Wednesday, August 20, 2014
In Remembrance
One of my old books lists 8.20 as an "Egyptian Day." I wonder if that had anything to do with what made him such a tortured soul?
Saturday, February 8, 2014
2013 Hall of Fame Inductee
Every year we induct one character into our Tunnels & Trolls Characters Hall of Fame. This year's inductee is Captain Firebeard, a dwarf warrior greatly enhanced by Jason Mills' fun "Something in the Wind" adventure, played by Alwyn. (This adventure is available at The Vital Spot.)
[To be posted later, a complete list of Hall of Fame members.]
[To be posted later, a complete list of Hall of Fame members.]
Grimslade Flamewalker
Just a quick post...27 years ago today I rolled up what has become the longest surviving and most powerful character ever created in our T&T campaigns: Grimslade Flamewalker, a Navivian Elf.
[picture to be posted later]
[picture to be posted later]
Thursday, August 29, 2013
Iron Sky...A New Khazan Adventure?
Maybe it is just the whisky and port I drank while watching this talking, but I thought this was brilliant. Great parody on American politics, and what a great setting for a T&T variant. This seems like the perfect thing for Peryton Publishing to do as an adventure for New Khazan....
Tuesday, August 20, 2013
Wednesday, July 24, 2013
A Return to Purple Mountain or a New Journey into an Elder Tunnel?
The title really says it all. While we are waiting for dT&T and the reboot of our main campaign, the boys have decided they would possibly like to revisit Purple Mountain. I see Purple Duck now has levels 1-5 up for sale. This seemed reasonable so I started to do some initial intelligence gathering.
On the other hand, as I do try to learn from my past experience*, there are plenty of other made-for-T&T products that I have acquired and not yet used - Trollszines, Elder Tunnels and other Peryton products, Oaky Wood, and a bunch of stuff from Drivethru. These won't require any long hours of conversion and rewrites. As I write this I think I have sold myself. They could be used to create an interesting mini-setting.
In any case, I hope to post play reports. I will have to recruit my oldest son(s) to do some of the write-ups....
* As I reread some of the old posts about PM and the PDF I started to recall why I stopped playing this after a few sessions in the first place....
Lightning Bug
The Lightning Bug - Just a quick little write up on an example from the rulebook...
MR: 8 (level one); 16 (level two); 32 (level 3); 64 (level 4); 128 (level 5); 256 (level 6); 512 (level 7); et cetera....
Hits Off: Equal to a quarter of its MR in the form of its carapace.
Appearing in flights of 1-20, these look like giant-sized versions of a firefly, flashing bioluminescence in blue, green, red, orange, yellow, and the ultra rare hot pink.
Any spite damage they generate takes the form of a lightning bolt of 1d6 damage for each 6 rolled. This bolt hits the opponent that is most heavily armored in iron or steel. The bolt's color is the same as its bioluminescent flash.
MR: 8 (level one); 16 (level two); 32 (level 3); 64 (level 4); 128 (level 5); 256 (level 6); 512 (level 7); et cetera....
Hits Off: Equal to a quarter of its MR in the form of its carapace.
Appearing in flights of 1-20, these look like giant-sized versions of a firefly, flashing bioluminescence in blue, green, red, orange, yellow, and the ultra rare hot pink.
Any spite damage they generate takes the form of a lightning bolt of 1d6 damage for each 6 rolled. This bolt hits the opponent that is most heavily armored in iron or steel. The bolt's color is the same as its bioluminescent flash.
Thursday, July 18, 2013
Some New Spells
Below are some new spells my son made up (he's 14). Again, we use eight schools of magick based on Stackpole's 8 Cs of Magick, so if you use these with regular T&T you will have to fiddle with them some. We haven't used them in play yet, so some mechanics may need to be tweaked.
2nd Level Spells
Drop it Like it’s Hot [Conjuration]
WIZ Cost: 8
Range: 50 feet
Duration: 1 combat round
Power Up?: Yes. Double targets for each level.
Description: Target metal rapidly heat up and are dropped by holders. If un-droppable (such as a breast plate or plate mail) they deal 1D6 damage a round.
Panicking Pyre [Communication]
WIZ Cost: 13
Range: 5 feet
Duration: See text
Power Up?: No.
Description: This spell causes any who enter the fire light to flee in terror if their INT, WIZ, and CHR (or MR) are less than the caster’s. This spell requires a fire to be cast on and lasts indefinitely until the fire is extinguished at which point it is dispelled.
3rd Level Spells
Devilish Dancing Blade [Combat]
WIZ Cost: 10
Duration: 1 combat round
Range: Touch
Power up?: Yes. Double duration for each level increase.
Description: This spell causes a weapon to fight on its own using the caster’s adds.
Burning Questions [Clairvoyant]
WIZ Cost: 15
Duration: Instant
Range: Touch
Power Up?: No.
Description: The caster inscribes a yes/no question on a piece of paper then lights it on fire. If it doesn’t catch, the answer is no and if it instantly burns, it is yes.
4th Level Spells
Phantom Steed [Conjuration]
WIZ Cost: 20
Range: Touch
Duration: 1 hour
Power Up?: Yes. Double duration for each level increase.
Description: This spell summons a spectral horse that can be ridden tirelessly until the duration expires.
Ach! Delver Run! [Clairvoyant]
WIZ Cost: 15
Range: See text
Duration: 1 combat round for each caster level
Power Up?: No.
Description: An arrow of light shoots through the dungeon showing the quickest round to the exit from this level.
Deluxe Tunnels & Trolls - Bad News
Just a quick update (I tried to post this several days ago but stupid Blogger was broken or something). Deluxe Tunnels & Trolls - expected this summer - has now been pushed back to Samhain or later due to Liz Danforth's illness. While I would rather have it sooner than later, as we're all eager to start a new campaign with the new edition, I really want this to be done well and not rushed. Guess I will just have to be patient and have faith.
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