The Trollmanac (7335673)

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The Trollmanac New character types, kindred, monsters and more for Tunnels & Trolls 1 Johannes Adelstein (order #7335673)

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T&T articles.

Transcript of The Trollmanac (7335673)

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The Trollmanac New character types, kindred, monsters and more for Tunnels & Trolls

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The TrollmanacBy scott malthouse

Text and Trollish Delver Logo copywright © 2013 by Scott Malthouse

All illustrations within this book, including the cover, are public domain.

Tunnels & Trolls™, designed and written by Ken St. Andre, is a registered trademark of Flying Buffalo Inc. For more T&T products go to www.flyingbuffalo.com

First printing- January 2013

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Introduction

This tome that you hold in your very hands (or are looking at on your very screen) is a collection of odds and ends for Tunnels & Trolls originally published on The Trollish Delver blog. I thought that while it's all well and good these new character types, beasties, weapons magic items and such sitting on the site, it would be nice to have everything under one roof, so to speak. The Trollmanac, then, is a pot of T&T goodness, containing new goodies for both game masters and players alike. Have you ever wanted to wield a sword that can cause its victims to implode from sheer awesomeness? How about playing as a magical mushroom person? Or becoming a sentient clockwork machine? This book has all that and much more. Hell, I've even included two micro-solos for you to have a bash at.

T&T is a game that has never taken itself too seriously, so that's how I've approached the writing in The Trollmanac. This isn't a stuffy guide with tonnes of fluff (though there is some of that), it's just a nice resource to dip into if you fancy adding a bit more to your game.

I hope you find something useful within these pages or at least think some of these ideas are relatively interesting. Now dig in, because I need to go and have my lunch.

– Scott Malthouse (The Trollish Delver)

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Contents

Character TypesStarwatcher 8Storyteller 9Minstrel 10Wytchfinder 13

Burglar 14Wildfarer 15

Character OptionsLifekeeper 18Godsword 19Assassin 20

KindredDarkwitch Night Elf 22Toath 23Automaton 24

MonstersIcy Deathseeker 25Hexwood Crawler 26Green Man 26Hulking Hornblazer 27Blitzfrost Razor 28Shivering Crawler 28Hoboleth 29Bashannanoth 29

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ItemsOak Staff of the Seven Flames 31Gorgon-Zola 32The Sword of Absolute Awesomeness 33Gloves of Chainbind 34Awesome Armour Selection 35Magic Item Selection 36Weapons of the Uber-Awesome 37

GuidesPlaying Vampires 40Three Ways to Make Combat More Awesome 41A Guide to Uruks 42Avast! Sea Adventures 44

Micro-solosThe Creeper in the Temple 46Mines of the Wretch King 50

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Character Types

Starwatcher The universe is a vast and confusing place. There are few in Trollworld who have managed to even start the intellectual voyage into the unknown depths of space, but those who have dared to do so have discovered the ancient secrets of the cosmos.

Starwatchers are students of the universe who usually spend their whole lives researching the things that are beyond the sky. There are very few Starwatchers, mostly due to the fact that their studies are likely to send them mad when they come upon the power of the cosmos. Those who don't turn into lunatics learn how to wield the power of the stars as wizards use the powers of magic. However, the cosmic power is still created from kremm and therefore follows the same rules.

Prerequisites: 13+ WIZ, 14+ INT

Prime Attributes: WIZ/INT/CHA/LK

Recommended Talents: Star Navigation (INT), Cosmic Knowledge (INT), The Universe is With Me!* (LK)

*Starwatchers are pretty lucky as it seems that the universe is watching out for them.

Special Abilities:

Cosmic Scrying: Once a day the Starwatcher can look to the universe for guidance. The GM can give a clue to help her in some way.

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Storyteller From the smoke-filled corner of a dingy inn to the festive halls of the King's court, storytellers are at the heart of entertainment in Trollworld. They tell tales of heroic feats, great battles and lost love, captivating all who stop to listen, often with musical accompaniment.

Storytellers come in all shapes and sizes, from the pipe-playing elves of the Sinderwoods to the urook drummers of the Grey Mountains. However, none are as legendary as Fenrick Waterborn from Gull. Fenrick was a human who, at an early age, decided that he wanted to see the world, so he packed his bags and left home taking his famous harp 'Alelia' with him. Over the years he collected stories from the world over, such as the time he was almost trampled on by a family of rock trolls and that time when a bear challenged him to a drinking contest. Now thousands follow in his footsteps, journeying through Trollworld to discover the best tales inspired by adventure.

Prerequisites: 13+ CHA

Prime Attributes: CHA/DEX/INT/LK

Recommended Talents: Musical (CHA), Storyteller (CHA), Live to tell the tale (LK), Improvisation (INT)

Special Abilities: Story of Inspiration - Once a day you may tell a story to inspire your allies. Each ally gains +5 to their next SR.

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Minstrel

Sometimes all it takes is some sweet music to keep the most ferocious of beasts at bay. The Minstrel, equipped with his or her instrument, aids the party with songs of valour and might, whilst striking fear into the hearts of their enemies with foreboding melodies. Minstrels tend to have long hair and wear leather jackets, often with patches sewn on depicting their favourite minstrels. Sometimes they form bands and tour the world for fame and fortune.

A Minstrel can purchase the following instruments:

Bagpipe (10 gold)Cornamuse (20 gold)Crumhorn (10 gold)Harp, Poor (10 gold)Harp, Good (20 gold)Harp, Immaculate (30 gold)Lute (10 gold)Flute (20 gold)

Each instrument has a level that reflects its cost. A 10 gold instrument is level 1, 20 gold is level 2, 30 gold is level 3 etc. Instruments can only cast spells of their level or below. Instrument levels have the same attribute requirements as spell levels, so you must have the correct attributes to cast instrument spells.

Song of Battery (Level 1)"Smashing through the boundariesLunacy has found meCannot stop the battery"

Wiz: 3Effect: You sing a song to inspire your friends in combat. +2d6 combat adds to the party's HPTPower-up? Yes. Double combat add dice

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Melody of Death in Fire (Level 1)"Total war is hereFace it without fearAge of sword, age of spearFight for honor, glory, death in fire"

Wiz: 3Effect: You play a viking-like melody that imbues your allies' weapons with magical fire for one combat round. If your allies win the round, all enemies hit must make a L2SR on CON or extra damage equal to your INT.Power-up? Yes - add a level for the saving roll.

Tune of Fear of the Dark (Level 2)"Have you ever been alone at night,Thought you heard footsteps behind,Turned around and no-one's there."

Wiz: 8Effect: Your song paralyses your enemies with fear. Enemies halve their HPT for one round.Power-up? - Yes - double the duration.

Song of Watching Over Me (Level 2)"His spirits like the windThe angel guarding meOh, I know, oh, I knowHe's watching over me"

Wiz: 8Effect: You play a song of protection, casting a calming blue light over your allies. Allies gain 2d6 CON (cannot exceed original CON)Power-up- No

Melody of Enter Sandman (Level 3)"Exit light,

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Enter night,Take my hand,We're off to never never land"

Wiz: 15Effect: Your song puts your enemies into a deep slumber. Enemies will sleep until attacked.Power-up? - No

Tune of Power of the Dragonflame (Level 3)"From the silent hill we scream loud your nameMighty power of the Dragonflame,from the mountains proud and strong,We call our dragonlord"

Wiz: 15Effect: You call forth the fire of the great dragonlords. Enemies take 4d6 damage.Power-Up? - No

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Wytchfinder

Wytchfinders are feared across the land for their stone cold determination to rid the world of all witches by any means necessary. Wytchfinders are well versed in religious lore and are able to easily identify a witch when they come across one. Wytchfinders usually wield crossbows tipped with a special poison they brew especially to affect witches.

