Trollworld Revisited

This is the part of Trollworld where I have set most of my adventures during the last  38 years, and even so, it is mostly unexplored.

This is the part of Trollworld where I have set most of my adventures during the last 38 years, and even so, it is mostly unexplored.

In the very beginning there was no map of Trollworld, and the world did not even have a name.  There were a couple of dungeons, and after I made Monsters! Monsters! for Metagaming in 1976, there was the city of Khosht.  Then one day Bear told me that he knew just where all those places were, and he pulled out his map of Ralph the Dragon Continent.  It didn’t look exactly like this.

After the city of Khazan materialized, and Liz had created Knor, I redrew this part of the world in order to have my own map for placing things.  My map looked like this:

You can only see part of this map, but it showed what was important to me in 1978.

You can only see part of this map, but it showed what was important to me in 1978.

The next map of the Dragon Continent was Liz’s version that she did up for my article “Ten Days in the Arena of Khazan” which appeared in an issue of Different Worlds.  I have that map around the house somewhere, but I don’t think I have it on this computer, so I can’t put it in this article.

Liz’s map was the definitive one for these western lands until the Japanese did a T & T computer game called Crusaders of Khazan in association with New World Computing.  Some Japanese artist took Liz’s map, and redid it all in color with creatures in various places.  Alas, I can’t post this right now either.

Then there was the map of the whole world in the 7th edition from Fiery Dragon.  I never liked that one much.  It was commissioned by Jim Shipman, and it’s his world of Kaball, not my Trollworld.  It’s most notable because it got published on cloth with the 7th edition, but it has all the cities in the wrong places.

Then last summer Steve and I got together and a new version of the Dragon Continent, ostensibly for a Trollworld sourcebook I was supposed to write.  Some material was collected for that, including some new Danforth art, but it didn’t get too far, because (1) I didn’t really want to do it, and (2) the idea of doing Deluxe T & T came along in December.

Of course we would need a good map for Deluxe T & T.  And we had the really nice one that Steve and I developed together the previous summer.  It served as the basis of the map  you see above which now includes a lot of places named by our Kickstarter supporters.  If you look at the crude thing I turned out around 1977, and the gorgeous full color thing that Steve made for me/us in 2013, you can see that the world has evolved quite a bit.  You can attribute the difference in the two maps to improvements in cartography and hundreds of years of history going by.  My early map shows the land as it existed around 1000 A.K.  Steve’s new map shows it in 1300 A.K.  Names have changed.  Some places have disappeared.  New places are now evident.   I attribute it to better knowledge of the world in general along with linguistic change, and population growth.

Now, I’d like to use this map as the basis for a board game.  I know what I want to do, but I haven’t written down all the details yet.  One thing I can tell you, it would be a combination road-building and world domination game, and the players would be 6 major kindreds of Trollworld; namely the Humans, Elves, Dwarves, Uruks, Goblins, and Trolls.  What do you think?  Would you like to see a T & T boardgame based on the map above?

–to be continued (maybe)

 

 

New Adventures in Tunnels & Trolls

Trollhalla isn’t just a place for a bunch of us to go and ugh at each other–talk about Beer Day, and post our favorite music videos, although all of that does happen.  It is also a community of highly creative gamers who continually expand and experiment with the game, making new adventures for the enjoyment of everyone who likes our (kinda wacky) brand of role-playing.  To make my point, I’m going to list the last 5 new products for T & T that have appeared on drivethrurpg.com with kudos to their creators, and congratulations to all who bought, played, and enjoyed them.  The order may not be exactly right, but I’m taking it from the new releases section of drivethru.

 

 

Hobb-sized Adventures, an anthology of 6 mini-solos by Charrl Flemmning.

Hobb-sized Adventures, an anthology of 6 mini-solos by Charrl Flemmning.

I think I actually created the mini-solo form with Goblin Lake way back in the 80s, or perhaps with a mini that first appeared on the bottom of the pages of Sorcerer’s Apprentice Magazine.  Since then a lot of people have experimented with the form, and most of them are now doing it better than I ever did.

This is not your typical Tolkienesque fantasy adventure.  Written by Khaghbbooommm, with help from teenagers.

This is not your typical Tolkienesque fantasy adventure. Written by Khaghbbooommm, with help from teenagers.

