Monday, 1 March 2010

Hulking Hornblazer



Hulking Hornblazer
MR 680 (70d6+340)
Spite: 1/1

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

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

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.

Monday Metal - Vikings!

Some Amon Amarth to start your week. Raaaaah!

Sunday, 28 February 2010

Which edition do you play?

Tunnels and Trolls currently sits proudly on its 7th edition, with an extra .5 to iron out the creases. But unlike most other games T&T's editions aren't exactly clear cut, with an unofficial mythical 6th edition, two first editions (UK and US) and decimals stuck on 5th and 7th; there's certainly quite a bit to choose from.

The question is: which one do you play? I've seen a bunch of people subscribing to the neolithic 1st edition rules and one player creating a 4th edition campaign called The Dark Isles. When visiting forums I can see that there's a whole lot of love for 5th edition and even more for an amalgamation of 5th and 7th (which is the one I prefer).

So what do you play? Leave answers in the comment section.

Friday, 26 February 2010

Solo Encounter: This Little Piggy

The latest in the solo encounter series of posts, pitting your character against foul enemies, deadly traps and the occasional yummy ham.

Suitable for delvers with 60+ personal adds.

The forest is quiet. Too quiet. No; even quieter than that. It's so quiet that the soft sound you make as you move through the undergrowth are deafening to your ears.

You have been tasked with tracking a terrible beast that has been terrorizing the small town of Razorback. Just a few days ago the tanner went on his morning stroll and never came back. He was the third person that month who had gone missing. Whispers of a strange beast began to weave around the little village, folks saying a demon of the forest is abroad, summoned by the legendary liche of the Ghania Forest. They say the sound of a bell can be heard when it draws near.

Snip. You feel a slight tug against your ankle. Make a L2 saving roll on LUCK or DEX, whichever is highest. If you make the save then you narrowly miss being caught by a falling barbed net. If you fail then you are entangled in the barbed net, taking 2d6 CON damage and you must make a L1 SR on IQ to throw the net off of yourself. Everytime you fail in this way you must take another 2d6 CON damage.

The tinkle of a small bell echoes through the once silent forest. Suddenly a giant raging pig comes charging at you out of the undergrowth. A L2SR on DEX will allow you to leap out of harm's way. If you fail then you are trampled for 2d6 CON damage.

The pig has a small golden bell tied around its fat neck.

Squealing Hamgiant MR 80.
Special abilities: Stomp - When Squealing Hamgiant rolls 3 sixes it does an extra 2d6 CON damage.

Treasure: Bell of Ridiculous Rage - When you roll three sixes when equipped around your neck you do extra CON damage equal to half your STRENGTH. However, you +3 levels whenever you need to make a saving roll to be stealthy.

You return to Razorback with a few rashers of bacon and hear the townspeople rejoice as you boast about how amazing you were in defeating the great pig beast. You are rewarded 300 gold by the mayor for your troubles.

Thursday, 25 February 2010

Introducing Brungarr

Brungarr is a level 3 dwarvern warrior with one goal in life: loot the infamous Castle of Duke De'Ath. There is nothing he wants more than to become the richest and most powerful dwarf in all of Trollworld and will risk life and beard to attain his dream.

In this blog I will be documenting Brungarr's adventures so you can watch how he grows (or dies). Once he feels that he is strong enough he will enter the castle of the fabled duke and hopefully emerge victorious and filthy rich.

This is the state of Brungarr currently:

NAME: Brungarr
Level 3 Male Dwarf Warrior


Height: 4'4", Weight: 157 lbs.


ST: 30, IQ: 12, LK: 19
CON: 26, DEX: 12, CHR: 11
SPD: 11


Adds: 25, Missile Adds: 24 Armor: 50 AP: 4758

Broad axe - 4
Tower Shield
Gauntlets
Plate armour
Full helm
Copper Bracelet


Wt. Possible: 3000, Wt. Carried: 1775.0
Languages:
Dwarvish (native language)

Gold: 237 gp 47 sp 110cp

His next adventure maybe his last. Won't you join him on his journey?

Wednesday, 17 February 2010

Solo Encounter: Goblin in the Machine

I had a little idea and thought I might as well run with it and see if you guys get a kick out of it. Basically I'm going to start posting up scenarios for your T&T solo characters to take part in, with different levels per encounter. Each scenario will generally depict a single room in a dungeon or perhaps a tricky situation you must get out of. If you succeed in the encounter then you will be rewarded exp and possibly treasure and magic items. However, be prepared for the eventuality of having your beloved character smushed all over the walls.

Goblin in the Machine
An encounter for a single first level character

Word had spread around the village of Blueberry that a band of goblins have been stealing scrap metal from around the village. A tankard would go missing here, a false tooth there, and it was starting to get a bit out of hand (the guards were having to make do with mops instead of swords). You have been asked by Lord Higglebottom to track down these foul creatures and retreave the stolen metal.
After battling through the Orctongue Caves you reach the final room where several goblins are trying out their newly forged plate armour by chucking spears at each others chests.

There are 4 goblins here (there were 5 a second ago, but due to a spear mishap, Grotnob Bluggar is slumped on the floor). Each has an MR of 10.

Roll a Level 1 SR on LK. If you pass then the goblins are too busy dodging spears to notice you draw upon them. Take a free attack against them.

Once they are dead you find a red healing potion on a table in the corner. This heals 1d6 CON.

Suddenly the south wall comes crashing down and a great mechanical beast enters the room, groaning and whirring. A goblin sporting some fetching goggles sits in the cockpit of the metal biped shouting obsceneties at you.

The Grimlock Burnwalker has MR 40 and a flamethrower that is activated on the roll of 2 or more sixes. This special attack does an extra d6 damage that can't be absorbed by armour.

If you manage to destroy the machine the pilot will climb out, groggily holding his head. He begs for his life and offers to give you a bracelet he stole and help you take all the metal back to Blueberry. The bracelet is magical and gives you +3 DEX when worn.

You gain 200 exp