Prerequisites:13+ DEX, 13+ INT

Prime Attributes:ST/DEX/CON/INT

Recommended Talents:Sense Magic (INT), Crossbow ace (DEX), Religious knowledge (INT), Intimidation (ST), Witch stories (INT)

Special Abilities:

Identify Witch:The Wytchfinder is able to instantly recognise if anyone is a witch* on a L1-SR vs INT.

Witch Poison:Wytchfinders can brew a potent poison that affects witches. It takes three hours to create the poison with 10gp worth of ingredients, which is applied to the Wytchfinder's weapon (usually a crossbow bolt). The poison lasts 24 hours before it dries up and loses its affect. If a witch is hit by the poisoned weapon they receive damage equal to half the Wytchfinder's INT rounded down.

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Burglar

Burgling is an art form for those who practise it, and breaking into buildings and stealing things are what Burglars to best. Burglars sneak in the shadows and often disguise themselves to get where they need to be and take what they want to take. Hobbs generally make good Burglars due to their high dexterity.

Specialist (Must roll triples on DEX)

Prerequisite:13+ INT

Prime Attributes:DX/INT/CHA/SP

Recommended Talents:Pickpocket (DX), Stealth (DX), Persuade (CHA), Distract (INT), Con artist (CHA), Eye for detail (INT)

Special Abilities:

Disguise:Burglars are able to disguise themselves as other people of their size and approximate weight. To pull off the disguise the Burglar must pass a L1-SR vs INT. If the disguised Burglar is inspected closely she must make a L1-SR vs LK or be discovered. Disguises last for hours equal to the Burglars INT score before they have to be re-applied with the correct materials (rubber mask, hair dye etc) which costs 40gp to buy.

Lockpicking: Burglars have the tools and the know how to pick locks. All locks require a L1-SR vs DX to pick regardless of their complexity.

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Wildfarer

Wildfarers are people of nature, often taking up residence in vast forests away from modern civilisation. They have mastered the art of communicating with the animals and even plants around them and can draw out nature's energy to use magic. It is unlikely that a Wildfarer will have come across many people in their lives so they are usually insular and unsociable, but always willing to help if it's for a good cause.

Prerequisites: 11+ INT and WIZ

Prime Attributes: INT/WIZ/CHA/DX

Recommended Talents: Natural Empathy (CHA), Plant Medicine (INT), Wilderness Navigation (INT), Natural Lore (INT)

Special Abilities:

Animal Companion: Wildfarers may choose one animal companion at first level from below that affect the Wildfarer's saving rollss.

Bird MR 6 (+1 to DX Saving Rolls)Mouse MR 5 (+2 to CON Saving Rolls)Lizard MR 6 (+1 to LK Saving Rolls)Wolf MR 8 (-1 CHA Saving Rolls, +1 SP Saving Rolls)Monkey MR 6 (+1 INT Saving Rolls)

Animal companions level at the same time as the Wildfarer, giving them a +2 to their MR. If the animal companion dies it can be brought back to life by the Wildfarer reducing their CON and WIZ to 1, which transfers her energy to the animal companion. This ability can only be used with an animal companion. The Wildfarer may only ever have one animal companion.

Communicate with Animal Companion: Wildfarers are able to communicate emotion

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with their companion. Both the Wildfarer and the companion are able to feel the emotions of the other no matter how far apart they are. However this does not work if they are on separate planes of existence.

Gunne Restriction: Wildfarers are opposed to gunnes and will never use them.

Wildfarer Magic: Wildfarers are able to use a limited number of natural spells. They automatically learn new spells each level. They cannot learn other spells.

Level 1

Sun Palm [Conjuring]WIZ cost: 2Range: 10 feet per caster levelDuration: 10 minutesPower Up? Yes. Double duration for each level increase.Description: A blazing light shines out of your hand to light up the darkest places.

Vine Trip [Combat]WIZ cost: 5Range: Up to 80 feetDuration: InstantaneousPower Up? Yes. Double previous damage amount with each level increase.Description: Lashing vines sprout from the ground doing 2d6 hits on a single target.

Level 4

Healing Spirits [Cosmic]WIZ cost: 15Range: TouchDuration: InstantaneousPower Up? No.Description: Heal target's CON by your INT score.

Too-Bad Toxin [Metabolic]WIZ cost: 7Range: Touch

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Duration: InstantaneousPower Up? No.Description: Stops the harmful effects of poison, purging the toxin from the target's system. This does not restore any lost CON points, nor does it heal wounds caused by poisoned weapons.

Level 6

Call of the Wild [Combat]WIZ cost: 30Range: TouchDuration: 1 combat roundPower Up? Yes. Double the previous damage with each level increase.Description: You command the denizens of the wild to join you in battle. Any appropriate animals for the environment will attack up to 4 opponents, doing damage equal to you INT to each.

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Character Options

Character options aren't brand new character types; rather, they are ways to tailor existing types to suit new roles. So a Lifekeeper is just a type of wizard that has studied healing arts, while the Assassin is a warrior who is kitted out with the necessary weapons and attire for killing people in a stealthy way.

Lifekeeper

Some wizards are born to destroy, others to create and some to preserve life. Lifekeepers are experts in the latter, using their powers to heal and prevent others from harm. Lifekeepers are also bloody useful people.

Keeping away from the front lines and casting spells on their allies, Lifekeepers are a rare breed of philanthropist, who spend her money on potions and spell books in order to help others. A party of delvers who happen upon a Lifekeeper would do well to hire her because she might mean the difference between emerging from the castle with piles of treasure and getting crushed by several trolls.

The Lifekeeper is very much based on intelligence, but a little charisma can go a long way too (call it bedside manner).

Past first level, Lifekeepers will choose to learn mostly spells that will benefit others, such as healing and redirecting damage. The following spells are ideal for this kind of wizard:

Level 2: Poor Baby, Hidey HoleLevel 3: Healing Feeling, Shield MeLevel 4: Protective PentagramLevel 5: Resist MagicLevel 6: Blue Shirt of LifeLevel 7: Invisible WallLevel 8: Zapparmor

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Level 8: PygmalionLevel 13: Born Again

As well as spells, the Lifekeeper must know a thing or two about preserving life manually. Here are a few ideas for talents:

Medical Marvel (INT), Herbal Lore (INT), Potion Brewing (INT), Bedside Manner (CHA).

In terms of equipment, the usual staff and light armour will do. Make sure the Lifekeeper has a good stash of healing potions as well as any ingredients to make potions. A scalpel and fold-able stretcher may also come in handy for those battlefield wounds. Oh, and don't forget the bandages!

Godsword

Tunnels and Trolls has always lacked the cleric-type character that tends to appear in many other popular fantasy games. To be honest, this makes complete sense because Trollworld technically doesn't have deities. Instead it has the God-Wizards of ancient times who were beings with such immense magic that they were, for all intents and purposes, gods.

But that isn't to say that people in Trollworld don't worship and pray to higher powers. The sea-faring Cyruks are obedient to their god and ruler Zweetz, the serpent wizard and of course Gristlegrim is the creator of the dwarves. It's only natural that different cultures will worship whichever god-wizard brought them into being.

