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TNT 7.5E Rulebook

TnT 7.5E Rulebook

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100% found this document useful (10 votes)
4K views175 pages

TNT 7.5E Rulebook

TnT 7.5E Rulebook

Uploaded by

sysop39
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TABLE OF CONTENTS

Dedication . . . . . . . . . . . . . .2 Monster Rating . . . . . . . . . .90


Troll Talk . . . . . . . . . . . . . . .3 Creating Monsters . . . . . . .91
In the Beginning . . . . . . . . .4 Combat . . . . . . . . . . . . . . . . .93
Creating Characters . . . .6 Combat Adds . . . . . . . . . . . .93
Name and Gender . . . . . . . .8 Combat Turn . . . . . . . . . . . .93
Character Type . . . . . . . . . .8 Hit Point Total . . . . . . . . . . .94
Citizen . . . . . . . . . . . . . . . .9 Hits of Damage . . . . . . . . . .94
Rogue . . . . . . . . . . . . . . . .10 Spite Damage . . . . . . . . . . .94
Warrior . . . . . . . . . . . . . . .12 Weapon Damage . . . . . . . . .95
Wizard . . . . . . . . . . . . . . .14 Combat Turn Sequence . . .95
Specialist . . . . . . . . . . . . . .16 Stages of T&T Combat . . .97
Specialist Mage . . . . . . . .16 Missile Combat . . . . . . . . . .98
Ranger . . . . . . . . . . . . . . . .17 Saving Rolls . . . . . . . . . . . . .99
Leader . . . . . . . . . . . . . . . .17 Adventure Points . . . . . . . .102
Paragon . . . . . . . . . . . . . . .18 Examples of Combat . . . . .107
Attributes . . . . . . . . . . . . . . .20 Magic . . . . . . . . . . . . . . . . . .126
STR . . . . . . . . . . . . . . . . . .20 Casting Spells . . . . . . . . . . .126
CON . . . . . . . . . . . . . . . . .21 Casting Cost . . . . . . . . . . . . .128
DEX . . . . . . . . . . . . . . . . . .21 Kremm Resistance . . . . . . .129
SPD . . . . . . . . . . . . . . . . . .21 Spellbooks . . . . . . . . . . . . . .132
INT . . . . . . . . . . . . . . . . . .21 1st-level Spells . . . . . . . . .133
WIZ . . . . . . . . . . . . . . . . . .22 2nd-level spells . . . . . . . .139
LK . . . . . . . . . . . . . . . . . . .22 3rd-level spells . . . . . . . . .143
CHR . . . . . . . . . . . . . . . . . .23 4th-level spells . . . . . . . . .147
Combat Adds . . . . . . . . . . . .23 5th-level spells . . . . . . . . .149
Starting Gold . . . . . . . . . . . .23 6th-level spells . . . . . . . . .151
Character Kindred . . . . . . .24 7th-level spells . . . . . . . . .152
Height & Weight . . . . . . . . .28 8th-level spells . . . . . . . . .153
Miscellany . . . . . . . . . . . . . .29 9th-level spells . . . . . . . . .155
Weight Carried . . . . . . . . . .30 10th-level spells . . . . . . . .156
Talents . . . . . . . . . . . . . . . . . .31 11th-level spells . . . . . . . .157
Character Level . . . . . . . . . .36 12th-level spells . . . . . . . .159
Level Benefits . . . . . . . . . . .38 13th-level spells . . . . . . . .161
Equipment . . . . . . . . . . . . .41 Trollworld Chronology . . .162
Treasure Generator . . . .70 Credits . . . . . . . . . . . . . . . . . .172
Monsters & Combat . . .90 FAQ . . . . . . . . . . . . . . . . . . . .173

1
Tunnels and Trolls 7.5th Some of the people who made

edition is copyright July Tunnels and Trolls what it is today,

2008 by Ken St. Andre.


and who have been associated with it
right from the beginning deserve
extra special mention. There would
Tunnels and Trolls 7.5th edition be no T & T without the efforts of
is copyright July 2008 by Ken Rick Loomis, Bear Peters, Liz
St. Andre. Danforth, Michael A. Stackpole,
Stephen S. Crompton, Mark Anthony,
Tunnels and Trolls is trade- Steve McAllister, Greg Brown, Rob
marked 2008 by Flying Buffalo, Carver, and Daniel Carver.
Inc.
Special thanks are added to this dedi-
Published under license by cation for the efforts of Jason
Fiery Dragon Productions, Inc. Kempton and his staff at Fiery
Dragon Productions, without whom
Dedication the 7th and 7.5th edition would not
have happened. There is also a tip of
This special enhanced version of the the hat and a deep bow to James L.
7th edition of Tunnels and Trolls is Shipman and his minions at Outlaw
dedicated to the reader and the gamer Press whose publishing activities have
who uses the booknamely, you. It greatly magnified the current revival
is consecrated to the loyal legions of of the game.
players who have kept Tunnels and
Trolls alive since 1975. Lastly, I am a forgetful old troll, and
there have been many others who
I would like to offer my special have contributed art, time, devotion,
thanks to those most loyal of minions, ideas, adventures, and moral support
the members of Trollhalla. Friends, over the last three decades, and who
you have done more to keep T & T are not being mentioned here. Know
alive than you know, and your many that I treasured your friendship and
efforts are greatly appreciated. support more than I can ever say.

I invite all readers to join the elite by


visiting Trollhalla on the internet at

2
www.trollhalla.com. You can join the told me that they were planning a
greatest group of T & T gamers in the reprint in a slightly different and
world, but you have to want to. expanded format, I said, there are just
a few little changes that Id like to make
Ken St. Andre, July 2008. in those rules, and once again, I had
the opportunity to do so. They even
suggested some of the changes/fixes
Troll Talk that would improve the gametake a
Three years ago Fiery Dragon aston- look at the new random treasure gener-
ished the world by bringing out a ator. (Thats the kind of publisher that
special 30th anniversary edition of every game designer and writer loves
Tunnels and Trolls. They had their to work with.) So, this is edition 7.5,
modest and innovative plans for a new instead of 7th edition 2nd printing.
edition of T & T, and this allowed me There arent really enough changes to
to put together my own revision of the turn it into an 8th edition, but there are
old T & T rules. I used the opportunity things in it that make it different from
to update and change the game consid- the 7th edition. Youll have to read
erably. Changes included a new carefully to find those changes, but I
attribute (Wizardry) to be used in think youll find the game is even
doing magic, a new skill system using faster to play and more enjoyable now
character Talents instead of exhaustive than it was in the old mystical 7th. I
lists of every ability in the world, new only wish we could have kept it in a tin
character classes including the boxbut with all the extra goodies that
Specialist and the Citizen, a new way come with this edition, that box would
of looking at character levels as have looked more like a steamer
dependent upon attributes rather than trunkand that just wouldnt work in
arbitrary numbers of experience points, the game stores. Heh, its a pity.
and several other minor tweaks of the
old rules. Everything I said in Troll Talk way
back in 1979 still remains true. The
Three years have passed. Thanks to game owes a great creative debt to
that tin box edition that Fiery Dragon many other peoplenot the least of
[FDP] released in 2005, Tunnels and whom are Dave Arnesson and the late
Trolls is flourishing as much or more E. Gary Gygax. Rick Loomis and all
than it ever has in the past. When FDP the people I mentioned in the dedica-

3
tion really helped shape this game In The Beginning
and keep it alive. The players who
have remembered it fondly and used It is important to explain the
it to teach whole new generations of basic concept of the game as
gamers about role-playing are the briefly as possible. Here it is.
finestin my not so humble opin-
ionrole-playing gamers in the In an alternate world where
worldindividualists in a world of fantasy is alive and magic
mass-marketed conformity. works, there exist numerous
enchanted tunnel complexes
If you only remember one thing about (call them dungeons if you
Tunnels and Trolls, remember the line wish) that are liberally loaded
from Pirates of the Caribbeanthey with many types of treasure,
arent rules, more like guidelines real- and abundantly guarded by
ly. You dont have to abide by every imaginable form of mon-
everything Ive written in these rules. ster, magic, and trap. Brave
Do what works for you and your men and women of many dif-
gamers. If you havent messed with ferent kindred (humans, elves,
the printed rules and made at least a dwarves, hobbs, leprechauns,
couple of changes, you arent really and many others) arm them-
playing Tunnels and Trolls. selves and venture within the
tunnels at risk of body and soul
Happy hunting and deep delving to to seek treasure and experience.
you all! May the monsters be mon- Those who survive and return
strous and the magic truly amazing! from such expeditions increase
in power and wealth to great
Ken St. Andre, July 2008. heights of glory over a long
period of time. Every time your
character returns from a tunnel
alive (or any kind of adven-
tureyou need not be
underground), you may consid-
er yourself a winner. The
higher the character level and
the more wealth your character

4
attains, the better you are doing the Game Master (also known
in comparison to all other play- as the GM) knows what is on
ers. the map. He tells the players
what they can see or observe
In order to play Tunnels and around them. They, in turn, tell
Trolls it is necessary to do the the GM what actions they take,
following things first: what special search procedures
they use, and anything else that
1) Someone must create and may be relevant to the situation.
stock a dungeon with monsters, Your GM may use the included
magic, and treasure. The per- character and creature tokens,
son who does this has godlike placing them upon a gridded
powers over his or her own map to help you visualize the
dungeons, but is expected to be situation, but if not, make sure
fair to the other players and you keep a good visual idea of
abide by the rules of T&T. your surroundings in mind.
Draw your own maps if you
2) Create and name the fantasy must, or feel free to ask the GM
characters (heroes allat least to draw you a rough map of the
potentially) who will explore immediate environment.
the dungeon.
Players should, as much as is
3) Arm and provision those easily possible, role-play their
characters so that they have a characters. Try not to think of
chance of getting down into the yourself as an Olympian god
dungeon and back out alive. moving little chessmen around
Instructions for these opera- a mapboard, but instead be
tions, and for combating Snargblat the Goblin Thief who
monsters and compiling experi- joined these adventurers at the
ence (in points), follow. last moment. Likewise, the GM
should get into character for his
Tunnels and Trolls is a game of puppet minions. Instead of
limited information. Individual merely saying, an ugly troll
players cannot see the whole comes around the corner
board (or dungeon map). Only singing an unpleasant ditty, try

5
stomping your feet and then Creating Characters
singing in your deepest voice,
Fee Fie Fo Fug, smash the In order to play T&T, you need
delver like a bug! one or more (probably more)
player characters. You create
The game progresses in a series these characters yourself in a
of give-and-take actions with semi-random fashionthat is,
both Game Master and players their beginning attributes are
trying to make this an interest- randomly determined by rolling
ing tale of adventure and dice, but you determine such
derring-do. From time to time things as character type, kin-
dice will be rolled. The players dred, gender, name, talents,
will find themselves in fear for choice of weapons and spells,
their imaginary lives. The GM equipment, and all other small
will find himself coping with details that will individualize
player reactions that he had no your character.
way of forecasting. Riddles will
be solved; monsters will be There is a general form to char-
defeated; treasure will be won. acter creation which, once
At least thats the ideal outcome mastered, will enable you to
of a session of T&T play. You create dozens of tunnel-travel-
might just all prove too dumb ing characters very quickly.
to live and wind up dead You will need at least three
ordinary six-sided dice, a pen or
Are you up to it? pencil, and some paper to write
on. (3 X 5 cards work quite well
for this.) You can find a glued
pad of character sheets that
came with these rules, or, if
youve used them all and have
no computer access, you can
just use a sheet of paper and
make something that looks like
this:

6
Gimor Ironfang

Use the character sheet provided at the end of this rulebook!

The exact form of the character the game. I will discuss each
card or sheet isnt very impor- attribute in detail a little further
tant. Its just a way of along.
organizing the description of
your character for easy play. A Talent is a special ability, skill,
or knowledge held by your
Strength, Constitution, character. (Talents are
Dexterity, and Speed are your explained in detail later on.) A
characters physical attributes. Talent should help personalize
Intelligence, Wizardry, Luck, your character and give you a
and Charisma are the mental kind of identity. When you first
attributes. Taken all together, create a character, limit it to a
these Prime Attributes deter- single Talent. As the character
mine what your player grows in experience, it may
character is capable of doing in develop other Talents.

7
There is a gaming convention of As you roll the numbers and
listing numbers and types of enter them into the attribute
dice in this format: 3D6, which slots on your character sheet,
means three six-sided dice, or you may choose where to put
3D6+4, meaning roll three six- them, or just go straight
sided dice and add 4 to the through from beginning to end,
total.. I will use these conven- which is what I usually do.
tions when talking about rolling Some rolls will be high, and
dice for the rest of these rules. some will be low. How you
spread them around determines
what kind of character you are
VERY IMPORTANT: TARO creating. Generally speaking,
(triples add and roll over). warriors should have high
This rule always applies in T&T. Strength and Constitution val-
ues; Wizards tend to have high
Intelligence and Wizardry;
To determine numerical values Rogues have high Luck and
for a characters attributes, Dexterity; Citizens have low to
begin rolling the three six-sided average values throughout. But
dice now. Keeping in mind the its your choiceyou can have a
TARO rule, the possible range weak warrior or a lucky wizard
for a characters attribute values if you wish.
in T&T is 4 to N, where N could
be a very large number, but isnt After you have rolled up the
likely to be much higher than 20 prime attributes of the charac-
for a beginning character. (Yes, ter, you need to give it a name
I know this wreaks havoc with and gender. Our example will
the bell-curve distribution of be male, and is called Gimor
character attributesI meant it Ironfang, although it could just
to do that. Trollworld is full of as easily be Daisy the Delicious
heroes, freaks, and monsters Dancer and be female.
not a bunch of averages.)
Next, you would determine
what Type of character Gimor

8
would be: Possible Types advised not to play a Citizen
include Citizens, Rogues, unless he or she wants a real
Warriors, Wizards, Specialists, challenge. Things are difficult
and Paragons. This edition of for Citizens, who tend to die a
T&T gives you a few more lot when the going gets rough.
choices than previous versions Citizens are mostly in the game
of the game, although I recom- to be NPCs for the Game
mend that you stick with just Master and for the sake of
Warriors, Wizards, and Rogues realism. (Realism? In a fantasy
at the beginning. world? You must be joking,
Ken! No, Im not joking. I
Citizen
A Citizen is your average
dweller in Trollworld. He has
no special training in combat or
magic. He can learn to use
weapons or to cast the occasion-
al spell, but he has no special
aptitude for either. There is not
much reason for players to
make Citizen characters,
although Game Masters will
want lots of them just to popu-
late their worlds.

Citizens didnt get any special


training as children, other than
what their parents and mentors
taught them. Why have
Citizens in the game at all?
Every world needs normal peo-
ple who are not adventurers.
There must be farmers and fish-
ermen and smiths and
merchants. The player is

9
Untrained: Citizens can use
weapons and armor, but theyre
not very good at it: They get
only half of the usual combat
adds for their attributes.
Further, theyre just not apt
enough to get the full effect of
what they try to do when cast-
ing spells: To cast any spell, a
Citizen must make a SR on INT
and a second SR on DEX at the
same level as the spell being
attempted. (See Saving Rolls on
99 and Casting Spells on 126.)
Antirequisite: A character cant
be a Citizen if he or she rolled
any triples on attributes.

Rogue
Rogues are loosely modeled on
Fritz Leibers Grey Mouser or
Jack Vances Cugel the Clever.
mean it. Not everybody can be Both magic and weapons may
Conan or Gandalf or the Gray serve them, but they live best by
Mouser.) their wits and luck. Players are
encouraged to make characters
Citizens can have Talents also. with high Luck scores into
If you play a Citizen, you are Rogues.
advised to work on your
Talent(s) above all, so that per- Rogue does not necessarily
haps you will be able to create a mean thief on Trollworld. In
memorable character whos many cases, actually, the term is
very, very good at just one considered short for rogue
thing. wizard a wizard who oper-

10
ates outside the formal struc- pick up all kinds of knowledge
ture of the Wizards Guild. on their own. They can use
Many rogues are characters both weapons and magic, but
who have the inherent power get no special advantages in
necessary to cast magic spells, either.
but who never received the
years of formal training needed Roguery: Because they rely so
to learn how to use it. much upon their Intelligence,
Luck, and Charisma, all Rogues
What would cause a character start with a special Roguery
to become a Rogue (as opposed Talent based on the highest of
to a Wizard)? He or she might those three attributes. This
not have had the necessary Talent may be used in place of
Intelligence or Dexterity to join any Intelligence, Luck, or
the Wizards Guild. A Rogue Charisma SR. (See Talents on
might be a nobles lazy child 31 and Saving Rolls on 99.)
who would not apply himself to
his studies, and so got thrown Magical Aptitude: Each Rogue
out of the Guild. A Rogue may may start play knowing any
have grown up in a backwater one 1st-level Wizard spell; he
settlement too far from the must have a sufficiently high
Guild to find a teacher. There Intelligence score to cast any
are a thousand reasons; Rogues spell, just as a Wizard. He may
often come from the poorer buy or learn more spells as
classes of society, who generally opportunities present them-
cannot afford Guild tuitions, selves, but the Wizards Guild
and may have ended up will not teach him spells for any
thieves, gamblers, or tricksters fee. Rogues must always pay
as a result. They are used to the full listed WIZ cost of any
living by their wits. spells that they cast: Unlike
Wizards, they may not reduce a
For whatever reason, Rogues spells casting cost by their char-
grow up without the dedicated acter level. Magic will never
training of Warrior mentors or become second nature to a
tutelary Wizards, and generally Rogue the way it is to a true

11
wizard; no rogue can invent Thieves Guilds have a flourish-
new spells. Furthermore, the ing sideline in selling spells for
use of magic staves or other exorbitant prices. Some of these
focusing tools is impossible for spells are virtually the same as
Rogues. Wizards spells, while others
have developed in different
Some private Wizards are not directions for illegal purposes.
so scrupulous as their Guild, Rogues should only be taught
and thus over the years most of spells by a Wizard character
the known spells have become belonging to another player (or
available to Rogues through one perhaps via the Game Master if
fashion or another. Most a Thieves Guild is involved).

Warrior

Warriors are natural fighters.


These are people who, for one rea-
son or another, have conscious
access to their natural kremm
blocked. It is like being color
blind. No matter how much time
is spent describing, or showing the
color purple, the color blind per-
son cant see it. No matter how
much time is spent teaching
magic to a warrior, the warrior
cannot do magic.

As children, they were taken in


by some Warrior order or another
and trained mercilessly in the use
of all manner of weapons and
armor. When they are old enough
to begin dungeon delving
(whether 15 or 25 or older, by

12
race), any weapon in their hands is defensively so as to defeat an
deadly. opponent without killing or
wounding him. These are the
Warriors are based on archetypal kinds of things you do with a
characters such as Robert E. Talent for Swordplay, or Unarmed
Howards Conan the Barbarian, or Combat, or Archery, etc. ( See 31.)
on the Arthurian Sir Lancelot. Personally, I think youd be better
They understand force best, sub- off making your talent be some-
tlety least. Gimli from The Lord of thing apart from
the Rings is a perfect example of a combatperhaps persuasion or
dwarfish Warrior. Other Warrior singing or chemistry. (grin)
archetypes include Roland,
Siegfried, Cuchullain, Attila, Warrior Bonus: It is the years of
Genghis Khan, and Tarzan. They training as a child or young person
recognize the value of magic and that enables the Warrior to be pro-
magical artifacts, and often spend ficient with any weapon he
much of their time trying to attain chooses. While any Citizen can
such objects of power. pick up a sword and swing it, the
average person has little idea of
Like other character types, the how most weapons should be
warrior is entitled to a Talent, and wielded properly. Thus, the
you might think he or she would Warrior Bonus gives every Warrior
choose to take that Talent in some a little extra damage based on his
combat or weapon skill. That is, of character level: Simply put, the
course, an option, but a Talent Warrior gets to increase his com-
doesnt give you any more combat bat adds by his character level.
adds. It doesnt make your charac- This is a small thing at the begin-
ter stronger, faster, luckier, or more ning of the characters career, but
dexterous. What it does do is could be quite an advantage as the
allow you to pull the kind of neat character increases in prowess.
tricks you see in the movies, such The game makes the assumption
as disarm a foe, stun an enemy that weapons you choose to equip
with a blow to the head, dodge your character with are weapons
one foe while concentrating your that he/she has practiced using in
whole attack on another, or fight the past.

13
Wizard

Wizards are also called magi-


cians, enchanters, mages,
magic-users, sorcerers,
shamans, thaumaturges, and
many other things besides
(some of which cant be written
down in a wholesome docu-
ment like this). What all of
them have in common is both
the training and the ability to
tap into the magical force called
kremm and to manipulate it with
their psychic powers to alter
reality. In the Empire of
Khazan, most children are test-
ed for magical ability at about
the age of 10, and those with
strong talents are apprenticed to
Armor Bonus: How should armor the local Wizards Guild. There
be reinforced, repaired, and they undergo at least seven
deployed in combat? These are years of training, until they
things the Warrior knows, and have mastered the ability to
which the rest of the world does- form complex psychic patterns
nt. It is in the proper care and use in their mind and associate
of armor that Warriors truly excel. them with the better known
All Warriors gain twice the usual spells. They also learn to use a
protection from any armor and focus such as a staff, a ring, a
shields worn. Thus, a Warrior wand, or a crystal ball to con-
wearing mail armor (11 points) centrate their power and reduce
and using a heater shield (5 the actual effort of spell-casting.
points) gains 32 points of armor Wizards also learn the common
absorption in combat, rather than history and lore of magic.
the standard 16.

14
Wizards are modeled on the magician, so Intelligence is of
Arthurian Merlin, Tolkiens great importance to the Wizard.
Gandalf, or Jack Vances All 1st-level spells require a
Iuconnu. Magic is their best minimum INT and DEX of 10 to
weapon and protection, and learn and cast properly, and
only a Wizard (of 5th level or higher-level spells require high-
higher) has the understanding er INT and DEX attributes as
of magic necessary to create a well, so a Wizard must have an
new spell. Intelligence and a Dexterity of
at least 10 (and a higher score is
Noncombatant: Wizards strongly advised in each). As
receive little weapon training as well, a high Wizardry score is
children. They are limited to advisable since that is the attrib-
only weapons that deal a base ute used to power ones spells.
2D6 damage or less (plus
weapon adds) in combat; if they Magical Aptitude: As a Wizard
wield any other weapon, they increases in character level (see
lose their combat adds and 36), he may cast lower-level
become so distracted that they spells at a reduced cost, with
cannot cast any spells while the amount of the reduction as
using the wrong type of shown by the following formula
weapon. Thus, a Wizard can (no spell can be reduced to a
use a sax (2D6+5) freely, but not cost of less than 1 WIZ by this
a club (3D6). means): Wizard level minus the
effective level of the spell.
Spell Training: A Wizard starts
play knowing all the basic 1st- For example, let us say that we
level Wizard spells in the book have a young wizard called
(see 126). There is no fee to the Khenn the Cautious, and that
wizard to acquire these initial Khenn has an Intelligence of 23,
spells, although it may be that which makes him a 2nd-level
the childs parents paid hand- Wizard. He wishes to cast Take
somely for the instruction of That You Fiend! as a 1st-level
their offspring. Spell-casting is spell (standard cost of 6 WIZ).
controlled by the mind of the He casts it for 5 points of WIZ

15
instead of 6. If he were a 3rd- best-known type of Specialist is
level Wizard, he would cast that the Healer, but the player
same spell for 4 points of WIZ. may choose to make a Specialist
of any variety, such as the
Focus Affinity: A Wizard may Combat Mage or the Ranger.
use a focusing device such as a
staff, wand, ring, etc. to channel Specialist Mage: A Specialist
his thoughts and thus reduce Mage, who casts a certain kind
the cost of a spell. See the of spells, doesnt have to be
Special Edition Monsters and taught by the Wizards Guild.
Magic Book for more informa- When her abilities reach the
tion on spell foci. point where she could learn a
spell, it unfolds in her mind like
Specialist a flower, and henceforth she can
cast that spell just as a Wizard.
A Specialist is a character, possi- On the other hand, Specialist
bly a mutant or a savant of Mages never understand magic
some kind, who was born with outside their own specialty. A
an ability bordering on (or fully Healer cant toss Fireballs at her
within the realm of) the super- foes or learn to cast the Take
natural. Perhaps the That You Fiend! Spell, while a
Combat Mage never masters the
Poor Baby spell.

When you roll a 15 or higher on


the Wizardry attribute for your
new character, then you have
the opportunity to make him or
her a Specialist Mage. This
kind of Specialist is born with
an instinctive understanding
and ability in just one kind of
magic. You get to choose what
kind of Specialist Mage you
play: Will he or she be a

16
Combat Mage or a Healer, a range, and he always rolls on
Communicator or a Spirit DEX for ranged attacks. (He
Master? Its up to you (and your cannot take an Archery Talent
GM). More is said about to improve on his natural abili-
Specialist Mages starting on 132. ty.) He only misses if he fails
the SR.
Specialist Mages may cast all
the spells of their specialty at Leader: These Specialists are
one-half the cost that a Wizard natural leaders and manipula-
would pay to cast the same tors. They dont seem to have
spell. Thus, a Combat Mage any magical abilities, yet peo-
could cast a 1st-level TTYF! ple always seem to go along
spell for only 3 WIZ, etc. with them, whatever their argu-
ments or desires. Their powers
Ranger: There are other types of persuasion are truly incredi-
of Specialist whose abilities are ble. Perhaps luckily, such
less obviously magical, but they Leaders are very rare.
are superhuman and borderline
magical anyway. This person If you roll natural triples in
has uncanny ability with missile Charisma when creating your
weapons of all types and rarely character and get a result of at
misses a target. He can shoot a least 15, you may create a
bird on the wing, a fly off of an Leader Specialist. A Leader has
ear, the eye of a hopping rabbit. to make only Level One Saving
His ability to hit any target Rolls to convince others that
within range is beyond uncan- what he says is true, or to get
ny. In fact, its a kind of magic. them to do what he wants (and
the way he wants it done), no
If you roll natural triples in matter how far-fetched or diffi-
Dexterity when creating your cult the task or the lie; he
character and get a result of at always rolls on CHR for such
least 15, you may create a attempts. (He cannot take a
Ranger Specialist. A Ranger has Persuasion Talent to improve on
to make only Level One Saving his natural ability.)
Rolls to hit any target within

17
Rangers and Leaders have mag- Paragon
ical abilities that dont seem like
magic to the rest of the world, Those of us who are terribly
and that do not deplete kremm insecure in our own lives tend
with their use. They should be to hate these people in the real
played as Rogues or Citizens world. You know the type
more than Wizards (unlike quarterback of the football
Specialist Mages, who are team, gets straight As in school
thought of as Wizards, and (has to decide between Harvard
Warrior-Rangers, who are treat- and Yale), rich, and, on top of it
ed as gifted warriors). all, attractive and charismatic.

Paragons are stuff from which


heroes and villains of legend
arise characters almost too
good to be true. Given their
tremendous potential, they
receive both magical and com-
bat training as children. (They
were called Warrior-Wizards in
earlier editions of T&T.) They
are very, very rare.

The odds are very much against


rolling up a Paragon, naturally,
but like many things in T&T,
those odds can be defied and
broken from time to time.
Paragons may show up as non-
player characters. Do you need
a general to lead that army for
the Death Goddess? Create a
Paragon. Want a guildmaster?
How about a Champion for the
Arena to take on all comers?

18
Perhaps a Mysterious Stranger again, they must give up some-
might help your game thing to make time for all that
progress? Or a Legendary warrior training: Paragons
Hero? These are all good uses dont understand the underly-
for Paragons. ing theory of magic quite as
well as true Wizards, so they
Prerequisite: A Paragon occurs cant invent their own spells
only when all eight attributes until 10th level.
are rolled as 12 or higher before
modifications. Were not talk- Kindred
ing about just having all
attributes at 12 or higher; any Kin (or Kindred) does not refer
character can do that if he sur- to the characters family in T&T,
vives long enough. Oh, no, but to his species. For the sake
these guys start out gifted. of simplicity, Gimor is human.
There are a lot of humans in
Weapons Training: Just like Trollworld, but thats not all.
Warriors, Paragons can use any The world is a big place and
weapon with skill and they there are also elves, dwarves,
know how to use their armor to trolls, fairies, goblins, hobbs,
get double the usual protection skeleton men, ratlings, lep-
from it. Still, they have to give rechauns, lizardmen,
up a little of the Warrior advan- serpentmen (nagas), gargoyles,
tage in order to have time for centaurs, minotaurs, dragons,
their magical training, so they wraithes, ogres, snarks, shad-
do not get the Warrior Bonus to oween, kobolds, gnomes,
combat adds based on their gremlins, mermen, spiders,
level. were-breeds, vampires, golems,
and many others. See 24 for
Magical Training: Paragons are more on Kindred.
de facto members of the
Wizards Guild. Like Wizards, A word about non-humans and
they start knowing all 1st-level monsters: humanoids will usu-
spells, and they can use staves, ally fit into one of the Types
wands, rings, etc., as foci. But listed above. Non-humanoid

19
characters dont. Dragons are Now to go down the list and
simply dragons and have their point out what the numbers
own powers. A cave-lion does- attached to those Prime
nt have to be a Warrior, Attributes refer to
Wizard, or Rogue, although its
conceivable that a player might STRENGTH (STR) is primarily
wind up roleplaying a cave-lion the ability to exert forcelift-
at some time. ing, shoving, pushing, etc. It
shows how much
Attributes gear/junk/equipment/booty the
character can move around.
Let us roll some dice and put Provided that he is dexterous
numbers in Gimors attributes. enough, Gimor can use any
Then I will explain each one weapon tirelessly as long as the
briefly. Strength requirement of the

Gimor Ironfang Warrior Human M 1


14 11 14 6
8 14 8 11
511 1400
180
+7

(DEX) Acrobatics 16

20
weapon is 14 or less. (STR and DEXTERITY (DEX) refers to
DEX requirements for weapons manual dexterity and general
are listed on the Weapons agility; it includes hand/eye
Tables.) If his Strength is ever coordination and bodily kines-
reduced to 0, Gimor will be thetics. Dexterity is necessary
totally exhausted, unable to do for the wielding of weapons,
anything for himself until his the learning of physical disci-
Strength comes back to at least plines, and for determining
a value of 1. Gimor has slightly success with missile weapons
better than average Strength, such as the bow and arrow.
which is a good thing for a war- Gimor has above-average dex-
rior. terity, also a good quality for a
warrior.
CONSTITUTION (CON) is the
general measure of a characters SPEED (SPD) is often misun-
health and toughness. It is also derstood. It is not the absolute
a measure of endurance and measure of how fast a character
how much punishment the can move in the real word, but
body can take before it dies. If instead a measure of reaction
his CON reaches 0, Gimor is time. Think of it as a measure
unconscious, dying, and unable of metabolic rate, and you wont
to do anything for himself. At a be far off the mark. Gimor has
total of 10, the character is a very superior speed of 16, and
dead, dead, dead, and cannot that is an excellent thing for a
be healed. When damage is warrior to have.
taken in combat, it comes
straight off of the CON value. INTELLIGENCE (INT) is the
When a character is healed, the measure of a characters ability
CON is restored to its original to reason clearly, solve prob-
value. Gimor has average lems, and remember things.
toughness. Trollworld charac- Intelligence is the prime neces-
ters are mightythey can keep sity for the learning and casting
fighting right down to the last of magical spellseach spell
CON point unless the GM rules has an INT rating, and charac-
against them in some fashion. ters with intelligence ratings

21
below the requirement simply their brains. Wizardry (also
cannot understand the nature of known as kremm in Khazni) is
the magic and how to cast it. It explained in greater detail in
is also a factor in linguistic abili- the Magic section of the rules.
ty, and is used in T&T as a Even those who cannot actually
simple way of determining detect and consciously use their
which characters are multilin- WIZ attribute like Gimor,
gual. All human characters and who has a very respectable rat-
most non-human characters in ing of 14 may unconsciously
the Empire of Khazan speak a use WIZ as protection against
common language called magic or to power amulets and
Khaznithe Common talismans. In the past (5th edi-
Tongue. Players should think tion and earlier versions of
of Khazni as being the same as T&T), Wizardry was sometimes
their native language with some mistaken for Strength or Luck.
elvish, dwarvish, and a bit of
dragon thrown in. Gimor has a LUCK (LK) is the ability to be
slightly below average in the right place at the right
Intelligence of 8speaking time, or to put something else
Common is difficult enough for in the right place at the right
himhe wont be mastering time. It is useful in avoiding
other languages or any spells traps, striking lucky blows in
unless he gets a lot brighter. combat, and gambling of all
sorts. It is the attribute most
WIZARDRY (WIZ) is the meas- often tested by Saving Rolls.
ure of a characters ability to tap Luck can save your character
into the natural magical energy when all else fails. Remember
of the planet. Wizards and the wisdom of the Trollgod: It is
other magic-users have learned better to be lucky than to be
to use this force to alter reality good. Gimor has below aver-
by casting spells. Warriors and age Luck. He should avoid
most Citizens have no under- situations where he needs to
standing of Wizardry and may take risks or gambles, because
not even be aware that they he will lose most of the time.
have this force stored within

22
Charisma (CHR) is the measure attributes change in the middle
of a characters force of person- of a fight, so do the adds.
ality and leadership ability. It is
not necessarily synonymous To continue the explanations for
with physical beauty, although the headings on the cards, we
there tends to be a high correla- move to GOLD or G.P. (short
tion. Charisma is often used as for gold pieces). This should
the test of persuasiveness or be the measure of the charac-
leadership. Gimor has average ters personal wealth at any
Charisma. given time. When starting a
new character, roll 3D6 and
The next thing that needs to be multiply by 10 to get the
explained is adds (also called amount of money that you start
combat adds or personal adds). with. (Remember the TARO
When a character is fighting, he rule.) Your character will prob-
receives a bonus for having ably spend most of this initial
high Strength, Dexterity, Speed, allotment of money to equip
and Luck. For each point over himself for his first adventure.
12 in any of these abilities, the If he is lucky, he will return
character gains 1 point of adds; from that adventure with much
for each point under 9, he gets more money than he started
1 adds. with. The number under gold
could easily be negative if your
Thus, Gimors Strength of 14 character owes money. Lets
gets him +2 for his personal start Gimor with 90 GP. A char-
adds. He would also get +2 for acter need not carry all his
Dexterity and +4 for Speed; his wealth with him at all times.
Luck is only 8, below the aver- He can leave it with a friend,
age range, and nets him a 1 bury it in a secret location, or
penalty to his adds. Gimor has even put it in a bank. Getting
total combat adds, then, of +7, lots of money will allow the
which is figured into his combat character to purchase better
total each time hes in combat. weapons, armor, equipment,
The adds depend entirely upon supplies and all the finer things
the current attributes. If the of life.

