The Tunnels and Trolls Newsletter

I want to show you all what you’re missing if you’re not subscribing to the free Tunnels & Trolls newsletter. This is only our tenth issue and look how nice it has gotten. 

Welcome to issue #10 of the Tunnels and Trolls Newsletter: In spite of celebrating making it to issue ten as well as speculating as to who walked away with the Danforth art, we’ve still managed to gather all the latest news in the T&T world. So let’s get to it:Deluxe T&T Update—Beta rules for Origins! Steve Crompton first let the word out on Trollhalla and we now have confirmation: Rick Loomis hopes to have rough copies of the rulebook to show at Origins, June 12-15. Of critical note to those who backed the Kickstarter but can’t make it to Ohio—if you’ve pledged enough to get a copy of the rules, you will get a link for the beta rules PDF as well.

In the meantime, Steve’s provided us with images of your characters’ final resting place  Ken and Bear’s  GM adventure slated for inclusion in the final product.

Track ‘n Troll Update: While we’re talking betas, Chris Jones has uploaded the latest version of his Android T&T utility and is seeking testers and feedback. Details here:

Product announcement: Scott Malthouse and Trollish Delver Games kick off season one of Mask of Destiny, a series of GM adventures designed to be played in a single session, with Plague of the Dread AcolytePlague is designed for use with 5th or 7th edition Tunnels & Trolls and will also be compatible with Deluxe Tunnels & Trolls.
Get yours here:

Product announcement: Charlie Fleming and Rarr! I’m A Monster Publishing have released a Tunnels & Trolls version of their QADD (Quick and Dirty Dungeon system) GM adventure, The Sanctuary of the Sorcerer.  Specially formatted to be printed on cardstock, this journey into the realm the long dead(?!?) mage Fsisx also serves as a GM screen.

Sanctuary is available here:

Call for submissions: Steffon Worthington is looking for Arthurian submissions for the next issue of Dragons of Britain. Interested? Send queries and submissions with “DOB” in the subject line.
Steffon is also on Trollbridge ( and you can download previous issues for free here: .

Product Announcement: Peryton Publishing has released Cave of the People-Eater, written by Douglas Mitten and featuring art from Michael Hartlieb. It’s a GM adventure for T&T characters of levels 5-7 and is well-suited for convention play. Even better: half the proceeds go to the Jeff Freel’s fund.  Go get yours at

Product Announcement: Also new from Peryton Publishing is Roy Cram’s latestT&T GM adventure, The Foggy Island Horror.  Come to the island of Dunmorrin for the cosmic terror, stay for the Jeff Freel’s art at

Call for players: Todd Petersen is looking for players for an online T&T game run through Facebook. Want in? Send a request to join via Please note that you need to be approved and have your character sheet in by June 2.

Convention Announcement: Kris (Starrtrroll) Miller will be running his T&T adventure “Meme of Heaven” at Polycon in San Luis Obispo, CA, June 20-22. The fun begins just as somebody as opened a chest with a single word engraved on the lid: Pandora.  Want in? Details at:

Product Update:  As promised last issue, Eamon Kennedy’s Goblin Cave is now available from Khaghbboommm Publishing. It is a free product, though the author requests those who do play it send him some feedback. Download yours at:

Calendar of convention appearances:

  • May 30-June 1: Peryton Publishing will have multiple games at Cleveland Concoction. Details here:
  • June 6-7: Jenell Jaquays will be running the T&T adventure “Safe Places” at at North Texas RPG Con near Dallas, TX.  Sign up here:
  • June 20-22: Steve Brun will be running the T&T adventure “Unpaid Debts”, at Diecon, in Collinsville IL. More info here: to
  • Flying Buffalo will be at the following shows:
    • May 23-26:  KublaCon, San Francisco, CA.
    • June 12-15:  Origins, Columbus, OH.
    •  July 18-20:  FBI Con/Troll Con, Scottsdale, AZ.
    • August 1-3:  Maricopa Con, Mesa, AZ.