I have always thought clerics and paladins to be in the realm of D&D, so I think a better term for them in T&T would be 'Godswords'. Why? Well, mostly because it sounds way cooler than cleric but also because it follows the simplistic aesthetic of the T&T universe. These guys worship and hack.

So what does it take to turn your default warrior into a steel-toting preacher (how bad-ass is that)? Godswords are people who don't back down from a fight and will battle to the death for their cause, so armour would be a good place to start. Full suits, helms and

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shields will aid Godswords in their struggle against the unholy terrors that plague Trollworld. It's not uncommon for a single Godsword to take on many enemies at once, so she needs to be clad to the teeth in steel.

Weapon-wise Godswords prefer to fight valiantly in close quarters with the wretched enemy, so a sword or hafted weapon that delivers as much damage as possible is a must.

So far, you could have made a generic kitted out warrior, but now let's get to the meat of the Godsword. Preferred stats are strength, constitution and charisma, as they have to be both handy in battle but able to persuade others to join their ways. Make sure you carry at least enough healing potions for each of your party members, as Godswords are sworn to heal as well as smite. Likewise, make sure you have spare rations for the needy you made come across on your adventures.

Recommended talents are as follows:

Medical Knowledge (INT), Preach the Word (CHA), Can Take a Beating (CON), Everyone Trusts a Priest (CHA), Calming Demeanour (CHA), I Know Evil When I See It (INT).

As you can see, Godswords are very charisma-based warriors, relying on both their might and words to win the day.

Assassin

We all love the reliable warrior but let's face it, they're a bit boring. Sure you can add whatever creative fluff to her back story in order to make her stand out from the thousands of warrior clones out there, but sometimes you need some extra mechanics to make her extra special. Here's how to create your very own assassin.

Fantasy assassins typically stick to the shadows and attack without warning, often using poisons to dispatch their targets. Because of this, assassin warriors will generally have higher than average dexterity. Swift blades and ranged weapons are their forte, so don't equip them with anything too cumbersome. Wielding dual katars only requires 16 dex and has comes with that bad-ass Assassin's Creed aesthetic as a bonus. 4d6 + 8 at a relatively

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cheap price of 36 gp is a thrifty purchase that packs a punch and feels very 'assassin-y'. Similarly, ranged weapons should be light and easy to carry, so a hand crossbow is a good one to go for.

Obviously an assassin doesn't want to be weighed down by plate mail and fortunately warriors' double armour means that they can wear relatively light armour and still take the hits. Consider not going for a full suit and instead patching different pieces of armour together. This will be more expensive, but it will offer maximum protection without the weight.

Of course, weapons and armour can only get you so far, so you'll need to throw some assassin talents in with the mix. As a starting talent, I recommend taking something like Sneak, based on dexterity. Later on you could go for the following:

Poison Making (INT), Knowledge of the Streets (INT), Balancing Act (DEX), Acrobat (DEX), Stone Calmness (INT), Blend in with the Crowd (CHA), Intimidation (CHA)

So there you have it, a quick guide for turning a mundane warrior into a death dealer from the shadows.

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Kindred

Darkwitch Night Elf

When Draknar Darkwitch entered the world, the darkness came. He was a powerful wizard who plunged Trollworld into one year of night by extinguishing the great sun in order to try to cease ultimate power on the world. He brought with him his creations: an army of creatures known as Darkwitch Night Elves, who thrived in darkness and proved themselves to be deadly warriors when light wasn't present. Draknar waged war against the dwarves, elves and monsters, slaughtering all who opposed him.

After six months, he has built a great tower called Ornark where he resided in comfort. But he was soon to find out that the once squabbling god-wizards were hatching a plan to rid the world of Draknar a re-light the sun. On the fields of Ostanath hundreds of thousands of warriors and wizards met Draknar's forces in battle. The god-wizards prevailed, slaughtering Draknar and restoring light to Trollworld. The Night Elves who survived retreated into the darkness of the tunnels beneath the world and created a small community.

Attribute Modifiers: STx1, DXx2 (x3 in total darkness), LKx1.5, CHAx0.5, INTx1, SPx1, CONx0.75

Special Features:Night Vision -Darkwitch Night Elves are able to see perfectly in the dark.Fear of Light - Darkwitch Night Elves do not like daylight and tend to avoid it. They may spend up to 3 hours in daylight before having to roll a Saving Roll on CON equal to your current level. If you fail, you must seek shade (indoors) lit only by artificial light within the minute or temporarily reduce INT by 1. You will regain 1 INT per hour while in shade.Natural Marksman- Gain a +2 to all DEX rolls when using a ranged weapon.

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Toath (Mushroom Person)

Beyond the bustling towns and cities of Trollworld lie small pastoral villages dotted across the luscious green landscape. Most are fairly humdrum affairs, their inhabitants leading slow and peaceful lives tending livestock and drinking in the sun. However, if you were to stumble across the little hamlet of Fuhn-Gi you will be one of the few outsiders to see the enigmatic Toath: the mushroom people of Trollworld.

Fuhn-Gi is nestled beside the Silverlight Forest, which few kindred have explored. Jonat Foxbrush, also known as The Great Wanderer, noted in his journal when he arrived in the Silverlight Forest that the birds seemed to fly backwards and little brown moles swung from the trees. He called it "a bloody odd place" and nicknamed it the Ridiculous Forest. He was the first outlander to happen across the Toath community and spent a year documenting their way of life. They are a peaceful people and can be timid at times. Foxbrush noted that they would only come out at night, sleeping in their small huts in the day.

As time drew on, the more the Toath surprised Foxbrush. They proved themselves to be spiritual creatures who has an incredible command over kremm. Even in the younger ones, magic seemed to come naturally to them, learning to cast weak spells at an early age. Foxbrush remarked later that when the hamlet was attacked by Storm Wolves one night, the elders were able to swiftly put a stop to what could have turned out to be a destructive rampage with only metabolic spells. In fact, he observed that the Toath were forbidden from using any other type of magic, as they were said to be too destructive and unpredictable.

Attribute Modifiers: STRx1, DEXx1, CONx0.75, CHAx2, WIZx3, LKx1.5, INTx1

Average SIZ: 6ft 8in

Special Features:

• Toath thrive in the night, so during the day (between dawn and dusk) any SR level is increased by 1.

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• While Toath are able to use any kind of spell, they are forbidden by their culture to use anything other than metabolic magic, which costs 1 fewer WIZ per spell level than in the spellbook. Other magic types cost an extra 2 WIZ per spell level.

• Toath are able to take an hour of uninterrupted meditation to heal 1d6 CON on themselves or one other person.

• Toath may not wear helmets. They simply won't fit over their mushroom head.

Automaton

Automatons are mechanical creations of Clock Mages - magic-users who spend their lives creating a clockwork replica of themselves from impossibly intricate mechanisms. Once wound up Automatons can continue functioning almost indefinitely, as long as they mind themselves up at dawn when they begin to get sluggish.

Most Automatons come from the Winding City, where a good majority of Clock Mages thrive. Their presence generally denotes that their creator has passed away and they are his or her earthly representative. While they are a marvel to behold, Automatons are not good conversationalists, although they are capable of disjointed speech that sounds like grinding gears, and they often try to mimic others in their actions. Many Automatons get jobs in manual labour due to their strength, often in the mines. Others, however, choose to explore the world and become delvers out of curiosity more than a want for money.

