin
ng game scenaario to test thee
w
wits and ingeenuity of an adventuring party. Stefan
n
Jones, author of Dark Tempple, has come up with somee
eexcellent ruless on challenging players to provide theirr
ccharacters witth the basic necessities off life. Finally,,
R
Roy Cram, author of many
m
T&T articles and
d
aadventures inccluding Mistyw
wood and Gamesmen of Kasar,
r,
p
provided this issues piecee of short fiiction with a
sslightly differeent take on tro
olls. It’s wond
derful to havee
ssuch notable members of
o the T&T
T communityy
ccontributing to
t TrollsZine!. Among the newcomers
n
iss
James Fallow
ws who wro
ote the enteertaining and
d
cchallenging solo Night in the Wild Woods. As
A a side note,,
James provideed the illustraations for the solo as well.
Y
You can find another one of James’ so
olos online att
H
Hobb-Sized Addventures. I loo
ok forward to
o seeing moree
ffrom James in
n the future. Sid
S Orpin, auuthor of manyy
o
of my favoriite recently published
p
sollo adventuress
in
ncluding Rapsscallion, Devotiion to Duty, an
nd Formication,,
h
has provided another solo guaranteed to
t leave yourr
ccharacters cow
wering in fear. Did someonee say demons??
M
Mark Thornto
on, the creatiive mind beh
hind the Gemss
aand Giants blo
og and author of the uniqque new solo
o
P
Pressure Drop,, has provid
ded a giant--infused GM
M
aadventure thro
ough which he ran the Tro
ollgod himself,
f,
K
Ken St. Andree. Paul Ingrassia, the power behind Trollll
H
Hammer Press, presents us with
w an intereesting Wizard
d
N
NPC sure to make
m
a valuablle ally or cunn
ning adversaryy
ffor your nextt game. Of course
c
it justt wouldn’t bee
T
TrollsZine! witthout an article by the prolific
p
Justin
n
W
Williams. Thiss issue he prresents an excellent set off
aarmor elaborattions for all yo
ou gear heads out there.
As always,
I hoope you enjoyy this issue off TrollsZine!. A
magazine deppends on yourr contributions. If you’d
this m
like tto see TrollsZ
Zine! thrive, th
hen please gett involved.
Visitt the TrollsZin
ine! thread at the TrollBriidge T&T
discuussion forum to learn how yyou can contrribute.
B
Bringing all of
o this writin
ng to life are the inspired
d
ccontributions of many arttists includingg Darrenn E.
C
Canton, Alexaander Cook, Patrick Crusiauu, E. P.
T
TrollsZine! Page 3
Issue 6 Sta
anding
g in a C
Corne
er
By David S. Moskkowitz
T
This is a con
ntrived encouunter, designed to test thee
p
player’s abilityy to act like ch
haracters ratheer than actorss
rrolling dice an
nd revealing they've been
n intellectuallyy
ccrippled by conventions in electronic
e
gam
mes.
irritaating exposedd skin but otherwise caausing no
damaage. If inhaledd, however, th
he fog does on
ne point of
damaage to CON
N per minute, at which time the
charaacters must aalso make a ssaving roll on
n CON at
theirr level minus one to avoid being blindedd. The fog
is alsso flammable. Any contactt with fire willl turn the
room
m into a toxicc inferno at w
which point ddamage for
inhallation becomees three CON
N points per m
minute and
the llevel of the saaving roll agaainst blindnesss becomes
playeers' level plus oone.
S
SETUP
P
A generically powerful
p
potential employer says, “Look,,
iff I didn't thiink you could
d fight, I wo
ouldn't botherr
ttalking to you. I want to seee how you th
hink and workk
ttogether beforre I decide what
w
of mine I should riskk
leetting you takke with you. Your goal is to get out.”
The Door: Whenn the players ffirst enter the room, the
emplloyer's minions barricade the other side of the
doorr with enoughh force to enssure that the characters
cannnot break through. After thee characters' fi
first testing
of thhe door, the minions will remove the barricade.
The door is no llonger lockedd, just stuck. The same
will work, reggardless of
efforrt that failed previously w
whatt's happening in the room. All of the m
mechanical
sounnds coming frrom the doorr are actually produced
by tthe employerss’ minions ddoing their best sound
effecct work to foool players.
file
P
Poof. They're teleported into a round ro
oom, 20 yardss
in
n diameter an
nd 30 yards high,
h
with a sin
ngle door. Ass
ssoon as playeers are inside there will bee an ominouss
m
mechanical souund from beh
hind the door leading
l
out.