23
Character Kindred would in creating a human
character, and apply the multi-
One of the things that has pliers shown in the table below.
changed over time in T&T is the If your preferred character
names of the Kindred and the Kindred is not shown on the
acceptance of new Kin as being table below, you should make
playable character species. In some sort of arrangement with
order to not tread on the toes of the GM to design and play that
certain deceased English schol- Kindred. For example, angels
ars of fantasy, for whom I have are not shown below, but they
the utmost respect, a few are essentially humanlike, sim-
Kindred names have changed to ply with wings and the power
a more savage form. to fly. They are known for their
tremendous beauty, strength,
On Trollworld, any intelligent and stamina. Having worked
race of beings is called a this out with the GM, you
Kindred. There are many kin- might say that Angels have
dred. Elves, dwarves, hobbs, STR, CON, and CHR x2, and all
fairies, skeleton men, lep- other attributes as humans.
rechauns, centaurs, minotaurs, Thus you have a basis for a new
nagas, gargoyles, dragons, bal- Kindred not shown in these
rukhs, ogres, giants, kobolds, rules.
gnomes, goblins, and humans
can all be seen in and around Some Kindred have limited
the streets of Khazan, Khosht, character types available to
Gull, and the other cities of the them. For example, all lep-
Empire. rechauns are Wizards and all
giants are Citizens. Remember
Although most of the rules for that character Types are for
Tunnels and Trolls are written players and non-player charac-
with humans in mind as the ters alike. Living creatures
norm, you may, if you wish, simply considered as monsters
play other types of creatures as dont need character types.
well. When creating such char-
acters, simply roll 3D6 as you

24
COMMON KINDRED ATTRIBUTE MODIFIERS
KINDRED STR CON DEX INT LK CHR WIZ HT WT

Dwarf 2 2 1 1 0.67 1 1 0.67 2

Elf 1 0.67 1 1.5 1.5 2 2 1 0.67

Fairy 0.25 0.25 2 1 2 2 2 0.1 0.001

Hobb 0.5 2 1.5 1 1.5 1 1 0.5 1


Leprechaun1 0.5 1 1.5 1.5 1.5 1 1 0.25 0.33

25
RARE KINDRED ATTRIBUTE MODIFIERS
Kindred STR CON DEX INT LK CHR WIZ HT WT

Balrukh 10 7 2 1 0.5 5 4 3 9

Centaur 3 3 1 1 1 2 1 1.5 9

Demon 4.5 4.5 1.5 1 0.5 5 3 1 2


Dragon
(adult)
25 50 3 5 0.5 5 2.5 3 50
Dragon
(lightning)
12 24 2 3.5 0.5 4 2 2 25
Dragon
(young)
5 5 1 2 0.5 1.5 1.5 1 1

Elf, Dark 1 1 1.5 1.5 1 2 2 1 1

Gargoyle 2 0.75 1 1 0.75 1.33 1 1 0.67

Ghoul 3 3 1 0.25 0.5 0.5 1 0.67 1

Giant2 5 5 1 0.5 0.5 5 1 5 25

Gnome 0.33 0.33 1.5 2 1.5 0.67 1 0.33 0.33

Goblin 0.75 0.75 1.5 1 1 0.5 1 0.75 0.75

Gremlin 0.5 0.5 1 1.5 1.5 0.5 1.5 0.33 0.33

Harpy 1.5 1.5 1 0.67 1 1 1 1 0.5

Hobgoblin 1 1 1 0.75 0.5 0.75 1 1 1.5

Kobold 0.5 0.5 1.5 2 1 0.75 1 0.5 0.5

26
RARE KINDRED ATTRIBUTE MODIFIERS CONTd
Kindred STR CON DEX INT LK CHR WIZ HT WT
Living
2 10 0.75 1 1 2 0 1 10
statue3

Merperson 1.5 1 1.5 1.25 1 1 1 1 1

Minotaur 2.5 2.5 0.75 0.75 1 2 1 1.25 1.5

Naga4 1.5 1 1 2 1.5 1.5 2 1 1

Ogre 2 2 1 1 0.75 1.5 1 1.5 2

Ratling 0.5 1 1 1 0.75 0.5 1 0.33 0.33

Skeleton 1 1 1 1 1 1.25 1 1 1
Troll,
forest
2.5 2.5 1 1 1 4 1 2 4
Troll,
jungle
2.75 3 1 0.75 0.75 4 1 2 4
Troll,
mountain
6 6 1 1 1 6 0.5 4 16
Troll,
rock
3 3 1 1 1 3 0.5 2 4
Troll,
swamp
2 2 1 0.75 1 1.5 0.75 2 4
Troll,
wolf
3.5 3.5 1 0.75 1 3 0.5 2.5 6.25

Urook 1.25 1.25 1 0.75 0.75 1 1 1 1.25

Urookin 1.5 1.5 1 1 1 1.25 1 1.25 1.5

Vampire5 2.5 1 1 1.5 1.5 2 1.5 1 1

27
1 Leprechauns are all Wizards. Height and Weight
They also have a natural Wink-
Wing spell they can do without Your character can be any
any magical training. height or weight that you wish.
2 Giants are all of the Citizen However, if you cant decide or
Type. want to determine these factors
3 Living statues (also known as randomly, simply roll 3 six-
golems) are artificially creat- sided dice (3D6) and consult the
ed beings of animate metal. chart below. This chart is for
Although activated by magic, humans; to find a result for
they have no ability to store other Kindred, simply multiply
kremm or cast magic; they can- the result by the HT and WT
not be Wizards, Specialists, or modifiers listed on the Kindred
Paragons, and cannot cast Chart.
spells.
4 Nagas (a.k.a. serpent men) Roll Height Weight (lbs.)
are always Wizards. They are 3 4 75
seldom seen in the Empire of 4 43 90
Khazan, but some of the great- 5 45 105
est legends refer to them. 6 48 120
5 Vampires are always Wizards 7 410 135
or Specialists, natural 8 51 150
shapeshifters and masters of 9 53 160
illusion. Even other monstrous 10 56 170
Kindred hate and fear them. 11 58 180
12 511 190
Note that the Speed multiplier 13 61 200
is always x1 for all kindred. 14 64 225
Fractions are expressed as deci- 15 66 250
mals and round up to the next 16 69 280
integer when figuring an attrib- 17 611 310
ute value. 18 72 350

28
MISCELLANY ARMOR: List by type or piece
the armor and/or shields a char-
ADVENTURE POINTS (AP) acter is using, and how many
start at 0 for every character. hits of protection it offers, and
These points are awarded by whether it has been damaged or
the G.M. during the course of not. Shields count as armor
the characters adventures. AP although they require minimal
are given out for good role- Strength and Dexterity to wield.
playing, puzzle-solving,
endurance in play, fighting or LANGUAGES: List all the lan-
slaying foes, casting magic, and guages the character can
for attempting Saving Rolls ver- speak/read/understand. With
sus attributes or Talents. They an Intelligence of just 8, Gimor
are the most mysterious aspect is none too fluent even in
of life on Trollworldit is as Khazni (the Common tongue).
though the gods themselves Brighter characters are allowed
were keeping track of the play- to pick an additional language
ers actions and scoring them, [appropriate to your GMs
handing out rewards and occa- game] for each point over 12 in
sionally punishments for all Intelligence.
actions undertaken during the
course of ones adventures. The MAGIC: Characters should list
marvelous thing about AP is any magical implements, tools,
that their accumulation can weapons, amulets, charms, or
raise Character attribute values foci that they manage to
over time. (See 102) acquire. If they know spells,
they should list here all the
WEAPONS: List all the spells they can cast. At the
weapons your character owns. start, Gimor has no magic.
This space also helps to keep
track of how many dice the OTHER EQUIPMENT: Here
weapon gets, its range if it is a you record anything else the
missile weapon, and if there is character buys (or steals, finds,
anything special about it, like or is given) to equip himself
an enchantment or curse. before going on an adventure.

29
You may choose to write these things that a character is carry-
things on the back of the card ing begins to seem ridiculous.)
instead, or keep track of them However, to be exact, a charac-
anywhere you want. ters carrying capacity is
Presumably your character has determined by multiplying his
a home, and he could leave all STR rating by 100. That gives
his extra junk there, but when his ability to carry in weight
going on a delve or an adven- units (w.u.). (All objects have
ture, be sure to write down weights given in weight units.
what youre taking with you 10 w.u. = 1 pound.) To see how
and let the GM know in much hes carrying, simply add
advance. up the weight units.

You may also wish to add a few A note about carrying things
other things to the characters the delvers of Trollworld have
card to help define or picture developed wonderful packs for
him things like height and stowing stuff, and their clothing
weight, eye color, hair color and is full of all sorts of pockets,
length, distinguishing scars, pouches, belts with hooks, and
spiffy clothing. You may roll so forth. Its funny to visualize,
for height and weight (see 28), but the heavily laden dungeon
or you can make a deal with delver probably looks more like
your GM to get a character of a boy scout leader buried under
roughly the size and shape that packs and gear than he does a
you want. medieval warrior. You can
assume that, when combat aris-
WEIGHT POSSIBLE and es, the delver quickly shucks
WEIGHT CARRIED. These out of his pack-mule outfit and
factors are only thrown in for looks a bit more like Conan the
the purists in the audience. (I Barbarian when swords begin
usually assume that characters to clang.
are strong enough to carry all
the gear and weapons and pro-
visions that they want or need,
unless the sheer quantity of

30
TALENTS doing something, and the list of
potential skills is endless.
In the real world, everyone has
hundreds if not thousands of Sometimes, Tunnels and Trolls
skills that they use on a daily simulates the use of skills
basis. Almost anything can be a through Saving Rolls (SR),
skill: the ability to persuade made to determine the success
others, the ability to sing har- or failure of various actions.
mony, the ability to balance a Sometimes a simple Dexterity
pencil on your nose, the ability SR is enough to determine suc-
to swim, the ability to kill cess or failure. Sometimes two
things with arrows. This is also or more attributes must be test-
true for Trollworld. What we ed. Any situation can be
call a skill is always a combi- resolved by the imaginative GM
nation of some specialized with the appropriate combina-
knowledge with practice in tion of SRs at different

31
levelswith more difficult SRs made a new character, Zam the
required for more difficult chal- Bony, a Rogue, and I want him
lenges in the game. to be a thievish sort. Thus I
Beyond SRs, it is neither practi- choose Thievery as his main
cal nor fun to maintain a list of Talent. Whenever Zam the
dozens or hundreds of minute Bony is in a situation where he
skills that player characters must steal something, or know
could have. Therefore, we something about how to steal
wont do that. things, he will use this Thievery
Talent to determine success or
Imagine that there is a skill that failure. Right away I will pro-
helps define who or what your duce a number (as below) to
player character is in life. But measure that Talent, and that
instead of calling it a skill, lets number will be just like an
call it a Talent. Everyone has at attribute number and be used in
least one Talent; some have the same way.
more than one, but lets keep it
simple. New characters may To get your starting Talent for
choose a single Talent. When your character, choose an attrib-
they go up a level, they may ute to base it on, then roll 1D6
add another Talent. Perhaps it and add that to the attribute.
could be the talent of Healing, Your Talent will always be your
or Persuasion, or Gambling, or attribute plus that die roll. If
Thievery. This Talent can be your attribute goes up, your
anything you can imagine and Talent goes up. If your attribute
may also be a kind of Lore. You goes down, your Talent goes
can expect to use this Talent a down. On your character card
great deal in the course of play- your Talent shoud be written
ing your character. thusly: DEX + 5, or CHR + 2, or
LK + 6. Do you understand?
After you have rolled up all the Attribute + 1D6 is your charac-
attributes for your character, ters Talent. Example: the most
decide, perhaps with the help of important attribute for my
the GM, what your characters rogue character of Zam the
Talent will be. Lets say Ive just Bony is Dexterity (a 15). I give

32
him the Talent of Thievery and Let us say that Fang the
roll 1D6 getting a 4. Zams DEX Delectable has a Talent for
(15) plus 4 equals Thievery Swordplay with a rating of 24.
Talent score of 19. (For Gimors He is fighting three foes, and
Talent of Acrobatics I only losing slowly. Fang decides to
rolled a 2. DEX of 14 plus 2 use his Talent to improve his
brings it to Talent 16 in chances. At the beginning of
Acrobatics.) the combat round, Fang
announces that he will use his
Talents are always used with Swordplay Talent to disarm one
SRs, and always used to accom- of his three foes. The GM
plish one particular feat or style allows this is a reasonable thing
of action. You as player have to to try, and, since there are 3
know how you want to use foes, he asks for a 3rd-level SR.
your Talent. The Game Master For Fang, thats 30 minus 24.
has to be able to assign a level He only needs a 6 or better.
of difficulty to your attempted The combat round is fought
display of skill. normally, but because Fang
makes his Talent SR, he disarms
I cant stress this point enough: one of his foes while fighting.
TALENTS ARE ALWAYS USED The GM reduces the foes com-
WITH A SAVING ROLL TO bat total by whatever the
TRY TO ACCOMPLISH SOME disarmed enemy would have
PARTICULAR ACTIVITY. contributed, and now Fang does
better against the remaining
What about a Talent for com- two. Another option for Fang
bat? Wouldnt that make the might have been to try to knock
character fight better all the one foe senseless, or to concen-
time? No! Your personal adds trate all his damage on a single
and your weapon of choice enemywhatever reasonable
determine how well you fight thing your imagination comes
on average. Talents allow you up with.
to try to accomplish particular
feats of skill within that area. Personalized monsters may also
have Talents, but the GM is

33
advised to save such surprises used his DEX of 15, he would
for very special occasions. have needed a 15 to succeed. If
Otherwise, it could slow the he tried to make it on Luck, he
game down too much. would have needed an 18.
Clearly, it should always be best
to use ones Talent instead of an
Picking a Talent attribute whenever one can.

You have to use your own Note to GMs: Dont let the
imagination here. A Talent players get away with murder
could be anything, from here. Zam has a talent for
Dancing to Poetry. Think care- Thievery based on Dexterity.
fully! The Talent you choose His Talent wouldnt help him
will personalize your character fight better, or resist disease, or
forever after. pick up a girl at a bar. Keep the
characters Talent focused on
Using Talents what it is meant to do.

Saving Rolls against a Talent Some Examples of Talents


may be called for by either the
GM or the player. For example, Talents can be anything the
Zam the Bony has an opportu- player can think of, and may be
nity to open a locked treasure narrow or wide in application.
chest. The GM might decide Talents with a wide range of
that it needs a 3rd-level possible applications are better
Dexterity SR to open that chest, than those with a narrow range.
but the player announces that Its better to have a Talent for
opening chests is something Thievery in general than for,
thieves practice, so he should be specifically, Picking Pockets.
able to use his Thievery instead. When I say anything, I mean
That seems reasonable, so the anything. You can have a
GM allows it, and lets Zam use Talent for Lap Dancing if you
his Thievery score in place of choose. However, just Dancing
DEX. Thus, Zam needs only an would be better. To give you a
11 to make his SR. If he had better idea of what Talents

34
could be, I shall do a couple of Advanced Character
short lists of different types of Creation
Talents. Remember, you are not There is another way to quickly
limited to these lists when creat- make characters for Tunnels
ing your character. and Trollsanother way
besides having your computer
Narrow Talents: Playing Cards, run some carefully calculated
Weapon Disarming, Singing, program to make them up. You
Poetry, Horsemanship, Picking understand the random method
Pockets, Tumbling, Herb Lore, of character generation,
Fisticuffs, Begging. described above. Now, lets talk
about the calculated method of
Broad Talents: Gambling, character generation.
Swordplay, Music, Literature,
Animal Handling, Thievery, Simply put, you can allocate X
Acrobatics, Medicine, Unarmed number of points for character
Combat, Persuasion. creation and then spend those
points any way you wish. The
As a general rule, players concept is so simple that Im
would be wise to choose broad sorry to call it the advanced
talents, but of course you may method of character creation.
do as you please here. Some
people would enjoy the extra Game Masters: This point
role-playing challenge of a nar- pool method of character cre-
rowly defined Talent. On the ation works especially well for
other hand, when creating creating non-player characters
NPCs as a GM, it would be best (NPCs) for use in your cam-
to give them narrowly defined paigns and adventures. It is
talents, and then use them as also an excellent method of bal-
specialists. ancing a tournament game for
the players. Start by giving
them some arbitrary number of
points to spend, give them 15
minutes to design a character,
and then start the game.

35
Note that it is fairly tough to was no real connection between
construct a really good 1st-level character abilities and character
character with only 75 attribute levels (except in magic, where
points, but you can make some- one had to be a 5th-level
one who would be interesting Wizard to gain the right to
to play. invent new spells).

The table below shows suggest- In 7th edition, character level no


ed attribute points for different longer works that way. Now
levels of characters. Note that that you gain an attribute point
using a pool of points does not of your choice whenever a char-
allow for Kindred modifiers. (I acter amasses a certain number
cant double Clyduss STR and of AP (see 102), we can no
CON by declaring him to be a longer define character level by
dwarf instead of a human.) total AP. We must now define
character levels by attribute
Character Attribute point relationships.
Power Points
Weak 50 There are six distinct types of
Typical 75 characters in T&T now:
Good 100 Citizens, Rogues, Specialists,
Tough 200 Warriors, Wizards, and
Godlike 1000 Paragons. Some attributes are
more important than others for
Character Level each of these six types these
are the level attributes that
What does it mean to say a T&T determine that characters level.
character is 2nd level, or 5th
level, or 10th level? In older
editions, it used to mean that
the character had accumulated
some huge amount of
Adventure Points. Although
gaining AP allowed one to
increase attribute points, there

36
Character Level If any of a characters level
Type Attributes attributes fall within the ranges
Citizen STR,CON,LK,CHR shown for a given character
level (shown below), then the
Rogue DEX,INT,WIZ,LK character is considered to be of
that level. Use only the highest
Specialist CON,INT,WIZ,CHR level attribute for this purpose.
Warrior STR,DEX,SPD,LK
Character Attribute
Wizard DEX,INT,WIZ,CHR Level Range
0 19
Paragon STR,INT,WIZ,LK 1 1019
2 2029
3 3039
4 4049
5 5059
6 6069
7 7079
8 8089
9 9099
10 100109
11 110119
12 120129
13 130139
14 140149
15 150159

20 200209

25 250259

Thus, for a Warrior to be 2nd


level, at least one of his STR,
DEX, SPD, or LK must be

37
between 20 and 29. If a Warrior Level Benefits
starts play with an attribute
already in that range, then he is There should be advantages to
already 2nd level. (Similarly, if being a high-level character.
he starts with a level attribute in There are! <grin>
the 40s, then he is 4th level.) Saving Roll adds: Any time a
The same principle applies with character would fail a Saving
the other Types. If you make a Roll (see 99), he may add his
Citizen with a Charisma of 72, character level to see if he in fact
then he is a 7th-level Citizen. succeeds. For example, Gimor
the Unlucky, a 1st-level Warrior,
One other important thing has a Luck of 8. A pit opens
about character levels: Levels beneath his feet as he explores a
are calculated in relation to the corridor, and he drops from
human norm, so any character sight. The GM tells the player
having attributes in the 10 to 19 to make a L1SR on LK to see
range is a 1st-level character. A what happens to Gimor. The
human Warrior with a Strength player groans and rolls 2D6, but
of 10 is 1st level. A dwarf he gets a 6 and a 5 a good
Warrior with the same starting roll, but not good enough when
rolls, who gets double the Gimor needs a 12.
Strength of a human, would
have a STR 20 and therefore be But wait! Luck is a level attrib-
considered a 2nd-level character ute for warriors: Gimor is a first
immediately, even if none of his level character and therefore
other attributes were higher entitled to add 1 to every saving
than 19. roll attempted. 11 plus 1 is 12,
the number he needed. Gimor
Got it? Good! makes the saving roll . The GM
rules that Gimor falls at first,
but then reaches out blindly and
happens to catch a projecting
rock on the side of the pit, so he
doesnt fall to the bottom after
all.

38
Remember, characters only get to add
their level on SRs they would otherwise
miss. If Gimor had rolled double 6s and
then a 5 and a 2 (remember the DARO
rule for SRs youll read about that when I
describe Saving Rolls in further detail),
which would have been far more than he
needed, he wouldnt get to add 1 for his
level.

And remember too that SR fumbles are


always fumbles. You cant turn a fumble
into a success by adding the level bonus.
A roll of 1 and 2 on a Saving Roll
attempt always fails.

39
40
into your adventure that will
Equipping Characters allow the characters to supply
themselves, and you may have
Characters need equipment, to roleplay all those shopkeep-
things like clothing, weapons, ers, monsters, and adventurers
armor, provisions, medicine, who serve as supply centers.
tools, and so on. There are sev-
eral ways of providing such A third method is to issue basic
extras for newly created charac- supplies to your party at the
ters. What characters can come beginning of the adventure.
up with in the way if equip- Assume they have nothing,
ment is limited only by their then give them what you want
imagination and the good them to have when the adven-
nature of their GM. ture begins. Let us say the
players represent a squad of
The classic method of equip- soldiers. You could give them
ping new characters is to let all chain mail armor, kite
them spend the money they shields, broadswords, daggers,
rolled up on starting (3D6 x 10 horses, and provisions for 3
GP). Assume they have the days. Bam! That took about 10
clothes on their back, and noth- seconds and the adventure is
ing else, and just let them buy ready to start.
what they want from the tables
that follow. Dont get bogged down in
equipping the characters. Give
Another method is to start the them what they need to get
players with nothing at all, and started, and then move the
let them find/buy/acquire adventure along.
equipment as the adventure
progresses. I rather like this Once the players have some
scheme, as it speeds up charac- familiarity with the game, they
ter generation, and gets the can equip and upgrade their
adventure started. The only characters on their own time,
down side for the GM is that using the tables in the rulebook.
you then have to design stuff We count on their own strict

41
sense of honor to play fairly instead of gold. Thats a good
with their resources and their thing for you, as you start with
acquisitions. gold pieces and each is equiva-
lent to 10 Silver Pieces. If you
Provisions and Equipment see a decimal price, it means sil-
ver and copper pieces (CP). For
In many large towns and in example, a regular pair of san-
every city there are merchants dals might cost 19.9 SP, which
who sell supplies, equipment, would be 19 SP and 9 CP. Give
clothing, and all the necessities the merchant 2 gold and you
of life in Trollworld. All you get back 1 copper in change
need is money <grin>. If you hey, its just like the real world!
really want to buy stuff outside
the dungeons, it is best to nego- Although the equipment lists
tiate with your Game Master. here are for the average item,
Magical items, of course, are you may also buy used material
only sold at the various guild at half price, or high quality
offices, of which the Wizards material at double the going
Guild is the best known. price. Thus, a used pair of san-
dals could be had for 9 silver
Although we talk about almost and 9 copper.
everything in terms of its GP
value, the average currency of Remember that 1 GP = 10 SP =
most places is silver pieces (SP). 100 CP.
Thus, you will find the less
expensive things in the General Now, if youre ready, lets go
Supplies list priced in silver shopping!

42
General Supplies

CLOTHING
Item Weight (w.u.) Cost (SP)
Belt, leather 2 3
Boots, ankle-high, hard 40 15
Boots, ankle-high, soft 15 10
Boots, knee-high, hard 60 25
Boots, knee-high, soft 20 20
Cap, cloth 5 5
Cap, leather 10 9.9
Cloak, heavy 30 30
Cloak, hooded 40 39.9
Cloak, light 15 15
Kilt, cotton 10 24.9
Loincloth (i.e., a dirty rag) 2 1
Loincloth, fur, common (e.g. rabbit) 10 10
Loincloth, fur, rich (e.g. tiger) 10 1000
Loincloth, fur, good (e.g. wolf) 10 100
Sash, cotton 1 2
Shirt, silk 8 49.9
Shirt, sleeved, with laces 14 12.9
Shorts, cotton 5 12.9
Trousers, cotton 8 19.9
Trousers, leather (takes 1 hit) 40 34.9
Trousers, woolen 30 21.5
Vest, cotton 10 7.5
Vest, leather (takes 1 hit) 40 99.9

43
TOOLS
Item Weight (w.u.) Cost (SP)
Bow saw 30 50
Chisel 5 10
Crowbar (5') (3D6 + 3)* 200 120
First-aid kit (5 uses) 50 100
Grappling hook 50 30
Hammer 40 30
Hoe 30 30
Pitchfork 80 80
Second-aid kit (5 uses; cures 5 hits per) 50 999.9
Shovel 60 50
Sledgehammer (4D6)* 100 90
Wooden mallet 20 5
Woodsman's axe (3D6)* 100 70
* see hafted weapons table for additional requirements

RIDING ANIMALS
Animal Cost (SP)
Mule 350
Ox 500
Pony 250
Riding Horse 1200
War Horse 3000

44
TACK AND HARNESS
Item Weight (w.u.) Cost (SP)
Bit and Bridle 40 40
Harness 30 30
Horseshoes (4) 80 80
Saddle bags 150 39.9
Saddle blanket 20 5
Saddle 250 99.9

MISCELLANEOUS EQUIPMENT AND ITEMS


Item Weight (w.u.) Cost (SP)
10' pole 50 5
Backpack 10 5
Belt pouch 5 1
Bound book (50 sheets) 20 99.9
Box, Large iron 800 199.9
Box, Small iron 60 39.9
Chalk (10 pieces, different colors) 2 19.9
Chest, Large wooden 500 88.8
Chest, Small wooden 160 30
Dwarven matches (100) 20 99.9
Dwarven steel pen 5 20
Flint and steel 4 10
Ink (2-oz. bottle) 5 50
Iron spike (10) 25 8
Lantern 20 12

45
MISCELLANEOUS EQUIPMENT AND ITEMS CONTD
Item Weight (w.u.) Cost (SP)
Lockpicks (set of 3) 6 600
Mirror (small) 5 39.7
Oil, flask 5 15
Parchment (10 sheets) 4 19.9
Quill pen 1 0.3
Quiver (arrow) (holds 20) 30 39.9
Quiver (bolt) (holds 20) 40 49.9
Rope, 50' hemp 100 50
Rope, 50' silk 20 200
Sack, Large 5 0.5
Sack, Small 3 0.4
Scissors 5 19
Steel needle (packet of 10) 1 10
Tinder box 5 20
Torch 10 1
Water/wine skin 15 10
Wax candle (10) 15 30

46
the finest common materials
Easily Purchased Weapons available. Many have been
made by dwarves, and those
Armories and smithies are easi- will usually have a G-rune
ly found in large cities and stamped somewhere on the
towns. Here, in no particular weapon.
order, are lists of weapons that
can be purchased in places like There are, of course, used
Khazan, Gull, or Khosht. The weapons dealers, and they sell
GM may offer other items, much the same stuff for lower
and/or modify the prices given prices, the usual rule being half
below to suit the economics of the new price. Enchantments
his or her own campaign. As a and enchanted weapons are
general rule, the weapons listed sold at Wizards Guild shops.
below are new, constructed of All prices are listed in GP.

DAGGERS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (yards)
Athame 2+3 7/na 35 27 N

Bank 2+3 1 1/na 18 20 N

Bich'wa 2+3 1 4/23 20 33 N 10

Butterfly knife 2+3 3 14/21 20 12 N 10

Dirk 2+1 1 4/10 18 16 N 10

Fang-wing 2+4 8 3/12 21 17 N 20

Haladie 2+4 2 4/na 25 15 N

Hungamunga 2+1 7 6/12 15 14 N 10

47
DAGGERS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (yards)
Ice pick 1+2 1 1/7 3 5 N 5

Jambiya 2+2 2 8/25 21 12 N 10

Katar 2+4 2 8/na 18 22 N

Kris* 2+3 8 5/20 120 50 N 10

Kukri 2+5 6 6/30 30 20 N 15

Main gauche 2 10 12/na 25 25 N

Misericorde 2+1 1 2/15 14 14 N 10

Poniard 2 1 3/14 10 10 N 10

Sax 2+5 7 10/na 30 25 N

Stiletto 2-2 1 1/8 5 10 N 5

Swordbreaker 2 10 12/na 15 15 N

* A kris wielder cannot cast magic of any kind. No magic of 3rd


level or lower (or the equivalent) functions within 5 feet of a kris.

48
SWORDS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Black eagle blade (3 1/2') 3+5 15 13 300 110 N

Bonesplitter (6') 7+3 25 15 360 190 Y

Broadsword (3' - 4') 3+4 15 10 140 120 N

Cross thrust sword (5') 5+1 17 16 200 130 N

Cutlass (3') 3+3 8 11 100 50 N

Epee (3' - 5') 3+2 9 15 75 25 N

Estok 3 12 10 80 75 N

Falchion (4') 4+4 12 13 150 110 N

Fish Spine sword (4') 4+3 12 13 270 120 N

Flamberge (6') 7+1 21 18 375 165 Y

Foil (3' - 4') 2+1 7 14 25 15 N

Gladius (2 1/2' - 3') 3+2 10 7 50 70 N


Grand shamsheer
(no-datchi) (6')
7+2 22 18 400 150 Y
Great shamsheer
(4 1/2' - 5')
5 15 15 180 130 Y

Great sword (6') 6 21 18 240 170 Y

Hand-and-a-half sword (4') 5 16 12 150 150 N

Manople (2' - 3') 2+2 10 10 85 80 N

49
SWORDS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Pata (long katar) (3' - 4') 4 14 14 200 90 N

Punch sword (2 1/2') 3+2 11 8 40 60 N

Rapier (3' - 5') 3+4 10 14 160 20 N

Sabre (3') 3+4 9 10 110 60 N

Scimitar (3') 4 10 11 120 100 N

Short sabre (2' - 2 1/2') 3+1 7 5 40 30 N

Short sword (2' - 2 1/2') 3 7 3 35 30 N

Shotel (3' - 4') 3+3 10 17 95 75 N

Swamp blade 3+4 8 10 200 40 N

Sword Cane (2' - 3') 3 10 12 100 20 N

Terbutje 3+5 6 10 65 35 N

Two-handed broadsword (5') 5+2 17 14 220 160 Y

Urukish scimitar (4 1/2') 4+4 14 12 200 120 N

50
BOWS and OTHER RANGED WEAPONS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
CROSSBOWS

Arbalest 6+3 17 10 400 220 Y 100

Cranequin 8 15 10 600 250 Y 100

Crossbow* 5 15 10 250 180 Y 100

Hand crossbow* 3-1 8 12 150 40 N 40

Light crossbow* 4 12 10 170 120 Y 90

Over-and-under 4 15 16 300 200 Y 75

Prodd 3 16 10 200 100 Y 30

Quarrels (10) 5 10 N

SELF BOWS

Extra-heavy (100 lbs +) 6 25 17 200 70 Y 100

Heavy (76 - 100 lbs) 5 20 16 135 60 Y 90

Medium (51 - 75 lbs) 4 15 15 80 50 Y 80

Light (31 - 50 lbs) 3 12 15 60 40 Y 70

Very light (15 - 30 lbs) 2 9 15 50 30 Y 60

Fish bow1 2 8 17 60 20 Y 20

* Hand drawn.
1 When firing fishbow arrows (which can be used only with a fishbow), reduce SRs needed to
hit underwater targets by 1 level.

51
BOWS and OTHER RANGED WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
LONGBOWS

Extra-heavy (100 lbs +) 6+3 25 17 250 80 Y 160

Heavy (76 - 100 lbs) 5+3 20 16 175 70 Y 150

Medium (50 - 75 lbs) 4+3 15 15 100 60 Y 140

Elven longbow2 6+5 15 18 500 50 Y 220

Sheaf of arrows (24) 40 10 N


Sheaf of fishbow
arrows (24)
+2 30 8 N +20
OTHER

Blowpipe 0+1 1 1 10 30 N 35

Darts (30) 5 5

Boomerang3 2+3 11 11 50 50 N 60

Branch knife 4 8 15 180 125 N 30

Chakram (5) 2 4 14 40 20 N 30

Hunting bola 5 8 35 50 N 30

Porcupine spines (3) 3 4 9 10 30 N 10

Sling, common 2 5 10 5 1 N 50

2 Made by the elves, and usable to full effect only by elves. For any other creature using one
of these bows, treat it as a medium self-bow.
3 Returns to thrower if it misses and thrower has DEX of 15 or higher.

52
BOWS and OTHER RANGED WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
OTHER CONTD

Sling, staff 3 8 12 10 10 Y 100

Pouch of 100 stones 3 50 N

Spiked throwing stick 2+1 6 9 5 10 N 10

Throwing stars (3) 4 2 10 30 10 N 10

War bola 2 7 8 100 80 N 30

Hafted Weapons
These weapons are chiefly axes, maces, flails and the like. They do
hideous crushing damage and are quite effective against armor.
They are the favorite weapons of warrior races not famed for speed
or agilitydwarves, for example.