Automatons are unable to use magic, so may only choose the Warrior type in character creation.

Attribute Modifiers: ST: x 2, DX: x 1, INT: x 2/3, SP: x 3/2, WIZ: x1, CON: x 3/2, LK: x1, CHA: x 1/2

Special Features: Automatons are created from metal able to withstand extreme heat or cold. Natural fire or cold attacks do 1d6 less CON damage because of this.

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Monsters

Icy DeathseekerThe frozen wastes of the barren north are home to some of the more hideous and ferocious creatures imaginable. To live in this frigid landscape is to kill anything you can find, so monsters are always hungry. The Icy Deathseeker is one of these wretched inhabitants, roaming the snow in search of prey. The nomadic hobb tribes of the wastes, the Klenku, call it the Mamomo, or 'skycaller', because of the horrendous, throaty shout it emits once it has made a kill.

MR 120 (13d6+60)Number of Creatures: 1-2Armour: 5 hits (icy hide)Treasure: Deathseeker Poison, Ice Whip (3d6+2), Ice Claw (200gp)

Special Attacks:3 /Needleshot- target makes a L3SR vs Dex or takes 1d6 damage and is pinned to the ground for 1d6 combat rounds.4 /Rending Maw- target makes a L3SR vs Str or takes 1d6 damage and has a 2/6 chance of having an arm broken.

Special Features:

• The Icy Deathseeker strikes during blizzards and is therefore almost invisible to the players. When a player attacks, they must roll a 3+ on a d6 otherwise they are unable to do damage.

• The Icy Deathseeker has blood that acts as a potent poison. If a small amount is ingested, the victim will go numb after 5 minutes before becoming paralysed from the neck down after an hour. There is a 4/6 chance the victim will lose all respiratory functions and die after 3 hours. If they don't die, they will be paralysed for life.

The Klenku have developed goggles that allows the wearer to see clearly in a blizzard, which would be a huge boon when travelling through the northern wastes. They would

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generally trade the Blizzard Goggles for a week's supply of food if possible, as they do not have need for money. Ridding a local Deathseeker from Klenku territory makes anyone a hero in their eyes and heroes are highly venerated.

Hexwood CrawlerHexwood Crawlers are three-foot long quadrupeds with stalk eyes and needle-like teeth. They hunt in packs of 3-7 but generally don't stray too far away from their nests. Hexwood Crawlers make their nests in large hollowed out trees where they store bodies of anything they catch for their young to devour - of which there can be up to 10. They are masters of camouflage and are able to teleport to ambush their pray. However, before attacking, the Crawlers attempt to psychically disable their prey by turning them into slobbering imbeciles. To communicate they emit a call in a frequency that only Leprechauns and Fairies can hear. To them it sounds like a high pitched, drawn-out whistling that can be heard from 200 ft away.

MR 64 (7d6 + 32)

Number of creatures: 3-10

Treasure: Hexwood Heart (40gp)

Special Attacks:1/Wink Wing2/Mind Warp - When 2 sixes are rolled Hexwood Crawler does 1d6 INT damage to the target.

Special Features:Camouflage - Hexwood Crawlers are able to blend into forest surroundings. Every time a player attacks a Hexwood Crawler they must pass a L3-SR on LK or do half their hit point total.

The Green Man

The Green Man is the spirit of the forest who tends to his wild world with a caring touch. Although he is the essence of everything that embodies the woodland, the Green Man is also able to form himself into a physical humanoid body should he want to, although it is a rare occurrence. As the protector of the forest, the Green Man will do everything in his power to prevent harm being inflicted on his natural domain. In this way, he is able to

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command creatures of the forest to fight unwanted intruders or those bent on the destruction of wildlife. However, should a kind-hearted individual become endangered in his domain he will cause nature to come to that person's aid, perhaps by providing a healing fruit or a stream to appear.

MR 400 (41d6 + 200)

Number of creatures: 1Treasure: None

Special Attacks:

8/Camouflage - The Green Man can blend into his surroundings as to become almost invisible. Attackers roll half the HPT when he is camouflaged.

9/ Nature's wrath - Vines sprout from the ground and entangle the victim. L7SR-DEX or LK to escape the vines. If you are caught in the vines you cannot move or attack for 1d6 rounds and you take 4d6 damage.

10/ Call Nature's Aid - The Green Man is able to command creatures native to the forest as well as fairies to help him. Once per day he may command 2d6 creatures/ fairies to undertake simple tasks or attack an enemy. Each creature has an MR of 20.

Hulking Hornblazer

Hulking Hornblazers were created 4000 years prior to the Wizard Wars by Khalini the sorceror, who poured all of his lifeforce into their making, so much so that he died. These 20ft tall titans now wander through the etherial plains, occasionally appearing from great portals in Trollworld and destroying cities before dissappearing back into the ether. They have the ability to weave space-time into a deadly Sword of the Void that is able to not only kill a mere mortal, but remove all memories of him from existence. Delvers who come up against a Hulking Hornblazer rarely live to tell the tale. To this day it is said that no mortal has ever slain a Hornblazer and one who does will gain a piece of Khalini's lifeforce

MR 680 (70d6+340)Number of creatures: 1

Special Attack:

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16/ Sword of the Void - If a player is hit then they must make a L9SR-LUCK or lose 5 CON permanently.

Special Features:If players kill a Hulking Hornblazer, they gain 4d6 CON permanently.

Blitzfrost RazorBlitzfrost Razors are born in the high peaks of the Howling Mountains where they learn to hunt in the worst of conditions. They are savage beasts that often come down from their icy home to wreak havoc on the villagers at the base of the mountain. Often they are found in icy chambers deep in the snow caverns of Trollworld hunting for delvers who get lost in these cold labyrinths.

MR: 62 (7d6+31)

Number of creatures: 1-3

Special Attack:

4/Winter's bite -The Blitzfrost Razor has the ability to concentrate the sheer power of deep winter into a freezing blast that many don't recover from. Winter Bite makes the player roll as L2 saving roll on their DEX. If the player fails they lose 4d6 CON and are frozen for one combat turn, meaning Blitzfrost Razor has a free combat round against them.

Shivering Crawler

Shivering Crawlers are wretched creatures that have lurked beneath the icy mountains for aeons. They live in large civilisations of hundreds of thousands, building great cyclopean cities out of ice and rock. They have bulbous heads similar to that of a frog and several spindly appendages that serve as arms and legs. Their bodies are jelly-like and capable of a-sexual reproduction.

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MR 34 (4d6 + 17)Number of creatures: 2-6

Special features: Shuns the light - in the daylight the Shivering Crawler halves its MR (17).

HobolethHoboleths are 7ft tall gangly creatures with eyes all about their naked bodies. They inhabit vast mountain ranges, often serving as hunters for Shivering Crawlers. Hoboleths are fairly frail but have the ability to camouflage against a snowy backdrop so they can get the jump on their prey.

MR 20 (3d6 + 10)Number of creatures: 3-10

Special attacks: 2/ Snow cloak - the Hoboleth becomes invisible while in the snow. Halve all damage done to it.

Special features: Many eyes - The Hoboleth is able to see in all directions and therefore cannot be surprised.

BashannonothBashannonoth roam the wastes devouring whatever they can find. They are often called the Hounds of the Tundra, as their baying resembles that of a dog.