Ho
ow Thingss Work
m
ple
IIn the center of
o the room is
i a single rouund table with
h
tthree objects positioned ass vertices of an equilaterall
ttriangle:
Sa
A glass jar with
w a pair of moth wings flying around
d
in
nside. At the jar's base is a small golden mallet. Thee
jaar is enchanted to be imm
mobile and in
nvulnerable to
o
aanything but the mallet which
w
will eassily shatter it.
The Giant Red B
Button: This iis indeed a resset button.
If puushed, all of the room's ccontents reverrt to their
initiaal state, instaantly and sileently—except tthere is a
replaay of the aforrementioned sounds from the door.
Lostt CON and exxpended WIZ are not refresshed, but
A candle as colorful
c
as thee moth wings are drab. It iss
uunlit, but at itts base is a sm
mall wand wiith which anyy
ccharacter can cast a Call Flame spell of negligiblee
ddamage. If yo
our world has more mundaane items likee
ccigarette or baarbecue lighteers of some sort, use them
m
in
nstead.
A carved ram
m's horn, cleaarly made for blowing, cold
d
tto the touch.
E
Embedded in the center of the table is a palm-sized
d
rred button. Feeel free to write “Reset” on
n it or, if youu
p
prefer a bit mo
ore subtlety, use
u an approprriate symbol.
T
The Game's Afoott
T
The players sh
hould have a minute or tw
wo to exploree
tthe room befo
ore jets in thee floor start fiilling it with a
ggreenish fog. The
T fog will riise at six inchees per minute,
T
TrollsZine! Page 4
Issue 6 ccharacters thatt were blinded
d, however, caan see again.
The path of no h
harm...
...is of course too ignore eveerything but the door.
Barriing that, playyers should acct immediatelly, lighting
the candle, then breaking thee jar and freeezing the
hatter. The
winggs, which will fall to the grround and sh
room
m gives no signs of succcess; no ligh
ghts, bells,
whis tles, or openiing of the do
oor. No suggeestion that
or wrong.
the players havee done anytthing right o
mployer's truee name is
Perhhaps delvers can learn em
Gnootehfeckingexbbawx or someething similar.
T
The Horn: Bllowing the horn will cause it
i to dischargee
a ray of cold that
t
will freezze anything up
p to ten yardss
aaway, with no saving roll neeeded or allow
wed. The firstt
ttime a delver commits
c
to bllow the horn,, the GM mayy
aallow others in
n the way to make
m
a SR on
n IQ or LK to
o
rrealize that theey need to mo
ove.
T
The Candle: Lighting the candle will turn
t
it into a
R
Roman candlee of unlimiteed duration. Any
A characterr
tthat gets in its way is hitt with the eqquivalent of a
B
Blasting Poweer spell and recceives 5D+100 damage (and
d
tthe player wh
ho pointed itt at his or her
h teammatee
sshould get a reeal-world smacck in the head
d).
The reward for suuccess? Cheese, of course. If you're
m and protein
n for STR
pleassed, provide extra calcium
and C
CON. If not, maybe it will act as a whiskker-variant
of Th
That's A Natty B
Beard.
file
mbinations
Delvvers who spennd time tryingg multiple com
of aactions shouldd receive slighhtly more AP
Ps for the
ordeeal than those who don't lose sight of thee goal; but
the bbonus should pale in compaarison to the eequipment
the E
EMPLOYER trusts them w
with.
Sa
m
ple
T
The Wings: Once freed, the moth wings
w
grow to
o
tw
twenty feet across and flyy around the room. Theirr
fflapping causee’s sufficient turbulence
t
in the room to
o
kkick up the caaustic fog so it now hits players
p
in thee
fface—and anyy lit flames. Iff the candle is lit, the wingss
sstay close enouugh to the tab
ble to be frozeen. Otherwise,,
tthey fly out off range of the horn’s
h
ray.
Ennd Game
T
TrollsZine! Page 5
Issue 6 Eating for Adventurers
By Stefan Jones
Meals at an Inn
Most T&T adventures are not the sort of errands
where characters need to be bothered with trivial
details like eating, or keeping track of rations.
However, on extended quests the challenge of staying
fed can add to the fun rather than being an exercise in
tedious bookkeeping. Below are a set of suggested
rules for dealing with buying food, foraging, and
staying fed.