HAFTED WEAPONS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Adze 3 9 5 5 60 N

Axe, broad 4 17 8 100 150 N

Axe, double-bladed broad 6+3 21 10 140 220 Y

Axe, dwarven war 6+2 25 8 180 240 Y

Axe, elephant 5+1 18 11 110 180 Y

53
HAFTED WEAPONS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Axe, great 5+3 20 10 110 190 Y

Axe, headsman's 4+4 14 11 130 200 Y

Axe, taper 3 8 4 20 70 N

Axe, throwing 3+2 9 12 70 60 N

Axe, thrusting 4+1 15 8 70 90 N

Axe, uruk war 6+1 23 12 160 230 Y

Axe, woodsman's 3 10 9 7 100 Y

Baton (weighted stick) 2 3 2 6 50 N

Bludgeon (club) 3 5 3 15 50 N

Bullova 4+3 16 9 100 200 Y

Cleaver 3+1 8 3 5 60 N

Crowbar (5') 3+3 12 4 12 200 Y

Dagger mace 3+4 15 7 100 160 N

Flail, heavy 4+4 20 15 55 160 N

Flail, light 3+4 19 13 100 160 N

Hammer, centaur's 5+2 18 8 95 300 Y

Hammer, piton 1 5 5 4 25 N

54
HAFTED WEAPONS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Hammer, war 5+1 16 3 85 300 N

Hatchet 2+3 6 6 8 50 N

Holy water sprinkler 5+1 18 13 80 150 N

Mace, flanged 6+4 18 4 150 230 Y

Mace, heavy 5+2 17 3 120 200 Y

Mattock 3+2 10 5 6 80 Y

Maul 6+1 19 6 100 220 Y

Mitre 3 8 3 50 90 N

Morningstar 5 17 11 140 110 N

Pacifier 3+2 6 5 18 60 N

Pickaxe 3 15 10 15 160 N

Prybar 2 10 5 5 35 N

Ravenbeak 6 18 10 125 175 Y

Sickle (3') 4+1 11 7 110 130 N

Sledgehammer 4 15 6 90 100 Y

Truncheon 2+2 8 2 7 50 N

Zaghnal 3+4 10 8 85 170 N

55
Spears

In places where metal is scarce or where animal life is abundant


and ferocious, long stabbing weapons are often more practical than
short cutting ones.

SPEARS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Assegai (6') 2+3 7 12 20 50 N 10

Atl-atl* 8 10 5 10 N +20

Boar spear (5') 4+2 13 8 90 100 Y

Common spear (6') 3+1 8 8 15 30 N 15

Footman's lance (8') 4 10 10 40 120 Y

56
SPEARS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Forkspear (7') 5+2 14 12 110 130 Y

Harpoon (5') 4+3 14 12 80 130 N 30

Hoko (6') 4+1 10 12 55 90 N 10

Javelin (6') 2 5 7 10 30 N 10

Lance (12') 5/10 25/16 22/10 60 160 Y 10

Long spear (8') 5 12 10 40 120 Y 10

Oxtongue (hasta) (6') 4 10 5 80 70 N 10

Pilum (5' - 8') 5 12 8 40 100 N 20

Shield-spear (4')** 3+2 7 9 35 80 N

Spontoon (8') 3+3 9 9 30 100 N 10

Stabguard (5') 2+2 5 11 27 40 N

Stinger (4') 3 6 8 15 30 N 20

Trident (6') 4+3 10 10 60 75 N 5

* Spearthrower: Used with javelins, this adds +20 to range and


+2D6 to a standard javelin attack.
** Has a small shield attached that takes 1 hit in combat.

57
POLEARMS
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Bardiche (9') 6+2 15 12 200 280 Y

Billhook (11') 4 14 8 120 190 Y

Brandestock (6') 3+1 17 10 200 150 Y

Chauves souris (12') 6+5 15 12 250 190 Y

Demi-lune (halfmoon) (12') 5+4 12 20 100 15090 Y

Extended brandestock (9') 4 19 12 280 130 Y

Falx-arr (7') 5+2 14 16 80 180 Y

Fauchard (12') 5 13 10 160 200 Y

Guisarme (9') 4+4 14 10 135 250 Y

Halbard (10') 6 16 12 200 140 Y

Half-halbard (5') 4+1 13 9 110 80 Y

58
POLEARMS CONTD
Dice + STR DEX Cost 2
Name Weight
Adds Req. Req. (GP) Hands?
Kumade (rake) (5') 3+3 10 12 75 80 Y

Partisan (8') 4+5 15 9 140 150 Y

Pike (12') 6 15 12 160 100 Y

Pitchfork (6') 3+2 10 7 20 80 Y

Poleaxe (10') 7 14 13 210 300 Y

Ranseur (runka) (12') 6+4 15 10 170 180 Y

Scythe (long) (6') 4+2 11 7 80 150 Y

Voulge (10') 5+1 15 9 160 200 Y

UNUSUAL WEAPONS
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Ankus 2+1 5 11 27 50 N
Bagh nakh (tiger claws)
(each)
1 2 10 30 15 N

Blackjack* 1+3 4 12 5 10 N

Brass knuckles (pair) 2 2 3 20 10 Y

Bullwhip (12' - 15') 4 15 14 40 80 N 5


* Used against an opponent who is unaware and has no head
armor, this weapon knocks its target out for 3 combat rounds if the
wielder can make a L2SR vs DEX.

59
UNUSUAL WEAPONS CONTD
Dice + STR DEX Cost 2 Range
Name Weight
Adds Req. Req. (GP) Hands? (y.)
Caltrops, large (10) 2 30 20 N

Caltrops, small (50) 1 20 20 N

Cat-o'-nine tails 3 6 12 30 40 N

Gaff 2 5 3 5 20 N

Garotte 1+3 8 14 5 5 N
Grapple hook and rope
(30')
1+1 3 8 15 30 Y 10

Hand-spikes 2+2 2 3 3 20 N

Lasso (30') 1+2 7 15 25 30 N 10

Net** 8 12 8 150 N

Over-and-under *** *** x2 x2 Y x3

Quarterstaff 2 10 8 10 50 Y

Razor-rope (20') 2+2 5 13 50 15 Y

Throwing star (10) 1+3 10 15 50 5 N 15

War shovel 3+1 5 3 5 60 N

** Does not damage, but if the target fails a L2SR vs DEX, it is


entangled and loses a quarter of its HPT until it can free itself.
Freeing oneself requires a successful L3SR vs DEX, with one try
allowed per combat round.
*** As the appropriate crossbow type. See the textual description in
the Armor and Weapons Glossary below.

60
GUNNES
By 1300 A.K. (in Empire of Khazan reckoning), firearms have been
introduced to Trollworld. They are expensive, dangerous, and con-
sidered to be a hellish weapon. They are somewhat easier to aim
than bow and arrow, but are really only accurate at very close
ranges10 yards or less. They require a Dexterity SR to hit any-
thing when shooting, but the DEX roll is only half the level used
for archery. At medium and long range, they require Luck SRs to
hit anything. However, they work just fine for mass actions such
as armies shooting at other armies. You dont have to be accurate
for thatjust somewhere in the vicinity to do damage to someone.
It is not unusual for warriors to carry 2 or more pistols, primed and
ready to fire when needed.

GUNNES
Dice + STR DEX Cost
Name Type Size Weight
Adds Req. Req. (GP)
Arquebus Flintlock Longarm 8 + 30 10 8 1100 80

Blunderbuss Wheellock Longarm 8 + 15 16 6 950 110

Bombardelle Matchlock Hand Cannon 10 + 40 18 1400 400

Dagg Wheellock Pistol 5 + 15 10 8 650 50

Fire stick Matchlock Pistol 5 + 15 12 8 650 60

Firelock Wheellock Longarm 7 + 20 12 8 900 100


Highwayman's
pistol
Flintlock Pistol 5 + 15 8 8 650 40

Petronel Wheellock Carbine 6 + 19 11 8 790 80

Rifling Any Any

61
GUNNES
Dice + STR DEX Cost
Name Type Size Weight
Adds Req. Req. (GP)
Snaphaunce Flintlock Carbine 6 + 22 9 8 820 65

Thunderstick Matchlock Longarm 8 + 25 15 8 1050 120

Toradar Matchlock Carbine 7 + 20 14 8 900 100


Black Powder
(per charge)
1/4
1
Lead balls sp/ball 1
1
Matches cp/matc 1
h

Powder horn
(10 charges)
200 20

Ramrod 10 10

Swabbing 1sp/kit 1
(10 patches) of 10

As time goes on in Trollworld the prices on gunnes would come down. These
prices are good for 1300 to 1350. From 1350 to 1400 cut the prices in half. From
1400 to 1500 halve the prices again. After 1500 the prices would be only 1/10 of the
prices listed here.

62
ARMOR AND SHIELDS
Everyone who expects to fight wants the best armor and shield he
can get. Even wizards wear armor in Trollworld.

ARMOR AND SHIELDS


ST
Name HITS Cost Weight
Req.
FULL SUITS

Banded mail 13 13 320 450

Cuirboille 7 8 170 160

Heavy cloth 1 3 20 30

Heavy plate 20 19 1300 700

63
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
FULL SUITS CONTD
Lamellar 9 13 200 320
Mail 12 12 250 360
Plate 18 16 460 450
Quilted silk/cotton 3 6 50 100
Ring-joined plate 13 14 435 410
Scale mail 8 10 210 300
Soft leather 5 7 50 75
HORSE BARDING
Plate 14 28 3500 1800
Mail 11 30 1500 2000
Cuirboille 6 17 300 600
Quilted silk/cotton 3 3 240 200
Trapper 1 1 100 70
TORSO ARMOR
Arming doublet 2 2 40 75
Back plate 2 2 110 90
Breast plate 3 3 140 110
Cuirass 5 4 250 200
Haubergeon 4 4 150 240
Leather jerkin 1 2 15 15

64
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
ARM ARMOR
Bracer 2 (1 ea) 2 10 20
Elbow gauntlet 2 (1 ea) 2 40 30
Gauntlet 2 (1 ea) 2 20 10
Mitten gauntlet 2 (1 ea) 2 30 12
Vambrace 2 (1 ea) 2 10 20
LEG ARMOR
Chausses 4 (2 ea) 3 130 140
Cuisses 2 (1 ea) 2 30 40
Greaves 2 (1 ea) 2 20 30
Solleret 2 (1 ea) 2 10 10
HEAD ARMOR
Cap, steel 1 2 10 25
Coif 2 2 10 45
Dwarven mask 1 2 10 25
Full helm 3 2 20 50
Open-face helm 2 2 15 35

65
ARMOR AND SHIELDS CONTD
ST
Name HITS Cost Weight
Req.
SHIELDS
Buckler 3 2 10 75
Dwarven spike shield* 4 10 90 450
Heater 5 10 65 400
Kite shield 6 12 130 500
Lantern shield 3 4 80 110
Madu* 1 2 15 20
Pavise 7 14 130 700
Scutum 5 10 60 450
Sopok 2 2 20 30
Target shield 4 10 35 300
Tower shield 6 12 100 550

* The dwarven spike shield and the madu are also offensive
weapons. The spike shield gets 2D6 in combat, and the madu gets
1D6+3.

66
POISONS
Curare Cost/Dose (GP): 35 Weight/Dose (w.u.): 1
Curare is a neurotoxin that paralyzes muscles including the heart.
Beings who take any damage from curare begin losing adds at a
rate equal to the number of hits taken. That is, if you take 1 hit
from a sword that has curare on it, you lose 1 combat add for the
rest of the fight. If you take 3 hits on the second round, you lose 3
more combat adds. Yes, combat adds can go negative because of
this effect.

Dragon venom Cost/Dose (GP): 320 Weight/Dose (w.u.): 1


Dragon venom is an acid that does extra damage to living flesh.
For each hit point of damage taken from a weapon treated with
dragons venom, do an additional 4 hits of damage to the victim.

Hellfire juice Cost/Dose (GP): 65 Weight/Dose (w.u.): 1


Hellfire juice is a contact poison that kills living cells. The first
time a character takes damage from a weapon with hellfire juice on
it, he loses an additional 1D6 hit points. The second time, he loses
an additional 2D6; the third time, 3D6; and so forth.

Manbane paste Cost/Dose (GP): 200 Weight/Dose (w.u.): 2


Manbane paste is the combination of mandrake and wolfbane pow-
ders. It is much more powerful than either of the substances by
themselves. Anyone poisoned by it loses 2D6 points from CON
and 1D6 points from his or her other two strongest attributes. If
CON goes to zero or below, the character is dying.

Mandrake powder Cost/Dose (GP): 50 Weight/Dose (w.u.): 1


Mandrake powder directly weakens the CON of the user. If pow-
der gets into a wound or is swallowed in food or drink, the victim
loses 1/10th of his current CON over the next day. This is a perma-
nent CON reduction.

67
Naga spittle Cost/Dose (GP): 275 Weight/Dose (w.u.): 1
Does no physical damage to the victim, but reduces INT and WIZ by
50% of their normal maximum, down to a minimum value of 1 each. If
either attribute drops to 1, the victim falls unconscious. After 5 combat
rounds, the victim's INT and WIZ start returning at 1 point per round.

Scorpion venom Cost/Dose (GP): 40 Weight/Dose (w.u.): 1


Slows the victim's responses for the next 3 combat rounds, with the
effect that her combat adds total is reduced to 3/4 normal.

Spider venom Cost/Dose (GP): 50 Weight/Dose (w.u.): 1


Temporarily paralyzes victims. After 1 combat round, a poisoned crea-
ture is at half effectiveness. After 2 combat turns, victims are unable to
move. After 5 combat rounds, the poison wears off. Spider venom is
generally not powerful enough to affect monsters much larger than
humans (i.e., it doesnt affect trolls and dragons). If there is doubt in
some case, the GM should rule on it.

Stone-fish toxin Cost/Dose (GP): 525 Weight/Dose (w.u.): 1


Upon taking a hit from the poisoned weapon, the victim immediately
loses 3D6 points directly from their CON. In addition, they must make
a L1SR vs CON to avoid dropping dead on the spot from shock, as this
poison causes excruciating pain. Assuming they survive the shock, the
pain continues for 3 full rounds, and the victim fights at one-quarter
effectiveness for that time. This poison is very rare, and spoils rapidly
(within an hour if exposed to air, within a week if kept in a tightly
sealed container).

Werebane syrup Cost/Dose (GP): 130 Weight/Dose (w.u.): 3


Against creatures other than were-creatures, this poison does only an
extra 2 points of damage. Against were-creatures, quadruple any
weapon damage that gets through their armour. Also, a were-creature
must make a L2SR vs CON or take an extra 8D6 damage as the poison
attacks their lycanthropy. If the SR is missed and the were-creature
survives, it is permanently cured of lycanthropy.

68
Wolfbane powder Cost/Dose (GP): 50 Weight/Dose (w.u.): 1
Wolfbane powder is an attribute reducer, attacking where the char-
acter is weakest. If taken internally or smeared into an open
wound, it causes the victim to permanently lose 3 points from the
lowest attribute. If the attribute goes to 0 or less, the character has
a heart attack and dies. Lives can be saved by bringing the attrib-
ute back to a positive value via drugs, magic, or first aid.

Antidotes Cost/Dose (GP): x0.75 Weight/Dose (w.u.): 1


There is a specific antidote available for each of the poisons listed
above. If taken a short time before the poison affects the character,
the poison does no damage. If it is taken directly after the poison
affects the character,
the poison is nulli-
fied and does only
its initial damage.
Antidotes lose their
effectiveness about
one day after being
taken.

Immunity potion
Cost/Dose (GP): x10
Weight/Dose (w.u.):
1
There is a specific
magical immunity
potion for each of
the poisons listed
above. If the user
takes it, he is per-
manently immune
to that particular
poison

69
Random Treasure 1. Roll 1D6 and see the table below:
Generator No. ITEM

1 Money [See Money Table]


If you are a Game Master, put- 2 Weapon [See Weapon Table]
ting an adventure together on 3 Armor [See Armor Table]
the fly for your players, you
may wish to reward them with 4 Jewelry [See Jewelry Table]
a treasure or some loot once in 5 Potions [See Potions Table]
a while. Its good for their 6 Jewels [See Jewels Table]
morale as players. When what
you give them doesnt really
matter much to the plot of the Money Tables.
adventure, then you can use Table 1: How many coins? Roll 1D6.
this random treasure generator No. INSTRUCTION
to give them something bound
1 Roll 1D6
to cause a smile.
2 Roll 2D6 Doubles add and roll over
Alternately, you may be a 3 Roll 3D6 Triples add and roll over
delver in a solo adventure, and
Roll 4D6 Doubles and Triples add
the adventure tells you that you 4
and roll over
now have a couple of rolls on
5 Roll 1D6 and multiply by ten
the random treasure generator
to see what youve found. In 6 Roll 1D6 and multiply by 100
that case, use these tables to
reward yourself.

I could just make a big list of


100 items or more, but that gets
boring. Lets generate our treas-
ures dynamically. And, because
this is Tunnels and Trolls, well
do it with ordinary six-sided
dice.

70
Table 2: Type of money. It is assumed that coins are of a
(Trollworld money comes in many standard size and weight, but that is
different varieties) Roll 2D6. not always true. Coins generally
No. COIN TYPE VALUE range in size between that of a dime
and that of a silver dollar. The more
2 orichalcum times 1000
valuable and heavier coins are usu-
3 mithril times 100 ally smaller. The standard for the
4 gold times 10 Empire of Khazan is that each coin
should weigh one tenth of a wu
5 silver times 1
(weight unit). Thus, copper coins
6 bronze times 0.5 are the largest, gold coins the small-
7 iron times 0.1 est. (One wu equals one pound
avoirdupois.)
8 copper times 0.01
9 steel times 5
Weapon Tables.
10 jade times 20
Table 1: Weapon Type. Roll 1D6.
11 elven silver times 50
No. TYPE OF WEAPON
12 trollish gold times 500
1 Dagger

A note about different currencies. 2 Sword


Humans usually use gold, silver, 3 Axe
and copper coinage. Elves use
4 Polearm
elven silver. Trolls use trollish gold.
Dwarves use mithril as their high 5 Missile Weapon
coinage and bronze as their small 6 Magical. Roll again for type.
change. Uruks use iron and steel
coinssometimes not even coins For these five types of weapons the
but just pieces of metal of a given player or GM may turn to the
weight. (Goblins use frogs, snails, appropriate table in the T & T rules
and other small items of food, but and choose any weapon of the
then, those really cant be called given type. If that isnt random
coins.) Nagas use jade. Dragons enough, roll 2D6 (DARO) and
use orichalcum. count down from the top to deter-
mine a particular weapon.

71
Table 2: Magic for weapons. Roll 2D6.
No. ENCHANTMENT CHARGES OR CONDITIONS

2 Doubles users combat adds 1D6 combat rounds per day

3 Protects wielder 2D6 armor protection

4 Makes wielder invisible Doesnt work in daylight

5 Flame Doubles weapon damage

Does TTYF to foe each combat round in


6 Demon weapon
addition to weapon damage

7 Vorpal Doubles total damage

8 Glows in presence of foes Works best in the dark

9 Doubles users Strength Only when held in bare hand

10 Doubles users Luck Only when held in bare hand

11 Doubles users Speed Only when held in bare hand

12 Wards off all other magics Only when held in bare hand

Armor Tables. Table 2: Kindred/Composition. Roll


Table 1: Type of Armor. Roll 1D6. 1D6 twice on this table to determine
Player may choose type of shield or Kindred that makes this type of
armor from T & T rules. armor and composition of armor.
No. TYPE OF ARMOR No. KINDRED COMPOSITION

1 Shield 1 Human Wood


2 Helm 2 Human Bronze
3 Upper body 3 Uruk Iron
4 Complete set 4 Elf Leather
Robes. Always made of cloth. 5 Dwarf Steel
5
Users choice.
6 Hob/Leprechaun Mithril
6 Magical. Roll again for type.

72
Table 3: Magic for armor. Roll 1D6.
No. EFFECT
1 Invisibility. Wearer invisible when using armor.
Regenerates. Wearer regenerates N D6 hits per combat round. Roll
2
1D6 to determine N.
3 Warded. Only magical weapons can penetrate or damage this armor.
4 Warded. No bladed weapon may harm the wearer.
5 Warded. No missile weapon may harm the wearer.
6 Warded against magic. No spell below level 7 may harm the wearer.

Jewelry Table.
Table 1: Type of jewelry. Roll
1D6 for type of jewelry. Roll
again to determine base metal
and value. After determining
type and base value of metal
then roll on the Jewel Tables to
determine what jewels were
involved. If you get 2 or 3,
ignore that and roll again.
BASE METAL
No. ITEM
/VALUE

1 Ring Copper/1
2 Bracelet Brass/5
3 Necklace Iron/7
4 Broach Silver/10
5 Studs [1d6] Gold/50
6 Crown/Tiara Mithril/100

73
Jewel Tables
Roll 1D6 odd or even. If odd the jewels are rough, just as they were
dug out of the earth. They still need cutting and polishing. Rough
jewels are worth only half of what finished jewels sell for.
Table 1: Jewel type and base value. Roll 2D6.
No. ITEM BASE VALUE
2 Jeweled armor Cost of the armorroll on armor generator.
3 Jeweled weapon Cost of the weaponroll on weapon generator
4 Jewelry item Value of item plus value of jewels. Roll on Jewelry Table.
5 Crystal 4
6 Bloodstone 7
7 Turquoise 9
8 Onyx 12
9 Sapphire 15
10 Emerald 20
11 Ruby 30
12 Diamond 50

Table 2: Jewel size, quantity and value multiplier. Roll 1D6 twice.
Roll 1D6 twice for size and number of jewels. Note that the value multiplier
goes with the size rolled. Ex: Roll a 3 for a medium size and all jewels of that
size are worth 10 times their base value. If you rolled a 12 on the table above to
get diamonds and a 3 to get medium size and then 2 (which is 1D6, roll again
and get a 4) then you would have 4 medium-sized diamonds worth 10 X 50
gold pieces. Thats 4 medium-sized diamonds worth 500 gold pieces each. If
they were rough diamonds, they would only be worth 250 gold pieces each.
No. SIZE QUANTITY VALUE MULTIPLIER
1 Small 1 1

2 Small 1D6 1D6 each

3 Medium 2D6 [TARO] 10


4 Medium 3D6 [TARO] 20
5 Big 1D6 x 10 50
6 Huge 1D6 x 100 100

74
Potion Tables
Table 1: Poison name and effect. Roll 2D6 to determine type of
potion. Roll 1D6 to determine number of uses/doses/drinks. Level
1 saving roll on Luck each time potion is used to see if it actually
does anything.
No. NAME EFFECT
2 Invulnerable User takes no damage from physical attacks for 1D6 combat turns.

3 Warded User takes no damage from magical attack for 1D6 combat turns.

4 Strength User increases STR by 1D6 points permanently


5 Constitution User increases CON by 1D6 points permanently
6 Dexterity User increases DEX by 1D6 points permanently
7 Luck User increases LK by 1D6 points permanently
8 Intelligence User increases IQ by 1D6 points permanently
9 Charisma User increases CHR by 1D6 points permanently
10 Wizardry User increases WIZ by 1D6 points permanently
11 Charisma User increases CHR by 1D6 points permanently
12 Speed User increases SPD by 1D6 points permanently

75
Armor and Weapons Glossary
Adze: Essentially a carpenters tool shaped like an axe, but with the blade at right angles to
the handle.

Ankus: Basically an elephant goad. Usually has a sharpened point with a recurved side
hook. Some have short hafts, for use while riding, while others are longer so that they can
be used while walking alongside the animal.

Arbalest: Some of the larger crossbows had a stirrup at the fore to place the foot in order to
obtain leverage in cocking the bow. A lever arrangement (belt and claw, or cord and pul-
ley) could be used to aid in drawing back the cord. See crossbow.

Arming doublet: Quilted garment worn under armour.

Arquebus: A smoothbore matchlock which resembles a crossbow in some respects.

Arrows: A straight, thin shaft, normally wooden, with a pointed head at one end; the other
end has between two and four stabilizing fins, often made from feathers. Some arrows
have metal shafts rather than wooden. Arrows are designed to be shot from a bow.

Assegai: A spear with a leaf-shaped head on a fairly light wooden staff. The shaft may be
reinforced with iron to strengthen it, but in this case it cannot be thrown.

Athame: Ceremonial sacrificial knife, double bladed, with a black handle; a favourite of
Wizards.

Atl-atl (spearthrower): The common form is a straight, flat stick with cord loops at the
handle end and a notch upon which to rest the butt of the javelin. It acts by effectively
extending the throwers arm length to impart greater force to a javelin throw.

Back plate: A form-fitted piece of plate armour, enclosing and protecting the back half of
the upper body.

Bagh nakh (tiger claws): Four or five curved iron spikes attached to a crossbar; when
held in the hand, the spikes extend in front of the fist. Holes or rings at the end of the
crossbar allow a good grip. They are easily concealed in the palm, and are a favourite
assassination weapon.

Banded mail: Mail with strips of leather interwoven through the rings.

Bank: A dagger with a strongly curved, sickle-shaped blade and a straight handle.

Bardiche: A polearm with a long chopping blade, often with a slight curve.

Barding: Defensive covering for a horse. Comes in a variety of types, including plate
armour, mail, cuirboille, and quilted armour.

Baton (weighted stick): A light truncheon like a policemans billyclub.

76
Bichwa: A double-curved, double-edged blade with a looped hilt. Originally made from
buffalo horns, it resembles a scorpions sting in shape. It can be built to include bagh nakh;
in game terms, if this is used, pay for both separately, but the combined weapon deals dam-
age for both devices.

Billhook: A broad blade with a single cutting edge and a variety of spikes and hooks pro-
jecting from the back and end, all mounted on a long shaft. This is the weapon, originally
an agricultural implement, from which guisarmes and fauchards were derived.

Black eagle blade: A hardwood club with razor-sharp obsidian blades set along the edges.

Black powder: Gunpowder made with charcoal, saltpeter, and sulphur.

Blackjack: A leather-covered bludgeon with a short, flexible shaft or strap, used as a hand
weapon to disorient and subdue foes without killing them.

Blowpipe: A long tube of wood, reed, or cane through which darts are propelled by the breath
of the user. Because darts are light and not propelled with much force, it is common to poison
them in order to make them effective.

Bludgeon (club): This is your common heavy wooden club. It may be bound with iron to
prevent splintering, but is otherwise just a simple bashing weapon.

Blunderbuss: Smoothbore gunne of large calibre with a bell-mouthed muzzle designed to


scatter the charge when fired. Often carried for protection against thieves.

Boar spear: A medium-length spear with a very sharp, double-edged blade for the head.
The shaft has a crosspiece a short way down, to prevent the boar from sliding along the
shaft to gore the wielder.

Bombardelle: An early form of hand cannon characterized by a short barrel, loaded


through the muzzle.

Bonesplitter: A very heavy, single-edged sword. The extra mass due to the thicker back edge
of the sword increases its cutting power signifcantly.

Boomerang: A heavy, curved piece of wood, designed to return to the thrower if it misses
its target.

Bracer: Protective metal armor for the wrist and forearm. Used by archers as protection
from the recoil of their bowstrings.

Branch knife: A multi-branched, incredibly nasty-looking weapon meant to be thrown hor-


izontally, not overhand like an axe. Any of several sharpened blades may strike, which
accounts for its power.

Brandestock: A long-hafted weapon with a small axe head on one side and a short spike on
the other. It has a long sword blade concealed in the handle which may be readily extend-
ed.

Breast plate: A form-fitted piece of plate armour, enclosing and protecting the front and
sides of the upper body.

77
Broad axe: A heavy war axe with a single crescent-shaped blade and a medium length haft.

Broadsword: A long, straight, wide blade which may be single- or double-edged. May or
may not have an elaborate hilt.

Buckler: A small, round shield carried by infantry. It can be strapped to the forearm, which
allows it to be used with two-handed weapons such as a greatsword.

Bullova: A long-handled axe with a wide variety of single-bladed heads available. (As a
game standard, axe-heads should be considered slightly curved and about 10 inches long.)

Bullwhip: A woven leather whip, sometimes tipped with steel. It is normally used as an
animal herding tool, but can be used in combat.

Butterfly knife: A long double-edged blade with quillions sweeping forward and back-
ward, giving rise to the name.

Caltrops: Four spikes radiating from a common point so that, in any position on the
ground, one spike stands upright. These are often poisoned to more effectively incapaci-
tate creatures trying to pass through them. Small caltrops have spikes about 3 to 4 high;
large ones are assumed to be about 8 to 10 (for very large or tall monsters. Then there
are war-jacks...)

Cannon: A tubular plate armor wrapping around the upper and lower arm.

Carbine: A gunne with a medium-length barrel (18 to 3).

Cat-o-nine-tails: A whip used in flogging prisoners. As the name suggests, they tend to
have 9 leather thongs, knotted at the ends. Some are fitted with metal spikes to slice the
victims flesh.

Centaurs hammer: A war hammer made of iron or steel, primarily used by mounted
fighters.

Chakram: A flat steel ring 5 to 12 in diameter, which can be thrown like a frisbee or
whirled around the finger before release. The outer edge is sharpened.

Chausses: Mail protection for the legs, either in the form of mail hose or strips of mail
laced round the front of the leg.

Chauves souris: A polearm with a long, broad, triangular blade, with two similar but
shorter blades projecting at 45 degree angles from the base.

Cleaver: Primarily a butchers tool, the cleaver consists of a heavy, broad, single-edged
blade on a short haft. The width of the blade adds considerable weight to the weapon,
allowing it to chop effectively. The end of the blade is flat, so the cleaver cannot be used to
stab.

Coif: A mail hood, often worn under a helm to protect the neck and ears. The mail coif is
usually worn over a padded hood to provide protection against shock and penetration.
(Pronunciation note: qwoff.)

78
Common sling: A strip of flexible material (usually leather) with a pocket near the mid-
dle. A stone or lead ball is placed in the pocket; one end of the sling is tightly wound
around the hand, and the other end is held loosely. The sling is whirled around and the
loose end released, flinging the missile with considerable velocity.

Common spear: A shaft with a simple metal head, sturdy enough for thrusting and light
enough for throwing.

Cranequin: A rack & pinion cocking device for a powerful arbalest (see crossbow).

Cross-thrust sword: A large sword with two very broad blades set so that the cross-sec-
tion is X-shaped. It can thus cut as well as thrust, but the crossed blades prevent deep cuts.
Expensive to make.

Crossbow: The most common heavy bow, mounted on a stock with a groove on top for
the arrow and a mechanical arrangement for holding and releasing the string. It has much
more punch than a longbow, but the shorter, heavier arrows (called bolts or quarrels)
somewhat lessen the range.

Crowbar: A metal bar between 3 and 5 feet in length, about 1 thick, used in much the
same way as a club or quarterstaff.

Cuirass: A backplate and breastplate designed to be worn together.

Cuirboille: Heavy leather boiled or coated with beeswax. It is wrapped around a form to
dry, and ends up quite rigid and resistant to bending.

Cuisses: Armour plating for the front of the thighs.

Cutlass: A short, thick sword with a curved blade, sharpened on the convex side.

Dagg: An early version of a wheellock pistol, favored by cavalry. Also called a tack.

Dagger mace: A mace made with a sharp dagger blade sticking through the head, allow-
ing a stabbing attack with a lot of crushing force behind it.

Darts: Short missile weapons designed to fly such that a sharp, weighted point will strike
first. In game terms, darts are fired from a blowgun and are quite small, doing little or no
damage. They often have their tips coated with poison, though, and it is the poison that
damages the target. For larger, hand-launched darts, see porcupine spines.

Demi-lune (halfmoon): A polearm with a crescent-shaped blade at right angles to the


shaft.

Dirk: A short, thick-bladed dagger tapering uniformly from hilt to tip. Dirks are usually
single-edged.

Double-bladed broad axe: Two huge crescent-shaped blades faced away from each
other on a relatively short, think haft.

Dwarven mask: Originally developed by the dwarves to protect them when working at
their forges. Also useful against dragon-fire and other great heat sources.

79
Dwarven spike shield: A target shield with a sharpened 6 metal spike extending from
the front.

Dwarven war axe: The dwarven war axe has a hook on the back of the blade, useful for
scaling walls and pulling mounted opponents from their steeds. It has a sharp point at the
top for thrusting, and the regular blade for cutting and slashing.

Elbow Gauntlet: A gauntlet whose cuff reaches the elbow, obviating the need for sepa-
rate protection for the forearm.

Elephant axe: A large two-handed axe used, amongst other things, to hamstring ele-
phants. The head is of iron, fitted into the wooden handle by means of a tang.

Epaule de mouton: Steel plate armour for the entire arm.

Epee: A thin blade used primarily for thrusting, heavier than the foil but less flexible. Also
a fencing weapon, but with a larger hand guard than the standard foil.

Estoc: A sword with a very long, narrow blade intended solely for thrusting, having a
point but no sharp edges.

Extended brandestock: A brandestock with a substantially longer shaft.

Falchion: A broad, curved, single-edged blade, wide near the point, with the back joining
the edge in a concave curve. (A heavy Arabian scimitar.)

Falx-arr: A curved cutlass-like blade, sharpened along the inner curve, on the end of a
long wooden handle.

Fang-wing: A double-edged knife balanced for throwing. The hilt has the tooth of a large
creature embedded in it dragon, tiger, and shark teeth are favorites.

Fauchard: A polearm with a long, single-edged, curved blade with (largely ornamental)
prongs on the back.

Finger gauntlets: Gauntlets with each finger protected by its own separate set of lames.

Fire stick: A hand gunne ignited by a match manually applied.

Firelock: A wheellock musket.

Fish bow: A small, light self-bow, primarily used for fishing. Its main peculiarity is that,
due to its small size and the materials used in the string, it can be used effectively under-
water.

Fish-spine sword: Originally, the fish-spine sword was made from the snout of the saw-
fish, a shark-like fish common to the seas of Trollworld; one end of the snout would be
carved into a handle and then wrapped with leather or cloth. Now, this unusual sword has
a comb-like metallic blade with tooth-like, very sharp barbs that inflict devastating wounds
to unprotected flesh. A full blow from this sturdy weapon could easily bisect or behead an
unarmored opponent.

80
Flamberge: A large sword with undulating or waved edges.

Flanged mace: A mace of all-metal construction, with flanges, spikes, or similar pointed
protrusions designed to concentrate the force of a blow on the tip of a flange or spike.

Flintlock: A gun using flint and steel for the ignition of the powder.

Foil: A thin, flexible sword blade only used as a thrusting weapon. Essentially a fencing
weapon, it has a small hand guard.

Footmans lance: This is a lance cut down in length to make it somewhat more usable
while on foot.

Forkspear: An all-iron weapon with two parallel, double-edged blades at the end.

Full helm: Complete head, face, and neck protection. The face covering may be hinged to
swing back or to the side, or it may be a solid piece.

Gaff: A gaff is a sharp metal hook used to latch onto an object for the purposes of moving
it.

Garrotte: A short (1 to 3) length of fine chain, rope, or wire, sometimes with handles on
the ends, used to strangle someone to death.

Gauntlet: Armour for the hand and wrist, made of mail or plate.

Gladius: A short (2), broad-bladed sword, primarily intended as a thrusting weapon. The
edges are not very sharp.