MR 160 (17d6 + 80)

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Number appearing: 1-2

Special attacks: 3/ Tentacle bash - The Bashannonoth does an extra 2d6 CON damage to every player in sight.4/ Maddening scream - Every player must take a L4SR on INT or be driven mad for 1d6 rounds. During those rounds they will drop to the floor in a gibbering wreck, unable to attack or defend themselves.7/ Swallow whole - 1d6 players in melee combat with the Bashannonoth are immediately swallowed whole. They must pass a L7SR on STR or be eaten alive.

Special features: Fire resistant - Fire magic or physical fire will not harm Bashannonoth.

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Items

Oak Staff of the Seven FlamesThe Iron Tower stands gaunt, east of Lowhollow; a constant reminder of the events that transpired two hundred years ago. An elven mage called Tor-Drienna-Tor, or Drienna as she was known by the local townsfolk, made her home there. She was well loved by all who crossed her path, with many a minstrel penning beautiful songs about her grace and loveliness.

One day, the Wyrd began to crackle and thunder and Thurgood Darkshield arrived in Peakvale. On a black horse, clad in black armour tinged with luminescent green and great mangled horns protruding from his fleshy forehead, he rode into Lowhollow under the cover of darkness. The demon began his reign of destruction, raining fire upon the hobb town, slaughtering guards and citizens, crying out that he had come for the Staff of the Seven Flames.

Drienna, who was the current owner of the staff, looked out of her tower window and gazed in horror on the destruction Thurgood was wreaking. At once, she saddled her horse, Fairwhynn, and rode out to meet the creature from the Netherworld, staff in hand.

For hours they fought in bloody battle, not one outmatching the other. Flames soared high into the night as the two fought, flinging spells and sparring in melee combat. Drienna, knowing that she had to do something drastic to beat her opponent, poured all her kremm into the Staff of the Seven Flames and unleashed a burst of fire that shone like a sun. In the aftermath, Thurgood was a mere skeleton, charred flesh dangling onto his blasphemous bones. Drienna had used up so much power that she took her last breath and fell to the burnt earth.

When the townsfolk came to see what had become of the mage, the staff had vanished. It is said that in order to stop others using its mighty power again, Drienna used the last of her kremm to teleport it into the depths of the abyss, where legend says it lives to this day.

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Oak Staff of the Seven FlamesWorth:1d6 x 50,000gpDescription: A legendary staff with destructive potential. The wood glows red in flickering torchlight and it has a burnt smell about it. The WIZ cost of any spell is reduced by 3. Pouring all of your WIZ and CON into the staff allows you to cast an Ultimate Call Flame, which does 300d6 CON damage to any target in a 20ft cone. The whereabouts of the staff is currently unknown, but there are many people, good and evil, who seek it.

Gorgon-Zola

Look, it's not the cheese that's the problem, really; it's those bloody cows. Farmers have been tearing their hair out after they've found a few animals from their personal livestock are Rock Bovine - creatures who produce milk and cheese capable of literally petrifying the consumer.

Gorgon-zola they're calling it. Recently Khosht removed all dairy products from their markets after seven people were found as statues stuffing their faces with cheese. Detective Brolly, using his keen powers of deduction, knew something was up with the cheese and put out a city-wide ban on the food.

Don't be thinking that this is the type of wussy petrification that wears off after a couple of days, oh no! This is the big league and let me tell you something, it's not fun coming home to find your family sat around the table looking like pigeon toilets.

Of course, some bright sparks have decided to make a profit out of Gorgon-zola. The Assassin's Guild is having a field day with the stuff and I've heard that delvers are buying it from shady back-alley dealers to feed to whatever monsters they come across on their journeys. I heard it goes for as much as 100 gold pieces, which is a tad steep if you ask me.

OK, fine, you rumbled me - I have some too. What? Don't judge me. What if some Hobb burglar breaks in to my house and demands fruit cake and cheese or he'll start pulling up the carpets and re-arranging the cutlery drawer? Want to see it? OK, but hands off!

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Gorgon-zolaMagical CheeseEffect: Once consumed Gorgon-zola will instantly petrify anyone who doesn't make a L6-SR on CON. However, if the condition is treated within 24 hours the victim will likely still survive.Cost: 100gp

The Sword of Absolute Awesomeness

There are few who know of The Sword of Absolute Awesomeness, and there are fewer in history who have been lucky enough to catch a glimpse of this totally bitchin' weapon.

Yeah, I know what you're thinking: where can I get me a dandy throat-slicer like that? Well, I've got some bad news for you, son - it probably ain't gonna happen.

The Sword of Absolute Awesomeness was crafted in the early days of Trollworld, when the land was young. An experienced wizard called Lemmy Dickinson sought to make the most awesome blade the world had ever and will ever see, so he travelled the land in search of the greatest blacksmith of all time.

After decades of searching, Lemmy found a female blacksmith known only as Doro. He paid Doro 300gp (that was a lot in those days, you see) to craft the finest sword known to mortals and afterwards Lemmy would enchant it with super awesome properties.

Three weeks went by and finally the blade was made and the charms cast upon it. Lemmy held the blade aloft and didst spake unto the heavens: "This is one f%$king awesome

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sword." And Doro didst agree.

But Lemmy's quest was far from over. Now he had made the mighty blade, he must then find a hero worthy of such a magnificent weapon. Another five years went by before he found the warrior he was looking for.

Leading the battle against the dark hordes of the plaguedeath, Lars Abbath proved himself to be the finest warrior Lemmy had ever encountered. In one battle he managed to slay 50 vampire blights in under half an hour - a world record that has yet to be surpassed. Lars Abbath was eternally grateful for such an awesome gift and he became best friends with Lemmy, who was now growing very old but didn't really look it.

It saddens me to say that many years later Lars was killed by some foul demon of the pit and the sword was lost in the chasm of Uberhell, where only a few mortals have ever ventured and that is where it remains.

The Sword of Absolute AwesomenessDice: 200d6 + 500Pre-Req. Str 50, Dx 40Special: Everytime the sword strikes a blow it has a 1 in 6 chance of causing its target to implode.

The Sword of Absolute Awesomeness has a greenish glow to it and crackles with purple electricity. Just holding the blade makes the wielder hear a kick-ass guitar solo, never mind fighting with it.The inscription on the blade is in elvish and reads: "You ain't seen nothin' yet."

Gloves of Chainbind

Gloves of Chainbind look like ordinary gloves but have a slight bronze sheen in the light. Once donned (they grow or shrink to fit any size) the wearer feels her hands tingle and spasm for a few seconds before relaxing. In combat, during the spell casting round the wearer finds that she can unleash two red chains from her hands that wrap around an enemy. As it coils around them it begins to tighten, squeezing the life out. This causes 4d6

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damage to its CON. Using Gloves of Chainbind costs 3 WIZ and counts as a combat turn. Chains have a range of 100ft.

The wearer may attack two opponents at once, one for each chain, but damage is now 1d6 per chain.

Gloves of Chainbind can be worn by all character types as long as they have hands.

If a member of Trollgod's Trollhalla is wearing the gloves they do 6d6 damage instead and 2d6 against multiple opponents.

Gloves of Chainbind have a value of 500 gold and weighs 10.

Awesome Armour Selection

Darkwarp HelmThis steel helm is imbued with an ancient magic that allows the wearer to teleport to any location they have previously been to.Worth: 9000 gold pieces Hits: 3Wiz cost: 10Effect: If the wearer spends 10 wiz, they may teleport to any location they have visited in the last year.