Virtually every inns and tavern serves meals to their
guests. The quality varies with the type of inn and how
much the guest is willing to pay. The quality of a meal
doesn't affect a character's health unless the GM
makes a special ruling; but meals could affect an
adventure in other ways. A potential employer might
look down her nose at adventurers who are seen
eating boiled turnips, for example. On the other hand,
a fancy meal might make a nice bribe for an official
whose favor the adventurers are trying to curry
(Mmmmm, curry!). Eating an especially rich and fancy
meal could have consequences as well, ranging from
being a bit slow or having gas.
Meals at an Inn
Miserable Meal
Ordinary Meal
Fancy Meal
Sumptuous Feast
ple
To be in tip-top shape for adventuring, characters
need at least two square meals a day. The quality
doesn't matter; a meal could be a feast, a piece of hard
tack and a bit of sausage, or a couple of handfuls of
bugs, berries, and roots resulting from foraging. A
character that eats two or more meals is well fed and
suffers no penalties.
file
Well Fed, Hungry, and Starving
Sa
m
Characters that eat just one meal per day are hungry.
Hungry characters take twice as long (twenty minutes)
to regain a lost point of Strength (STR) or Wizardry
(WIZ). They also heal damage to Constitution (CON)
at half the normal rate (1/2 point a day).
Characters that go without a meal for more than a day
are starving. Starving characters regain lost STR and
WIZ at one-sixth the normal rate (one point every
hour). They not only do not regain lost points of
CON through normal healing, but they also lose one
point of CON each day. This damage cannot be
healed by magic or potions, but is "healed"
immediately after eating two hearty meals and getting a
good night's sleep. Eating just one meal returns a
character to hungry status; the hunger damage then
starts to heal at "normal" hungry rate of a half point a
day.
Buying Food
Meals can be served up at an inn ready to eat,
purchased in the form of raw materials for cooking, or
bought in the dried or salted form for eating on the
road or underground. Players should feel free to have
their characters bargain for better prices!
TrollsZine! 5 cp
12 cp
3 gp
10 gp
Miserable meals consist of poor peasant fare like
porridge, hard black bread, and thin fish soup.
Ordinary meals include dishes like stew, good bread and
butter, cheese, sausage, and greens.
Fancy meals include chops of fresh meat, roast fowl,
vegetables with sauces, and good wine.
Sumptuous feasts are rarely found outside of the homes
of nobles and inns that serve the high-born; they
include fancy roasts, soups, sauces, and pastries.
The basic price includes some kind of drink, ranging
from cheap ale to a goblet of fine wine. Extra rounds
might add 20% to the price of the meal.
Raw Ingredients
If the campaign deals with the characters' lives
between adventures, they will want to know what it
costs to stock their cupboard.
Page 6 Issue 6 Raw Ingredients
Meal
Week
Coooking Gear
Cost
Miserable Meeal Fixings
Ordinary Meal Ingredientss
Fancy Meal Makings
M
2 cp
5 cp
12 cp
3 sp
8 sp
2 gp
Me ss kit
Coooking tripod
Bigg pot
Cauuldron
Cam
mp cook's kit
100 gp
2 gp
3 gp
18 gp
10 gp
Weeight
20 w.uu.
40 w.uu.
50 w.uu.
800 w
w.u.
1000 w.u.
R
Raw ingredien
nts need a kitcchen and a cook to becomee
a meal! Mostt people can make a misserable-qualityy
m
meal; fancy feasts requuire someon
ne with thee
aappropriate Taalent.
cook's's kit has everyything requireed to prepare a big meals
for a dozen or moore people.
M
Meals on the
t Go
Foraging
Cost
Weight
Field Rationss
Dungeon Rattions
5 sp/day
1 gp/day
30 w.u.
20 w.u.
Anyoone can try too find edible iitems in the w
wilderness.
This requires a L11SR on Intelliigence (INT) iin a fertile
area or a L2SR onn INT in a barrren waste. A successful
means the chharacter finds enough rootts, berries,
roll m
wild greens, and grubs to maake one meaal for one
food keeps forr two days.
persoon. Foraged fo
ple
F
Field rations aree used on thee road. They include
i
thingss
liike rolls, saussage, cheese, and dried fruuit. They keep
p
ffresh for abouut a week. A raation consists of two meals.
F
Field rations can be eaten as-is, but caampfire cookss
w
with a pot an
nd tripod can turn them in
nto somethingg
m
more appealing.