Grand shamsheer (no-datchi): A curve-bladed cutting sword not suitable for thrusting,
but excellent for the draw-cut. Use this in game terms for any very long single-edged, nar-
row-bladed, curved sword.

Grapple hook and rope: An iron grapple attached to a 30-foot-long rope, this requires
two hands if used as weapon. Non-combat uses include scaling walls, crossing streams,
and the like.

Great axe: A large, heavy, single-headed axe with a somewhat curved blade, balanced by
a small knob on the other side. It has a longer haft than the double-bladed broad axe.

Great shamsheer: Like the grand shamsheer, but somewhat shorter.

Great sword: A very long sword with a heavy, straight, wide double-edged blade, it can
be used for cutting or thrusting, although its primary use is cutting due to the weight and
momentum of the blade. This same momentum makes it hard to change the direction of a
blow once begun. Use this basic definition to classify any very long, heavy, double-edged
blade.

Greaves: Metal plating for the lower leg. Some variants cover only the shin, but in most
cases a hinged plate protects the calf as well.

81
Guisarme: This name can be applied to a variety of polearms, but is used here to refer to
a slender, incurved sword blade mounted on a pole, from the back edge of which issues a
sharp hook. This elongated hook runs parallel to the back of the blade, or diverges at a
slight angle.

Haladie: A double dagger, consisting of two short (curved or straight) daggers fastened to
opposite ends of a straight handle.

Halberd: A polearm with a long shaft, topped by an axe blade with a beak or point on the
opposite side. Usually surmounted with a long spike or blade.

Half-halberd: A shortened halberd, approximately 5 feet in length.

Hand crossbow: A small, light version of a crossbow. It requires two hands to load, but
only one to fire.

Hand-and-a-half sword: Much the same as the broadsword, but slightly longer. The
hilt accommodates one hand and a partial grip to aid in directing blows.

Hand-spikes (cesti): Leather thongs tied over the hands, reinforced by metal plates,
which can have spikes protruding from the knuckles.

Harpoon: A flat, triangular piece of metal with barbed edges, the whole attached to a
wooden shaft. A rope is often attached to the end for retrieval of the harpoon (and its tar-
get). Primarily used for whaling or for spearing large fish.

Hatchet: Essentially a small version of the woodsmans axe, this weapon can be used one-
handed.

Haubergeon: A short mail shirt, typically reaching to just below the hips. A longer coat,
reaching to the knees, is known as a hauberk. In game terms, however, these are essen-
tially the same.

Headsmans axe: A broad, curved, single-edged blade on a wooden haft around 4 feet
long. The headsmans axe is a favored method of execution, particularly in those cases
where the victim does not deserve the honor of dying by the sword.

Heater: A large, squarish shield with a triangular base, carried on the arm. Some of these
shields are slightly convex.

Heavy flail: A stout haft with a swinging arm bound to it by spiked iron rings.

Heavy mace: A club-like weapon made all of metal or with a metal head. The head is
knobbed with several blunt flanges or spikes.

Heavy Plate: A heavier and more protective form of plate armour.

Highwaymans pistol: An early-model flintlock pistol.

Hoko: A spear with a long, rather wide, straight point, with a secondary blade set at right
angles to the first.

82
Holy water sprinkler: A morningstar made of wood and having numerous spikes pro-
jecting from the head. It doesnt actually sprinkle holy water; the name comes from its
resemblance to the religious item.

Hungamunga: A hooked throwing knife with a single-edged blade.

Hunting bola: A long cord or thong to which either 2 or 3 stones are attached. Whirled
around the head and released at the victims legs, it can disable small prey and entangle the
legs of larger creatures.

Ice pick: A sharply pointed steel rod attached to a wooden handle.

Jambiya: A sword with a curved, double-edged blade. Some were so curved that the end
pointed upward; if chosen in this form, the jambiya cannot be thrown. The blade may be
rather wide or fairly narrow.

Javelin: A light throwing spear balanced to be thrown with considerable accuracy.

Katar (a.k.a. punch dagger): The blade is rather broad at the base, tapering evenly to
the point. The peculiarity of this dagger lies in its hilt, which is shaped like an H with 2 flat
sidebars and a single or double crossbar. It is held in the clenched fist to be thrust forward,
the blade leading the knuckles. For game purposes, the blade is assumed to be double-
edged and between 9 and 12 long.

Kite shield: A large, elongated, triangular shield with a rounded top.

Knuckledusters: An iron bar with finger holes in it to give weight and solidity to a
punch; similar to modern brass knuckles.

Kris: This dagger comes in many traditional shapes; the common concept is a blade with
several undulations. For game purposes, it is assumed that the blades are forged with a
significant portion of meteoric iron in combination with special spells that dampen low-
level magic.

Kukri: A heavy, curved, single-edged blade sharp on the concave side.

Kumade (rake): A pole weapon on a heavy shaft. The head is like a grappling hook
with 2 or 3 prongs, plus a spike or pick facing in the opposite direction.

Lamellar: Small metal or leather plates laced together for strength and rigidity.

Lance: The archetypal knights weapon. A very long pole with a metal tip, and sometimes
with a hand-guard. Most effective when used from the back of a charging horse. The lance
is almost impossible to use effectively on foot, excepting when it is set to receive a charge.

Lantern shield: A round, buckler-type shield to which are attached a number of offensive
weapons. The center of the shield is fitted with a short (3) spike. It has a fitting in the
front allowing a small lantern to be attached to it; some fencers will use this in an effort to
dazzle opponents.

Lasso: A rope with a slip knot, thrown over the target to bind and injure (by choking,
dragging along the ground, and so forth). It is an ancient weapon, used by gladiators and
nomadic herders.

83
Lead balls: The projectile propelled by black powder in gunnes, or by centripetal force in
slings. Lead balls are usually round.

Leather jerkin: Unpadded leather tunic covering the chest and extending to the hips.
Heavier and thicker than an ordinary jerkin, but less so than an arming doublet.

Light crossbow: A lighter version of the standard crossbow. Not as powerful, but corre-
spondingly easier to draw (i.e., it can be drawn by hand rather than requiring a
mechanism).

Light flail: Having a more slender haft than the heavy flail, this weapon sometimes has
two or even three swinging chains with small weights attached at the end.

Long spear: A long spear best used on foot. It cannot be thrown.

Longbow: A self-bow made as long as the user is tall, of the best materials available
(preferably, yew or hazel, although ash, ironwood, and osage make acceptable substitutes).

Madu: A small (7) round shield with two long horns (commonly antelope horns) extend-
ing 14 to the front and back of the shield. The horns are tipped with steel for
reinforcement.

Mail: Interlinked and riveted small metal rings.

Main gauche: The left-hand dagger, used to guard and parry while using a sword in
the right hand. The blade is usually straight and double-edged with a short grip but an
elaborate hand-guard.

Manople: A short sword attached to a hand and wrist gauntlet. Its blade is about 30
long, with two 10 blades to either side. Rather awkward in melee because the gauntlet
deprives one of the use of the wrist; GMs may feel inclined to penalize players using this
weapon if they are engaged in infighting.

Matches: Twisted vegetable fibers soaked in saltpeter, used to ignite the powder in
matchlocks.

Matchlock: A gun operated with a burning match cord held by a serpentine.

Mattock: An agricultural tool used for digging and mining. It is quite effective at crushing
or piercing anything it hits. Mattocks are one of the traditional weapons of angry mobs,
along with pitchforks and flaming torches.

Maul: A hammer with a heavy, metal head on a 5-foot wooden shaft. Occasionally the
head is also made of wood.

Misericorde: A long, narrow-bladed dagger intended for thrusting.

Mitre: A hafted weapon with an enlarged, spike-studded head, the mitre is usually lighter
and less club-like than a heavy mace.

Mitten gauntlet: A gauntlet with articulated transverse lames covering the fingers as a
whole.

84
Morningstar: A short-hafted weapon with a heavy iron chain connecting the haft to an
iron ball studded with spikes.

Muffler: A mitten-like extension to the sleeve of a haubergeon or hauberk, the muffler has
a hole at the wrist that allows the wearer to remove his hand.

Musket: A gunne with a long barrel, generally over 4 in length.

Net: A weighted and sometimes barbed version of an ordinary fishing net, made with
heavier, stiffer fibers.

Open-face helm: Protects the crown and back of the head, the back of the neck, and may
curve somewhat forward to protect the cheeks. It usually also includes a nose-guard.

Over-and-under: Either a double-barreled gunne or a repeating crossbow, the over-and-


under is essentially two crossbows or two gunnes stacked on top of each other, allowing
two shots before reloading is required. Of course, it takes twice as long to reload as well.
Very rarely, an over-and-under capable of more than two shots is seen. Such weapons are
very heavy, unwieldy, and expensive.

Oxtongue (a.k.a. hasta): A long-shafted spear with a broad, straight, double-edged


blade. Suitable for use as a horse lance.

Pacifier: A club consisting of a piece of wood studded with nails. Used in settling dis-
putes in the seedier parts of towns.

Partisan: A broad-bladed polearm usually having short, curved side-branches at the base
of the blade. Often highly ornamental.

Pata (a.k.a. long katar): A katar evolved into a sword with an attached gauntlet, the
weapons blade is straight, long, and double-edged. Rather awkward in melee because the
gauntlet deprives one of the use of the wrist; GMs may feel inclined to penalize players
using this weapon if they are engaged in infighting.

Pavise: A large, rectangular shield carried by infantrymen and frequently used by besieg-
ing forces to protect archers and crossbowmen. The largest are equipped with a prop to
support them.

Petronel: A short, heavy wheellock carbine, carried chiefly by horsemen.

Pickaxe: A pickaxe, no more, no less. Most human-sized characters may chop through
soft stone with this weapon at 5 per 10 minutes, and dwarves at twice that rate. This can
open the wall in a small space (at the GMs discretion), but additional work would be
required to actually clear an open passageway.

Pike: A plain spear with a very long shaft.

Pilum: A barbed iron head connected to a long wooden pole. A very effective weapon
when used by disciplined regiments of soldiers.

Pistol: A small gunne, capable of being fired one-handed. The barrel is generally 1 or less
in length.

85
Pitching fork: A metal fork with a long handle used as weapon and for pitching hay, the
fork can be thrown short distances.

Piton hammer: A small hammer used especially to pound in spikes used by mountain
climbers. Also good for hammering tent pegs and the like.

Plate: Armour made of rigid iron or steel plates.

Poleaxe: A long-shafted polearm with an axe-blade on one side and a spike or hammer
opposite, but no spike at the top.

Poniard: A small, straight dagger without sharp edges; used primarily for thrusting or
throwing.

Porcupine spines: Hand-thrown darts, weighted at the tip, from 1 to 18 in length.

Powder horn: A container for gunpowder. So named because they were often made from
animal horns, but in practice any sort of container can be used as a powder horn.

Prodd: A light crossbow of ordinary construction, except the string has been made double
with a pouch to accommodate stone, lead or clay pellets.

Prybar: A prying tool which has enough heft to make a fairly effective metal clubbing
weapon.

Punch sword: A 30 long, broad, double-edged blade that tapers evenly to the point. It is
related to the katar and the pata, being halfway between them in size and with a hilt much
like that of the katar.

Quarrel (a.k.a. bolt): The arrow used in most of the crossbow-class bows. Quarrels are
very much shorter and far thicker than normal arrows, often with minimal, if any, fletching.
The power of the crossbow gives a quarrel considerable impact, but the bolts are less aero-
dynamic than an ordinary arrow, shortening the range at which they can be aimed
effectively.

Quarterstaff: The quarterstaff is simply a wooden pole, roughly 6 long and 2 to 3 in


diameter. It doubles as a walking staff, and is a favourite of Wizards.

Quilted silk/cotton armor: As used in T&T, this term refers to a complete suit of cloth
body armour covering everything but face and feet. Padded cloth covers the neck, and is
attached to a steel cap for protection; cuffs and lower legs may have light metal strips for
protection. Quilting is held in place by small metal studs. Note: Cloth armor tends to catch
on any tiny nicks in bladed weapons, and bunches up beneath blades; its natural padding
helps to protect from smashing weapons.

Ramrod: A padded stick used to push blackpowder, ball, and swabbing together to the
back of a gunnes barrel.

Ranseur (a.k.a. runka): A polearm with a long, sharp, narrow blade and two short later-
al blades at the base.

Rapier: A long, stiff blade used primarily for thrusting. Some have double-edged blades
for slashing as well as thrusting. Most have elaborate guards.

86
Ravenbeak: A type of war hammer on a mid-length haft. The name refers to the primary
piercing head, which is balanced behind with a small, clawed hammer. Many also have a
short stabbing point at the top, in line with the haft.

Razor-rope: A rope with razor-sharp slivers of metal woven into it. The user must wear
heavy gloves to use this weapon safely.

Rifling: Spiral grooves cut into the inside of the barrel of a gunne. Rifling imparts spin to
the ball, stabilizing it in flight and thus improving accuracy and range.

Ring-joined plate: Armour made of metal plates linked by rings. The metal is generally
lighter than that found in plate.

Sabre: A single-edged sword with a slight curve; intended for cutting, it can also be used
for thrusting if needed.

Sax (a.k.a. scramasax): A very large, broad, single-edged dagger almost big enough to
be a short sword. (The original design of the Bowie knife would be a contemporary near-
equivalent, allowing for differences in quality of forging.)

Scale armour: Small overlapping metal plates sewn to a cloth garment.

Scimitar: A strongly curved, sabre-like blade, single-edged.

Scutum: A rectangular shield developed near Khosht when goblin raiders were a problem
500 years ago.

Scythe: A sickle-shaped blade mounted in line on a long, relatively slender pole.

Self-bow: Any bow held upright, pulled and released by hand. As such, this also refers
to the longbow. However, to differentiate between the visible differences and quality, we
have divided the bows into the two classes.

Shield-spear: A 5-foot-long spear with a metal, double-edged head. A small buckler-like


shield is attached to the middle of the shaft.

Short sabre: Shorter than the sabre, but otherwise very similar in appearance.

Short sword: This refers to any relatively short, broad-bladed, straight, double-edged
sword.

Shotel: A very long, double-edged blade, curved almost to a half-circle. Extremely awk-
ward, but it can be used to strike over or around a shield.

Sickle: Originally an agricultural implement, the blade of this weapon is set along the
shaft (as with a scythe), instead of at right angles.

Sledgehammer: A sledgehammer consists of a large, flat metal head attached to a handle


(generally of wood). Like a mallet, the sledgehammer distributes its force over a relatively
large area, in contrast to most other hammers. The handle is generally at least 3 long, and
the head alone usually weighs at least 6 pounds.

87
Snaphaunce: A gunne that is partway between a wheellock and a flintlock.

Soft leather: Heavy but relatively soft leather or hide clothing.

Solleret: Steel plates covering the wearers boot, for extra foot protection.

Sopok: A small metal shield protecting the forearm, to which is fitted a blade or spike.

Spiked throwing stick: A wooden throwing stick with a spiked head; it is attached to
the users arm with a thin line, which enables it to be retrieved after it has been thrown.

Spontoon: A fairly elaborate spear with a stout, 8-foot-long staff. Some look like small
partisans.

Stabguard: A metal spear with a hand guard mounted in the centre.

Staff sling: An ordinary sling mounted on a long pole to increase the momentum of the
stone.

Steel cap: A simple metal hat which protects the crown and back of the head. It does not
protect the back of the neck, but may include a nose-guard.

Stiletto: A very small dagger intended primarily for thrusting. It can be thrown effective-
ly.

Stinger: A fairly short thrusting spear.

Swabbing: A patch of absorbent material used to remove the residue of previous shots
from inside a gunnes barrel.

Swamp blade: A favoured weapon of goblins, this is a light, leaf-shaped, double-edged


short sword.

Sword cane: A 2- to 3-foot-long cane or crutch that holds a 18 to 30 thin sword con-
cealed within.

Swordbreaker: A weapon with a short, heavy blade, the swordbreaker has many teeth on
the back to catch an opponents blade and snap it.

Taper axe: A narrow, single-edged, curved blade on a fairly short haft.

Target: A medium-sized circular shield.

Terbutje: A wooden weapon with sharks teeth lashed to both sides to create a ripping,
slicing edge. Useless for thrusting.

Throwing axe: A light axe balanced for throwing.

Throwing star: A flat, roughly star-shaped metal plate with all of its edges and points
sharpened. Users with sufficient experience and skill can do such things as sailing them
around corners and through narrow gaps.

88
Thrusting axe: An axe with a head that has a long point extending up, for use in thrust-
ing attacks.

Thunderstick: A long-barrelled matchlock, often rifled. The weapons overall length can
reach 7 feet.

Toradar: A matchlock carbine, with the barrel and stock fastened together by coils of
rawhide.

Tower shield: A very large, convex, rectangular shield.

Trapper (a.k.a. caparison): An all-enveloping light cloth cover for a horse, reaching to
the fetlocks and leaving only the eyes, ears, and nose uncovered.

Trident: A spear with three parallel (or nearly parallel) prongs.

Truncheon: A 3-foot-long cylindrical club, often used by city guards to keep the peace in
a non-fatal way.

Two-handed broadsword: An even longer version of the hand-and-a-half sword. The


hilt accommodates both hands.

Uruk war axe: An extremely effective weapon for dismounting knights and smashing
through their armor. It has a wooden haft with a four-pronged metal hammer head.
Excellent for thrusting, smashing, and ripping open armor.

Urukish scimitar: A longer, heavier version of the scimitar, with the blade barbed.
Vambrace: A piece of armour covering the lower arm from the wrist to the elbow.

Voulge: A polearm with a broad, axe-like head elongated to a spike at the top.

War bola: Thin, flexible, wire-wrapped cords are used and the regular bolas stones are
replaced with small, spiked balls. Besides entangling, the wires may cut and the spikes can
puncture or slash. The user must wear gauntlets of some kind to protect the fingers.

War hammer: A sturdy, hafted weapon with a relatively small blunt or clawed head, with
a small spike in the back.

War shovel: A shovel like one used for digging, except that the handle is strongly rein-
forced and the blade has very sharp edges.

Wheellock: A gun operated by a serrated steel wheel rubbing on pyrites.

Woodsmans axe: A standard axe, of the sort used for chopping wood. It requires two
hands to wield effectively.

Zaghnal: An axe-like weapon with a broad, heavy, knife-like blade.

89
Monsters & COMBAT ly from the MR: Divide the MR
by 10 (round down) and then
The Monster Rating add 1 to get the number of dice
System it rolls in combat. This number
Rather than developing com- of dice is never reduced, except
plete attribute and talent lists perhaps by magic. In addition,
for foes, its a lot quicker to just monsters get combat adds equal
give most of your beasties to half their MR (round up); this
Monster Ratings (MR). The amount is reduced based on the
MR is the measure of both your creatures current MR, after
monsters attack and its defense. damage is resolved each round.
It can take an amount of dam-
age in combat up to its total MR Thus, the MR 156 creature
before being destroyed. Thus, a above rolls 156/10 + 1 = 16D6+78
MR 156 creature takes 156 hits in combat. A big rat with a
of damage before it dies. Monster Rating of 8 gets 1D6+4
Further, all monsters fight with in combat. A MR 81 death frog
a number of D6s derived direct- gets 9D6+41.

90
IMPORTANT: In 7th edition consistent and populate the
T&T, the monsters initial num- plains south of Khazan with the
ber of combat dice never megafauna of the old stone
decreases in normal combat. agesabretooth cats, giant
Their combat adds fade away as sloths, and mastodons. Or, be
they take damage, just as in crazy and quirky and fill your
older versions of the game, but dungeon with creatures from
the MR 81 death frog rolls 9D6 the looking-glass world, things
even when it has only 6 hit like carnivorous flowers and
points left and its therefore get- malignant talking eggs. Grow
ting only +3 in combat adds. your favorite creatures to gigan-
tic size and turn them loose on
Creating Monsters the hapless adventurers. T&T is
played for laughs quite often.
The Monster Codex that comes My latest adventure is called
with this set gives you a wide The Attack of the 30-Foot-High
variety of kindred and creatures Hamsters.
you can use as monsters and
bad guys to make the game You may, of course, assign any
interesting, but a GM can have Monster Rating you want to
an awful lot of fun making up your new creatures, but It is
monsters of his own. I had a lot often best to give them a MR
of fun with giant death frogs that will provide a good chal-
in Goblin Lake. Bandersnatches lenge for your delvers. This can
and snollygosters haunt the be quickly done by adding up
swamps of Trollworld. Nothing the dice of the weapons used by
is more dreaded during the the delving party, and using
rainy season than lightning that as the basis for the MR.
bugs. Gakks and gurkks live in For example, let us say that we
the lightless caverns below the have four characters with a total
city of Khazil. of 16 weapon dice. To give the
party a good fight, I would
Trollworld has room for any want the monsters to roll at
number of monsters of your least 16 dice also. Well, as they
own imagining. Be simple and plunge into the jungle, they run

91
into a monster with a MR of Another thing I like to do with
156that is, 16D6 plus 78 com- monsters is give them levels of
bat adds. Or, perhaps Id like to their own. There are little 1st-
test them individually with four level death frogs with MRs of
jungle wolveseach with a MR 20 and humongous 10th-level
of 42. death frogs with MRs of 200.

Table of Sample Monsters (by MR)


LEVEL
Type 1 2 3 4 5 # Appearing
Balruukh 100 200 300 400 500 1-2
Bear 32 42 62 92 132 1-3
Death frog 20 40 60 80 100 1-20
Dragon (with flame) 110 220 440 880 1760 1
Dragon (without flame) 99 198 297 396 495 1
Gakk 13 26 39 52 65 1-6
Gargoyle 80 120 160 200 240 1-10
Goblin 30 45 60 75 90 1-20
Gremlin 20 31 42 53 64 1-20
Gurkk 7 49 343 2401 16807 1
Librarian liche 10 100 1000 10000 100000 1
Lightning bug 8 16 32 64 128 1-20
Lion 66 99 132 165 198 1-4
Ogre 26 52 104 208 416 1-6
Tiger 44 88 176 352 704 1
Troll, jungle 50 75 125 200 300 1-2
Troll, rock 50 100 200 400 800 1
Urook 40 60 80 100 120 1-10
Warg (giant wolf) 42 63 105 168 264 1-10

92
Note: I have thrown a couple of than the human average, while
ridiculous creatures onto the list inferior is worse than normal
not so that youll put them into human average. A dwarf who
your own games of T&T, but so is normally twice as strong as a
that youll have some idea of human might have rolled a 10
the kind of creativity available on 3D6, being of only average
to you when youre the GM. Strength for a dwarf, but that
would give him an adjusted
Combat strength of 20, which is worth 8
combat adds.
Combat is the true heart of any
fantasy role-playing game. This Combat Turn (a.k.a. Combat
section deals with all aspects of Round): One complete round
combat. It is basically the same of combat in which all combat-
as in earlier editions, although ants have had their fair
there have been some slight opportunity to try to score hits.
modifications, especially in mis- A combat turn is officially
sile and magic combat. considered to be 2 minutes in
length, although that is proba-
First, some definitions: bly 10 seconds of action and 110
seconds of maneuvering for
Combat Adds/Personal Adds: advantage. It can be considered
The extra hits in combat that a a rapid exchange of strikes and
character gets for having supe- parries by all fighters involved.
rior attributes in Strength, By arbitrary convention, we
Dexterity, Luck, and Speed. stop and evaluate how the
Personal adds may be negative. fighters are doing at the end of
The average range on a roll of each combat round, but in your
3D6 is 9 to 12. Thus, positive imagination you should con-
adds are given for attributes ceive the action as hot and
higher than 12, and negative heavy until such time as the
ones for attributes lower than 9. winners win and the losers
Note that the whole system is either lie down and die or run
based on human average. away.
Superior is defined as better

93
Hits or Hit Point Total (HPT):
The total of weapon damage Why Strength, Dexterity, Luck,
plus combat adds of a character and Speed? The harder you hit
a foe, the more you can hurt
(or monster, or team of charac-
them; thats why you get adds
ters, or team of monsters) for 1 for Strength. If youre lucky
combat turn. enough to land a blow in a vital
or unguarded spot, you do
Hits of Damage: Wounds to be more damage; thats why you
get adds for Luck. If you can
assessed the basic damage is
aim and control your blow, you
simply the difference between do more damage; thats why
the two HPTs, and the loser you get adds for Dexterity. If
takes the damage, arranged any you hit your foe faster and
way the losing side wants more often than normal, you
will do more damage: thats
among its characters.
why you get adds for Speed.
Characters or monsters are
modified accordingly before the What about Intelligence? If you
next combat round begins. fight smarter than your foe,
arent you likely to do more
damage? Yes and no. Being
Spite Damage: When rolling
smart about your combat is a
dice in combat, every 6 good thing, but the effect is
thrown always counts for 1 reflected in different ways. For
point of damage, no matter example, you could lure your
which side wins the combat. foe into an ambush and get a
combat turn where the foe
Those points of damage get
doesnt fight back. You could
through in spite of everything know where to hit the foe for
one can do to stop them. Since maximum damage, but you still
T&T does not use a blow-by- have to be dexterous enough or
blow description of combat lucky enough to hit him there.
You could plan some special
with hit locations, spite damage
feat in combat, such as disarm-
manages to reflect the fact that ing the foe, or leading it into a
combat is always dangerous trap, but that would be decided
and one can always be hurt by by a Saving Roll, not by the
it. The spite damage of a drag- number of hits you do in com-
bat.
on rolling 445 dice (!) in combat
is likely to be considerable (one-

94
sixth of the dice should come Every combat is different, and it
up as 6s, on average, and that is your job as gamer and judge
would be 74 points of damage to adjust the details in your
to the players even if they man- mind so that it makes sense.
aged to roll a higher combat Visualize the fight, and you
total). wont have to be told that
Mungo the Hobb did 11 points
Weapon Damage: The number of damage to the giant with a
of hits scored by any given sneak attack to the ankle. What
weapon when it is used during else could Mungo reach? When
a combat turn, expressed in dice the giant falls down, our
plus adds. For example, a sax doughty little warrior might
gets 2 dice plus 5 adds (2D6+5), want to start attacking the
which gives it a range of 7 to 17 giants head. Let him.
hits per combat turn.
As noted above, a combat
Combat Turn Sequence round is normally 2 minutes
long in T&T. That time includes
Most combat actions in T&T are all the hacking, feinting, dodg-
self-evident. All you have to do ing, parrying, cussing,
is use your imagination and spellcasting, fleeing, and any-
visualize the situation. You thing else that happens in
may wish to use miniatures, combat. We dont count every
counters or tokens (Hey! did- blow and parry. People dont
nt some come with this set?!) to line up in initiative order to get
help you figure out everyones their licks in. It is usually a
relationship and position in the wild, confused melee.
heat of battle. However, while 2 minutes is the
suggested length, the GM may
make combat turns 10 seconds
long if he wishes, or an hour if
hes fighting one army against
another. The action takes place
in your imagination, not in a
blow-by-blow manner.

95
And remember, you can try well you succeed, but go ahead,
anything in combat, and the be creative and tricky. The
GM will deal with it. He may game will be more fun.
call for a Saving Roll to see how

96
These are the stages of a T&T combat:

1. Surprise Attack. One side gets an attack and the other side
gets no defense. In such cases, the combat round obviously does-
nt last 2 minutes. 10 seconds is more like it.

2. Magic. T&T magic doesnt usually take very long to cast.


Wizards get their spells off right at the beginning. Remember that
the Wizard must make an INT Saving Roll on the spell level for
the spell to work. Magic that does damage always counts as part
of his sides HPT.

3. Missile Combat. Arrows and such things travel very fast.


Except in unusual circumstances, you only get one missile per
combat turn. Make a DEX SR (or perhaps a similar roll using
your Marksmanship Talent or the like) to see if the missile hit.
If you miss the SR, you get no points toward the melee total. If
you make it, your points count no matter what.

4. Choose Your Melee Target. The GM may specify which foes


the characters face, or the players may get to choose their own tar-
gets.

5. Roll Your Combat Dice. Figure in your combat adds. Do


magic and missile damage to the foe. Take magic and missile
damage from the foe. Go hand to hand. This is the part of the
combat round that could take up to 2 minutes. If your combat is
fairly simple, it shouldnt take much more than 2 minutes of real
time either.

6. Calculate Your HPT. If you have a party, you get to count all
the damage that actually happenspoints of magic taken, missile
damage, and hand weapons. Get a total. Your opponent is doing
the same.

97
7. Figure Hits of Damage. The low total is subtracted from the
high total. The losing team or player takes the difference in hits.
Also count spite damage at this stage.

8. Adjust for Armor. Armor takes damage for fighters. The win-
ners need not worry about it. The losers get to soak off some of
the hits of damage on their armor if they can. (Armor doesnt
affect spite damage.)

9. Adjust Attributes. Figure the effects of poison or magic that


might have altered any attribute scores (i.e., STR, CON, etc.). A
weapon has to hit before poison can do any damage.

10. Evaluate the Round. Bookkeeping. Update your character


stats and get ready for the next round of combat. Decide what
youre going to do on the next round. Inform the GM. If the com-
bat is over, start healing the wounded and searching the dead. If
the combat continues, go back to Step 2 (the element of surprise is
gone, so dont go to Step 1), and run through the sequence again.

Remember that the Game on the Marksmanship Talent or


Master can call for Saving Rolls the like) to hit the foe. The GM
in any situation, or the player determines the difficulty of the
can ask for one if he thinks he shot, based on the guidelines in
needs the chance to stay alive. the following chart.

Missile Combat RANGE SR Level


Point blank (1 ft. or less) 1
Whenever a character uses Easy (up to 30 ft.) 2
weapons that are fired, shot,
Challenging (up to 100 ft.) 3
thrown, or explosively pro-
pelled at a foe, he or she must Difficult (up to 300 ft.) 4
make a Saving Roll on DEX (or Remarkable (over 300 ft.) 5

98
Targets taking evasive action These dice rolls are set up in
(i.e., moving rapidly or inten- levels of difficulty. The Game
tionally dodging missile fire) Master determines the levels of
double the difficulty of the SR. difficulty of each test. If the
The GM may otherwise adjust peril to be avoided is something
the difficulty of the SR if the tar- fairly ordinary, like dodging a
get is unusually large or small, missile or not falling into an
or if other beneficial or detri- open pit, only a Level One SR
mental conditions arise. is required. However, if the
danger is something tremen-
Saving Rolls dous, like escaping from the
clutches of a giant squid while
Frequently, characters are 40 feet underwater in shark-
placed in such danger (by a infested waters, a higher level
trap, by magic, or by their own SR is required (perhaps Level
clumsiness) that only pure luck Five). It is always a matter of
can save them. When this hap- the GMs judgment.
pens, we test the characters
Luck (or any other appropriate When making a Saving Roll,
attribute) by asking for a Saving you always use two dice (2D6).
Roll. However, in the case of SRs, all
doubles add and roll over
(DARO)that is, as long as you
roll doubles, you may add their
total and roll again. For exam-
ple, if you roll two 3s, you
may roll again and add the 6
you already have to the new
number; if you roll two 6s on
your second try, you roll again,
adding 6 + 12 plus the next
result; assuming your result on
this third roll was a 5 (a 2 and
a 3), your total would be 6 +
12 + 5 = 23 (which is extremely

99
good most of the time, you 12 or better on 2D6. Gimor is in
wont have an SR that good in a trouble with Luck SRs since he
hundred tries.) has only a 1-in-36 chance of
coming up with a result of 12
Remember that you can always on any given 2D6 dice roll.
add your character level to a Note, however, that its not as
Saving Roll youve failed in bad as it seems at first glance,
order to change that failure to a given the DARO rule: Doubles
success (see 99). come up about 1/6th of the
time, and double 3s or higher
When told to make a Saving give him an excellent chance to
Roll, you are also given a Level make that L1SR. Further, since
and an attribute: For instance, a Gimor is a 1st-level Warrior, he
Level One Saving Roll versus gets to add +1 to any failed SR
Luck (shortened to L1SR vs. result to see if he in fact suc-
LK or L1SR on LK). To actu- ceeds.
ally attempt a Saving Roll,
simply roll 2D6 and add the rel- It is also important to note that
evant attribute. Compare that your beginning attribute values
total to the target number, as are not static. They can change,
shown below; if your total is whether during a game session
equal to or higher than the tar- or between sessions. The most
get number, you succeed. common way to raise them is
by gaining Adventure Points
Level One 20 and spending them to buy high-
Level Two 25 er values: By spending large
Level Three 30 sums of AP, a player can raise
Level Four 35 his or her character's attribute
Level Five 40 values, as shown on page 77.
Etc.
Magic spells and items may also
Lets use Gimor as an example. raise or lower attributes.
He has a terrible Luck rating of
8. To make a L1SR (target num-
ber 20) on LK, he needs to roll a

100
Fumbles if a character can perform a dif-
ficult task under pressure, then
It is important to realize that it is time for a Saving Roll on an
there is no such thing as an appropriate attribute or Talent.
automatic success on a Saving
Rollnothing works perfectly Here are a couple of examples
100% of the time. For example, based on Gimor Ironfangs
Tmuwo the Troll has a Luck rat- attributes.
ing of 30; it would seem that he
automatically makes all Level Strength: Gimor is being
One, Level Two, and Level chased through a dungeon. He
Three SRs on Luck. He doesnt. runs through a door and slams
He still has to roll the dice in it shut, but there is nothing to
those situations, because some- keep it shut. He decides to hold
thing could go wrong he it shut with all his might until
could fumble his Saving Roll. he has a chance to assess the sit-
uation, so he leans into the
Any dice roll of 3 (a 1 and a 2) door. The GM rules that a L1SR
on a Saving Roll is an automatic on STR (target no. 20) will keep
fumble. Regardless of the SR the door shut against one foe.
total compared to the target Gimor rolls a 5 and a 4 and
number, a fumbled roll fails, has a Strength attribute of 14, so
and the character must take the his total is 9 + 14 = 23. He need-
consequences for failing. ed a 20. The first charging
monster bounces off the door
Saving Rolls on Other and hurts his shoulder.
Attributes and Talents
Then another creature joins the
The SR method may be used first. The GM rules it will take
whenever a GM wishes to a L2SR on STR (target 25) to
determine if a character can keep them out. Gimor rolls his
accomplish a task or feat; it also 2D6 and gets a 6 and a 1,
works with Talents, and so forth for a total of 7 + 14 = 21 which
for every possible attribute and would have held against a sin-
situation. When it is time to see gle foe, but is a failure here.

