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. Page 9 Issue 6
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