A chharacter can m
make one foragging roll whilee traveling
at a nnormal pace, ttwo rolls if treekking througgh the land
at haalf normal paace, or four rrolls if stayingg put and
workking from a caamp.
file
Rations
Sa
m
D
Dungeon rationss (which are also
a used aboard ships) aree
ssturdy, spoil-reesistant foodss like jerky, peemmican, and
d
h
hard tack. Th
hey can keep for many weeeks. A ration
n
cconsists of two
o meals.
Foraaging can be taken as a taalent! A skilleed forager
findss two meal's w
worth of food instead of one if the
roll ssucceeds.
M
Miserable meal fixings (grrains, dried fish,
fi
and roott
vvegetables) can
n be brought on the road or stored in a
sship's hold. Two
T
meals wo
orth weighs about 40 w.u.,,
aand keep for a week; however, the supplies must bee
ccooked.
C
Cooking Gear
G
IIn a rough-an
nd-ready mediieval world, anyone
a
with a
kknife, some wood,
w
and a waay to start a fire
f could turn
n
ssmall game or fish into a tasty roasted
d meal. Moree
eelaborate meaals require som
me gear. The prices below
w
aare for new iteems; used geaar can be had very cheaply,,
o
or salvaged frrom ruins, battlegrounds, or monsters'
ddens.
A mess kit is a modest ind
dividual cookin
ng set, which
h
ddoubles as a bowl.
b
A cookingg tripod is used
d to suspend a
bbig pot or caulddron over a firee. Two tripod
ds can be used
d
tto hold a sturd
dy spit for a laarge piece of game.
g
A camp
T
TrollsZine! Page 7
Issue 6 A tr
trapping kit iincludes snarres, fish hooks, little
spearrheads for gaaffing fish andd frogs. A traapping kit
allow
ws a characterr to make one additional traapping roll
per dday.
A party of advventurers is on the march through the Drebatt
W
Woods. Two of the
t characters deecide to forage as they go in hopess
of extending theeir food supply. They can mak
ke one roll each..
O
One character has an INT of 13; she makes her L1SR andd
rrolls a 6, not enoough to find a meal's
m
worth of forage. The secondd
ccharacter is a Ranger
R
with a Foraging
F
talent of 16. He alsoo
rrolls a 6, but it is enough for a successful SR and
a he finds twoo
m
meals worth of nuuts and berries.
Lazaark the Reprobaate is hiding out in a small, fertille valley. He
spendds his day tickliing fish and tryying to catch rabbbits with a
snaree made from hiss shoelaces. Sincce he is staying put he can
rolls. He doesn't have the trappinng skill, but
makee two trapping ro
does hhave an INT off 18. On a part
rticular day he roolls a 7 and
a 5. The first roll aand Lazark's INT totals 255, enough to
wo meals worth of fish and
makee a L2 SR andd thus gather tw
game..
SShomol the Arrcher has escapeed from a slavve galley and iss
m
making his way up a desolate coastline.
c
The onnly foraging he'ss
ddone is picking berries
b
as a kid. Because he is trraveling slowly hee
ccan make two foraging
fo
rolls a day.
d But with an
a INT of onlyy
111, he must rolll a 14 or bettter on each rolll to find enoughh
ppickings for a sinngle meal.
Gannnert the Ranger is patrolling the barren frontier wastes. Her
slow ppace would norm
rmally allow herr to make one ttrapping roll
per dday, but she has a trapping kit so she can mak
ke two rolls.
Gannnert is a skilled trapper, meaninng she only needds to make a
L2 SSR versus her T
Trapping talent of 16 to succeedd. Gannert’s
playerr rolls an 8 and an 11. The ssecond roll is a L2 success,
earninng Gannert two meals.
T
Trapping
Sa
m
ple
A character traveling at half pace caan make onee
ttrapping roll per
p day; a charracter staying put can makee
tw
two trapping rolls.
r
Trappin
ng requires a L2SR
L
on INT
T
in
n a fertile areaa, or a L3SR on
o INT in a barren
b
area. A
ssuccessful L2SSR yields two
o meals. For each level off
ssuccess abovee L2, the ch
haracter obtain
ns two moree
m
meals worth of
o game. Trapping can also be taken as a
ttalent. A talen
nted trapper may reduce the difficultyy
leevel of the traapping SR by one.
o
Bigg Game
file
IInstead of forraging, a charaacter can try to
t catch smalll
aanimals. This takes more time and is a little moree
ddifficult, but wields
w
richer rewards on success.
s
Food
d
ffrom trapping keeps for onee day after it iss caught.