101
Since hes 1st level, Gimor can The player rolls his 2D6 and
now add +1 to the result to see gets a 3 and a 5, for a total
if he pulls off a success anyway, of 8 (roll) + 16 (Acrobatics) = 24.
but 22 still doesnt do the trick. Thus, Gimor fails his SR. But
The GM rules that Gimor is wait! He is 1st level, so he gets
knocked back and the door to add +1 to his failed roll to see
pops open. Enter howling if his prowess turns what might
monsters. Were having fun be a miserable failure for a less-
now! er delver into a skilful
maneuver. This results in a 25,
Acrobatics: As the howling a success, so he manages to hike
creatures converge on Gimor, himself up the rope just as a
he spots a rope hanging down rusty scimitar shaves a strip of
from the ceiling and hears a leather from Gimors boot.
voice call, Up here! With a
leap, he might reach the rope Adventure Points
and then swing and clamber up
quickly enough to evade the
charging monsters. Gimors Though the real object of T&T is
player decides this is a perfect simply to enjoy playing, your
opportunity to use his charac- characters success can be meas-
ters Acrobatics Talent of 16. ured by the number of
The GM rules that the rope is Adventure Points (AP), some-
stout enough and not very slip- times called Experience
pery, relatively easy to climb, Points, accumulated in his or
and that Gimor is only lightly her delvings. In older versions
encumbered; he rules that of the game, Adventure Points
Gimor need only make a L2SR used to determine character
(target 25) on Acrobatics to level, but character level is now
climb up and out of trouble (he determined by other measures.
might have said on STR or DEX (See 36.) Adventure Points now
instead if the Acrobatics Talent have only one purposeto let
didnt seem appropriate). you increase your characters
attribute scores.

102
Play over the last three years has listed below with some guidelines
shown that with the new method of for awarding AP.
raising character levels by spending
adventure points is much more GMs Note: Adventure Points
expensive than the 5th edition rules. should be awarded in relatively
100 times the old level is simply too small doses! To get 100 A.P. in one
much to ask. Tournament play has shot is a good dealto get 1000
shown me a better way to do it, and should be darn near impossible. As
one that adds enjoyment to the GM, you want to be somewhat
game for the players. stingy with AP, especially now
when it is ten times easier to gain an
To find the number of AP it costs to attribute point, awarding them only
raise an attribute by one point, you for real achievements.
multiply the attributes current
value by 10. For example: Gimor
has a Luck score of 8. When he gets Adventure Points should be
80 AP stored up, he could spend awarded for these things:
them to raise his Luck to 9. When
he gets 90 more, he can raise it to 10. Daring: GMs should evaluate
And so forth. If he had a Dexterity the difficulty and danger of
of 19, it would take 190 to bring it their tunnel complexes, wilder-
up to a 20. ness areas, cities, etc., and
award AP accordingly to those
Thus, it is relatively easy to raise players who survive a session.
lower attribute levels in the begin- A general guideline is to award
ning, and more difficult as time 100 AP for each level of dun-
passes. How does a character gain geon or difficulty that is
AP? He or she must participate in overcome. For example, a per-
something that can reasonably be son who penetrates to the third
called an adventure, monitored by a level of Bleems Blemish
GM. (Yes, solo adventures still Dungeon is awarded 300 AP
countthe player is his own GM in for getting out alive, while a
those, and hed better play honest- character in Buffalo Castle
ly.) Several classes of action come might get only 100 AP because
under this category, and they are its all one level.

103
Under this category, there are defeat. Thus, if Gimor and
Taran join forces to bring
AP for doing something unusu- down an MR 300 giant, they
al, and even foolhardy. If Taran would each get 150 AP for it.
SniperOrc walks into an elven
pub to suggest arm-wrestling 2. In the event that a char-
contests with the elves in there, acter fights and conquers
another character who has
the GM might award Taran numerical attributes instead
with 50 AP or so for his daring. of a MR, the winner should
These awards are always at the be awarded AP equal to the
GMs option, and are meant to sum of the foes STR, CON,
encourage good roleplaying. and INT. When Taran takes
down Norm the Citizen,
You wont find them in solitaire whose attributes are all 10s,
dungeons. Taran would get 30 AP.

Combat: Any character who Subterfuge: Combat is usually a


participates in a combat that straight-up character(s) versus crea-
results in a foe being either ture(s) melee, but sometimes it can
slain or subdued gets AP for it. be won by trickery also. Let us say
Such participation may be rela- that Tarans brother Jax spent a few
tively minor, but if a character game hours digging a pit in a forest
takes part and in any way helps and lining the bottom with sharp-
the group, then he or she ened stakes. Then he covers it with
should be awarded AP. The a thin layer of leaves, stands on one
GM should be very meticulous side of it, and taunts a bear so it
about awarding AP in combat, charges at him and falls into the pit.
and these points should be The bear is half-killed by the stakes,
given out immediately after the and Jax bombards it with boulders
fight is over (or even as the to finish the job. The bear has a MR
fight progresses). of 150. Although Jax was never in
any real danger from the bear, he
1. Give all the combatants should get the 150 AP anyway. He
a number of AP equal to the did defeat it by being smart, using
full MR value of any monster
or foe defeated divided by the his wits in combat.
number of characters
involved in the monsters

104
Note: Adventure Points should Example: Taran SniperOrc is
never be awarded for treasure trying to shoot a charging elf
picked up before, after, or dur- with his crossbow. The GM
ing a combat. Treasure is its rules that he needs to make a
own reward. L2SR on DEX (target no. 25) to
hit the target. Taran has a DEX
Saving Rolls: Saving Rolls of 15, so he needs to roll a 10 or
should probably be your num- higher on 2D6. He rolls a 3
ber one way of gaining AP. and a 1, so he misses but
Whenever a character attempts before the elf sticks a spear in
a SR (whether he succeeds or him, the GM gives Taran 2
not), he has been tested in some (Level Two SR) x 4 (dice result)
manner. It is by such tests that = 8 AP for his attempt.
characters accrue favor with the Casting Magic: Working magic
gods and increase their abilities. requires the expenditure of
The formula for awarding AP Wizardry points. You get AP for
for Saving Rolls is simple: this equal to the number of WIZ
AP = SR dice roll x SR level. points spent. For example, Khenn

105
the Wizard casts a 2nd-level Take beneath the surface of a peaceful
That You Fiend spell on a charging lake, thus saving the party from
mugwump. It would normally cost squidly doom.
him 12 points to do that, but he has
a magic staff that reduces the cast- Final Note: Adventure Points
ing cost by 1 point. Khenn thus may be given out only during
gets 11 AP for his spell, regardless adventures. It is definitely
of the spells success or failure, or of unfair to everyone for a player
how much damage his spell deals. to say something like, I just
(He still gets AP for those other spent the last year exploring the
things too, but they are handled by Naga Jungle. I learned six new
the sections above.) magic spells and gained 20,217
AP doing so, and now I want to
Role-Playing: The GM may take my bonuses before starting
bestow bonus AP to you for throw- the current adventure.
ing your body in front of a charging Make up whatever backstories
rhinoceros, thus saving the little old you wish for your characters,
lady in its path. Or you may get but dont give them game credit
points for your dwarfs outwitting a for stuff they didnt do in a
party of trolls, getting them all into game. As far as we are con-
a quick game of dwarf-tossing that cerned, that exactly what
enables the rest of the party to qui- backstories arestories and
etly sneak away. Any AP awarded frankly, they may be entertain-
in this category should be given to ing, but we dont have to
players who are doing a superlative believe them any more than our
job of role-playing, thus making the characters do.
game more enjoyable for all.

Other: The GM may bestow bonus


AP to players for any number of
different reasons when he or she
sees cause for it. For instance, the
GM may reward you for guessing
there is a giant tentacled monster

106
Examples of Combat yellow fangs, and an insatiable
appetite. He has a Monster Rating
(MR) of 72, which initially gives
If you think you understand T&T
him a total of 8 dice and 36 adds.
combat, you can skip over this
His tough skin, hardened like
section. If you do, though, you
leather from many scars and
might miss some of the most
years of rude living, acts as a nat-
entertaining bits in the book. If
ural armor that will take 6 hits of
youd like to see how several T&T
damage per combat turn.
game combats might play out,
then read on.
As usual, hes wandering through
the seemingly infinite tunnels of
Sample 1: Monsters vs. Monsters
Black Peak Mountain, in the
(MRs only)
depths of which lies his dismal
lair, and is desperately searching
Thar the Ogre is a big, bad, nasty
for some fresh, live dinner (or at
guy with green skin, 3-inch-long
least a couple of edible cavern
rats). During his hunt, he
arrives at a dark and cold junc-
tion in the tunnels, and after a
minute of head-scratching
decides to continue straight for-
ward. As hes passing through
the middle of the intersection, a
couple of vicious and treacher-
ous shadow goblins ambush
him, jumping the ogre from
both sides with their rusty
weapons ready to strike.

Neeker (Goblin #1) is a small


and swift burglar with a MR of
23, which in the beginning
gives him 3 dice and 12 adds.
He yells wildly while charging
at Thar, gulping when he real-
izes that his victim is about
three times taller than himself.

107
Breeker (Goblin #2) is a more rolls two 6s on his combat dice,
massive and muscular guy with a for 2 points of spite damage. The
MR of 46, which starts him off combined HPT for the two shad-
with 5 dice and 23 adds. His eyes ow goblins is 19 + 42 = 61, plus 2
burn with a violent and insane points of spite damage.
fire, and he seems to be berserk
as he jumps into the middle of The goblins win the combat
combat wielding a half-broken round, taking advantage of their
spear. ambush and battle rage, but must
take the 1 point of spite damage
Slightly surprised by the two done by the ogre. The GM
opponents, the ogre quickly pre- decides that the less capable
pares for the battle with just one Neeker gets hit, so his MR drops
thing on his mind: FOOD! to 22. Neeker now rolls 3D6+11
(not +12) next round.
The GM decides that, despite the
ambush, the ogre was alert while Thar must take 61 58 = 3 points
scouting the tunnels, so both fac- of combat damage, but his tough
tions can actively participate from skin absorbs it without problem.
the first combat turn. (Remember, he has a natural
armor rating of 6). Nevertheless,
First Combat Turn he must reduce his MR by 2
points, caused by Breekers spite
Thar the Ogre rolls 8D6+36 for his damage, so his MR goes down to
attack. The dice give him a total 70. Thar now rolls 8D6+35 (not
of 22, and one of the dice gives a +36) next round.
result of 6. Thars HPT is 22
(dice) + 36 (adds) = 58. He also Second Combat Turn
does 1 point of spite damage.
The ogre screams in a rage, bash-
Neeker rolls 3D6+12, for a pitiable ing opponents with his hard
total of 7 (!) on the dice roll, so his punches. This turn, his HPT
HPT equals 7 (dice) + 12 (adds) = equals 39 + 35 = 74. He also
19. inflicts 3 points of spite damage.

Breeker charges wildly, rolling his Neeker gets a HPT of 9 + 11 = 20,


5D6+23. He gets a final HPT of 19 with no spite damage. Breeker
(dice) + 23 (adds) = 42. He also continues his foolhardy attack,

108
with his 5D6+23, but the unpre- The tide of combat turns in favor
dictable luck turns against him, of the assaulting goblins, who get
and he gets a HPT of only 13 + 23 a combined HPT of 22 + 43 = 65
= 36, without any spite damage. points, plus 6 spite hits.
The goblins combine for a HPT of
only 56. The Ogre must take 65 53 = 12
This time the ogre crushes the hits, which reduces to 6 after
pair of goblins, winning the com- Thars hard skin absorbs 6 of
bat round by 74 56 = 18 points, them, plus another 6 points of
plus 3 points of spite damage. spite damage. The total hits taken
The damage is shared evenly, so by ogre are 12 6 (armor) + 6
each goblin takes 10 points of (spite damage) = 12 hits, which
damage, and the extra point is reduces his MR to 58. Ouch!!
taken by Neeker. At the end of
the round, Neeker has a current Fourth Combat Round
MR of 11 and Breekers MR falls
to 36. The stubborn ogre continues to
pummel the pair of goblins, hop-
Third Combat Round ing to break their frenzy and gain
a substantial advantage in the
Thar doesnt like a dinner that brawl, and now hes both infuriat-
bites him before being eaten, so ed and hungry, so he must
he continues pushing the assault. quickly end this combat and
He still rolls 8D6+35, which gives enjoy a good meal of those spite-
him a HPT of 18 + 35 = 53, with ful goblins. He gets 8D6+29 this
no spite hits (a bad turn, indeed). round (remember, his current MR
is now 58 the initial number of
The badly beaten Neeker has combat dice doesnt go down,
dropped his rusty weapon and even though his adds are
decides to savagely bite the leg of reduced), and his HPT is 31 + 29 =
his opponent. He rolls gets 3d6+6 60, with 1 point of spite damage.
this round, for a HPT of 16 + 6 =
22, with 2 spite hits what a des- Neeker begins to think maybe he
perate assault! His comrade will survive this crazy ambush,
Breeker fights desperately for his and continues to sink his rotten
life, and rolls 5d6+18; he gets a teeth into the ogres foul skin. He
magnificent 25 + 18 = 43 HTP, gets 3D6+6, and after rolling the
with 4 points of spite damage (!). dice he obtains a HPT of 8 + 6 =

109
14. Breeker loses his head in the 10 + 1 = 11. Breeker too seems to
battle frenzy and yells a loud have lost his confidence, for he
insult to the ogre, thrusting at now he realizes that the battle
him with the half-broken spear. will probably have a quick and
He gets 5D6+18, but the dice roll dreadful outcome. He gets
against him this turn and he gets 5D6+14, for a HPT of 18 + 14 = 32,
only 11 + 18 = 29 HPT, and no plus 1 point of spite damage.
spite damage. This is a poor turn Thus, the goblins score a group
for the goblins, whose group HPT HPT of 11 + 32 = 43 this combat
is a meager 14 + 29 = 43. round.

The ogre strikes hard again, and The would-be ambushers must
the goblin bandits must take 60 take 47 43 = 4 points of damage,
43 = 17 points of damage, plus suffering 2 hits each. This slight
another spite hit. The GM rules damage lowers Breekers MR to
that they take 9 hits apiece. 25, but is sufficient to kill the
Breeker is down to a MR of 27, already badly beaten Neeker,
while poor Neeker is reduced to a who concludes his bandit career
mask of blood and broken teeth with his head broken and what
after the mighty Thars blows: his little brains he had scattered on
MR drops to just 2 the tunnel floor. Despite having
won the combat round, Thar
Fifth Combat Round must take 1 hit of spite damage,
which cannot be absorbed by his
Thar is already imagining with tough hide and must be directly
delight the bloody flavor of fresh taken off his MR, which drops to
goblin meat. He gets his 8D6+29 57.
again, and after rolling the dice
his HPT equals 47, with no spite Sixth Combat Round
damage.
Thar inhales the smell of fresh
The poor Neeker stumbles and blood and brains, recalling all the
staggers, slipping on a pool of his recipes he knows for cooking
own blood. He desperately tries goblins dinner is coming soon!
to claw at the ogre, and rushes He gets 8D6+29 still, and
forward with a terrible headache. advances toward the surviving
He gets only 3D6+1 this turn. goblin with a grim smile on his
Rolling the dice, his HPT equals face, his hands covered in green

110
blood. Rolling the dice, he gets a before. He also has to take 3
HPT of 34 + 29 = 63, and also points of spite damage directly
scores 3 spite hits. from his MR, but it makes no dif-
ference. As a final insult, Breeker
The poor Breeker remains to face hit the ogre for a single point of
his enemys rage alone, and spite damage, which reduces his
begins to think about a quick MR to 56.
retreat, but the big ogre has cor-
nered him and there is no way to Thar doesnt seem to care much
get out of this massacre. The gob- about this, though, because he
lin gets 5D6+13, and rolls an HPT has finally found his dinner! He
of 21 + 13 = 34, obtaining 1 point knows that his wounds will heal
of spite damage. quickly. They always do. With
an eager grin, he collects the dead
The ferocity of the ogre thus goblins bodies, putting them into
inflicts 63 34 = 31 points of dam- a big, stinking sack, hefts it over
age, and the remaining goblins his mighty shoulder, and begins
MR of 25 instantly falls to -6, his long way back to his home
leaving him unconscious and cave, where he will conclude the
dyingthe same thing that hap- day with a well earned banquet.
pened to Neeker on the turn
(Acknowledgement: Tosatt Earp)

Sample 2: Character vs.


Character

A young, hulking warrior walks up to


the largest uruk in the bar and smash-
es him upside the head with a large,
heavy tankard; normally, he would
need to be extremely lucky or charis-
matic to pull off such a stunt without
resorting to combat. And right here,
he didnt make any SRs on Luck or
Charisma. He is on his own.
The crowd leaps back and a
mighty cheer goes up. This is a
muscular young lad from the

111
fields, drinking his fill after a Weapons: Urukish scimitar
long, hot summer tending 30 (4D6+4). Armor: Leather jerkin,
acres of arid land. Fighting every steel cap, gauntlets and greaves
day with the rocks, the weather, (total 6 hits).
and the wilds has given him a
body the barmaids have been (Note: In roleplaying games there
ogling all evening. The sword are two levels of play in-char-
that swings at his side is nothing acter storytelling and
more than a stick with a crude out-of-character dice games. Here
blade, battered, but sharpened we have some fun and combine
with all the care of a master of the the two. Now back to the bar.)
scythe.
Urk looks up at the odds board and
Standing before him is the largest laughs. He knows that combat is
uruk he has ever seen, wearing not all about playing odds. One
crude leather armor and armed lucky blow could easily finish this,
with an urukish scimitar. The bar- and he will spill human blood
keep gathers the mugs away again. He also knows a few tricks.
quickly. Hes seen this all before. He casually draws his sword and
This old uruk is big trouble. plops his leather covered steel cap
Moreover, he is down on his luck onto his head. Adjusting his
and his tab is past due; one way gauntlets, he moves into a fighting
or another, the tab will be paid stance. Theres no surprise or mis-
tonight. Come on, take him lad, sile round here. He swings his
the barkeep calls. Books down scimitar and the fight begins.
this end of the counter, boys!
Whos betting!? In T&T, there is no blow by blow
accounting. The combat round lasts
Up on the chalkboard, he scrawls, 2 minutes and is a full-on melee. So
Dwain, Level 1 Warrior. STR 17, Dwain rolls 2d6+6 (for his weapon)
CON 13, DEX 15, SPD 13, LK 13. + 11 (personal adds); he gets a 10 on
Adds +10 (attributes), +1 (Warrior the dice, giving him a total of 27, an
level). Weapons: Old sword average result. Ive had enough of
(2D6+6). Armor: Steel cap (takes 2 your scoffing, he yells. Take that,
hits due to being Warrior). you scumbucket!
Beside that, he writes, Urk Dud, Urk rolls 17 on his weapon dice
Level 2 Rogue; STR 16, CON 14, (4D6+4) and applies his +8 adds,
DEX 17, SPD 11, LK 8. Adds +8. giving him a combat total of 25,

112
another average roll. Grrr, and takes the blow on the top of
human trash, Ill eat your liver! his head. His ears ring, but he is
Come and get me. unhurt as they size each other up
for the next round. Encouraged
As both rolled average and quite by this victory and knowing that
similar results, they both role- he can do better, Urk rushes in.
play a careful attack. Now, the
highest total wins that round. This turn, Dwain rolls a total of
Dwain comes out on top, so Urk 24, as does Urk. However, Dwain
takes 27 25 = 2 points. Urk now rolled a 6 on one of his dice this
allocates this damage. With his time, and Urk rolled two 6s, so
armor able to absorb 6 hits of we also have some spite damage
damage per combat round, he to allocate. Dwains CON is
easily takes the punishment with- reduced from 13 to 11, and Urks
out effect. CON is now 13. The patrons at
the bar cheer, for this is a close
The fighting now continues as the fight. Urk yells, Sucker, I got
opponents circle, look for an first blood! and bets change
opening and rush together with a hands.
mighty crash. Either fighter could
choose to make a SR to give him Blood drips from Dwains shoul-
some advantage, but both elect der as he moves in, adrenaline
standard combat. Ending the sec- pumping. He is unaware hes
ond round, we look at the results. hurt. Urk ignores the cut to his
thigh and smiles to himself as he
Dwain rolls 6 on his 2 dice and smells human blood. They rush at
applies all his adds, both personal each other and the bar cheers.
and weapon, giving him a total of
23, another average roll. Urk, this Dwain gets a total of 28 this turn,
time, rolls 16 on his weapon dice including another roll of 6, for
and adds his +8, resulting in a 1 more point of spite damage. He
total of 24. This round goes to lets out a cheer. Urk rolls only 8
Urk: Graahaahaa! he screams in on his 4D6, for a total of 16, and
victory, perhaps prematurely. groans loudly. Dwain wins the
round significantly. Urk takes 28
The difference of 1 point of dam- 16 = 12 damage, of which 6 is
age gets allocated to Dwain. absorbed by his armor; in total,
Luckily, hes wearing his steel cap then, he is wounded for 6 points,

113
plus the additional 1 spite dam- Dwains CON to 4.
age. Urks CON is reduced to 6
now he is still fighting hard, but Urks hurt, and so is Dwain.
blood gushes from a new wound Blood gushes from the mighty
in his side. With pain spurring wound in the uruks side. Still,
him on, Urk rushes in for another the blood lust is in his eyes, and
round. he believes that the tables will
turn in the next round. He
This time, Dwain stumbles screams in pain and fury as he
(rolling only 3) and cries out in rushes in again. The crowd
dismay, while Urk shouts cheers, and more coins are
with glee, rolling 20. Urk wins the exchanged as the fight goes into
round. Young Dwain takes 28 the seventh round. Will the city
20 = 8 points of damage. While 2 guard arrive before this ends, or
of these are absorbed by his steel will they find another cold corpse
cap, the rest are subtracted from in some forgotten alleyway?
his CON, lowering it to 5. Now,
both fighters are wounded and This time, what a round! Dwain
the fight can still go either way. attacks strongly, rolling two 6s
The bar is in an uproar. Scuffles (!!), for a total of 29, and Urk also
are breaking out, the barkeeper is rolls a 6 among his dice, total-
calling for more bets, and the ing 26. Another indecisive round
bouncer is trying to keep this to Dwain: 29 26 gives 3 damage
from turning into an all-out to Urk who absorbs up to 6 with
brawl. his armor. Urk takes 2 points of
spite damage, bringing his CON
Blood spraying, with shouts of to 4, and Dwain takes 1 spite
pain and anger, the two fighters point, so his CON is now 3.
clash again. Dwain rolls double 5s
for a total of 27, a good roll, while This has been a long, hard fight
Urk struggles with bad luck with no clear winner; the bar
again, getting only a 9 (total 21), patrons are chanting and banging
even though theres a 6 in his their mugs on the tables. The city
roll. The round goes to Dwain guards cant be far away. How
with a total of 27. In total, 27 21 will this end?
= 6 points of damage smashes the Urk is determined not to let this
urks way, but he manages to take human cub get the better of him.
6 off with his armor; in turn, that His luck is running out, like the
sneaky spite damage lowers blood gushing from his wounded
114
side and soaking into the sawdust keep happy since he would keep
at this feet. Dwain is also bleed- all the gold thats been bet.
ing badly, staggering from the
punishment he has taken. Will (Acknowledgement: Quoghmyre)
there be a final blow that finishes
the fight decisively, or will spite [Note: With a fight this close, its
damage take its toll? Why dont likely that the loser will be only a
you decide? Grab 4 dice and we few points below 0 CON. Under
will do this together. the new rules, that is dyingnot
dead yet. You have to be at 10
There are no more bets being before youre truly, finally dead.
place. The bar is hushed, the If a healer steps in with a Poor
fighters draw nearer. Baby spell, the loser could sur-
vive this fight and live to fight
Roll 2 dice for Dwain, note the total, another day.Ken]
and add a total of +17 (+6 for his
weapon, and +11 in personal adds). Sample 3: Characters vs.
How did he do? Now roll 4 dice for Characters (Group Combat)
Urk and add +12. What was his total?
Now subtract the lesser score from Party 1 Geminnas Greathearts
the greater. Thats the damage to be
allocated. Dwain has 2 points of Geminna Halidis, Female Level 5
armor to deduct from the damage if Dwarf Warrior. STR 50, CON 20,
he lost; Urk has 6 points of armor. DEX 9, SPD 11, INT 11, WIZ 12,
Was there any remaining damage? LK 7, CHR 8. Combat adds +33
Deduct that from the losers CON. (attributes), +5 (Warrior level).
Dont forget spite damage if either Weapon: Falchion (4D6+4) or
rolled any 6s, take 1 point for each taper axe (3D6). Armor: Mail
6 he rolled directly from his oppo- (takes 11 hits, doubled to 22) and
nents CON. tower shield (takes 6 hits, dou-
bled to 12).
Are they both still alive? Can they
fight another round? If so, repeat Darrity McBeel, Male Level 3
the steps again, until someones Leprechaun Wizard. STR 7, CON
CON reaches 0 and you have a 9, DEX 20, SPD 18, INT 31, WIZ
clear winner. This battle could 12, LK 26, CHR 10. Combat adds
result in both fighters being dead +26. Weapon: Sax (2D6+5) and
which would make the bar- bank (2D6+3). Armor: Cuirboille

115
(takes 6 hits). Spells: All 1st-Level, Baby.
plus Little Feets.
Kane Orson, Male Level 1 Human
Quorn asi Loos, Female Level 4 Citizen. STR 17, CON 17, DEX 17,
Centaur Warrior. STR 40, CON 27, SPD 14, INT 9, WIZ 10, LK 14,
DEX 13, SPD 9, INT 13, WIZ 15, CHR 9. Combat adds +14 (halved
LK 6, CHR 5. Combat adds +23 to +7). Weapon: Trident (4D6+3).
(attributes), +4 (Warrior level). Armor: Scale mail (takes 8 hits)
Weapon: Double-bladed broad and target shield (takes 4 hits).
axe (6D6+3), or broadsword Kane was working as the local
(3D6+4) and dwarven spike shield blacksmiths apprentice when
(2D6), or light crossbow (4D6; 20 Rinnis hired him as a guide and
bolts). Armor: Quilted (takes 3 guard; this will be his first real
hits, doubled to 6) and, used with fight. As a Citizen, Kanes combat
broadsword, dwarven spike adds are halved.
shield (takes 4 hits, doubled to 8).
Ordos the Gnarled, Male Level 3
Party 2 The Richseam Raiders Ogre Warrior. STR 31, CON 26,
DEX 12, SPD 10, INT 12, WIZ 12,
Rinnis Richseam, Male Level 5 LK 12, CHR 6. Combat adds +17
Dwarf Warrior. STR 52, CON 20, (attributes), +3 (Warrior level).
DEX 13, SPD 9, INT 15, WIZ 8, Weapon: Pair of clubs (3D6 each).
LK 11, CHR 5. Combat adds +38 Armor: Cuirboille (takes 6 hits,
(attributes), +5 (Warrior level). doubled to 12).
Weapon: Richseam pickaxe
(5D6+5; special family heirloom) The Set-Up
or falchion (4D6+4). Armor: Plate
(takes 14 hits, doubled to 28). Geminna wiped the sweat from
her brow. Despite the shade from
Suntara Highbrow, Female Level the dense foliage overhead, it was
2 Elf Wizard. STR 9, CON 8, DEX hot and stifling in the forest they
26, SPD 8, INT 18, WIZ 14, LK 12, were now traversing. She looked
CHR 26. Combat adds +13. back to see Quorn emerge from
Weapon: Staff ordinaire (2D6; as the undergrowth, with Darrity
quarterstaff) or dirk (2D6+1). standing on the centaurs back
Armor: Cuirboille (takes 6 hits). and clutching at her mane for
Spells: All 1st-Level, plus Glue dear life.
You, Omnipotent Eye, and Poor

116
Not far now, said Geminna, but that wasnt the reason for the
assuming Gebrahbs information uncertainty he felt. Moving slight-
as to the monuments where- ly away from the others, he saw
abouts can be trusted. She other creatures standing on the
frowned at the memory of the far side of the stone! Four of
wizards parting words: You them!
must hurry and bring me back
the formula hidden in the monu-
ment. Others are also seeking it, Suntara examined the smooth
and I will pay only for success, stone, looking for any sign of a
not for the attempt. hidden compartment. She found
nothing, but from the corner of
Continuing to push through the her eye noticed movement from
dense vegetation, Geminna finally the other side of the pillar. A lep-
broke through into a clearing rechaun! Rinnis! We have
about 100 feet across. Partially company!
blinded by the sudden sunlight,
the dwarf shaded her eyes and The dwarf called Rinnis glanced
gazed at the broad, rune-carved toward where she pointed, then
pillar of pale stone standing near swore and called to her: Take it
the center of the clearing. Quorn down, Suntara! Well check for
pushed up beside her, the lep- others. He dashed around the
rechaun on her back forgetting pillar, the human Kane and the
his discomfort at the sight of their ogre Ordos following quickly.
goal.
Surprise Round
At last! breathed Geminna.
Darrity slid to the ground, grate- The non-spell-using members of
ful that he could take a break each side move around the monu-
from riding the centaur for at ment to attack. Darrity and
least a short time. Quorn Suntara have line of sight on each
stretched her legs, loosening mus- other, and each casts a Take That
cles that had tensed while You Fiend! spell at the other. To
pushing through the thick forest. their dismay, the monument
absorbs their spells and begins to
As the three slowly approached glow. Normally, both casters
the monument, Darrity felt would have needed to roll a L1SR
uneasy. There was potent magic on INT to see if their spells affect-
in the stone, he could sense it ed their targets, but since the
117
monument absorbed both spells, dice, plus adds, and total their
the rolls are unnecessary. (Note damage results for their side.
also that, because Suntaras WIZ
score is higher than Darritys, his Geminna rolls a 16 (4D6+4) + 38
spell would have failed to damage (adds), for a total of 54. Spite
her anyway, though it would have damage: 0.
drained 6 WIZ points from her if Darrity rolls a 28 (2D6+5 and
it had succeeded.) 2D6+3) + 26 (adds) for a total of
54. Spite damage: 2.
Since it seems that magic is out of Quorn rolls a 27 (6D6+3) + 27
the question, they rejoin their (adds) for a total of 54. Spite dam-
respective companions and pre- age: 1.
pare to go hand-to-hand. HPT for the Greathearts: 162 + 3
spite.
Combat Round 1
Rinnis rolls a 26 (5D6+5) + 43
Quorn attacks in typical centaur (adds) for a total of 69. Spite dam-
fashion, charging the opposition age: 2.
to try to cause them to break and Suntara rolls a 4 (2D6) + 13 (adds)
run. This is obviously somewhat for a total of 17. Spite damage: 0.
unnerving to the relatively inex- Kane rolls a 16 (4D6+3) + 7 (adds)
perienced Kane and Suntara, but for a total of 23. Spite damage: 1.
Rinnis and Ordos stand forward Ordos rolls a 25 (3D6 x 2) + 20
and hold their line, and the cen- (adds) for a total of 45. Spite dam-
taur is unable to do more than age: 1.
fend off the defenders weapons. HPT for the Raiders: 154 + 4 spite.
Quorns comrades follow her in to
deal a few blows, but do not man- Result: The Raiders must take 8
age to connect solidly. The damage, which amounts to 2
shocked look on the face of Kane each. None of them are harmed;
shows that he has just realized their armor absorbs the damage
that real life combat is very differ- easily. They must also take 3 spite
ent than what hes done on the damage. Since Suntara has the
practice field. lowest CON, she will take no
damage and the others will take a
The two parties are fairly evenly point each. The Greathearts take 4
matched, and come together vio- spite damage, of which Quorn
lently. All combatants roll combat will take 2 and the others 1 each.

118
(The principle here is to protect spite.
the weakest members of the party
as long as possible. It is not neces- Rinnis rolls a 23 + 43 = 66. Spite
sary to share the damage equally, damage: 2.
or to roll dice to see who gets hit. Suntara rolls a 7 + 13 = 20. Spite
Use every advantage the rules damage: 0.
give youit is hard enough to Kane rolls a 13 + 7 = 20. Spite
stay alive in this game.) damage: 0.
Ordos rolls a 17 + 20 = 37. Spite
Geminna: CON 19. damage: 1.
Darrity: CON 8. HPT for the Raiders: 143 + 3 spite.
Quorn: CON 25.
Result: The Raiders must share 10
Rinnis: CON 20. hits, which their armor easily
Suntara: CON 8. absorbs. They must also take 3
Kane: CON 17. spite damage; as in the first
Ordos: CON 25. round, Suntara is chosen as the
person who doesnt take damage.
Combat Round 2 The Greathearts must also take 3
spite, shared evenly so that they
Having taken the initial measure take 1 each.
of their opposition, the teams con-
tinue the combat with somewhat Geminna: CON 18.
greater caution. Quorn begins cir- Darrity: CON 7.
cling the opposition, forcing them Quorn: CON 24.
to try watching in two directions
at once. Rinnis keeps his group Rinnis: CON 19.
together and tries to maneuver Suntara: CON 8.
them so that the centaur cannot Kane: CON 16.
circle. Ordos: CON 24.

Geminna rolls a 17 + 38 = 55. Spite Combat Round 3


damage: 1.
Darrity rolls a 22 + 26 = 48. Spite The Raiders are a little nervous,
damage: 0. since they have yet to get through
Quorn rolls a 25 + 27 = 52. Spite the oppositions defenses. Then
damage: 2. again, the Greathearts havent
HPT for the Greathearts: 153 + 3 been particularly successful either.