T & T creativity is not limited to Americans.  In fact, those of British descent, like Mark Thornton of New Zealand bring strange and unconventional points of view that would never occur to me.

A guards life in the town of Kaboom on the Kraken Continent as offered up by Trollhallan Khaghbbooommm.

A guards life in the town of Kaboom on the Kraken Continent as offered up by Trollhallan Khaghbbooommm.

The Kraken continent is not officially a part of Trollworld, but we think it may be in the other hemisphere not shown on the map currently in production for Deluxe Tunnels and Trolls.  One thng for certain, Mark Thornton and his son Charlie are having a lot of fun in those distant lands.  And, you can too.

TrollsZine is the official and semi-regular publication of Trollhalla.  It is semi-professional in quality and offered up free to gamers, a true work of love (and sometimes genius) by the Champions of Trollhalla.

TrollsZine is the official and semi-regular publication of Trollhalla. It is semi-professional in quality and offered up free to gamers, a true work of love (and sometimes genius) by the Champions of Trollhalla.

 

The seventh issue of the fan-created magazine for Tunnels and Trolls™, edited by Dan Hembree, contains 74 pages of quality content brought to you by the fans of the game for absolutely free. This issue features a solo adventure, “The Wizard’s Hut” by J. C. Lambert; a GM adventure, “The Ruins of the Castle Pynnesse” by Tori Berquist; and a short story, “Sometimes the Saving Rolls Are With You” by Ira Lee Gossett. TrollsZine! #7 also includes articles on new types of undead and a new type of golem, a town just waiting for your delvers hard-earned money, ways of personalizing T&T character types, special attacks for monsters, gunpowder weapons, advice on solos for starting characters, and more.

 

Contributors to TrollsZine! #7 include Tori Berquist, E. P. Donahue, Patrice Geille, Ira Lee Gossett, Dan Hembree, Val Kelson, J. C. Lambert, David Moskowitz, Dan Prentice, Douglas Toth, David A. Ullery, and Justin T. Williams. TrollsZine! #7 is amazingly illustrated by Darrenn E. Canton, Alexander Cook, E. P. Donahue, James Fallows, Jeff Freels, J. C. Lambert, Simon Lee Tranter, David A. Ullery, and Joshua E. Ullery. The cover art is by Jeff Freels with the cover layout, design, and TrollsZine!logo by M. E. Volmar and Simon Lee Tranter.
Solo adventures are not the only things done for T & T.  This is a massive GM adventure by member Boozer (Andrew Holmes of England's Tavernmaster Games.)

Solo adventures are not the only things done for T & T. This is a massive GM adventure by member Boozer (Andrew Holmes of England’s Tavernmaster Games.)

This is just a sample of the many creative things done in the last few months by some of the many members of Trollhalla.  T & T is a game that welcomes many different visions and styles of play.  Go search for Tunnels and Trolls at http://drivethrurpg.com, and see what you’ve been missing.

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Frankly, I don’t know if the other FRPGs out there have this kind of support in the Gamer community.  I wouldn’t be surprised if they did.  Gamers, especially rp gamers, are a very creative and independent bunch.  I’m forced to admit that I’m sort of provincial.  I can’t keep up with all the developments of T & T.  I have no time to follow That Other Game or Savage Worlds, or Wicked Fantasy, or Dragon Age, or World of Warcraft, even though I know that great things are happening in all those other fields of fantasy.  I’m just telling you that T & T is alive and flourishing on the internet, and that Trollhalla.com will continue to bring you updates about it as they happen, or as I think to mention them.

 


 

The Spell Creating Wizard

Someone asked about the rules for creating magical items. In the past, we always did it by Game Master fiat–you want a cursed blowgun that never misses when shooting at fairies, the G.M. made it for you, and set whatever limitations on it he wished to set.

In Deluxe T & T we are giving you formulas for making your own spells and magical items. Just to get some feedback on that, I’m giving you the item creation formulas here and now. Try them out. Let me know how you think they work.

lioness mage

Other Items

For a reasonable fee, the Wizards’ Guild is willing to provide virtually any magical items that you desire. The game master has to provide these services. The price depends on the complexity of the object and the amount of magic it would take to produce it.