Trollskin BracersThese bracers were expertly crafted from the hide of Hill Trolls.Worth: 1000 gold piecesHits: 3 per bracer

Frostbite JerkinEnchanted by the Ice Wizards of the Ka'Zzagh Mountains, this jerkin has the power to freeze those who attack its wearer.

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Worth: 2000 gold piecesHits: 5Effect: If attacked in melee, there is a 2/6 chance the attacker will freeze for 1d6 rounds. When frozen, the attacker cannot make any actions.

Lighteningblast GlovesImbued with the power of lightening by the God-wizard GrundoraWorth: 800 gold piecesHits: 2 per gloveEffect: When in hand-to-hand combat, the wearer has a 5/6 chance to electrocute the opponent, doing an extra 1d6 CON damage and paralyzing them for one round. When paralyzed, the target cannot make any actions.

Magic Item Selection

Pruning Shears of the DamnedStr/Dex Req: 10/8Dice: 2+6Magical Effect: If a player prunes a hedge (maximum 7ft tall) they can opt to shape it into a rough humanoid, which comes alive as a Demonic Hedge Monster of MR10 that fights with you. The Demonic Hedge Monster will shrivel up and die after three hours.Description: It is said that the gardner of the leader of the 17th circle of the hell realms used these pruning shears to create terrifying hedge shapes.

Potion of Oakwood SkinEffect: Whoever drinks this potion has his or her skin instantly covered in a magical bark. This effect grants them 10 hit armour (no doubles for warriors) but reduces DEX by 3. This effect lasts 12 hours.

Revelation SpectaclesMagical Effect: Revelation Spectacles allow the wearer to see hidden doors in their environment. The wearer sees the world in a green tint and secret doors show up as orange.

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Weapons of the Uber-Awesome

Sometimes when you want a guy dead you want to do it in the most mind-bendingly awesome way possible with a weapon that will make your enemy's long distance relatives spontaneously wet themselves. But right now your warrior has to make do with a lumpy broadsword made out of troll fillings that you desperately want the wizard to enchant, but he's been a douche about it because you used his staff for firewood.

Well fear not for I have forced my less-than-minimum-wage paid minions to spend the night in the forge creating a bunch of kick-ass and game breaking weapons for you to have fun with.

Greatsword of Pegasus Wings Dice: 6, Str:21, Dex: 18

This doozy has two wings that shoot out of it on command to a) confuse the crap out of that Orc, and b) allow you to hang on for dear life as you soar through the air. Weee! When you want to summon the wings you much cry: "Wings!" If anyone tried to be a smartarse by replying: "I can't see Paul McCartney anywhere," the sword with unleash a Take That you Fiend on whoever said it. Treat flight the same as Fly Me, except the duration is an hour.

Fairy Skewer (Medium Self Bow) Dice: 4 (or 60 against fairies), Str: 15, Dex: 15

Fueled by the hatred of Navi from Ocarina of Time, our resident warlock enchanted this bow to enable it to destroy fairies. Man, that guy hates fairies. When firing at a fairy the bow always hits and does 60 dice of damage.

Worldcutter (Double bladed axe) Dice: 20+10, Str: 40 Dex: 15Special damage: 6/Zappathingum

This is one big-ass axe. What's more is that if you roll 6 sixes the Worldcutter's damage dice are tripled.

Rock 'Ard Spear (Boar Spear) Dice: 4+2, Str: 13, Dex: 8

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Special damage: 2/Medusa

When jammed into your enemy, the Rock 'Ard Spear has a chance of turning him to stone.

The Grim Reaper (Scythe) Dice: 4+2, Str: 30, Dex: 54Special damage: 2/Death Spell #9

Stolen from Death himself (we really should find somewhere to hide), The Grim Reaper has a chance of instantly killing anything it damages.

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Guides

Playing Vampires The vampire is one of the great enigmatic creatures in folklore and one that has captured public imagination for centuries. Whether it's a villain or a hero, the vampire is often the highlight of the story, from Bram Stoker's Dracula to Joss Whedon's Angel. In role-playing games, vampires are often portrayed as the classic 'Lugosi' or Nosferatu type from the movies, rather than the post-vampires of Twilight and Vampire Diaries.

As far as vampires in Tunnels & Trolls go, very little is known about them, but what we do know through various rules makes them pretty interesting characters. Firstly, they are part of the rare kindred roster, boasting average or higher attribute modifiers: STx2.5, CNx1, DXx1, INTx1.5, LKx1.5, CHRx2, WZx1.5. It's important to note that vampires can only be Specialists or Wizards, so evil vampires are likely to come loaded with a bunch of relevant spells, such as: Knock Knock, Mirage, Spirit Mastery, and possibly Fly Me. The rules also explain that vampires are shapeshifters. We can presume that this is a reference to Dracula, who could turn into a bat and a dog, but there are no real rules for transforming into an animal. Here's one I wrote that you can use:

Shapeshift: Make a INT SR of your level + 1. If you succeed, you transform into a bat or a dog. Your items and armour fall onto the ground. You may change back to vampire form by making another SR. You may only shapeshift once per day.

There's also no mention of sunlight harming the vampire. Depending on what mythology you subscribe to, this may not be applicable and indeed if you're playing as a vampire delver, it may be undesirable. In this case, you could rule that vampires staying out in the day for over 5 hours will take 5 CON damage and then 5 for every 15 minutes after. Otherwise, you could rule that as long as the vampire is covered from head to toe then the daylight has no effect, but as soon as the daylight hits them they take 10 CON damage every 15 minutes.

You should also decide whether you will play as the solitary vampire, the charismatic loner

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who only joins others if there's something in it for him, or whether you want to be a social creature who regularly attends extravagant parties at wealthy noble houses. Or maybe you want to be a more feral vampire, who is unpredictable, even for the delving party. All of these ideas offer some good roleplaying opportunities but it's worth discussing them with your fellow players too.

So whether you want to run a vampire-centric campaign as a GM, or become a vampire delver, I hope this post has given you some ideas. Now go suck some blood.

Three ways to make combat more awesome I've always thought that if you play Tunnels and Trolls combat by just rolling two lots of dice and finding the difference, you're doing it wrong.

So here are some tips to make your fights that bit more entertaining and challenging.

Get creative with saving rolls

Much of the time delvers will be against the odds when it comes to fights. If they were to do a straight fight, that is to say they roll both lots of dice and find the difference, they will eventually be whittled down to corpses - and that's no fun. Saving rolls during combat allow for creativity and to gain an advantage over opponents. The hobb warrior could open his purse and throw gold on the ground to distract a goblin or a particularly dexterous elf could perform a spinning kick to the uruk's face to try and stun him. The GM sets a level for the saving roll, usually the level of the enemy or the MR divided by 10, or whatever they want to use. The GM can then decide what advantage the delver gains. If the enemy is knocked to the ground then perhaps they aren't able to contribute any of their dice or adds for 1d3 rounds. Disarming could halve the adds of the monster.However, to avoid the temptation for the players to keep repeating the same move to disarm or floor an enemy, increase the saving roll by one level. This simulates the fact that

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the enemy is learning the players' tactics and it means they will find other ways to use their saving rolls.