119
Ordos, 1 point each to Suntara
Quorn swings her axe at Ordos, and Kane. The Greathearts suffer
who just manages to deflect the 3 spite damage, and take 1 each.
swing with his clubs. Darrity is
doing a credible imitation of a Geminna: CON 17.
miniature buzzsaw, carving his Darrity: CON 6.
initials in Suntaras leg armor. Quorn: CON 23.
Kane considers jabbing his trident
into the centaur but is too intimi- Rinnis: CON 17.
dated by the whirling broad axe Suntara: CON 7.
to pull it off. Rinnis and Geminna Kane: CON 15.
trade blows and sneer at each Ordos: CON 22.
other.
Combat Round 4
Geminna rolls 23 + 38 = 61. Spite
damage: 2. The teams are too evenly matched
Darrity rolls 31 + 26 = 57. Spite to pick the winner at this stage.
damage: 3. Unless something changes, it
Quorn rolls 25 + 27 = 52. Spite looks like whoever loses a team
damage: 1. member to spite damage first will
HPT for the Greathearts: 170 + 6 be in trouble. Quorns player asks
spite. the GM if, instead of attacking
with her axe, she can try to kick
Rinnis rolls 23 + 43 = 66. Spite Ordos hard enough with her hind
damage: 0. hooves to wind him and take him
Suntara rolls 9 + 13 = 22. Spite out of combat for a round or two.
damage: 1.
Kane rolls 20 + 7 = 27. Spite dam- The GM allows the attempt,
age: 1. requiring that she make a L2SR vs
Ordos rolls 18 + 20 = 38. Spite DEX to succeed. Quorn
damage: 1. rolls an amazing 31 + 14 (DEX) =
HPT for the Raiders: 153 + 3 spite. 45! She not only makes the roll
(she needed 25), she far exceeds
Result: The Raiders must share 17 the necessary amount. The GM
hits, none of which gets through decides that the kick has struck
their combined armor. The 6 spite Ordos in exactly the right place,
damage they must take is allocat- doing her combat adds in damage
ed as 2 points each to Rinnis and to him, and that the ogre will be

120
out of action for the next 3 damage: 2.
rounds. Further, because the SR Quorn uses her round to kick
was made by such a large Ordos.
amount, the GM rules that Ordos HPT for the Greathearts: 112 + 5
was struck down before he could spite.
contribute to the Raiders HPT for
this round. Note, though, that Rinnis rolls 30 + 43 = 73. Spite
Quorns attack, being made direct- damage: 2.
ly on Ordos, will likewise not Suntara rolls 7 + 13 = 20. Spite
count in the Greathearts HPT. damage: 0.
Kane rolls 20 + 7 = 27. Spite dam-
[There is a principle of good play- age: 1.
ing involved here. If the game Ordos is staggered by Quorns
seems to be bogging down into a kick this round.
stalemate, and no progress is HPT for the Raiders: 120 + 3 spite.
being made, try something cre-
ative and differentusually Result: The Greathearts must
something that can be decided by share 8 hits. They gain a few more
a Saving Roll. Quorn was perfect- scratches and scorings in their
ly in character with such an armor, but are not injured. They
unusual attack directed at a spe- also take 1 spite damage each. The
cific foe. With the luck of the dice, Raiders suffer 5 spite damage,
she has probably won the combat taking 1 each with Rinnis soaking
for her party on that one play. up the extra point. In addition,
Ken] Ordos takes 27 points of damage
from Quorn. His armor takes 12
Moving with blinding speed, of this, and the remaining 15
Quorn pivots and plants her rear points come off of his CON.
hooves deep into Ordos stomach.
The ogres growl is cut off by a Geminna: CON 16.
Whumph! as he is flung back- Darrity: CON 5.
wards through the air to land in a Quorn: CON 22.
crumpled heap at the base of the
pillar. Rinnis: CON 15.
Suntara: CON 6.
Geminna rolls 21 + 38 = 59. Spite Kane: CON 14.
damage: 3. Ordos: CON 6 (and stunned for
Darrity rolls 27 + 26 = 53. Spite the next 3 rounds).

121
share the spite damage, with
Combat Round 5 Rinnis taking 3 points and Kane 2.
Geminna takes the 1 point of spite
Quorns unexpected tactic has damage for her team.
removed Rinnis strongest ally,
leaving him in an unenviable situ- Geminnas dwarven victory song
ation. He regroups his forces, rings out across the clearing as
leading his opponents away from she presses her attack, wounding
the fallen Ordos. Thus, the ogre the determined but unskilled
will not take damage if Party 2 Kane. Darrity. however, is awed at
loses the round, nor will he suffer Quorns mighty ogre-felling kick,
spite damage, for he is considered and presses the advantage as hard
outside of the field of combat. as he can. Exulted by her success,
Quorn roars her battle cry, slicing
Geminna rolls 30 + 38 = 73. Spite open Suntaras chest. The elf stag-
damage: 1. gers but rallies, her delicately
Darrity rolls 27 + 26 = 53. Spite featured face going pale from fear
damage: 1. and blood loss.
Quorn rolls 28 + 27 = 55. Spite
damage: 3. Geminna: CON 15.
HPT for the Greathearts: 165 + 5 Darrity: CON 5.
spite. Quorn: CON 22.

Rinnis rolls 21 + 43 = 64. Spite Rinnis: CON 7.


damage: 2. Suntara: CON 2.
Suntara rolls 4 + 13 = 17. Spite Kane: CON 8.
damage: 0. Ordos: CON 6 (and stunned for
Kane rolls 18 + 7 = 25. Spite dam- the next 2 rounds).
age: 0.
Ordos is still stunned this round. Combat Round 6
HPT for the Raiders: 106 + 3 spite.
Rinnis is becoming seriously wor-
Result: The Raiders take 59 hits. ried about his chances of survival.
Their armour takes 46 points of He wont give up easily though
this, leaving them to share 13 dwarves are stubborn, as a rule,
points. Rinnis takes 5 points, and Rinnis is no exception.
while Kane and Suntara take 4 Geminna, on the other hand, is
each. In addition, Rinnis and Kane already starting to think about

122
what loot she can obtain from her classed. Geminna targets Suntara,
foes. and stabs through her armour
into her
Geminna rolls 24 + 38 = 62. Spite chest. The wizard collapses at the
damage: 1. dwarfs feet, a pool of her cop-
Darrity rolls 30 + 26 = 56. Spite pery blood spreading across the
damage: 1. ground. Darrity and Quorn hold
Quorn rolls 29 + 27 = 56. Spite off Rinnis and Kane, wounding
damage: 3. both of them and promising may-
HPT for the Greathearts: 174 + 5 hem when Geminna rejoins them.
spite.
Geminna: CON 14.
Rinnis rolls 22 + 43 = 65. Spite Darrity: CON 4.
damage: 1. Quorn: CON 21.
Suntara rolls 11 + 13 = 17. Spite
damage: 1. Rinnis: CON 1.
Kane rolls 18 + 7 = 25. Spite dam- Suntara: CON -4.
age: 0. Kane: CON 1.
Ordos is still stunned this round. Ordos: CON 6 (and stunned next
HPT for the Raiders: 114 + 2 spite. round).

Result: The Raiders take 60 hits, Combat Round 7


less their 46 points of armour, for
a total of 14 to come off of their Left standing with a single ally,
CON scores. Rinnis takes 6, with three armed enemies sur-
Suntara 1, and Kane 7, leaving rounding him, Rinnis decides that
each of them with a CON of 1. he has no hope of prevailing.
They must also take 5 points of Throwing his pickaxe to the
spite damage. Since another point ground, he raises his hands and
of damage will make any one of cries, I, Rinnis Richseam, ask
them unconscious, Suntara takes mercy for myself and for my
all 5 points, leaving her uncon- companions! If you spare our
scious with a CON of -4. lives, my clan will pay my ran-
Geminna and Quorn also take a som of half my weight in gold.
point of spite damage each. But kill me, and they will hunt
Rinnis, Suntara and Kane do their you down and rend the flesh
best, but with the ogre out of the from your bones!
fight, they are now simply out-

123
Geminna steps forward and closed and the bleeding stopped.
declaims, On my oath do I, She would live, Geminna decid-
Geminna Halidis, accept your ed, but it would be some time
surrender. I will allow you to before she would do more than
depart to your clan to bring the walk short distances. Fortunately,
ransom you offer. Until you do, the ogre might carry her back to
your weapon will remain in my civilization without too much dif-
keeping. She gestures to Quorn ficulty.
and Darrity, saying, Richseam,
bind the ogre so that he may not Having done what she could for
attack us, and explain to him the the fallen, and Ordos soundly
circumstances of your parole. restrained, Geminna asked,
Quorn, Darrity, make them rue Richseam, what brought you
any signs of treachery, and bring here? Why are you investigating
me the ogres clubs. I shall see to this pillar?
the elf and human.
We were hired by a wizard
named Gebrahb, he replied.
There is allegedly some potent
The Follow-Up spell hidden within it. We were to
find it and return it for a substan-
Geminna quickly checked Kane tial reward.
over. It was obvious the young
man was badly hurt, but he might Gebrahb? This wizard plays us
recover with medical help. She for fools, then. We too were sent
used her first-aid kit to bandage by him to find this formula. In
the bleeding wounds, and told such manner, he gets two groups
him to eat lots of hot soup and of searchers and only has to pay
get plenty of rest. Moving on to one. I think that this mage needs
Suntara, she found a faltering some schooling in fair dealing,
pulse. Binding the elfs wounds, and I think my companions and I
she pulled out a small vial con- will deliver it upon our return.
taining her prized healing potion, Geminnas expression was thun-
and poured a small amount into derous, and Rinnis decided he
the womans open mouth. With was glad he had surrendered
satisfaction, she watched the elfs and even gladder hat he wouldnt
breathing deepen and her color be present when Geminna and
return to normal; the axe wound Gebrahb next met.

124
125
(3) Conjuring Magic, which
Magic deals with all spells that sum-
mon, banish, or control beings,
Trollworld is an incredibly mag- substances, and energies; and
ical place. The planet exudes a (4) Metabolic Magic, which
raw force known as kremm that deals with all spells that direct-
can be used to alter reality. In ly affect character health or
some places, this natural force attributes. Each spells school is
manifests as gateways between listed in square brackets beside
universes. In other places, it its name in the Spellbooks
causes trees to grow impossibly below.
tall, animals to get impossibly
large, or other marvelous Casting Spells
effects. Many of the Kindred of
Trollworld can instinctively con- Wizards in Trollworld dont
trol kremm. For instance, some need grimoires; when you find
beings can fly when the physics such a book, it is usually a
of our world would seem to description of the spell and its
make it impossible. effect for the non-magical read-
Leprechauns can teleport them- er. It doesnt show the mental
selves short distances. Dwarves pattern needed to make the
can smell metals. Magic is magic happen. Once they learn
everywhere. a spell, Wizards have it forever
imbedded into their subcon-
Magic has been coordinated scious a psychic pattern held
into four Schools of Wizardry, in the mind, ready to be called
each of which is a separate forth energized with the magi-
branch of the Wizards Guild: cal energy kremm that they have
(1) Combat Magic, which deals stored up like a human battery.
with all spells meant to be used When they use and release the
directly against a foe; (2) energy, charged with the pat-
Cosmic Magic, which deals tern of the spell, the magic
with all spells that have a direct happens and reality is changed.
effect on the real universe,
including divinatory magic;

126
When a Wizard wishes to cast a their Wizardry attribute, can
spell, he calls it to mind, often cast the most spells.
by a key phrase such as the Intelligence accounts for
spell name; he visualizes the remembering the pattern prop-
pattern of the spell; he gestures erly and for the strength of will
magically, which is chiefly for necessary to cause reality to
aiming the spell; and then the change, and Dexterity is part of
spell goes off. The Game the physical process of spell-
Master evaluates the effect casting, as well as a measure of
including whether it worked at mental nimbleness and efficien-
all and explains the results, cy in creating the pattern and
and then play continues. focusing the energy. It stands to
Whether the spell worked or reason that some people are
not (they usually do), the kremm better at the process than oth-
is gone. All spells have require- ers. Those people are the
ments in terms of Intelligence, trained Wizards, and the higher
Dexterity, and Wizardry for their level of mastery, the less
casting them. These require- kremm it takes for them to cast
ments increase as the difficulty certain spells.
level of the magic rises. The
requirements are shown in the Whenever you wish to cast a
tables of spells. spell, you must make a Saving
Roll on INT at a level equal to
It isnt easy to change reality. If the spell level. For example,
it was, everyone would be a Khenn, a 2nd-level Wizard, has
Wizard. Of course, the main a Wizardry score of 20 and an
obstacle to casting magic is the Intelligence of 23. To cast a sim-
spell-casters own ability, and ple Will-o-Wisp spell costs him
the difficulty of the spell. 1 WIZ, and he must make his
Higher-level spells are signifi- L1SR vs. INT (target number
cantly harder to visualize and 20). With an INT of 23, only his
thus to cast. rolling a fumble (a 1 and a
2 on his SR) could stop that
Those with the greatest ability spell from going off. But if
to store kremm, as measured by Khenn wanted to cast a 3rd-

127
level TTYF, he would need to is increased: Thus, a TTYF cast
make a L3SR on INT (target 30). at 2nd level of effect costs 6 +
That means he needs to roll a 5 (6x1) = 12 WIZ; at 3rd, 6 + (6x2)
or better (since he gets to add = 18 WIZ; at 4th, 6 + (6x3) = 24;
his character level to a failed SR etc. However, the efficacy of
value). the spell usually doubles from its
previous effect with each level
Casting Cost of increase; each spells descrip-
tion includes a Power Up?
Every spell has a base cost, a entry that explains whether the
measure of the energy expend- spell can be increased in this
ed in casting that spell at its way, and what effect such an
lowest effective level without increase brings with it.
any kind of assistance (such as
that from a magical wand). To Thus, a 1st-level Wizard with an
cast a spell at its base level costs Intelligence of 15 could cast
a number of points of WIZ TTYF (without a staff) for 6
equal to its base cost. For points of WIZ, doing 15 points
example, a basic Take That You of damage to a foe. If he
Fiend! spell (commonly noted increases the cost to 12 points
as TTYF) has a cost of 6 WIZ (effectively making it a 2nd-
points. level spell), he does 30 points of
damage to the foe. At the 3rd
Just as Wizards may cast spells level of efficacy, it costs 18 WIZ
for less WIZ points as they and does 60 points of damage.
increase in character level (see At 4th, it costs 24 points and
36), so too can Wizards cast does 120 points of damage. If
their spells at a higher level of the caster were a Combat Mage
efficacy but at a greater cost in Specialist, he would reduce the
kremm. The cost of casting WIZ cost of each spell level by
spells at higher levels increases half, yet deal the same damage!
in a linear fashion, so that the
increase in the cost of the spell However, to cast spells at
is equal to its base cost times increased efficacy in this way
the number of levels by which it also requires higher INT and

128
DEX attribute scores (see "The any spell that defines what a
Spellbooks," starting on p. 132). point of kremm represents.
For example, a minimum Paragons and Specialist Mages
Intelligence and Dexterity of 15 can also use focusing devices,
are required to cast any 3rd- though Rogues cannot they
level spell, such as the 3rd-level were never trained for it, and
version of TTYF noted above such training is one of the most
(base cost 18 WIZ). difficult things that true
Wizards learn. Rogues cannot
Wizards have developed a great cast spells at higher levels, nor
many tools to help with spell- do they reduce the spell-casting
casting since Khazan first cost when casting at lower lev-
established the Wizards Guild els.
in 400 A.K. This equipment is
dealt with separately starting in Kremm Resistance
the Special Edition Monsters &
Magic Book . The major obstacle in spell-cast-
ing is that higher kremm levels
Wizards may use a focusing resist change by lower kremm
device such as a staff, a wand, a levels. In effect, this means that
ring, or the like to channel their a character with a lower
thoughts and reduce the cost of Wizardry score cant normally
a spell. A 1st-level wizard cast spells directly upon beings
reduces the spell cost by 1 with higher Wizardry scores. If
point, second level gets 2 points they wish to try it, they auto-
off, third level gets 3 points off, matically get a Bad Feeling
and so forth. Thus, you would (which allows them to abort
think that a 10th level wizard their casting without penalty
could cast all first level spells and try some other action or
for free, but there is a limiting target instead); if they cast any-
factor. No spell will take effect way, they simply lose the WIZ
unless one whole point of magi- cost and the spell doesnt take
cal energy is poured into it. In effect.
fact, it is that minimum amount
of energy needed to energize

129
The casting does, however,
reduce the WIZ score of the tar-
get by the number of WIZ
points used in casting the spell.
In the case of ties in WIZ rat-
ings, both spells go off,
assuming both Wizards make
their INT Saving Rolls.

It should be understood that


when we talk about WIZ scores,
we are always talking about
current scores. If Abb and
Costel have maximum WIZ
scores of 24 and 17, respectively,
but Abbs current WIZ is 9
while Costels current WIZ is 13,
then Abb gets a Bad Feeling
about casting a spell on Costel,
while Costel has no problem
casting on Abb. Thus, a team of
lower-level Wizards might take
down a higher-level Wizard by
casting enough spells to deplete
the superior Wizards kremm to
the point where he couldnt
resist anymore. Got it? Good!
come his own kremm power to
You might wonder, then, how cast a spell on himself. In the
beneficial spells can be cast on case of other beings of higher
oneself, or on beings of higher power, though, you have to find
magical aptitude. In the first a way to temporarily reduce or
place, there is no resistance to suppress the higher kremm.
casting spells on yourself, ever! There are potions, spells, and
A Wizard doesnt have to over- amulets for such things.

130
Oddly enough, Warrior soci- be weakened to the point of
eties and guilds understand this vulnerability. That is why mag-
fact about spell-users. In order ical items are so commonly
to counterbalance magical available, and so often sold to
power, in fact, they deliberately Warriors. Its all part of the
train the ability to visualize psy- power struggle between the
chic patterns out of their various guilds and factions.
students (i.e., choosing those
with relatively low INT), while Kremm resistance is easy
on the other hand training them enough to handle in a game
to build up as much kremm when all the combatants have
energy as they can (a high WIZ attribute values, but for quick
score is a good thing for any- play, most monsters simply
one!). Without the ability to have a Monster Rating (see 90).
cast spells but with natural Thus, you dont really know if
resistance to magic, they can be that ogre has a WIZ rating of 1
fairly effective against Wizards or 101.
and other spell-casters.
Rule of thumb: The WIZ rating
Of course, there are all sorts of of a monster always equals
ways around the problem of 1/10th of its MR, rounded up.
attacking people who have
higher WIZ attributes. One We use this rule on the rational-
strategy is to be indirect have ization that if the monster were
the spell attack their clothing, or really worthwhile and power-
weapon, or a companion, or the ful, the Game Master would
ground under their feet. have given it attributes and per-
Another strategy is to first sonality, and if the GM doesnt
deplete the enemys kremm. do this, then its a run-of-the-
There are spells designed mill, cannon fodder-style of
specifically to drain away attrib- monster without a great deal of
utes, whether STR, LK, WIZ, or kremm to protect it from sorcery.
otherwise. Get an object Thus, a goblin with a MR of 30
enchanted with such a spell into would have only 3 points of
the hands of a foe, and he might WIZ for the purpose of kremm

131
resistance. So blast away, all ye are treated as wizards for the
Wizards, Rogues, and Paragons. purpose of spell acquisition.
Rogues and Citizens cannot
Of course, this also means that a normally purchase spells from
dragon with a MR of 500 would the Wizards Guild. They need
have 50 points of WIZ, and thus to find other Guilds willing to
be quite a challenge for most instruct them, or turn to the
wizards. Remember, GMs must Black Market. Anyone can buy
tell players when they get a Bad officially licensed amulets, talis-
Feeling. mans, and magical doodads of
all sorts sold in Wizards Guild
The Spellbooks shops.

The spells listed here are not the Specialist Mages do not have to
only ones available in buy the spells within their spe-
Trollworld. GMs and players cialty. As they gain the ability
are both encouraged to make to cast the spells, they learn
up their own interesting and their magic automatically and
useful cantrips. Some spells inherently, yet only within one
listed below reveal the creators school.
name; if you create a master-
piece of magic, you may Some spells listed herein, partic-
someday find your name noted ularly those with lengthy
in a spells description! names, have an abbreviation
given in parentheses beside
Wizards, Rogues, and Paragons their names, which may be used
who wish to concentrate their for ease of reference.
expertise within a particular
School of Magic are advised to All spells are valued at 1000
simply buy most of their spells gold pieces per level; thus, it
within that discipline. If you costs 4000 GP to buy a 4th-level
want to make your character a spell.
Combat Wizard, then buy only
combat spells as you acquire the
ability to cast them. Paragons

132
FIRST-LEVEL SPELLS (INT and DEX 10)
This collection of spells is the Description: This spell briefly
common heritage of all starting summons a blast of water into
wizards in the Empire of this world that will do 1D6 of
Khazan. Mastery of these spells water damage to its target. This
is the minimum requirement for spell is also highly suitable for
graduation from the rank of dousing candles, torches, and
apprentice to journeyman (or campfires, or for creating
woman) within the Wizards enough water to wash your face
Guild. before dinner.

Call Flame [Conjuring]


WIZ Cost: 7
Range: Touch
Duration: Instantaneous
Power Up?: Yes. Deals 1 extra
die of damage with each level
increase.
Description: This spell sum-
mons an extremely brief blast of
flame that does 1D6 points of
fire damage to its target. This
spell is also highly suitable for
lighting candles, torches, and
campfires, or igniting other
flammable substances.

Call Water [Conjuring]


WIZ Cost: 8
Range: Touch
Duration: Instantaneous
Power Up?: Yes. Deals 1 extra
die of damage with each level
increase.

133
Crme de la Kremm (CdK) level increase.
[Cosmic] Description: A skeleton rises
(Tmuwo) up from the ground and obeys
WIZ Cost: See below the casters simple commands.
Range: Touch It has a Monster Rating equal to
Duration: Instantaneous the sum of the casters STR +
Power Up?: No CON. The spell has duration of
Description: This spell allows 2 rounds, after which time the
the caster to grant WIZ to skeleton crumbles into dust.
another creature. For every 2
WIZ the caster sacrifices, the Note: This spell must have bare,
recipient gains 1 temporary relatively loose earth to work
WIZ; this granted WIZ dissi- upon; it does not work where
pates after 1 hour, and the the surface is stone, water, or
caster must recover his own pavement of any kind. The
WIZ normally. By the very skeletons need not take human
nature of its purpose, this spell form, but may resemble beasts
is immune to kremm resistance whose bones may be beneath
(see 129). The casting cost of the soil.
this spell is 1 WIZ. Thus, if a
Wizard wishes to transfer 5 Detect Magic [Cosmic]
WIZ to an ally, the total cost of WIZ Cost: 1
casting is 11 WIZ: i.e., 1 WIZ to Range: 10 feet per caster level
initiate the transfer, and then 10 Duration: 1 combat round
WIZ that is transferred into the Power Up?: No.
5 WIZ for the recipient. Description: Detects the pres-
ence of magic being used or
Dem Bones Gonna Rise stored by objects (but not
(DBGR) [Conjuring] beings) and the basic nature of
(Gimor Ironfang) the magic: Combat, Metabolic,
WIZ Cost: 10 Conjuring, or Cosmic.
Range: 10 feet
Duration: 2 combat turns
Power Up?: Yes. Double no. of
skeletons or duration for each

134
Hocus Focus [Cosmic] Range: Touch
WIZ Cost: 5 Duration: Instantaneous
Range: Touch Power Up?: No.
Duration: See below Description: Unlocks any Level
Power Up?: Yes. Double the One mechanical or magical
number of WIZ points that can lock.
be channeled through focus for
each level increase. Know Your Foe [Cosmic]
Description: This spell WIZ Cost: 5
enchants any non-magical item Range: 20 feet per caster level
into a magical focus (see the Duration: Instantaneous
Monsters & Magic Items book) Power Up?: No.
capable of channeling a number Description: Allows the caster
of WIZ points equal to the cast- to determine either the MR or
ers combined Intelligence and the attribute total of any one
Dexterity. When a focus has target.
been used up completely, it
crumbles away to dust. Lock Tight [Cosmic]
WIZ Cost: 3
Hold That Pose (HTP) Range: Touch
[Conjuring] Duration: 1 combat turn
WIZ Cost: 4 Power Up?: Yes. Double level
Range: 50 feet and duration for each level
Duration: 1 combat turn increase.
Power Up?: Yes. Double dura- Description: Creates a Level
tion for each level increase. One magical lock that holds a
Description: Makes the subject door shut for 1 combat round.
forget what hes doing, which If this spell is cast upon a
makes him completely helpless mechanical lock of any type, the
in combat (and outside combat mechanical lock is also
also) no attacks, though engaged.
armor absorbs hits normally.
Oh Go Away (OGA)
Knock Knock [Cosmic] [Conjuring]
WIZ Cost: 3 WIZ Cost: 5

135
Range: 50 feet Sparkle [Conjuring]
Duration: 1 combat turn WIZ Cost: 1
Power Up?: No. Range: 10 feet
Description: Caster totals his Duration: 1 combat turn
or her Intelligence, Luck, and Power Up?: Yes. Double range
Charisma scores. If the target and duration for each level
has an MR less than this increase.
amount, it is driven to flee at Description: Creates a rainbow
top speed from the caster for 1 glow on an object that sparkles
combat turn. If the spell fails for 1 round. Doesnt do any-
(because INT + LK + CHR is not thing useful, but looks very
high enough), the target con- magical.
centrates its attack solely upon
the caster for 1 round. Suppress Kremm
[Metabolic]
Oh There It Is (OTh) (Gimor Ironfang)
[Cosmic] WIZ Cost: See text
WIZ Cost: 4 Range: Touch
Range: 50 feet Duration: 1 combat turn
Duration: 1 combat turn Power Up?: No.
Power Up?: Yes. Double range Description: This cooperative
and duration for each level spell gives a the target an effec-
increase. tive WIZ score of 0 for 1 combat
Description: Causes all invisi- turn. The caster and recipient
ble items, doors, and beings must be in physical contact and
within range to glow with a soft the recipient must be willing.
purple radiance for 1 combat This spell is meant for healing
turn. This spell does not need purposes, and is only known to
to be aimed, and it has no effect the Healers Guild, although the
on things that would normally Thieves Guild sells a version to
be visible but that are either too its members for only 10,000
small to be seen or are simply gold pieces.
not being noticed (i.e., that are
hiding successfully). The cost to cast this spell is 3
WIZ from the caster and 3
from the recipient.
136
Take That You Fiend! (TTYF) Teacher [Cosmic]
[Combat] WIZ Cost: See text
WIZ Cost: 6 Range: Touch
Range: Line of sight up to 100 Duration: See text
feet. Power Up?: No.
Duration: Instantaneous Description: The caster can
Power Up?: Yes. Double previ- impress another spells pattern
ous amount of damage with into the mind of any target who
each level increase. is a Wizard, Paragon, Rogue, or
Description: Inflicts hits on the Citizen (but not a Warrior or
target equal to the Intelligence Specialist). The target gains no
score of the caster. TTYF affects true understanding of the spell,
only one target at a time. It has simply the mechanical ability to
no effect on inanimate objects. cast it, once, at the spells base
level. The cost of casting this
spell is equal to the base cost of
the spell being taught plus the
base level of the spell being
taught.

Wizards or Paragons who


receive a spell this way may
attempt a SR on INT at the level
of the spell to be imprinted to
see if they grasp the true nature
of the spell if they succeed,
the spell is learned fully and
permanently, like any other
spell they might have learned.

Thats a Natty Beard (TNB)


[Cosmic]
(Dekhurrrsio)
WIZ Cost: 4
Range: 20 feet

137
Duration: Permanent Whos There? [Cosmic]
Power Up?: No. (Khaydhaik)
Description: The spell caster WIZ Cost: 5
points at his victim, saying, Range: Touch
Thats a Natty Beard. The Duration: 1 hour
victim sprouts a facial beard, Power Up?: Yes. Double dura-
mustache, and/or sideburns, tion for each level increase.
regardless of gender. A favorite Description: As he touches the
among apprentices, this spell recipient, the caster must speci-
can cause the beard to be fash- fy what type of creature (i.e.,
ioned into a goatee, a Van Dyke, Kindred or species) will subse-
a double point, or any other quently trigger the spell effect.
such style and shape, as the If any specimen of the specified
caster wishes. If the spell fails creature type comes within 50
to take effect for some reason, it feet of the recipient while the
manifests instead on the face of spell remains in effect, the
the caster. The effect is perma- recipient experiences a jab of
nent, although the beard can be pain sufficient to wake him or
manually shaved or magically her up (but not to cause dam-
dispelled. age), and knows the direction of
the approaching creature.
Vorpal Blade [Combat]
WIZ Cost: 5 Will-o-Wisp [Conjuring]
Range: 10 feet. WIZ Cost: 2
Duration: 1 combat turn Range: Touch
Power up?: Yes. Double dura- Duration: 10 minutes (5 com-
tion for each level increase. bat turns)
Description: Doubles the basic Power Up?: Yes. Double dura-
combat damage (but not the tion and illumination for each
wielders personal adds) for any level increase.
weapon with a cutting edge. Description: Summons a tiny
Note that it doubles the damage light elemental that emits one
rolled, not the number of dice candela worth of cold blue
(spite damage is not increased). light. The elemental flutters
around the head and hands of

138
the caster; it cannot be attached Wisp cannot be cast on another
to a permanent source. Will-o- being.

SECOND-LEVEL SPELLS (INT and DEX 12)


Spells of 2nd level and higher Duration: 1 hour
cost a great deal of money to Power Up?: Yes. Double dura-
learn. In fact, this is one of the tion for each level increase.
main sources of funds for the Description: This spell can
Wizards Guild. Instead of only be cast on a doorway or
charging membership fees, they archway. When any living crea-
simply charge outrageous ture at least the size of a faerie
prices for all the spells they passes through the doorway, it
teach. Only Wizards and causes a bell to sound loudly
Paragons may buy spells from enough to be heard for 50 feet
the Wizards Guild. in any direction.

Cateyes [Cosmic] Note: This spell is taught by


WIZ Cost: 6 the Thieves Guild, the
Range: Touch Merchants Guild, and the
Duration: 30 minutes Wizards Guild.
Power Up?: Yes. Double dura-
tion for each level increase. Dura-Spell Battery [Cosmic]
Description: Allows the subject (Verdius)
of the spell to see well in low- WIZ Cost: See below
light conditions; this spell does Range: Touch
not grant vision in pitch-black Duration: 1 day
conditions (i.e., the total Power-Up?: No
absence of light). Description: The caster may
store any amount of his own
Ding-a-Ling [Cosmic] WIZ points (up to his normal
(Khaydhaik) maximum) in a battery object
WIZ Cost: 3 such as a talisman, gem, wand,
Range: Touch etc. He must pay 7 WIZ to cast

139
this spell, and also loses what- every second combat round.
ever WIZ he wishes to place
into the battery at the time of Hidey Hole [Cosmic]
casting, but may recover his WIZ Cost: 10
WIZ normally and may also Range: 5-foot radius centered
recall the stored energy at any on caster
later time simply by holding the Duration: 5 combat turns
battery. Power Up?: Yes. Double
radius or duration for each level
Find Object [Cosmic] increase.
(Dandelion) Description: Makes user and
WIZ Cost: 4 all within the radius of the spell
Range: 1 mile invisible for 10 minutes. After
Duration: 1 hour the spell takes effect, those
Power Up?: Yes. Double range affected retain their invisibility
or duration for each level even if they move out of range.
increase. However, if any of them takes
Description: The caster experi- even 1 hit of damage, the whole
ences a pulling sensation that spell is broken and they all
leads him or her to the object become visible. People covered
being sought. Any object with by the same HH are visible to
its own WIZ score or with abili- each other, but not visible to
ties that require WIZ to activate those within a second HH spell.
cannot be found by this spell. Being invisible makes one hard
to hit in combat, and has the
Glue You [Combat] effect of reducing enemy com-
WIZ Cost: 8 bat totals by 50 percent.
Range: 30 feet
Duration: 5 combat turns Little Feets [Combat]
Power Up?: Yes. Double dura- WIZ Cost: 8
tion for each level increase. Range: Touch
Description: Impedes the speed Duration: 5 combat turns
of the victim by one-half for 10 Power Up?: Yes. Double dura-
minutes. In combat, this means tion for each level increase.
that the victim may act only Description: Doubles subjects

140
speed for 10 minutes. In com- tion as he or she wishes, but
bat, this means that the victim should at least indicate whether
may act twice every combat the magic was cast with evil
round. intentions.)

Mirage [Cosmic] Poor Baby [Metabolic]


WIZ Cost: 8 WIZ Cost: See below
Range: 100 feet Range: Touch
Duration: Permanent Duration: Instantaneous
Power Up?: No Power Up?: No.
Description: Projects a visual, Description: This spells heals
silent, unmoving image as a wounds or injuries. For each 2
hallucination in the minds of WIZ points the caster spends,
the viewers. This is an excellent the recipient is healed of 1 CON
spell for giving the impression point of damage.
that there are walls, floors, etc.,
that are not actually present. Spirit Mastery [Conjuring]
Physical contact with the WIZ Cost: 8
mirage shows that it is intangi- Range: Touch
ble, but does not dispel the Duration: See below
illusion. A mirage lasts forever Power Up?: No.
until dispelled. Description: This spell
enslaves its target to the casters
Omnipotent Eye [Cosmic] will for as long as the total of
WIZ Cost: 5 the casters INT, WIZ, and CHR
Range: Touch are greater than the combined
Duration: Instantaneous total of those three attributes for
Power Up?: No. the target. If the victim has a
Description: This spell allows Monster Rating, its MR must be
the caster to assess the nature less than the casters total for
and level of any one spell or INT, WIZ, and CHR.
magical effect on an object or
being. (The Game Master has
discretion to reveal as much or
as little about the spell in ques-

141
Unerring Blade [Combat] Monsters take damage equal to
(Khaydhaik) 1/8th of their MR, and their MR
WIZ Cost: 3 increases by 1 point.
Range: Touch
Duration: 2 combat rounds Whammy [Combat]
Power Up?: Yes. Double dura- WIZ Cost: 10
tion for each level increase. Range: Touch
Description: This spell must be Duration: 1 combat turn
cast on a sword or a dagger, Power Up?: Yes. Double dura-
which then always deals at least tion for each level increase.
1 point of spite damage in com- Description: Triples the
bat while the spell lasts: If none weapon dice rolled for any one
of the dice rolled for the blade weapon in the combat turn dur-
come up a 6, then the attack ing which this spell is cast.
still deals 1 point of spite dam- Whammy may not be applied
age. None of the numbers to any magical weapon, or to a
actually rolled on the dice are weapon that already has anoth-
affected by the spell. er spell upon it.