The list of wizardly tools, enchanted items, and magical potions could be very long indeed. Every spell in the spellbook (section 3.5) may lead to a magic item, potion, or ward of some type. Rather than fill the book with long lists, I’ve provided some short lists and principles of how to make such items for yourself.

Definition: A bespelled item is one that has one spell cast upon it one time.
The magic is not permanent and typically is only good for one use. These are the least expensive magic items, and are sometimes given away for free to attract customers. These are the kinds of things that certain rogues and wizards make during an adventure. Vorpal Blade is typical of such spells.–a low-level combat spell with a temporary effect. In magic shops, such spells can be cast with an activation trigger (such as going into combat) to remain on the weapon until it is needed. These are the least expensive types of magic to buy, and generally sell for about the cost in WIZ points that a wizard would have to expend to cast the spell. Thus, to vorpal a blade would be a very reasonable 5 gold pieces.

Definition: An enchanted item is one that has two spells on it: one to leech kremm from the wearer or user, and the other to produce an effect of some kind using that kremm. These are the typical magic items found in dungeons and sold in shops. They are not single use items and can be used repeatedly. Buying an enchanted “vorpal” sword blade would mean your combat total for the sword is always doubled, but your WIZ attribute would always be reduced by 6 points for each use. The enchantment would fail when the character no longer had a high enough WIZ rating to power it. The leech spell has an average cost of 50 gold pieces. The rest of the spell usually costs the kremm cost of the spell. Thus, a magic key that would open any first level lock would cost perhaps 1 gold for the key, 50 gold for the leech spell, and 3 gold for the Knock Knock spell on it for a total of 54 gold.

A second class of enchanted item has a “kremm battery” embedded right into it. Kremm batteries cost 10 gold pieces per each point of WIZ stored. Thus, a battery powered key like the one above would cost 31 gold pieces if it only had a single charge. 61 for 2 uses, 91 for 3 uses and so forth. The Knock Knock spell requires 3 points of kremm, and a battery that holds 3 points would cost 30 gold. Such items store magical energy and are good for a certain number of uses before losing their magical power. You can always tell these items because they come with a limited number of uses (or “charges”).

A truly magical item comes with at least two enchantments: One that produces each spell or effect for which the item is designed, and the other to absorb the necessary kremm from the planet itself to power its spell(s) or effect(s). Such magical artifacts never lose their power, and do not reduce the WIZ attribute of their wielder. This is the best type, and they are both rare and expensive. The enchantment to tap into the world’s kremm goes for 5000 gold. The cost of the spell is the same as its casting cost in kremm. In order to produce a magical item like a Medusa skull that would turn the viewer into stone would require a total cost of 5066 gold pieces plus a skull to hold the enchantment.

WEAPONS

A bespelled Vorpal weapon does double the basic dice roll in combat and costs 5 gp plus the cost of the weapon. All daggers and swords can be Vorpalled. The spell is triggered on the next use of the weapon. For an additional 10 gp, a trigger command can be added, allowing the spell to be saved until activated by the wielder. Tridents, spears, maces, bows, crossbows, polearms and hafted weapons cannot be vorpalled.

An enchanted Vorpal weapon also does double dice in combat and costs 50 gp plus the cost of the weapon. It uses the WIZ score of the wielder to activate, and drains the appropriate amount of kremm per use.

Magical Vorpal blades do double dice damage and cost 500 gp plus the cost of the weapon. These require no kremm from the wielder, and always remain active.

Similarly, weapons can be Whammied (tripling the dice in combat) for the cost of the weapon plus the cost of the magic (bespelled for 10 gp, enchanted for 100 gp, magical for 1000 gp).
Other combat spells may be placed on or built-into weapons using the same formula.

One more example: A flame sword using Blasting Power would cost 9 gold to bespell, 90 to enchant, and 900 to be permanently magical. Blasting Power has a base cost of 9 gold pieces and would cause the sword to throw bolts of magical fire with damage equal to the user’s level in D6 plus his/her combat adds.

Armor is just another form of weaponry. Here is an example of a magical target shield that always absorbs 12 hits in combat.

Magic Target Shield (1635 gp). A target shield with a Zaparmor bonus, absorbs 12 hits per combat round.

