I have been thinking about how to make Trollhalla.com a better site for everyone who likes Tunnels and Trolls. With advice from the Elite of Trollhalla, I have decided to create an Outer Sanctum to correspond to the Inner Sanctum. In this outer sanctum we will post all the Tunnels and Trolls news that we can get, including blogs from guest bloggers, art from our artists, news of new developments in Tunnels and Trolls gaming. If a new T & T product comes out, we will talk about it here. If new art is created for Tunnels and Trolls, it will appear here. And if you should decide that you want to be a member of Trollhalla, you will be able to sign up here. Continue reading «Trollhalla for Everyone!»
I’d just like you all to know that I haven’t stopped working on things for DT&T. Neither has Steve Crompton. Goblin Lake, revised, expanded, first English reprinting since 1977 or so, has gone to the printer, and I’ve turned in the revised manuscript for a new DT&T version of Agent of Death. This is, to the best of my knowledge, the first and perhaps only solo adventure written for true megacharacters. You can start with a low or mid-level character for the first 2/3 of the adventure, but part 3 requires a demigod to even have a chance of success. At one point I ask for a L1000 Sr. At another point if your character can’t do at least 500 hits of damage to the foe, it just shrugs it off. Steve is doing the layout on this baby now.
Are you ready for a high level game of T & T?
You know you don’t have to set your adventures in my Trollworld. Take a look at what Sarah Newton is doing. She has updated her world-building with a new map. I’m inserting it here. Sarah lives in France, and I’m not much for online gaming, but it sure would be fun to adventure in her world some time. How is your world doing, pal?
Here’s a WIP map of Angistoth Castle, the “level zero” of the Blackfear Dungeon adventure and former seat of the Tyrant Bayaal the Black, one-time leader of the Ebonclaw, the former Seventh Claw of Salama, Lair of the Leopard Empresses – and now known as the Wilderness of Toth.
For more information about this part of the map (and world) take a look here: http://sarahnewtonwriter.com/2015/11/15/world-building-a-first-look-at-angistoth-castle/
For more about the town of Trollbridge and the world where you could find it, take a look at: World Building
Recently, someone asked me what I would like to see in a T & T computer game. I put him off by saying I wasn’t sure. But, actually, I made this outline last April based on stuff I had thought up years earlier, and I thought it might be fun to share it, since I don’t think many of you found it where I stashed it on the web.
THE WORLDS OF TUNNELS AND TROLLS
- Main World–Rhalph
- Two Continents
- Dragon Continent
- Swan Continent
- Several Islands
- Sea of Mystery Isles
- Time Advances on Rhalph
- Founding of Khazan = 0 A.K.
- Rise of Lerotra’hh = 600 A.K.
C Fall of Khazan–Surrender & banishment = 666 A.K.
- Rise of Khosht = 700 A.K.
- Rise of Knor = 800 A.K.
E1. Ranger-Khazan War = 900 A.K.
- Disappearance of Khara Khang = 1365 A.K.
- Return of Khazan = 1366 A.K.
- Defeat of Lerotra’hh = ???–depends on players.
III. Cyclical Events on Rhalph
- Ranger Marauding–starts at 800 A.K. and flares up again every 50 years.
- Dragon Infestations–starts at 200 A.K. & repeats every 200 years (Create 100 dragons & stash them around the map.)
- Great Famines–starts at 150 A .K.. Price of food goes up by factor of 10 . . . stays high for 7 years, then goes back down. Repeats every 64 years.
- Troll-Uruk Migrations. Starts in 111 A.K. Every 111 years every mountain square on board visible on player’s map becomes a monster generating square & produces monsters–Orc & Trolls & Magmons which move to attack players.
- Character Classes (more than the 3 of T & T)
- Warriors–no magic–great in combat
- Rogues–limited magic–7 spells
- Wizards–Unlimited magic–no healing
- Healers–Unlimited healing–no other magic
- Merchants–no magic, good combat
- Alchemists–produce enchanted items (work for days to enchant things)
- Farmers–no magic–poor combat–produce food
- Miners–stone magic only
- Barbarians–weather magic–great combat
- Brigands–no magic–average combat–hostile
- Seamen–no magic–average combat
- Pirates–no magic–good combat–hostile
- Scouts–Invisibility–good combat
- Bards–High Charisma–3 spells–poor combat
- Scholars–High Intelligence–1 spell–poor combat
- Priests–Attribute Magic–poor combat
- Workers–No magic–poor combat
- Death handers–No magic–great unarmed combat
- Technos–No magic–sf devices
- Immunes–No magic–immune to magic–average combat
- Character Races
- Humans = All Att. X 1
- Uruk = STR X 1.5, SPD X 3/4, CON X 1.5, CHR X .5
- Troll = STR X 4, SPD X 1/2, CON X 4, SIZ X 2
- Elves = STR X 2/3, SPD X 3/2, IQ X 3/2, CHR X 3/2, SIZ X 5/4
- Dwarves = STR X 2, SPD X 2/3, CON X 2, SIZ X 1/2
- Ratlings = STR X 1/2, CON X 3/2, DEX X 3/2, SIZ X 1/3
- Reptiloids = STR X 1.5, SPD X 2/3, CON X 2, DEX X 1/2, SIZ X 2/3
- Merpeople = STR X 2–must stay in water–no legs
- Leprechauns = All Att. X 3/4, SPD X 3/2–Automatic 2 space teleport when not on big map.
- Angels/Batmen = STR X 1.5, CHR X 2, Luck X 2/3, SPD X 3/2–Can fly in air.
Any race may contain any class–they cannot interbreed
Regenerate: Trolls, Reptiloids, some monsters
Darkness Vision: Uruk, Troll, Dwarves
Breathe under water: Merpeople
Fly: Angels, Batmen
Breed Easily: Human, Uruk, Ratlings
- Special Gimmicks
- Time passes–Seasons change continents; weather effects on characters
- 10 moves to day–5 moves to night. darken screen on large map. 5 moves really only to allow monsters to attack at night.
- Keep guard option
VII. Play Options
- Quest–the slow game at 15 moves per day/night
- Everyday life–100 days per move. births, deaths, marriages, success, failure, robbery, invasions, work, disease, training, use up money, news, rumors, developing history
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Large Map–Encounters–Gates–Distance, Time, Other Worlds
City Maps–Random Encounters–Enlist Delvers, gain levels, buy objects, random encounters, clues, conversations
Dungeons–Underground catacombs–magic items, wealth, monsters, lore, legends, etc.
Wilderness Areas–Elven Forests, Dwarven Cities underground, Trollish Caverns with Uruks, Undersea cities & grottos, Reptiloid Desert areas
- Everyday life
Text menus–character chooses activity, saving rolls made & a random outcome
50% chance that nothing happens
30% chance of going broke
10% chance of violence
5% chance of children
5% chance of disease
- Distance gates–simple teleport gates located in far north, south, east, & west. also to some unknown islands and isolated areas.
- Other Worlds–Going through activates a world-building program a la 7 Cities of Gold. Player puts in a new disk–answers a few questions to set world parameters. New world has same kind of environment as Rhalph, but are timeless & tend to be all one sort of thing (i.e. all desert, all forest) Find a way to plant things in new worlds that makes the trip worthwhile.
- Time Gates–some quests can only be done at certain periods of history. Game is on time track so characters ought to be able to jump back & forth between eras.
My notes end here. What was I thinking? I don’t remember. Ambitious design for a computer game? Yes, very. It never got past this.
Ken St. Andre, April 7, 2015.