Unlucky Bees [Combat]


WIZ Cost: 8
Range: 50 feet
Duration: 1 combat round
Power Up?: No.
Description: This spell creates
a swarm of bees composed of
crackling energy that cluster
around the chosen target for 1
combat round. This swarm
does an amount of magical
damage to the target equal to
the targets Luck attribute. If
the target survives the attack,
his or her Luck score increases
permanently by 1 point.

142
THIRD-LEVEL SPELLS (INT and DEX 15)
Befuddle [Conjuring] to his foe. If he casts it at 4th
(Gimor) level, thus costing him 18 WIZ,
WIZ Cost: 12 he does 8D6+12 damage.
Range: 50 feet
Duration: 3 combat turns Devoted Rain Cloud (DRC)
Power Up?: No [Conjuring]
Description: Causes victim to (Dandelion)
become befuddled, immediately WIZ Cost: 10
attacking the closest creature Range: 30 feet
other than the caster, provided Duration: 8 hours
that the casters INT + LK + Power Up?: Yes. Double dura-
CHR is greater than the victims tion for each level increase.
INT + LK + CHR (or its MR if it Description: DRC creates a
is a monster). small rain cloud approximately
3 feet over the victims head
Blasting Power [Combat] that follows the victim wherev-
WIZ Cost: 9 er he or she goes. The rainfall is
Range: 70 feet quite heavy, about 2 inches per
Duration: Instantaneous hour. This soaks the victim to
Power Up?: Yes. Double previ- the skin almost immediately
ous damage dice with each and prevents any type of sleep
level increase. except that which is magically
Description: Throws bolts of induced. Note that paper and
magical fire at a single foe, deal- many fine fabrics do not react
ing a number of dice of fire well to water.
damage equal to the casters
level, plus his or her combat Note: At the GMs discretion, a
adds. For example, Mad person or creature that remains
Murgatroyd, a 4th-level Wizard subject to the DRC for more
with personal adds of +12, casts than an hour might have to
a 3rd-level Blasting Power spell, check (perhaps via a SR vs.
which costs him 9 WIZ and CON) to see if he or she has
does 4D6+12 points of damage contracted a fever. If this

143
occurs, the target becomes ill Fire at Will [Combat]
and loses 1D6 from each of STR (Moonwolf)
and CON. WIZ Cost: 10
Range: 10 feet
Dis-Spell [Cosmic] Duration: 1 combat turn/level
WIZ Cost: 11 Power-Up? Yes. Double dura-
Range: 50 feet tion for each level increase.
Duration: Instantaneous Description: This spell creates
Power Up?: No a 5-foot diameter fiery sphere in
Description: Negates and ban- front of the caster, which
ishes magic of the same or launches streams of fire at one
lower level. Note that a 3rd- target within range per round.
level Dis-Spell magic could Each stream does a number of
negate a 3rd-level Fly Me spell, dice of damage equal to the
for example, but would have no level of the Fire At Will spell.
effect on a 4th-level Fly Me.
Firestorm of Protest (FOP)
Find Person [Cosmic] [Conjuring]
(Dandelion) (Mahrundl)
WIZ Cost: 6 WIZ Cost: 6
Range: 10 miles Range: 20-foot radius around
Duration: 1 hour caster
Power Up? Yes. Double range Duration: 3 combat turns
and duration for each level Power Up?: No
increase. Description: The spell prevents
Description: The caster experi- everyone in range from getting
ences a pulling sensation that any real work done, as they
leads him or her to the person start arguing about the best way
being sought. As this spell does to do things. There are miscom-
not affect the state of the person munications, ad hominem
being sought, it can be cast tar- arguments, and perhaps even
geting characters with higher insinuations about others
kremm. parentage. It is very possible
that a brawl will break out
unless those affected are
true pacifists (GMs option).
144
Fly Me [Cosmic] Freeze Please [Combat]
WIZ Cost: 7 WIZ Cost: 11
Range: Touch Range: 70 feet
Duration: 10 minutes Duration: Instantaneous
Power Up?: Yes. Double dura- Power Up?: Yes. Double previ-
tion or flight speed for each ous damage dice with each
level increase. level increase.
Description: Allows the target Description: Throws shards of
to fly at its normal running magical ice at a single foe, deal-
speed or slower, and the flyer ing a number of dice of cold
can carry up to his own weight and impact damage (half of
without being forced out of the each) equal to the casters level,
air. This spell does not work on plus his or her combat adds.
dead or inanimate objects. For example, Mad Murgatroyd,
a 4th-level Wizard with person-
For What Its Worth (FWIW) al adds of +12, casts a 3rd-level
[Cosmic] Freeze Please spell, which costs
(Khaydhaik) him 11 WIZ and does 4D6+12
WIZ Cost: 7 points of damage to his foe. If
Range: Touch he casts it at 4th level, thus cost-
Duration: Instantaneous ing him 22 WIZ, he does
Description: This spell deter- 8D6+12 damage.
mines the current market value
of any one object (i.e., the GM Hard Stuff [Cosmic]
tells you what the thing is WIZ Cost: 15
worth). It does not tell you if Range: 40 feet
the item is magical or not, but Duration: 2 combat turns
that fact may be obvious from Power Up?: Yes. Double dura-
the determined value when an tion or volume affected for each
item is worth far more than its level increase.
appearance would suggest. Description: This spell hardens
up to 1000 cubic feet of liquid
Note: This spell is commonly (or semi-liquid mud or sand)
taught by the Thieves Guild, into a solid state. At the end of
the Merchants Guild, and the the spell, the substance
Wizards Guild. reverts back to its normal
145
state.
This spell reverses the effects of Shield Me [Combat]
a Slush-Yuck spell of the same WIZ Cost: 13
level or lower. Range: Touch
Duration: 10 minutes
Healing Feeling [Metabolic] Power Up?: Yes. Double dura-
WIZ Cost: 14 tion for each level increase.
Range: Touch Description: Projects an energy
Duration: 1 combat turn shield around the target that
Power Up?: No absorbs and nullifies magical
Description: Heals any kind of attacks such as Take That You
disease. The disease is cured Fiend or Blasting Power. The
and does no further damage, strength of the shield is equal in
but any lost CON points are not value to the recipients INT
regained through HF. (A Poor score. For example, Mad
Baby spell would need to be Murgatroyd, a 4th-level Wizard,
cast to repair damaged CON.) has an INT rating of 42. If he
casts Shield Me on himself, he is
Rock-a-Bye [Metabolic] immune to the first 42 points of
WIZ Cost: 11 damage that any hostile spell
Range: 50 feet might do to him. If he casts it
Duration: 1 combat turn on his Warrior ally who has an
Power Up?: No INT of 14, it protects her only
Description: Causes the target against the first 14 points of
to fall asleep for 10 to 60 magical damage accrued.
(1D6x10) minutes if the casters
INT + WIZ + CHA exceed the Note: Shield Me does not stop
targets INT + WIZ + CHA (or, if physical attacks of any kind.
the target is a monster, its MR). Arrows, for instance, go right
This spell is often used in place through it.
of anesthetics during surgery or
any other painful medical treat- Slush-Yuck [Cosmic]
ment. WIZ Cost: 15
Range: 40 feet
Duration: 2 combat turns

146
Power Up?: Yes. Double dura- resembling quicksand. At the
tion or volume affected for each end of the spell, it reverts back
level increase. to stone.
Description: This spell trans-
mutes up to 1000 cubic feet of This spell reverses the effects of
stone into a semi-liquid form a Hard Stuff spell of the same

FOURTH-LEVEL SPELLS (INT and DEX 19)


level or lower.
Double-Double [Metabolic]
WIZ Cost: 18
Range: Touch
Duration: 5 combat turns
Power-Up?: Yes. Double dura-
tion for each level increase.
Description: Pick any one of
the targets attributes and dou-
ble it for the duration. When
the spell wears off, the attribute
is halved for the same number
of turns that it was doubled.

Dum-Dum [Metabolic]
WIZ Cost: 8
Range: 20 feet
B: 10 minutes
Power Up?: No
Description: Reduces the tar-
gets INT rating to 3. If the spell
fails for any reason, then the
caster must make a SR vs. WIZ
(with the SR level equal to this
spells level), or the backlash
reduces the casters own INT to

147
3. come for that round, but each
Protective Pentagram time they fail, they lose 1 more
[Combat] point of CON. Monsters do not
WIZ Cost: 24 make SRs, but simply lose 1
Range: 5-foot radius around point of MR each subsequent
creature touched round. The damage can be
Duration: 2 combat turns stopped only by casting Too
Power-Up?: Yes. Double Bad Toxin or a successful Dis-
radius for each level increase. Spell on the victim.
Description: Creates a protec-
tive energy barrier around the Too-Bad Toxin (TBT)
creature touched. Neither spell [Metabolic]
nor weapon can penetrate this WIZ Cost: 7
transparent wall of magical Range: Touch
force. Duration: Instantaneous
Power-Up?: No
Smog [Conjuring] Description: Stops the harmful
WIZ Cost: 11 effects of any poison, purging
Range: 50 feet the toxin from the targets sys-
Duration: 1 combat turn (but tem. This does not restore any
see below) lost CON points, nor does it
Power Up?: No heal wounds caused by poi-
Description: The caster expels soned weapons.
a cloud of poison gas at his or
her foes. If those creatures nor- Upsidaisy [Cosmic]
mally breathe, they are WIZ Cost: 9
poisoned and lose half their Range: Touch
CON points (or MR). The cloud Duration: 10 minutes
dissipates at the end of the first Power-Up?: Yes. Double dura-
combat round, but creatures tion or weight of target for each
affected by it remain poisoned. level increase.
Characters poisoned by Smog Description: The caster may
must make a L4SR on CON levitate an object or creature of
each subsequent round; if they up to his or her own weight,
make the SR, the poison is over- moving it around through the

148
FIFTH-LEVEL SPELLS (INT and DEX 24)
air for the spells duration. asked in such a manner that it
Breaker Breaker [Combat] doesnt provoke a yes/no
WIZ Cost: 35 response, the GM need not
Range: 50 feet answer at all.)
Duration: Instantaneous
Power-Up?: No ESP [Cosmic]
Description: Shatters a weapon WIZ Cost: 20
or piece of armor by causing it Range: 100 feet
to become as brittle as glass Duration: 1 combat turn
(though not as dangerous as Power-Up: No
glass), so that it break upon the Description: A form of mind-
first impact thereafter. This is a reading, ESP detects the
subtle spell; the victim usually thoughts, intentions, and feel-
doesnt feel a thing until his ings of a man or a monster for
weapon or armor falls to pieces. up to 1 combat turn. The spell
This spell affects only non-mag- will not work on creatures with-
ical items, and does not affect out living brains.
an object already having anoth-
er spell upon it. Mind Pox [Conjuring]
WIZ Cost: 39
Dear Lord [Conjuring] Range: 100 feet
WIZ Cost: 30 Duration: 3 combat turns
Range: Self Power-Up: No
Duration: See below Description: This spell affects
Power-Up?: No up to a number of thinking
Description: Summons an beings equal to the level of the
impressive looking spirit that caster, all of which must be
will answer three yes or no within range. (*Check each tar-
questions truthfully. (That is, get for kremm resistance
the player gets to ask the GM individually.) For the spells
three questions, which must be duration, those affected can nei-
answered as truthfully as possi- ther attack nor defend
ble; however, if a question is themselves.

149
Resist Magic [Cosmic] Trollgods Blessing
WIZ Cost: 10 [Combat]
Range: Touch (Mahrundl)
Duration: See below WIZ Cost: 22
Power Up?: No Range: 80 feet
Description: This spell enables Duration: 1 combat turn
the creature touched to resist Power-Up?: Yes. Double possi-
any one spell cast directly upon ble number of targets for each
him. When the next single-tar- level increase.
get spell successfully strikes the Description: A large club
subject, he is unaffected as if he appears above the head of the
had a higher WIZ total than the target and blesses him that
caster of that spell. Resist is, hits him on the head. The
Magic remains in force for 1 club does 5D6 points of damage
hour or until he is struck by a plus the casters personal adds.
spell, whichever occurs first. Only head armor may absorb
While a person has this spell damage from this effect. If the
active upon him, he may not caster fails his INT SR when try-
replenish WIZ points normally, ing to cast, the Trollgods
although he may use kremm bat- Blessing hits the caster instead.
teries (see the Dura-Spell
Battery spell). Zingum [Cosmic]
WIZ Cost: 36
Second Sight [Cosmic] Range: 50 feet
WIZ Cost: 25 Duration: Instantaneous
Range: Touch Power-Up?: Yes. Double range
Duration: 10 minutes or additional mass affected for
Power-Up: Yes. Double dura- each level increase.
tion for each level increase. Description: The caster may
Description: Enables the recipi- teleport himself and an addi-
ent to distinguish reality from tional amount of mass equal to
illusion and to see things as his own body weight to any
they actually are for the spells location within range.
duration.

150
SIXTH-LEVEL SPELLS (INT and DEX 30)

Blue Shirt of Life (BSL) Mystic Visions [Cosmic]


[Combat] WIZ Cost: 15
(Mhegrrrimm Skullcruncher) Range: Indefinite
WIZ Cost: 15 Duration: 1 combat turn
Range: 50 feet Power-Up?: No
Duration: See below Description: This spell allows
Power Up?: No the caster to see what is hap-
Description: The target must pening anywhere else in the
be wearing a red shirt (or be world via a mental image; the
bleeding on the torso), and image must be centered around
wear the shirt (or the blood) for a particular item, creature, or
the duration of the spell. The location. The caster must have
caster points at the target and some knowledge or link to the
shouts, What? Are you color object of the mystic vision. The
blind?! Youre a blue shirt! brief vision is much like a holo-
The targets shirt (or blood) graphic image in the mind.
promptly turns blue, and the
target cannot die for the spells Porta-Vision [Cosmic]
duration (no matter how much WIZ Cost: 30
his CON is reduced simply Range: 100 feet
treat the target as if he were Duration: 10 minutes
unharmed while the spell lasts). Power-Up?: Yes. Double dura-
When the spell ends, the blue tion for each level increase.
shirt (or blood) reverts to its Description: This is a fully
normal red color. If the target functional version of the Mirage
has a negative CON at that spell, complete with motion and
time, he dies as usual. sound effects. The illusion can-
not be touched or interacted
This spells lasts for a number of with, and it does not vanish
combat turns equal to the cast- unless Dis-Spelled. It could eas-
ers current WIZ rating (i.e., its ily be used to show a story to
rating when he casts this spell). the viewers.

151
ly.
Reversal of Fortune (RoF)
[Combat] If the caster is on the losing
(Gimor Ironfang) side, however, the ghastly
WIZ Cost: 30 nature of this spell is revealed.
Range: Special (see below) The casters side takes no dam-
Duration: 1 combat turn age, not from melee or missiles,
Power-Up?: No not from magic, not from spite
Description: When this spell is damage, not from anything.
cast, a faint silvery shimmer None! Moreover, the full com-
radiates outward from the cast- bat total of the losing side is
er and touches all of his current visited upon the casters oppo-
allies and opponents. There is nents as spite damage, while
no immediate or obvious effect any normal spite damage the
of this shimmer, and combat losers would have inflicted is
proceeds normally. At the end lost.
of the round, if the caster is on
the victorious side, add the cast- Immediately after this spell
ers personal adds to the spite takes effect, the caster loses 1
damage total before assigning point of CON permanently.
damage (double his personal
adds for this calculation if the
wizard is a Combat Mage
Specialist) and proceed normal-

SEVENTH-LEVEL SPELLS (INT and DEX 37)


Description: Creates an invisi-
Invisible Wall [Conjuring] ble wall of force that extends for
WIZ Cost: 47 a height and width of 50 feet or
Range: 50 feet until it encounters physical bar-
Duration: 1 hour riers such as floor and ceiling.
Power-Up?: Yes. Double dura- The wall cannot be moved, nor
tion for each level increase. shaped as anything other than a

152
plane of magical force. Light Power-Up?: Yes. Double base
does penetrate the wall normal- damage dice of weapon (before
ly, however (so lasers or similar tripling) for each level increase.
attacks or effects would go Description: Like the
through it). Whammy spell, Zappathingum
triples a weapons damage dice,
Zappathingum (ZapT) but for a much longer duration;
[Combat] Zappathingum may not be
WIZ Cost: 24 applied to any magical weapon,
Range: Touch or to a weapon that already has
Duration: 1 hour another spell upon it.

EIGTH-LEVEL SPELLS (INT and DEX 45)

Imafrawg [Metabolic] Patterns of Fate (PoF)


WIZ Cost: 40 [Cosmic]
Range: Self WIZ Cost: See below
Duration: 1 hour Range: Touch
Power-Up?: Yes. Double dura- Duration: Permanent
tion for each level increase. Power Up?: No
Description: The caster alters Description: Enchants any item
his form into any shape that he to hold the mystic pattern of a
desires, as long as mass is con- single spell. That item can then
stant. (He can be a small, be used to cast that spell any
incredibly dense frog or a bal- time its wielder supplies the
loon-like elephant, but his mass requisite WIZ points using the
does not change with the use of Mortal Source spell. (The
this spell.) The caster may end power may also come from a
this spell freely before its dura- Dura-Spell Battery). The cost to
tion has expired, at will. cast this spell is 8 WIZ, plus the
base WIZ for the spell being
implanted.

153
For example, a crystal ball is
simply an orb of transparent
crystal some 3 to 6 inches in
diameter, enchanted with a
Mystic Visions spell. Using the
orb allows the wizard to cast
Mystic Visions and get the pic-
ture inside the globe, but he
must supply the WIZ for the
spell himself (using the Mortal
Source spell or a kremm battery).

Zapparmor (ZapA)
[Combat]
WIZ Cost: 30
Range: Touch
Duration: 1D6 hours Zombie Zonk [Conjuring]
Power-Up?: Yes. Double base WIZ Cost: 50
absorption of armor for each Range: 10 feet
level increase. Duration: See below
Description: Enchants any Power-Up?: No
piece (or suit) of armor to Description: Infuses a single
absorb triple its ordinary pro- corpse with a lowly spirit that
tection value. Zapparmor can turns the body into an animated
be cast on virtually anything zombie with a MR equal to
that is conceived of as armor, double the previous maximum
but the tougher the original STR + CON of the being (or
object, the more protection it double its previous MR). The
gains. Zapparmor may not be zombie cannot be slain; it can,
applied to any magical armor, however, be dismembered by
or to armor that already has edged weapons or destroyed by
another spell upon it. fire. The zombie obeys the cast-
er of the spell of the best of its
(almost mindless) ability.

154
This spell lasts as long as the ing spirit of the zombie escapes
caster remains conscious. If he and the body falls down dead
falls asleep or dies, the animat- again.

NINTH-LEVEL SPELLS (INT and DEX 54)


Death Spell #9 (DS9) Medusa [Metabolic]
[Combat] WIZ Cost: 66
WIZ Cost: 81 Range: 40 feet
Range: 100 feet Duration: Permanent
Duration: Instantaneous Power-Up?: No
Power-Up?: Yes. Raise Luck Description: Changes living
SR level by 1 for each level flesh to unliving stone. The
increase. being changed is not dead, but
Description: The target of the in a kind of stasis; the effect is
spell must make a L9SR on permanent, but the creature can
Luck or have all bodily func- be restored to its normal state
tions cease at once, resulting in via a successful Pygmalion spell
instant death for any living or a Dis-Spell. Statues thus
being. (DS9 doesnt work on formed have a hardness equal
the undead or on non-living, to the sum of the affected char-
magically animated beings.) acters attributes (or to a
This spell can target only one creatures MR) and cannot be
being at a time. damaged unless hit by a force
greater than that number. They
If the caster fumbles his INT register as enchanted statues
Saving Roll when cast this spell and are immune to any spells of
(i.e., rolling a 3 on 2D6), he 6th level or lower, and to high-
becomes the target of his own er-level spells that affect only
spell, and must make a Luck SR living creatures.
accordingly.

155
Mortal Source [Conjuring] spell, it simply reverts to its liv-
WIZ Cost: See below ing form. If the being was only
Range: Touch a statue to begin with, it gains
Duration: See below attributes as decided by the
Power Up?: No caster: Add up the casters total
Description: This spell allows attribute value, and divide by
the caster to use a spell imbed- 1D6+1; the caster may distribute
ded into an item by the Patterns the remaining amount as
of Fate spell (q.v.). The cost is 1 desired among the new crea-
WIZ + the standard cost of the tures attributes.
imbedded spell.
Yerafrawg [Metabolic]
Pygmalion [Metabolic] WIZ Cost: 60
WIZ Cost: 99 Range: Touch
Range: Touch Duration: 1 hour
Duration: Instantaneous Power-Up?: Yes. Double dura-
Power-Up?: No tion for each level increase.
Description: Changes unliving Description: As Imafrawg, but
stone into living flesh. If the affects any one creature
being so changed was originally touched.
flesh, such as by a Medusa

TENTH-LEVEL SPELLS (INT and DEX 64)


Blow me to [Conjuring] rial, to any other location on the
WIZ Cost: 28 planet. The location must be
Range: See below one that the caster has either
Duration: Instantaneous visited before, or at least seen in
Power-Up: Yes. Double addi- some fashion.
tional weight for each level
increase. Hellbomb Burst (HB)
Description: The caster tele- [Combat]
ports himself, along with up to WIZ Cost: 100
2000 pounds of inanimate mate- Range: 100 feet

156
Duration: Instantaneous divide its STR and CON by that
Power-Up?: Yes. Double previ- number; if its a monster, divide
ous amount of damage with its MR by that amount; if its an
each level increase. object of value, divide its worth
Description: HB does disinte- by that amount.
gration damage to the target
equal to 10 x the casters com- Wizard Speech [Cosmic]
bined INT + DEX. WIZ Cost: 99
Range: 100 feet
Smaller is Smarter Duration: 1 hour
[Metabolic] Power-Up?: Yes. Double dura-
WIZ Cost: 50 tion for each level increase.
Range: 50 feet Description: The target of the
Duration: Permanent spell can understand and speak
Power-Up?: No all languages, as drawn directly
Description: This spell greatly from the mind of anyone with
reduces the size of any one whom he or she wishes to com-
creature or object. The targets municate. This is a form of
height and weight are divided telepathy, although it does not
by a factor of 1D6+1. If the tar- allow communication directly
get is a sentient being, also from mind to mind.

ELEVENTH-LEVEL SPELLS (INT and DEX 75)


height and weight are multi-
Bigger is Better [Metabolic] plied by a factor of 1D6+1. If
WIZ Cost: 75 the target is a sentient being,
Range: 50 feet also multiply its STR and CON
Duration: Permanent by that number; if its a monster,
Power-Up?: No multiply its MR by that amount;
Description: This spell greatly if its an object of value, multi-
increases the size of any one ply its worth by that amount.
creature or object. The targets

157
Blow You To [Conjuring] Cut the Cord [Cosmic]
WIZ Cost: 42 WIZ Cost: 50
Range: Touch (see below) Range: Line of sight
Duration: Instantaneous Duration: Instantaneous
Power-Up: Yes. Double addi- Power-Up?: No
tional weight for each level Description: This spell forms
increase. an astral knife that cuts the sil-
Description: The caster tele- ver cord binding an astral body
ports the creature touched, (such as the one produced by a
along with up to 2000 pounds character using a Ghostly Going
of inanimate material, to any spell) to its physical form. If the
other location on the planet. connection is severed, the vic-
The location must be one that tims astral form becomes a
the caster has either visited ghost, and its body slowly with-
before, or at least seen in some ers and dies.
fashion.

158
Ghostly Going [Cosmic] cal form by an infinitely extend-
WIZ Cost: 45 able silver thread, and may reel
Range: Touch itself back into its body almost
Duration: 1 day instantaneously whenever it
Power-Up?: No wishes. (Once the astral form
Description: The caster sends has returned to its body,
forth the astral body of the though, it requires another
being touched. The astral body Ghostly Going spell to release it
may pass freely through all again.) When the target is not
physical barriers and see the the same as the caster, and is
world in its astral form (which not a being that knows the
is usually indistinguishable spell, it remains in its astral
from its physical form). It form for one full day unless the
remains connected to its physi- caster allows it to return.

TWELFTH-LEVEL SPELLS (INT and DEX 87)


Banishing [Conjuring] Invisible Fiend [Conjuring]
WIZ Cost: See below WIZ Cost: See below
Range: 50 feet Range: 10 feet
Duration: Instantaneous Duration: See below
Power-Up?: No Power-Up?: Yes. Double
Description: This spell sends a demons MR for each level
single demon back to its home increase.
plane. The casting cost of this Description: Invokes a demon
spell is an amount of WIZ equal from an alternate reality to
to 60 + (20 x the level of the manifest (invisibly) and serve
fiend). Thus, to banish a Level 7 the caster. The fiend has a
demon, the caster would need Monster Rating equal to the
to pay 200 WIZ. total of the summoners attrib-
utes plus 25, and is bound
indefinitely: It must complete
one task for the summoner
before it can return to its own

159
reality. When the task is done, the caster to rearrange the tar-
the caster may attempt a L13SR gets attributes into any other
on CHR. If he succeeds, the configuration that retains the
fiend must perform another same number of total points.
task. If he fails, the fiend No attribute may be reduced to
attacks him. At the completion 0. The spell is permanent
of each task, the summoner unless Dis-Spelled.
may elect to let the fiend return
to Hell without ill effect. Summoning [Conjuring]
WIZ Cost: See below
Casting this spell costs an Range: 10 feet
amount of WIZ equal to 50 + Duration: Permanent
the casters STR + CON. Power-Up?: No
Description: This spell allows
Nefarious Necromancy the caster to summon and con-
[Metabolic] trol a demon of any level, with
WIZ Cost: 60 the demon gaining a Monster
Range: 100 feet Rating of 100 for each level of
Duration: See below this spell. The casting cost of
Power-Up?: Yes. Double dura- this spell is an amount of WIZ
tion for each level increase. equal to 50 + (20 x the level of
Description: This spell tem- the fiend). For example, a Level
porarily revives a slain 7 demon would cost 190 WIZ to
character or monster for a num- summon and would have a
ber of combat turns equal to 5 x monster rating of 700. Demons
the casters Luck rating. When summoned via this spell are
the time runs out, the target also spell-casters with knowl-
reverts to death. edge of spells up to their own
level and minimum attributes
Omniflex [Metabolic] sufficient to cast such spells.
WIZ Cost: 186
Range: Touch Demons summoned in this way
Duration: Permanent remain in Trollworld until
Power-Up?: No either banished or destroyed in
Description: This spell permits combat. They may take any

160
physical form that the caster woman to a red-skinned fire
wishes them to have, from look- demon to an elephant-headed
ing like a kitten to a beautiful alien.

THIRTEENTH-LEVEL SPELLS (INT and DEX 87)


Born Again [Cosmic] Fourteenth-Level Spells and
WIZ Cost: 208
Beyond
Range: Touch Spells of 14th level and higher
Duration: Permanent are not sold by the Wizards
Power-Up?: No Guild in the Empire of Khazan.
Description: This spell must be There are rumors that they can
cast before the target actually be learned from the Nagas, but
dies. Upon the targets death, they are generally considered to
he magically reappears in a be god-level magic and should
youthful (but adult) version of be distributed only at the dis-
his or her own body, with cretion of the GM.
attributes identical to those at
the time of death, in the sanctu-
ary of the closest Wizards
Guild building.

161
Trollworld Chronology
100,000 B.K. Trolls are the only sentient life form on the planet. They have their own 'Stone Age' civiliza-
tion, complete with a city. Organic life (not stone/magic-based) has been on the world for some 10,000
years, and dimension-spanning gates exist in several parts of the world.

99,000 B.K. Elves, pursued by Dragons, enter the world. The Elves seek shelter in the deep forests; the
Dragons claim the high mountains as their domain.

97,000 B.K. The death of GRUND Time-Keeper precipitates the Troll-Dragon War, which lasts for 5000
years. With Trolls and Dragons fighting each other, the Elves gain a necessary respite, spread into all cor-
ners of the Dragon Continent, and begin to learn to use magic.

92,100 B.K. Trolls and Dragons get tired of the fight and come to a peace agreement in which both sides
agree not to eat the other. The Trolls gain "The Right" to watch the stars and calibrate their calendar from
the Dragon-held mountaintops.

92,000 B.K. The Elven-Trollish Wars begin. For thousands of years when Elf meets Troll, the Troll prevails.
But gradually, as Elves master the forces of magic and build up a high technology, the Trolls begin to lose
battles and territories.

70,000 B.K. Wizards of enormous power, almost gods, discover the gates leading to Trollworld. Many of
them come to this magic-rich world and establish their own kingdoms. Many bring subject races with
them. (This is how both Humans and Dwarves enter Trollworld.) In time, the Wizards begin to feud with
each other.

57,000 B.K. The last Trollish cityknown as Kharg to the Elves and Und-RASP-Der'rule to the Trollsis
overrun and destroyed by Elves serving under the Wizard Nin-durjiel-Nin. (Nin-durjiel-Nin is the earliest
Wizard whose name survives in history.) Trolls retreat to underground caverns and high mountain wastes.
Despite a concerted effort by the Elves to exterminate them, they are never completely eradicated. (Nin-
durjiel-Nin refused or was unable to use great magic underground against the Trolls.)

50,000 B.K. The Wizard Wars begin. Magic gives power to whoever can master it. Wizards struggle with
each other, striving to amass ever more power at the expense of their foes. Wars of unbelievable fury and
scope are fought in all corners of the planet. The land and sea are devastated. Many life forms retreat
underground to survive. Old islands and continents sink below the seas, and new ones are raised. Many
species and races die out entirely. New races are introduced to the world as servant races for the warring
Wizards.

48,017 B.K. The Goblin race is created by a magical explosion in the Feentrean Marsh on the Great Sump.
Goblins live as a kind of smart amphibian animal for over 7000 years, until some are domesticated by
Uruks, and prove capable of learning to use language and weapons.

46,000 B.K. Loopo the Mad Mage breeds the first Uruks from magically mutated Elves. The new creatures
have a fast metabolism, grotesque appearance, innate savagery, and rapid reproduction. Using them for
armies, Loopo rapidly annoys many of the other Great Wizards and spreads them to all corners of
Trollworld.

45,900 B.K. Nin-durjiel-Nin, greatest of the Elven Wizards, defeats and banishes Loopo the Mad Mage
from Trollworld. However, he cannot rid the world of the tens of thousands of Uruks that Loopo has
unleashed.

38,257 B.K. to 37,802 B.K. The southern continent of Glar-Ank-Shau-Vuun is devastated and destroyed in a
500-year battle between Nin-durjiel-Nin (with several allies) and Zjgr the Alien (of whom nothing but his
name remains). Most of the continent is destroyed, sinking beneath the seas and leaving only several archi-
pelagoes remaining in that part of the world.

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35,000 B.K. Dwarves come to Trollworld as servants of a Wizard now known as Gristlegrim.

15,000 B.K. Humans come to Trollworld as servants of the Wizard Kalban Adamto. They rapidly spread
through most lands and discover a natural aptitude for magic.

12,000 B.K. The Dragon Mage whose short-form name is Shangingshangshingingshing seals the eastern
lands on the Dragon Continent away from the rest of the world and withdraws from the Wizard Wars.
This event marks the beginning of the end for the warsthough they will drag on for many thousands of
years still.

8500 B.K. Gristlegrim banishes Nin-durjiel-Nin from Trollworld, making it impossible for him to ever
return. It is the last great victory in the Wizard Wars, and culminates a thousand years of fighting, mostly
of Dwarves against Elves. Both sides had allies, but the Dwarves had more, and though Nin-durjiel-Nin
was the older Wizard, in the end he proved weaker than Gristlegrim. Setting a precedent that Khazan
would repeat thousands of years later, Nin-durjiel-Nin agrees to the banishment in order to save his peo-
plethe Elvesfrom annihilation. Animosity persists between Elves and Dwarves, but open war is
curtailed for millennia.

5244 B.K. The Wizard Wars end. Eight hundred and twenty-nine Great Wizardsbeings of such power
that they find themselves unable to be harmed by their colleaguesstill inhabit Trollworld. In a great
assembly, the godlike Wizards agree to retreat to their own limited domains and no longer strive to domi-
nate Trollworldsubject races are thus cut loose to seek their own destinies. Some of these Great Ones are
worshipped as gods for millennia; others depart from Trollworld entirely. (No one currently knows how
many god-wizards remain, though there are thought to be at least five hundred.)

1233 B.K. The Dwarven-Elven War begins, as ancient animosities flare into full-scale combat. Dwarves
burn hundreds of square miles of forest in the Misty Wood area in 1212 B.K. In 1181 B.K., Elves cause an
earthquake that destroys the Dwarven City of Drndr (Dwarven names have no vowel sounds in them at
this time).

1104 B.K. Khazan-ohtariel-Khazan is born to the Elves of the Old Forest. Among non-Elves, he will come
to be known only by the short form of his name.

943 B.K. Khazan's parents and hundreds of other Elves are slain by Dwarven raiders riding small fire-
drakes in a firebomb attack that burns the ancient Elven city of Yanthreel. At that time, the Dwarves have
an alliance with several dozen dragons in which the Dwarves supply metal for the Dragons' hoards and
the Dragons aid the Dwarves in war. Khazan is studying magic with a Naga Wizard hundreds of miles
east of his home forest; he doesn't learn of the loss of his home city and kin for 45 years.

899 B.K. SS'rraa, the first ten-towered Naga city, begins construction in the heart of the central jungles.
Khazan leaves his Naga master and returns to his ancient home.

898 B.K. Khazan swears vengeance on Dwarves and Dragons and non-Elven races.

872 B.K. Khazan and a party of adventurers invade Gristlegrim's Dungeon seeking magical power and
wealth. The party is slain, and Khazan is captured. To his surprise, Khazan is neither slain nor tortured by
Gristlegrimhe is simply imprisoned in a pocket universe. In time, he becomes an apprentice to
Gristlegrim, and begins to learn magics greater than any taught on Trollworld.

710 B.K. With both Elves and Dwarves in hiding, as they continue their 500-year war, human cities rise and
become dominant. The small village of Herome on the edge of the sea and the river known as the Dragon's
Throat builds docks and becomes a seaport. From this time on it will grow in wealth and power.