Allow players to use set-pieces to their advantage

It can be difficult for players to continuously come up with new ideas for saving rolls, so give them a hand by creating interactive environments. Big, sprawling scenes shouldn't just be reserved for the fourth version of the 'other game' - they can work a treat in T&T too. Ropes, torches, loose ornaments and magical artefacts all come together to create a veritable playground for players during fights. They could cut down a curtain that lands on the enemy's head, rendering them blind for a turn, or they could torch the oil on the floor and push a creature into it. Put lots of stuff that could be used on their own or in conjunction with each other. I guarantee this will spice up your fights and even the odds.

Add a secondary objective

A fight is all well and good, but adding an objective other than killing the monsters can create tense and exciting battles. Perhaps the princess is gradually being lowered into a magma pit and the players have 5 turns to release her, or the demon is using a staff that created dimensional gates that let more demons into the battlefield, so the players must destroy the staff to close the portals. When the stakes are upped then the players will have a better time.

A Guide to Uruks

No doubt Ken St . Andre had in mind Tolkien's Uruk-Hai when he came up with the Uruk race. Having similar features and origin, the Uruks (sometimes referred to as Urooks) are essentially the Orcs of Trollworld. They are ugly, tough and live in small tribes, usually hidden away in mountain ranges.

It's true that the Uruks have probably had the biggest impact on Trollworld, even more so

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that the elf wizard Khazan. They were created by an elven wizard known as Loopo the Mad Mage, who bred his new race from magically mutated elves. This was during the world-spanning Wizard Wars, which saw hundreds of powerful 'God Wizards' battle it out for supremacy. Loopo took his army of Uruks and marched against the other wizards and spread the creatures throughout Trollworld.

Not much is known about Loopo. It is said that his birth name was Loo-polierol-Loo, which is a name that uses typical elven naming conventions. He was eventually banished from Trollworld by the mighty elven wizard Nin-durjiel-Nin at the battle of T'Shanshinarr. The Uruk forces were decimated and from then became little more than wandering tribes with no power to unite them like Loopo once did.

While Loopo was still around, Zweetz, the alien-bird serpent wizard, kidnapped thousands of Uruks and took them to a desert island where he shaped them for a millennia into a new race: the Cyurks.

Many thousands of years after the Uruks became nomads, there was a sudden explosion in their population and tribes, led by powerful Uruk shamans, began to raid the human lands. This became a time of great fear for humans as attacks from tribes were frequent and devastating. One of the worst atrocities came from the razing of the city of Herome by Uruk and Ogre allies. Nine-tenths of the population was murdered and the rest were saved by the dwarves, who took them into their citadel - Thrindol.

After many more attacks, including one on a newly rebuild Herome, the 'good kindred' of dwarves, elves and humans decide to form an alliance to take down the Uruk threat once and for all. Led by the wizard prodigy Khazan, the Uruk Wars begin, lasting 62 years.

The Uruks and their monster allies are eventually defeated by Khazan's forces and driven underground, where most of them currently live.

Uruk/Urook characters have the following stats: STx1.25, CONx1.25, DEXx1, INTx0.75, LKx0.75, CHAx1, WIZx1, HTx1, WTx1.25

As monsters, they have the following ratings:

Uruk Lvl 1: MR 40 (5d6+20)

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Uruk Lvl 2: MR 60 (7d6+30)Uruk Lvl 3: MR 80 (9d6+40)Uruk Lvl 4: MR 100 (11d6+50)

Warriors generally carry a small shield and a crude weapon such as a scimitar or a spear. At low level armour will be negligible, but more powerful Uruk wear scale or ring-jointed plate. Shamans will generally be unarmoured at all levels, but are able to use spells at their level or below. Because of the brutal nature of the race, shamans are more likely to use combat spells such as Blasting Power and Freeze Please.

Uruks typically name their tribes after vicious animals, such as the Black Wolf and Frost-Bear. Due to their history with the good kindred, the Uruk do not take kindly to mainly humans, dwarves and elves, but some have integrated into society and can be particularly found in more 'liberal' cities like Khazan, whose current ruler is the part Elf, part Uruk Death Goddess.

Avast! Sea adventures

Hoist the sails! Man the helm! Pieces of eight! Sometimes to mix a campaign up a little it's a good idea to have a change of scenery. Taking the players from the shores to the sea is a great way of doing this, whether it be a short trip to a small island or a month long voyage across the ocean to a distant continent.

There are a host of dangers for delvers to come across while at sea. Vicious storms can appear as if from nowhere, throwing the ship all over the bloody place; great sea monsters can surface to pull the delvers into the briny depths; magical vortexes can throw them into a completely different location. Pirates may try to board their vessel and loot them or just try and gun them down with cannons.

These aren't the only dangers at sea. Without vitamin C the delvers could develop scurvy if they're on a long voyage. They could even become mad or the crew could stage a mutiny. In any case, sea adventures certainly won't be dull.

So let's take a gander at what these dangers will look like in the game shall we?

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Sea Monsters

So what nasty beasties lurk in the waters that await the players?

Kudas (MR 40-90): These barracuda men could climb aboard from their ocean home and terrorize the sailors with spears made of rock from the sea bed.

Sea Devils (MR 50): These red scaly creatures are able to fly out of the water and attack sailors. On a roll of three sixes a Sea Devil casts Smog.

Leviathan (MR 600): Few have lived to tell the tale of coming face to face with the Leviathan. Said to measure over 400 feet, this monster is able to detroy even the greatest of galleons with its massive jaws.

Hazards at Sea

The ocean is not without its natural dangers. Here are a couple:

Terrible storm: Huge waves sweep over ships as thunder roars overhead. Rain lashes the deck and chaos reigns supreme. An experienced sailor may recognise the signs of a coming storm with a L5SR on Intelligence. This may give them time to turn around and get back to land in time. However, when the storm arrives there is a 70% chance the sails will be destroyed and a 40% chance the ship will capsize.

Vortex: A portal a mile long (in a straight line) sits on the surface of the ocean, absorbing vessels that touch it, spewing them out in a random location on the map. A vortex can be recognised by a level 8 Wizard or a L6 SR on Int or Wiz.

So why not take your players out for an adventure out on the high seas? Who knows, they may even live to tell the tale.

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Micro-solos

The Creeper in the Temple You can roll up a new character, or use the pre-made one below and get playing.

Level 1 Human WarriorHeight: 5'1", Weight: 160 lbs.ST: 11, IQ: 8, LK: 10CON: 11, DEX: 18, CHR: 8SPD: 12, WIZ: 15Adds: 6

Total Armour: 6Wt. Possible: 1100Languages: Common Tongue Gold: 50 gp

Sax, Dice+Adds: 2+5

Buckler, Hits Taken: 3

The Creeper in the Temple is designed for a single 1st level character. You have been travelling for a few days seeking adventure and fortune. You arrive in the city of Yabberesh after a long trek across the Starlip Plains. Your adventure has finally begun...

1

You arrive at the gates of Yabberesh and see fairies and leprechauns wandering in and out. If you are eitherof these kindred, you get in free. If not, pay 1 silver piece towards the maintenance of the city.

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Once you enter you can go to the Wishing Well Pub (go to 4) or the temple of Sinders (go to 9).

2

You carefully open the cupboard. Inside you find a bound and gagged fairy who's struggling to speak.You remove her from her bonds and she thanks you. "The Antodile took my money and threw me in here.Here, take this anti-poison salve. It will help if you haven't already killed the thing."You can either go back to the t-junction (go to 6) or leave up the stairs into the temple (go to 5).