Trapping Gear
Trapping Kitt
T
TrollsZine! Cost
Weight
2 gp
20 w.u.
Of ccourse, characcters can go aafter bigger game, be it
deer,, boar, wild cattle, giant bipedal birdss or small
dino saurs. Huntinng of this sort is really an addventure in
itselff, requiring tthe GM to determine raanges, the
num
mber of hits oof damage a beast can taake before
expirring, and wheether the preyy can fight bacck! Unless
the pparty runs intto a prey creaature by chan
nce, they'll
needd to make SR
Rs on INT or an approprriate talent
suchh as Hunting oor Tracking orr Survival to fiind one.
If a hhunt is successsful, a single deer or boar ccan supply
dozeens of mealss. Game willl keep a dayy without
prepparation; smokking meat is a major operatiion (taking
nt of field
at leeast a day) buut results in the equivalen
ratioons.
Page 8
Issue 6 Hench
H hmen fo
or So
olo De
elvers
By Dan
D Hembreee
Rulles For H
Henchmen
The following rulles are for ussing henchmeen in solo
adveentures. In aadventures ruun by gamee masters,
hencchmen may ccertainly play a greater ro
ole. These
ruless are intendedd to preserve a sense of ffairness to
soloss while still allowing th
he solo delvver a few
comppanions.
A chharacter with a Charisma off 12 or less maay hire one
hencchman at a ttime. For eveery point of Charisma
abovve 12, a charaacter may havve one more h
henchman
(e.g.,, a character w
with a Charism
ma of 15 may h
have up to
threee henchmen aat one time).
Sa
m
ple
T
That’s where henchmen come
c
in. No
o, they’re nott
p
professional delvers, they arre simply hired
d hands. Theyy
ccome from alll walks of life, but they are all desperate.
A
After all, theyy’re agreeing to some prettty dangerouss
w
work. Maybe there’s
t
a farm
mer’s son who didn’t get hiss
ffair share of the family’s land,
l
a merch
hant who lostt
eeverything to fire, flood, orr gambling, a sailor who iss
n
now afraid of water, or even
n a disowned and disgraced
d
n
nobleman tryin
ng to survive in the real wo
orld. Their job
b
is simple. They carry backkpacks, sackss, chests, and
d
ttorches. They make sure th
hat your hand
ds are free to
o
ddeal with the dangerous sttuff while theey hang backk
w
well out of thee way. They most
m certainly do
d not engagee
in
n combat, sco
out ahead for trouble,
t
open doors, chests
or toouch anythingg first for thaat matter. Theey are not
cannnon fodder (but accidents ddo happen). T
That being
said, they do comee in quite handdy.
file
L
Let’s face it, being
b
a solo deelver is tough. Not only do
o
yyou have to be
b prepared to
o face ravenouus beasts, vilee
uundead, slaverring monsters, spike-filled
d pits, poison
n
n
needles, and ancient magicc but you’ve got to carryy
eeverything. Not just the good
g
stuff likke gold coins,,
jeewels, and magic swords but
b extra weaapons, arrows,,
ttorches, oil, ro
ope, water, an
nd food. Plus you’ve got to
o
h
hold your ow
wn torch or lantern,
l
so fo
orget using a
sshield or secon
nd weapon wh
hen you go so
omeplace darkk
(w
(which is the typical workp
place of delveers); unless off
ccourse someone was nice enough
e
to leaave a light on
n
ffor your plun
ndering convenience. Then let’s say youu
ddo kill that giant ogre that was teerrorizing thee
ccountryside an
nd his great horde of treeasure from a
liifetime of saccking and loo
oting is yours; how are youu
ggoing to carry it all back hom
me yourself?
T
TrollsZine! Wheen you hire a hhenchman, rolll 3D6 and muultiply that
num
mber by 100. This is the carrying abiliity of the
hencchman.
Hencchmen have no other attrributes. They may wear
no aarmor nor maay they carryy any weapon
ns of their
own;; they are strict noncombatants. They allso cannot
be ussed to lead thhe way, solve p
puzzles, test flloors, pick
lockss, force downn stuck doors,, open chests,, doors, or
winddows, or any oother kind of ddelving relatedd task.
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Issue 6