WARDS

With magic so plentiful in Trollworld, it only makes sense to buy protection from it if one can. Such protection comes in the form of wards. Wards are usually small talismans made of silver or carved rock, but may also be flimsy concoctions of paper, string, leaves, or any substance that can be magically charged. Wards come in two versions—those that simply give warning, and those that warn and protect. They may be extremely cheap, or extremely expensive, depending on the materials used and the magic involved.

The most common form of magical ward on Trollworld is one that uses the kremm resistance formula–i.e. the wearer of such a ward cannot be targeted by spellcasters with a lower kremm rating. Such wards are generally made of meteoric iron–yes, there is a brisk trade in meteorites on Trollworld–and cost 2D6 X 10 (DARO) in gold pieces. The workmanship of the less expensive ones is often very crude. It is the iron that protects the wearer, not any magic placed upon it. Non-meteoric iron that comes directly from Trollworld itself is so imbued with kremm that it has no protective or magical absorbent ability at all.

Warnings: These wards simply deliver some kind of warning when something happens or is about to happen. They are often extremely flimsy—perhaps a diagram or incantation on paper. They work by evoking a sound—the ringing of a bell, or howl of an animal. Or, if warn next to the skin, they could cause a tickle or a small shock. If flimsy, their cost is equal to 2D6 (DARO) gold pieces. If made of a sturdier, longer lasting material multiply that cost by 10.

Protectors: These wards actually deflect magic or turn it back on its caster. They are called Shields and Strikers. A Shield simply turns aside a magic attack. A Striker rebounds the attack on the sender. Shields cost 2D6 (DARO) times 10 gold; Strikers cost 2D6 (DARO) times 20 gold.

Wards come in two forms: enchanted and magical. These forms increase the cost of the ward by the same formula used above. Note that wards may either leech kremm from the wearer/user or be powered by a kremm battery or tap into Trollworld’s magical kremm energy.

Wards are generally keyed to the spells in the spellbook. For example, there can be a ward against TTYF spells, or there could be a ward against Befuddle spells. Any named spell can be warded.

Likewise, one could ward against a whole level of spells. A First Level Ward would deflect or rebound any first level spell used against its owner. A Tenth Level Ward would do the same for all spells up through 10th level. Etc. Level spells cost 1000 times their level to purchase/construct.

Wards can be broken or overcome or nullified by higher level magic. A L2 TTYF spell will still strike a person who is only warded against L1 spells.

Wards are magical creations. Any wizard using his/her Detect Magic ability can detect the presence of a ward on a foe, and get an impression of power (what level is the ward), but in order to do so, the player must specifically state that he/she is checking for magical wards. Otherwise, the magical feeling of the ward may be masked by other forms of sorcery at play.

Example: Khenn the wizard wants to buy a ward that will protect him from all first and second level spells. He wants it to be magical and always on, so it has to be powered by the world’s kremm. He asks for it at the Wizards Guild and a master wizard agrees to make one for him. Khenn brings in a silver talisman with an engraving of an owl on it, and rolls 2D6 getting a 3, 1. The shield costs 40 gold pieces. To power it magically costs 1000 gold times the level, which is two. Total cost to Khenn for a ward that always protects the wearer against 2nd level spells and below is 2040 gold. Expensive, but not impossible for a delver to pay for. By studying this section one can figure out how to buy any ward from the Wizards Guild. See the spellbook for rules on casting and making wards for oneself as a player.

JEWELERY

Jewelry and other manufactured items follow the same formula as weapons: Cost of the item plus form of magic x level of spell.

For example, a 200 gp gold ring is turned into a magical ring of invisibility:

Ring of Invisibility (1200 gp). A gold ring set with a star-shaped diamond. Wearing it will cause the wearer to become invisible—exactly as if he were in a Hidey Hole spell.

Remember that the costs of the spells to be placed on the jewelry is based on the amount of kremm needed for the basic spell. Simple one use magic is the spell’s kremm cost in gold pieces. Bespelled to either leech kremm from the wearer or use a kremm battery is 10 times the spell cost in kremm. Permanent magic because it taps the world’s kremm field is 100 times the spell’s cost in kremm. Thus, to buy a silver bracelet that allows the wearer to fly 3 times might cost 50 gold for the bracelet and 70 gold for the Fly Me spell and a battery that would hold 21 points of kremm would add another 210 gold. Total for the Fly Me Bracelet would equal 330 gold.

Any object can be enchanted to do almost anything by using the formulas given above.

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