3

You agree to help Laddy in exchange for a price. He offers you 100gp to kill the creature.You may try to haggle and make a L1-SR on CHA. If you succeed, he offers 150gp. You then ventureinto the temple and down the trap door. Go to 6.

4

The Wishing Well Pub is bustling with activity. Leprechauns and fairies dance to music playedby a bard with a lute and a lovely fairy serving lady is flying around with trays of wine.You can either play a game with the patrons (go to 7) or go to the temple of Sinders (go to 9).

5

You leave up the stairs and return to the temple where Laddy is waiting. If you killed thecreature then he gives you your reward. If not then he grumbles and tells you to get back downthere (go to 6). If you haven't been to the tavern, go to 4. If you have then you leavethe city and take 50AP.

6

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After descending down a flight of stone stairs, you arrive at a t-junction. To the left you cansmell the sweet aroma of wine and to the right you can hear a muffled sound. Turn left? (go to 8) or turn right?(go to 10).

7

You sit with a group of leprechauns who are playing cards and ask if you can join them.They say they're playing 5-card Spit, which is a game well-known in these parts. If you would liketo play, bet an amount, roll 1d6 and consult the table below:

1- lose triple the amount bet2- lose double the amount bet3- Lose the amount bet4- win back the amount bet5- win double the amount bet6- win triple the amount bet

Once you're finished, you can leave and go to the temple of Sinders (go to 9) or if you have already beenthere, you can leave the city and gain 50AP.

8

You enter a small room full of prayer books. In the corner is a large cupboard where a muffledvoice can be heard. Do you open the cupboard? (go to 2) go back to the t-junction and turn right (go to 10)or go back to the temple (go to 5).

9

You enter a small temple dedicated to the fairy goddess, Sinders. Fairies sit on tiny benches praying

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to the large fairy statue on the north wall. A fairy priest welcomes you and introduces himselfas Laddy. He wonders if you might be able to help him with something. Last night, just as he was locking thetemple door, he heard a thud coming from within. He went back in and saw a hideous creaturer run acrossthe room and dive down the trap door into the basement. It had the head of an ant and the body ofa bipedal crocodile. If you want to help go to 3. If not, you can go to the tavern (go to 4). If youhave already been to the Wishing Well Pub you can leave the city and gain 20AP.

10

You enter a large wine cellar. The walls are lined with racks of wine and there are open casketsof the stuff on the ground. There is also a sack of money on the ground near the wine rack. Suddenly,a creature pops up from behind the barrels, the same one that was described by Laddy, with anant's head and a crocodile's body, except bipedal. It creeps towards you, hissing. The Antodile hasMR30 and every comabat round you must make a L1SR on LUCK or take 1 poison damage unless you have ananti-poison salve. If you kill it you find 100gp in the sack and a bottle of vintage wine worth 90gp. You can either leave tothe temple (go to 5) or return to the t-junction and go left (go to 8).

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The Mine of the Wretch King

1

You are listening intently to the conversation two dwarves are having next to you in the pub."Did you hear about Folli? He went into that damned mine looking for Heglock's gold and never came back. What a fool!" The other rolls his eyes and glugs his mead."Not the smartest, that Folli," he wipes his mouth with the back of his hand, "But I don't blame him. Heglock's Mine is said to be filled with riches."The thought of all this potential money interests you, so you proceed to ask them there whereaboutsof the mine. They reluctantly tell you after pestering them and before long you're on your way.When you reach the mouth of the mine you see there are two tunnels, both very dark. Go down the left tunnel (go to 6)or go down the right tunnel (go to 8)

2

You enter a small cavern. The decomposing body of a white-bearded dwarf lies here. It looks like all valuables have been taken from him except a jewelled dagger that he grasps in his hand.Do you take the dagger? (go to 7) or keep going? (go to 5)

3

You quickly duck behind a large rock and watch as three little grey creatures walk by, eachcarrying crude weapons and wearing ripped cloth armour. When they are out of sight, youemerge from your hiding place and continue into the mine (go to 2).

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4

The cart contains a badly beaten helmet (4 hits). Go to 2.

5

After meandering through a complex labyrinth of tunnels, you reach the main mine. It's a massive cavern consisting of multiple levels and large chasms. At the far end of the cavern a large three-eyed green creature sits on a stone throne. It has a mane like that of a lion and the tongue of a snake, which darts in an out. You recognise it as a Dredgeclaw - a monster that's frequently referenced in bedtime stories. The Dredgeclaw is surrounded by a handful of Mine Wretches, who clearly worship the creature. Next to the throne is a pile of glittering gold.You quietly move closer to the gold, but soon you're spotted by one of the Wretches, who cries out and draws its blade. You're now surrounded by four of the creatures and must fight your way out. They each have MR7. Once you have defeated them, go to 10.

6

If you don't have a light source then make a L1SR on LUCK. If you fail, you trip and smash your face on a rock. Take 2 CON damage and continue.After walking for some time, you start hearing scrabbling sounds up ahead. Suddenly you're hearing voices and they're coming your way! Do you hide behind a rock? (go to 3), stand your ground? (go to 9) or flee to the entrance? (go to 1)

7

Roll a L2SR on INT. If you succeed, you realise that the dagger has been placed there as a marker to indicate the corpse is infested with a Shreiking Parasite, so you avoid it and keep going (go to 5). If you fail, as soon as you remove the dagger you hear a shrill cry coming from within the corpse. Suddenly, a worm shoots out of the torso and tears at your flesh. Take 1d6 CON damage. You now carry the Minerot disease, which saps 1d6 strength at the start of every paragraph from now. However, you also have a damaged jewelled dagger (2+3) worth 30gp. If you're still alive you continue onwards (go to 5)

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8

If you don't have a light source then make a L1SR on LUCK. If you fail, you trip and smash your face on a rock. Take 2 CON damage and continue. You walk down further into the musty belly of the mine and arrive in a wide, cavernous room. You see a badly damaged mine cart on its side and an exit to the north. Do you check the cart? (go to 4) or continue north into the mine? (go to 2).

9

Three squat creatures with pinprick red eyes scuttle around the corner into plain view. They have grey, bumpy skin and long, beak-like noses. They wear crude cloth armour and carry badly-crafted swords and maces. The creatures spot you and with a cry they charge. You must face three Mine Wretches, which have MR7 each. If you defeat them, you can take any of the following: Crude Blade (2+2), 3gp and a Bone Necklace worth 20gp.You continue through the mine (go to 2).

10

As the last one falls, the Dredgeclaw, who was watching the whole time, stands up and roars. He picks up a massive hammer that was leaning against the throne and stomps towards you.The monster swings wildly at you. Make a L1SR on DEX to avoid the blow or take 1d6 CON damage ignoring armour. Now it's time to fight.

DredgeclawMR 40Special Damage: 1/1Special Abilities: Hammer Swing - Every round the player must make a L1SR on DEX or take 1d6 CON damage.

If you win, the mine begins to rumble and shake. It looks like the Dredgeclaw enchanted itself so that when it dies, its fortune goes with it. You grab a sack that's lying around and shovel as much gold in as possible (800gp). You also find a Windforge Mace (5+5). You sprint through the crumbling tunnels towards the dim light of the outside world. The mouth of the mine collapses as you dive onto the soft grass outside and breathe a sigh of relief.

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Your adventure is over, well done. Take 1000AP for your valiant efforts in the mine of the Wretch King.

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