599 B.K. Gristlegrim releases Khazan, but makes him vow to spend 100 years living among Men and
another 100 years living among Dwarves. Khazan takes human form and moves to the city of Herome.

499 B.K. Khazan begins his century with the Dwarves, disguised as a Dwarven Wizard called Koh-mowgl.
From long contact with Humans, Dwarven names now include vowels.

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487 B.K. Koh-mowgl's magic defeats the Frost-Bear Uruks when they try to invade and conquer the
Dwarven city-cave of Gllekk. Grateful Dwarves raise a monument to him. Khazan begins to wonder why
Elves and Dwarves hate each other so much.

444 B.K. An Urukish population explosion begins. Led by magical shamans, many tribes of Uruks break
out of their wasteland homes and loot and pillage into human lands. Pursuing a policy of killing every-
thing that isn't Urukish, they begin a reign of terror in human lands and even on the fringes of the Elven
forests. Uruk populations expand by a factor of 20.

429 B.K. The Ogre city of Tharothar is destroyed during a week of rioting when Ogres are unable to agree
whether to join the marauding Uruks or not. Ogres never get organized enough to have their own city
again.

399 B.K. Khazan returns to the Elves. After hundreds of years of absence, he has a hard time gaining
acceptance among his own people. He is the greatest living Elven wizard, and slowly gains prestige and
power among the Elves.

393 B.K. Khazan repeats his success by destroying an Urukish horde that was invading and burning parts
of the Old Forest. The Black-Fang Uruk people are exterminated.

382 B.K. The city of Herome is sacked and burned by an alliance of Uruks and Ogres. Nine tenths of the
population is slain. The remaining tenth is rescued by Dwarves who admit them into the nearby under-
ground citadel of Thrindol.

380 B.K. Dwarves and Humans work together to rebuild Heromethis time with strong walls guarding all
land approaches.

379 B.K. Khazan sends a contingent of Elves to help with the rebuilding of Herome.

360 B.K. Uruks and Centaurs sack Herome again. This time more of the population survives by fleeing out
to sea and by taking refuge in Thrindol. Thrindol nearly falls, but Khazan leads an army of Elves to its
relief, and the Uruk and Centaur forces are broken and driven into retreat.

360 B.K. Elves, Men, and Dwarves form a triple alliance to combat Uruks and other so-called monsters.
Khazan is named commander in chief of all alliance forces.

359 B.K. to 297 B.K. The Urukish Warsthe entire western part of the Continent burns with combat for 62
years, as armies of Uruks, Ogres, Centaurs, and Dragons fight Dwarves, Men, Elves, and Hobs. Where
Khazan goes, the "good" kindred prevail. But in many other places, the monster kindred triumph by dint
of superior numbers and innate savagery. Dragons are able to match the best of the lesser Wizards spell for
spell.

313 B.K. On the Eagle Continent, a human child named Khara Khang is born. He will eventually become
the greatest living human Wizard.

296 B.K. The monster kindred are defeated and in retreatnot as the result of one battle, but by decades of
attrition, as they continually lose warriors faster than they can reproduce.

295 B.K. Khazan conceives the idea of uniting the "good" kindred into one diversified people and destroy-
ing the monster kindred forever. Despite his prestige among the three races, this idea is harder to sell than
he anticipates, as many people simply want to rebuild their lives and their civilization.

294 B.K. to 0 B.K. The Monster Wars. The "good" kindred continually persecute and destroy "monster" peo-
ples whenever they meet. Many monsters retreat underground. Uruks and Ogres contact Trolls and make
alliances with them. The Great Wizards intervene surreptitiously to defend their old subject peoples by
hiding them in great subterranean, aerial, or undersea dungeon complexes.

260 B.K. The minor race of Leprechauns petitions to join the "good" kindred. They are accepted.

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200 B.K. Fairies join the "good" kindred.

150 B.K. An army of Elves and Humans co-led by Berienber Elvenking and Thor Urukslayer carry their
anti-monster crusade into the eastern jungles with intentions to free all the slave humans of the Naga
Realm. Khazan warns against it and refuses to participate. The human/Elven army60,000 strongis
destroyed and defeated by the land, by the Naga Wizards, and by the very humans they sought to rescue.
Naga slaves don't want rescuingthey consider themselves privileged to belong to the Serpent Lords that
they worship. Only seven warriors return to tell of the disaster. Berienber Elvenking dies in a Wizard's
duel with N'sstassa the Naga. Thor Urukslayer and his six companions vow that no human army will ever
again invade the Naga jungles.

148 B.K. Khazan loses popularity as a consequence of his refusal to aid Berienber Elvenking and Thor
Urukslayer in their campaign against the Nagas.

147 B.K. Khazan leaves the Dragon Continent to explore the rest of Trollworld.

114 B.K. Khazan meets Khara Khang, who challenges him to a Wizard's duel somewhere on the Eagle
Continent. Impressed by the courage and sheer power of the black human Wizard, Khazan takes him as
his apprentice.

103 B.K. Khazan and Khara Khang meet an alien god called Zweetz on a desert island where Uruks wor-
ship this strange Bird/Serpent thing with incredibly bloody rites. They flee back to the Dragon Continent,
barely able to escape with their lives.

95 B.K. A huge armada of Urukish ships and flying serpents attack the west coast of the Dragon Isle. Part
of the fleet sails into the Dragon's mouth with the intention of destroying and conquering the city of
Herome. On the southern coast, the human city of Khorror falls. Khazan and Khara Khang find themselves
in a sorcerous battle of wills with the alien god Zweetz. In his extremity of need, Khazan sends his human
protg, Khara Khang, as an ambassador to the Nagas to seek their help in battle.

94 B.K. The Battle of Herome takes place. 200,000 sea Uruks and 40,000 flying serpents attack Herome.
Less than 100,000 Men, Elves, and Dwarves try to defend the city walls. At the darkest moment, when the
walls have been breached and Khazan is on the point of death from the spells of Zweetz, Khara Khang
returns with seven Naga mages who suborn the flying serpents and cause a great hurricane that sinks the
invading fleet. With the Naga's help, Zweetz, who is not present in person, is driven from Khazan's mind
and back to his own land. The sea Uruk invasion fails. A remnant of the invading force is cast ashore on
the island of Garr (establishing a stronghold there) and most of the rest (those not destroyed in the waters
near Herome) return to their own land with considerable plunder. The city is in ruins, and will require
many years to rebuild.

0 A.K. The Last Council of Herome. Oddin Thorsson, the human king of Herome, dies in a great water-
spout without leaving a legitimate heir. Civil war breaks out in the city as various factions try to seize
power. At the plea of the Dwarves of Thrindol, which is now located within the expanding city's walls,
Khazan returns from the Elven forests, puts down the contending factions, and takes the throne as a care-
taker until the Council of Herome can choose a new ruler. To his surprise, the Council elects him as King
of Herome, and changes the city's name to Khazan in his honor. They also agree to start a new calendar
named after Khazan, and change the date from Herome Year 727 to 0 A.K.

1 A.K. All the old city names in Herome now have the new name. Khazan, located at the confluence of the
Dragon's Mouth and the Dragon's Throat River is the greatest city on the western part of the Dragon
Continent.

43 A.K. The Dragon's Throat River becomes known as the Khazan River.

50 A.K. Khazan issues the Monster Decree, making it a crime punishable by death for any member of mon-
ster kindred to enter any Human, Dwarven, or Elven city.

100 A.K. Khara Khang leaves Khazan to study magic with the Naga Mages. He is gone for a hundred
years.

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100 A.K. to 500 A.K. The Golden Age. Khazan rules the entire western coast of the Dragon Continent.
Humans, Elves, Dwarves, Hobs, Fairies, and Leprechauns all increase in population. Monster kindred are
hunted to the verge of extinction. New cities are founded. Arts, Sciences, and Magic flourish.

300 A.K. Khara Khang witnesses the massacre of a peaceful village of bull-men, Minotaurs, by a band of
malicious Elves. It doesn't seem fair to him, but he doesn't interfere. He begins to think about what makes
one sentient a "monster" and others not.

301 A.K. Khara Khang sounds out Khazan about incorporating other races into the Great Alliance of the
"good" kindred. Khazan is dead set against it. Khara Khang reminds the old Elf that he only overcame his
prejudice against Dwarves by living as one of them for a hundred years. He suggests that Khazan leave
the government to him, and go live as an Uruk for a hundred years. Khazan sees the suggestion as a
power grab, repudiates it, and tells Khara Khang to conduct the experiment himself if he thinks it's worth-
while. Khara Khang says he will, but he makes Khazan promise to call off the vendetta on Uruks for a
centuryhe doesn't want to be accidentally killed by his own master while pretending to be an Uruk.

302 A.K. to 402 A.K. Khara Khang changes his form into Uruk shape and goes to live with the Uruks for a
century. He wanders from one tribe to another as a traveling shaman. He learns Urukish magic, which is
vastly different from Human, Elven, or Naga magic. He helps one tribe of desert Uruks to domesticate the
horse for riding. He helps mountain Uruks to domesticate Dire Wolves. He becomes known among Uruks
as the great Beast Tamer. His Urukish name is Arahk Gnahk, which makes it easy for Khazan to keep track
of him.

380 A.K. The Magic Plague. The cities of the Dragon Continent experience a great upsurge in crime, with
most of it committed by criminals using magic powers. Increasing populations and diminishing returns
cause hard times in some cities. Magical criminals scoff at non-magical law enforcement forces. Things
continue to deteriorate until Khazan decides to intervene directly. Realizing that stopping criminals piece-
meal is not the answer, he decides that Wizards should have training, ethics, and someone to be
responsible to.

400 A.K. Khazan founds the Wizards Guild, an organization for the training and betterment of Wizards
everywhere. The Guild offers, at its own expense, to train and care for any child with magical abilities.
Along with the sorcerous training, the Guild also tries to impart ethical training and a universal allegiance
to Khazan the Great as the world's top-ranking Wizard. It takes nearly a century for the idea to gain much
force. Many children don't get the Guild's training, but enough do so that the Magic Plague abates to bear-
able proportions. Many young Wizards find themselves working with the city guards, and the trained
Wizards almost always beat the untrained ones. Those children who, although not getting the Guild's
training, somehow learn some magic are known as Rogue Wizardsin time, their will be known by the
shortened title of Rogues.

402 A.K. Khara Khang returns from his hundred years as an Uruk. He has aided the Uruk tribes consider-
ably in the form of domesticated animals and better weaponry (teaching them archery and the use of the
scimitar and shield in battle). He tells Khazan that Uruks aren't so badthey tend to be cruel, but their
hard lives cause that. Among themselves, they show loyalty, family love, self-sacrifice, and humor. He
makes the surprising claim that Uruks may once have been Elves or akin to Elves many thousands of years
ago. Khazan doesn't want to hear it. He is engrossed in the starting of the Wizards Guild, and angry that
he has had to suspend his vendetta against the Uruks for a hundred years. He orders renewed persecution
of Uruks and other monsters despite Khara Khang's arguments.

450 A.K. Unable to persuade Khazan that the monster races should be brought into the Great Alliance,
Khara Khang leaves and returns to his own land. Becoming immersed in local events on the Eagle
Continent, he remains far from Khazan and Dragon Continent events for the next 200 years.

500 A.K. The Wizards Guild is now well established. There will always be Rogues, but they will never be
the threat to civilization that the unregulated Wizards of the past had been.

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590 A.K. An Urukish shaman named Ro'tra'hh of the Black Wolf tribe begins to see visions of his future life
in campfire flames. He dreams of begetting a champion that will rescue his people from the brink of
extinction, a champion as great as the legendary Arahk Gnahk of years gone by.

595 A.K. The Black Wolf tribe of Uruks, led by their shaman Ro'tra'hh, ambushes an Elven wedding party
deep in the Srynx Forest, slays all the guards and abducts La-fhrinja-La, a princess daughter of the Wizard
Har-Ennion-Har, one of the Great Wizards of the north. In the fight, Har-Ennion-Har is slain, so there is no
one to come to La-fhrinja-La's rescue.

596 A.K. During the next year, Ro'tra'hh repeatedly tries to impregnate La-fhrinja-La. The process is dis-
tasteful to him, but horrible and mind shattering to hershe goes insane with the pain and horror of it.
Finally, with the aid of Uruk spirit magic, he succeeds.

597 A.K. Lerotra'hh (daughter of Ro'tra'hh) is born. The Elven princess dies in childbirth and the shaman
has to cut the baby out of the womb. He is disappointed that the child is a girl, but realizes that he isn't
going to get another chance. He shape-changes the infant into a wolf cub and lets her grow through baby-
hood as one of a litter of wolves.

600 A.K. One night under a full moon, Lerotra'hh spontaneously reverts to Urukish form and clumsily
joins the children's fire dance. Ro'tra'hh realizes she has strong innate magical abilities and takes over her
training. In the next ten years, she learns all he can teach her, while the other children fear and hate her.
The only things she loves are the old wolf bitch that suckled her, and her father, the shaman.

610 A.K. Khazan visits a remote Elven clan in the Srynx forest to establish a local Wizards Guild's chapter.
There, he hears about the Urukish attack and massacre of 13 years earlier that cost them their greatest
mage, Har-Ennion-Har. Enraged that Uruks would dare attack his people in their own forest, Khazan
scries the scene to learn what really happened. He is horrified to see the princess La-fhrinja-La carried off
alive, and even more repulsed as he witnesses her subsequent rape, childbirth, and bloody death. Goaded
past reason by what he has seen, Khazan cuts short the mystic visions of the past, and does not see enough
to identify Lerotra'hh. When he can think again, Khazan scries the identity of the Urukish tribe that perpe-
trated such horror, and gets the name and current location of the Black Wolf tribe. With a handpicked
band of Elvish warriors he teleports into the heart of the Urukish home encampment and begins to slaugh-
ter the whole tribe with swords and sorcery. The Elves with him are most happy to gain revenge for the
bygone massacrethey slay every Uruk, woman and child that they can find, including their beasts, and
carry off what little loot is available, returning to the Srynx Woods well satisfied with the day's work.
Khazan, thinking that the matter is ended, returns to his city and spreads the tale of the death of the Black
Wolf tribe. However, Lerotra'hh is not at the camp when the Elves attackshe is far away on a mountain
crag searching for dragon eggs. When she returns a few days later, she finds everyone deadexcept for a
few other children who had also been in the wilds rummagingand plenty of evidence that Elves were
the slayers. The loss of her father engenders a fierce hatred of Elves and everything Elven that will always
stay with her.

615 A.K. Aside from a pack of wolves and three Uruk children, Lerotra'hh gains her first real follower
when she finds an Ogre with two broken legs trapped under a pile of rocks. An avalanche, caused by his
own mighty shouting, had fallen on him, shattering both of his legs. After a few days of starving, Barg-
Noorguut the Ogre is resigned to die, but Lerotra'hh brings him food instead, and gets his promise not to
attack her and to join her band. She then levitates the boulders off his crushed legs and heals his wounds
by magic. Barg-Noorguut thinks she must be a goddess to do such feats and becomes her greatest support-
er.

615 A.K. to 640 A.K. Lerotra'hh gains strength and allies in the far northeast of the Dragon Continent.
Among her companions is a Wyvvern named Strongtalons, and she now rules and leads another Uruk
tribe, the Snow Demon tribe. In 640 A.K., she formally declares war on the Elves by leading all her allies
on a daring raid against the Elves of the Srynx Wood. When it seems that Lerotra'hh must win the battle,
one Elven Wizard changes to bird form and flees toward Khazan to get help.

640 A.K. Khazan learns of the demise of the Srynx Elves from the one Wizard who fled the attack. Scrying
the scene, he learns of the existence of Lerotra'hh. This once, he takes time to scry out her entire history

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though he doesn't have 43 years to watch her moment by momentand ultimately decides to slay her.
However, he can't find her by magical meansshe has learned to shield herself from wizardly searches.
Instead, Khazan posts a great reward for her death or capture, and dispatches an elite company of war-
riors to the Srynx Woods in hopes of trapping her. They have a communication crystal to use in calling
him, if they can just locate her.

643 A.K. After slaying the Srynx Elves, Lerotra'hh travels westward through the high mountains of the
Dragonfires Range seeking a dragon. She finds the ancient dragon mage Vvvarrr, and in exchange for
binding herself to him as a servant for seven years, she learns a great deal of dragon magic. Since she feeds
him well, and greatly increases the size of his dragonhoard by raiding Dwarf cities in the foothills, Vvvarrr
grows fond of her, and gives her three drops of his blood. Lerotra'hh, who had been growing old, is reju-
venated by the dragon blood, and her raw power is increased by a factor of twelve.

647 A.K. Va'harkh, chieftain of the Half-Uruk Clan Vaarahth, dragonfriend of Vvvarrr, saves Lerotra'hh's
life during a raid on the Dwarven city of Hael'ku. The two have a short romance, and later Va'harkh is the
first Half-Uruk leader to join Lerotra'hh's Army of Liberation.

650 A.K. Vvvarrr, wiser and immeasurably older than Lerotra'hh, convinces her that she can never prevail
against Khazan and the "good" kindred so long as she is basically working alone. She must unite many
monster kindreds and fight for all of them if she hopes to avoid death at Khazan's hands. This advice fits
well with some prophetic dreams that Lerotra'hh has been having, and she promises to do so. Vvvarrr
pledges dragon aid if she can secure enough allies to match the dragons in power.

651 A.K. Worried by a series of increasingly worse omens, Khazan travels to the Eagle Continent to regain
the aid of his one-time apprentice Khara Khang. There he finds a society where men and monsters dwell
together in peace under the benevolent rule of Khara Khang. The human Wizard tells his old Elven mentor
that this is what he should have done with the many races on the Dragon Continent. Inflamed with anger,
Khazan curses Khara Khang and returns to his homeland alone. Meanwhile, Khara Khang decides that
Khazan is old and senile, and that he must return to the Dragon Continent for the good of all concerned.

647 A.K. Khazan and Khara Khang quarrel over what to do about the growing monster rebellion. Khara
Khang still thinks the monster races should be integrated into the whole society; Khazan still refuses the
idea. The monsters are fighting a guerilla war, striking and retreating before the more massive forces of
Khazan can retaliate. Khara Khang decides to go underground as the legendary Uruk Arahk Gnahk to find
Lerotra'hh.

654 A.K. Arahk Gnahk leads 20,000 Uruks from the southern parts of the Dragon Continent's north to join
with Lerotra'hh's forces, more than doubling her strength. When the two finally meet, Lerotra'hh realizes
that she needs this legendary Urukish Wizard, with his proven ability to live for centuries, and rally all the
Urukish peoples to a single banner. Meanwhile, Khara Khang thinks he can use Lerotra'hh to overthrow
the tyranny of Khazan and create a just society for all races.

655 A.K. Centaurs and Ogres besiege the city of Khazan, raiding only by night, but cutting the city off
from the rest of the world by land. At the same time, Lerotra'hh's vast Urukish army destroys the ancient
Elven stronghold of Shancinar in the Great Forest. When Khazan learns that Shancinar is about to fall and
that much of the Forest has been destroyed, he teleports there along with the greatest human Wizards of
the Empire, but only to fall into a magical trap that Khara Khang has prepared for him. The black Wizard
lures Khazan into a parley, and then hits him with a Dimensional Gate spell that hurls Khazan and his
friends into an alternate universe where time runs one hundred times slower than it does on Trollworld.
Although only a tenth of a year passes in the new universe before Khazan learns to recreate Khara Khang's
spell and return to Trollworld, ten years rush by in the Empire of Khazan.

660 A.K. Lerotra'hh gains alliance with the Trollsno easy task, as they are scattered and living under-
ground. With her crusade against their ancient enemiesthe Elvesthe Trolls realize that it would be folly
not to join her. The addition of Trolls gives her armies a raw power that nothing else could match, and the
dragons also come in on her side. Meanwhile, the defense of the "good" kindred falters without Khazan to
coordinate it. City after city, stronghold after stronghold, fall to Lerotra'hh's forces.

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661 A.K. Ellehra, a female Elfin Warrior-Wizard, transforms herself into were-cougar form to be a more
effective fighter against the monster forces. She becomes one of the few Elves actually feared by them, and
leads the most effective resistance in the old great forests around Shancinar.

663 A.K. The Battle of the CliffsElves learn that they can't kill Trolls by driving them off cliffs when they
fall into a mushy swamp. Muddy Trolls meet Goblins for the first time, and recruit them into Lerotra'hh's
army. Goblins promise to hold the swamps for Lerotra'hh against all the "good" kindred.

664 A.K. Lerotra'hh and Khara Khang go cat hunting. In order to capture Ellehra, whose daring raids have
been thwarting all Urukish efforts to overrun the central forests, Lerotra'hh and Khara Khang put to sleep
one hundred square miles of forest and search it foot by foot until Ellehra is located. Lerotra'hh first sees
Ellehra in her "monstrous" cat form, and as such conceives a liking for her. Thus instead of killing her
immediately, Lerotra'hh offers Ellehra a choice: to join Lerotra'hh and live, or to refuse her and die. Ellehra
betrays her Elven heritage and joins the Death Goddess, but she is locked into her were-cougar form to
make it impossible to betray Lerotra'hh and return to the Elves.

665 A.K. Khazan and his coterie of Wizards returns to Trollworld, only to find that every human city north
of the Dragon's Claws has fallen to the monster forces. Also, every known Elven stronghold in the forests
of the west has been completely destroyed. The last defenders of the "good" kindred have gathered within
the city of Khazan to try to hold out. They are really glad when Khazan reappears in their midst.

666 A.K. Khazan appeals to his old allies, the Nagas, for help against Lerotra'hh, but Khara Khang, too, has
appealed to them for help, in his case, against Khazan. The Nagas stay neutral, turning down both of their
former protgs. Soon, Khazan realizes that the "good" kindred are on the verge of total extinction. He
contacts Khara Khang and tells him that he will pull the three moons from the sky and crash them into the
Dragon Continent, destroying everyone, if Lerotra'hh's monsters continue with their plan to exterminate
all Elves, Humans, and Dwarves. Khara Khang convinces Lerotra'hh that a negotiated peace would be
best. Khazan surrenders and goes into voluntary exile as a sleeper in an island tomb that drifts through
time, appearing in Trollworld only one day of the year. He issues a prophecy that he will return if the
monster kindred ever threaten to destroy the "good" kindred completely. Lerotra'hh and her consort,
Khara Khang, rule in the city of Khazan. Monsters everywhere rejoice.

700 A.K. Human adventurersdown on their luck and unable to find much work in the monster-dominat-
ed Empire of Khazanbegin to invade the dungeon complexes of the Great Wizards. This proves to be
relatively entertaining for those timeless demigods, so they allow some of the smarter, tougher, luckier
ones to survive and get out with some treasure. Adventuring becomes a major profession for the "good"
kindred.

780 A.K. Ellehra, no longer sane after more than a century of service to the Death Goddess, begins to
develop an alternate religion for were-creatures. The new religion is based around the idea of Spirits of the
Forest. These spirits are actually manifestations of her own considerable powers as a Wizard, but she does-
n't know that. Many of the less sophisticated Weres follow her, and a new religion is born.

832 A. K. to 842 A.K. Lerotra'hh, Khara Khang, and Strongtalons shape-change into 'L'zshan lizard men
and spend ten years as 'L'zshan pirates in the eastern oceans. There the Death Goddess is known as Ler'rah
(Mammal Slayer), the greatest fighting sea captain the lizard folk have ever known. Though Lerotra'hh has
an alliance with the 'L'zshan, she also takes steps to see that they never invade her Empire.

876 A.K. The city of Khosht is founded on the Khosht River by a human trader whose animals all died.
With no means of transportation except his own two feet, but finding himself in a rich and fertile river val-
ley, he settled down, and soon found himself doing better as a trader by staying in one place than he ever
did as a wandering merchant.

888 A.K. Lerotra'hh builds and opens the Arena of Khazan, the greatest site of gladiatorial games in the
known world. She becomes the patroness of the Arena.

979 A.K. Lerotra'hh gradually loses some of her hatred for Humans and Dwarves. She allows them to own
property and live within the walls of Khazan for the first time in three centuries.

169
1001 A.K. A large monster attack is driven back by the citizens of Khosht.

1002 A.K. An even larger monster attack on the city of Khosht causes the burning of more than half the
city. The monsters establish their right to enter and leave the city whenever they wish.

1003 A.K. The city of Khosht is rebuilt, and it expands to encompass both sides of the river.

1005 A.K. Berengaria the Great becomes Overlord of the City of Khosht.

1049 A.K. The Cult of the Bear God rises up in rebellion against the Death Goddess. Unable to muster
much popular supportexcept among Werebearsthe Bear God religion remains an underground move-
ment. Lerotra'hh doesn't consider it to be a serious threat to her reign, and her standing order for any Bear
Cultists caught is to either throw them into the Arena of Khazan or sign them up to serve in a Death
Horde.

1097 A.K. Rufus the Half-Uruk escapes from the Naked Doom Gauntlet of Retribution and starts the new
religion of Blackflame, High God of the Deep Caverns.

1099 A.K. Monster forces overrun the human city of Khorror. Once the humans have been defeated and
driven out, the monsters begin to fight among themselves.

1100 A.K. Lerotra'hh dispatches a Death Horde of monsters to Khosht to collect tributenow more than
twenty years late. An emissary arrives from the Land of Zweetz offering alliance with the Death Goddess,
but secretly spying out the land to see if another invasion could succeed. Lerotra'hh is unsure of what to
do, but Khara Khang is worried.

1107 A.K. Khaydhaik, the Trolf (half troll, half elf, with trollish ancestry predominant) wizard explains his
new understanding of how to use kremm, and within a few years, the new understanding of magic fills
the world. No longer is Strength used to power spells. The new attribute of Wizardry has been identified
and isolated from Strength, and spells are now powered by WIZ.

1310 A.K. L'zshan Wizards penetrate the wards surrounding the Dragon Continent. They establish bases
along the Dragon's Back, which brings them into conflict with the Nagas, and along the Dragon's Neck.
Lizardmen ship captains sail completely beyond the Dragon's Head and establish small colonies on some
islands in the western ocean. Lizardmen plan to invade the Dragon Continent in force in the near future.

1312 A.K. Lerotra'hh and Khara Khang (disguised as Arahk Gnahk, the legendary Urukish shaman) estab-
lish an elite corps of agents to deal with problems in the Empire and to organize a defense against the
invading Lizardmen.

1313 A.K. The forces of Zweetz, immensely aided by 12-legged spider aliens from the stars, attack, conquer
and destroy the City of Khazan. Lerotra'hh and Khara Khang flee into exile, organizing a resistance in the
Dragon Continent's hinterlands. An ancient prophecy saying that the Death Goddess's Empire would end
in 1313 A.K. is fulfilled.

1313 A.K. to 1492 A.K. The War against Zweetz and the Lizardmen. Large battles are rare, but small guer-
rilla struggles are almost continuous during this period. The Empire's cities are all destroyed, or turned
into military fortresses for the forces of Zweetz.

1366 A.K. An expedition to Khazan's island fails to penetrate its defenses and to wake the sleeping Wizard.

1466 A.K. A second expedition to Khazan's islandthey can only be mounted on one day every century
and this time led by Khara Khang, succeeds in breaching Khazan's Tomb and awakening the sleeping
Wizard. Convinced that the people need him again, Khazan leaves his tomb to discover what the world is
really like. But he resists allying himself with Khara Khang and Lerotra'hh, because he still hates them.

1467 A.K. Khazan finds that his land has been devastated. The ancient civilization of the Nagas has fallen
at the hands to the invading L'zshan Lizardmen. Populations of Humans, Dwarves, and Elves have fallen

170
to extremely low numbers, and the survivors hide in the remotest corners of the empirethe high moun-
tains, the deep forests, etc. Khazan rejoins the Elves and begins to build his own resistance force. He
decides he may have to recruit on other continents, or perhaps in other worlds, to get the numbers of
Wizards and Warriors he will need to oppose Zweetz. He does not consider an alliance with Lerotra'hh
and Khara Khanghe means to destroy them as well.

1470 A.K. Unable to muster enough strength to drive Zweetz out of Trollworld, Lerotra'hh and Khara
Khang go to the starsin a magic-powered starship of their own designlooking for allies against the
deadly Spiders. In 1480 A.K., they find a galactic empire of humanoid races, and finally begin to get the
technology and allies they will need to prevail.

1485 A.K. Lerotra'hh returns to Trollworld with a vast armada of space ships. The final struggle against
Zweetz and the Spiders begins. The job is complicated because Lerotra'hh is unwilling to destroy the plan-
et from space.

1491 A.K. Khazan and Lerotra'hh ultimately make peace to fight their common foe. Khazan has built the
greatest magical army the world has seen since the Wizard Wars. He has even gained the assistance of
Gristlegrim and several of the other god-like Great Wizards that still live on Trollworld. Unfortunately,
Zweetz has also gained alliances with several of them.

1492 A.K. Zweetz and his forces are finally defeated. The Serpent-Bird god is driven completely out of the
multiverse, beyond space and time in any known dimension. The Spider aliens are defeated by the space
allies that Lerotra'hh brought back from her trip to the stars. Great sections of the world are charred badly
and become wastelands for the next thousand years by both weapons and magic of unbelievable power.
The planet itself is severely harmed in the struggle, and the production of planetary mana/magic begins to
increase slowly.

1493 A.K. to 1600 A.K. Dozens of alien races set up ports and enclaves on Trollworld. Some come to colo-
nize, some come to proselytize, some come to trade, and others come to rebuild the devastated planet. The
alien allies wish to deal with a single planetary ruler. Both Lerotra'hh and Khazan are nominated for the
honor. Neither will allow the other to have it. Years of political struggle and increasing acrimony between
the two begin to polarize Trollworld toward another great war.

1500 A.K. to 1600 A.K.(This is the time frame of Tunnels and Trolls 7.5, although players may feel free to
set their own adventures any time after 1100 A.K.)

1601 A.K. The great dragon Shangingshing-shingingshang, who rules the Eastern Empire, rises from his
slumber, determines the situation, and declares himself the planetary ruler. This solution is fine with the
aliens. Though now they are both powerful enough to destroy worlds, neither Lerotra'hh nor Khazan can
match the dragon in sheer magical potency. Shangingshing-shingingshang banishes them from Trollworld.
Khazan returns to his time-traveling island tomb, and Lerotra'hh and Khara Khang take a ship and head
out for the stars.

1700 A.K. The dragon steers Trollworld back toward a lower technological level. He limits the alien pres-
ence on the world to a single port city on each of the three continents, and a fourth on Zweetz.

1701 A.K. to 1999 A.K. Trollworld stabilizes once more at about a 17th century level of technical develop-
ment. Planetary magic stabilizes at a new, lower level. The one major change is that the Wizards Guild
now knows how to build magic-powered interstellar ships, and a number of those ships now ply the
voidsome in trading missions, others for the sheer joy of exploration.

1799 A.K. The great magical catastrophe ends the world of Tunnels and Trolls. There are survivors, but
magic is now gone from the world, and Trollworld (Kaball) evolves into the world found in the Power Trip
game.

Here ends the actual recorded chronology.

171
CREDITS
7th Edition Design: Ken St. Andre
Editing: Scott Holden
Cover Art: David Sourwine
Interior Art: Claudio Pozas, Todd Secord
Production: Jason Kempton

Tunnels and Trolls v7.5 is copyright July 2008 by Ken St. Andre.

Tunnels and Trolls is trademarked (2008) by Flying Buffalo, Inc.

Published under license by Fiery Dragon Productions, Inc.

This product is protected under the copyright laws of Canada


and the United States of America. All artwork in this book is
2005-08 Fiery Dragon Productions, Inc. All rights reserved.
Reproduction or use without the written permission of Fiery
Dragon Productions is expressly forbidden, except for the pur-
pose of review. All text in this book is 2005-08 Ken St. Andre.

FDP4610: Tunnels & Trolls v7.5


ISBN: 1-894693-69-8

Printed in Canada.

172
Frequently Asked
Questions
Q. Do Rogues add 1d6 to their attrib-
ute score for their Roguery Talent?
A. Yes, Rogues add 1d6 to the highest
There is a lot more that could be said score chosen from INT, LK and CHA
about Trollworld, roleplaying, and to form the basis for their Roguery
Tunnels and Trolls. If you have a Talent.
question about how things work,
make up your own house rules to Q. How fast do delvers heal?
cover it when you are the G.M. A. Delver's heal no CON during an
Remember, the Game Master controls adventure - unless magical aid is
the game-he/she is not controlled by used. All natural CON healing takes
it. It's your world, your adventure. place while the delvers recover in
Go forth! Do great things! Have fun! town between adventures. Other
attributes (including STR and WIZ)
For discussion and clarification of the are recovered at a rate of 1 point per
rules, join the longtime T&T fanbase 10 minutes of rest.
at Ken St. Andre's personal T&T site:
<www.trollhalla.com>. Q. What is a delver's normal move-
ment rate?
A few answers: A. Depends entirely on the condi-
tions. Movement rate is whatever
Q. Do Rogues, Leaders and Rangers seems reasonable to GM and players.
get a Talent in addition to the Type In dark and difficult conditions,
Talent that they start out with? movement can be assumed to be very
A. No. Starting characters get one slow. If you are using the character
Talent only - in the case of Rogues and creature tokens that came with
("Roguery"), Leaders ("Leadership") this Special Edition, let's use some-
and Rangers ("Missile Mastery") - thing simple like 4 spaces for running,
these talents are pre-determined. 3 for trotting, 2 for walking, 1 for cau-
These characters can select a second tious exploration. (that's for humans,
Talent when they advance to their elves, dwarves, etc.) Big creatures
next level. cover more ground at the GM's dis-
cretion.

173
CHARACTER
RECORD
SHEET
NAME KINDRED

TYPE LEVEL

ATTRIBUTES COMBAT
STRENGTH COMBAT ADDS
CONSTITUTION ARMOR HITS

DEXTERITY SHIELD HITS

SPEED OTHER HITS

INTELLIGENCE
WIZARDRY
LUCK

CHARISMA

WEALTH CHARACTER INFORMATION


GP SP CP HEIGHT WEIGHT

EYES HAIR
OTHER VALUABLES WEIGHT POSSIBLE WEIGHT CARRIED

ADVENTURE POINTS LANGUAGES

www.fierydragon.com

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