That’s it. Have news?  Product releases? Questions?  Comments? Time to help make our next ten issues even better? Let us know

NEWS DEADLINE FOR ISSUE #11: June 10, 2014
ISSUE #11 RELEASE: June 13, 2014

Copyright © 2014 Tunnels and Trolls Newsletter, All rights reserved.
You subscribed to the Tunnels and Trolls Newsletter.Ken St. Andre and David Moskowitz produced this newsletter. If you wish to know who is responsible, talk to our lawyers. 
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Every Dungeon Delver Needs One

Silly me! I like to ask the question, “given the circumstances, what would logically happen next?” And then most of the time,  my players and I blithely ignore what would probably happen next.

Take the idea of finding treasure.  Trollworld coins are large and relatively heavy. 10 of them equal 1 pound. So, if you find 500 gold pieces in a treasure chest, it weighs 50 pounds! Yikes! That’s a lot of weight, and even if you’re strong enough to lug around 50 extra pounds of metal–I have always maintained that the inhabitants of Trollworld actually are much stronger and fitter than current day Americans–it would also take quite a lot of space to store 500 coins the size of a krugerand.  The caves and dungeons of Trollworld are full of treasure, mostly because, even though it gets found over and over again, it gets left behind as being too awkward to lug back to the surface.

As gamers and adventurers we need a way around that. Fortunately, we live in a world where magic is commonplace.  One of the spells in the T & T rulebook is called “Smaller is Smarter”. The 5th edition rulebook says the spell reduces the size and value of any creature or object. It doesn’t say anything about reducing the mass of said object. Conservation of mass is fundamental to the magic in Trollworld, so really a smaller is smarter just decreases the empty space between molecules and compresses the object in question.  We know that it’s true. It is quite possible to make things smaller by compressing them. Compressed items become smaller, but the mass remains the same.  That sets up this very essential item.

That Other Game has something called a Bag of Holding. (That Other Game has a lot of really awkward names for things.) It’s a magical pouch that shifts the contents to another dimension and never gets full. Bah, humbug! How is it that one can reach into that bag and pull things back out? Doesn’t make any sense.

In Trollworld, the wizards have come up with a different solution. They enchant packs or carrying cases with a modified Smaller is Smarter spell that reduces the size of anything put into the case by some predetermined factor. The Wizards Guild sells these handy devices to anyone who wants one, and has been doing so for centuries until at the present time in Trollworld history, they are as common as carts.  This omnipresent magical device is called a CARRYALL. Don’t you think that’s a much better name than Bag of Holding?

The Carryall is an enchanted object that draws its power from the world’s kremm. The most common ones reduce the size of the object placed within them by a factor of 100. But really greedy adventurers get some that reduce the size by a factor of 1000 or more. So if you wanted to put a 5 foot long sword inside one, it would only be .6 inches long once you got it inside. The magic happens right there at the opening. Now if that sword weighed 6 pounds, it still weighs 6 pounds on the inside, but at least it’s easy to carry. It follows logically then that carryalls have the strongest backs and sides the makers could come up with short of metal–perhaps double reinforced canvas with metallic fibers in it. That way dense objects won’t just punch their way through the bag.

Objects inside the carryall are really, really small. That would include your hand if you ever put it into the bag.  Ouch!  Don’t do that. You slide things into the bag or drop them in.  To get things back out, you open the carryall, turn it upside down, and let them drop back out.  Gravity is your friend. Once they come out of the bag they revert to their normal size.

(I am going to lightly gloss over the fact that compressing objects generates heat. This is molecular compression, not atomic compression. The heat generated by the spell’s action is probably insignificant.  I am not scientist enough to compute how much heat compressing a piece of metal by a factor of 100 is likely to generate. It might be enough to burn your skin, but I don’t think we’re talking about any cosmic temperatures. We do want to make the carryall out of flame retardant material, however.  Wow! The magical technology of Trollworld is bloody amazing.  Who knew? Bringing them back out of the bag would cool the objects off by an equal amount. Energy is conserved.)

Anyway, I think it should be understood that the standard dungeon delving pack we sell in general stores and wizard guilds everywhere is actually a carryall. Since it is a magical object with a very potent spell built right into it, it could very well whelm the detect magic ability of lesser wizards in the vicinity–thus a good rationale for springing magical attacks upon unwary delvers. Muwa ha ha ha ha!


So, don’t worry, adventurers. If you are physically strong enough to carry 500 or 1000 gold pieces, your trusty carryall-delvers pack will make it possible for you.


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