Rodentia of the Ork Pits
As reported by Yorrdamma Vrash via ‘Mad’ Roy Cram
Yorrdamma is most pleased to have been able to descend into the Ork Pits and investigate the Rodentia that dwell there. In addition to rats, Brats, H'rats, and Grats, he has reported on the Ratlings and the Rat People.
Rats
Every underground complex large enough to support its own ecosystem will be inhabited by rats. On a kremm-rich world like Trollworld, there will be many different kinds of rats. These hardy little creatures thrive in such environments, despite predation, because they are clever at hiding, they reproduce at amazing rates, and they will eat almost anything.
Rats, generally speaking, are not very aggressive, but they are opportunists if something edible shows any sign of weakness. They will seldom bother a party of well armed, healthy delvers unless they are present in huge numbers, or they are very hungry. But if the party is weakened and many of its members are wounded and bleeding, and especially if there are only a few battered survivors left trying to escape to safety, the rats can become quite dangerous. It is an unnerving sight for someone to hear the sounds of lots of tiny animals behind them, and turning, behold the light of their torch reflected in hundreds of tiny red eyes.
The rats will follow such a wounded group quite closely waiting for one to fall or to stop to rest. They will then swarm in to check the prey out. Persons still able to put up a fight will probably suffer only a few bites before the rodents retreat. Those unable to resist will be overwhelmed and suffer a gruesome demise.
There are tales of parties that left an unconscious or badly hurt member behind, knowing that the rats seldom follow the others in such cases.
Some parties can get experience point bonuses by leaving all their rations and food behind. This will greatly reduce the number of rats that continue to pursue.
In higher levels of a complex, and for low level parties, I use 2-7 (d6+1) rats per party member when an encounter is called for. For stronger parties and deeper levels 8-18 (6+2d6) rats per party member can be used. If the larger species of rats are used, I reduce the numbers and always try to give the players a fighting chance.
Rat Stats
Ordinary Rats: MR 1, one die per rat, armor does protect, they do get spite damage
Brats (Big Rats): MR 6, one die + 3 adds, these are about the size of a cat
H’rats (Huge Rats): MR 12, 2 dice + 6 adds, these are about the size of a dog
Grats (Giant Rats): MR 24, 3 dice + 12 adds, size of large dog and very aggressive
If more than half the rats are killed in an encounter, the rest will run away (d6: 1-5 chance). They will return after the party leaves to eat their dead.
The screeching of Grats can cause fear in party members who fail a level one SR on Intelligence. This makes the affected person lose half his combat adds.
Game masters may wish to add the risk of bubonic plague to persons bitten by rats. If the victim misses a level one SR on Luck, within 24 hours he will become desperately ill, and will die if he misses a level two SR on his Con. If he makes the roll he will survive, but will take 7-10 days to fully recover. He will be immune to the plague after this harrowing experience. A Cure Disease type spell will cure or prevent the disease.
Ratlings and Rat People
Ratlings are small Hobbit-sized creatures that appear to be a hybrid creation of Goblin and Rat. They are quicker and more cunning than some other observers have indicated. They have the power to communicate with and to command all other types of non-sapient rat kind. They are immune to the plague, and can spread this bad disease by their bite, or from licking their weapons before battle. They can see in the dark, and compete fiercely with the Orks and Gobs here for territory. I saw several of them use magic skillfully during my sojourn in the Pits. They are dangerous with a sling or thrown weapons. They are also able to construct cunning traps and infernal devices. I observed some of them riding Grats as mounts. It took all my skill to avoid being detected or caught. These are not creatures to take lightly here in the labyrinth! Their stats are laid out in the studies by the great scholar Khenn Arrth in the 7.5 edition of his great work. (But I believe he underestimated the Speed and Intelligence of the Ratlings).
The 'Rat People' are a very interesting species. They are shape changers, but are not true Weres. They can appear completely human (though they often look a little ratty) and their tail is always present and gives them away if they do not take pains to hide that appendage. In their human form they are like any other person. But, in their rat form, which they can assume at will, they have claws, fur, and a Rat's head which is, of course, human sized. In the rat form they are very quick and very strong. Ordinary weapons do them only half normal damage from which they recover at the rate of one point per hour. However, silver or magical weapons cause them normal damage and the recovery rate is twice as slow i.e. 1 point every 2 days. Rat People can communicate with rats and command them. They retain their intelligence even in the rat form, and can fight with weapons and wear armor. Their quickness makes them dangerous adversaries.
Those found outside the Ork Pits are usually thieves or burglars, and they are very good at these trades. Like Ratlings, they are hated and persecuted by nearly all other species, and they tend to stay with their own kind in groups. They often form the leadership of a group of Ratlings and other rodents. Rare individuals might learn to use magic, though I did not see any examples of this in my limited journey through the Pits.
The Rat People, in their human form, have the same stats as NPC humans. In their Rat form, they should get Str 1.5 x normal and Spd 2x normal, plus their Rat senses, regenerative ability, and resistance to normal weapons damage. They also keep their hands in Rat form, and can fight with weapons, unlike true weres.
Copyright 2011 'Mad' Roy Cram
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.
The name 'Troll Hammer Press' was inspired by, and is an homage to, the three magic Trollhammers of Trollhalla, and was additionally inspired by the song Trollhammaren by Finntroll.
All Troll Hammer Press content, unless indicated otherwise, copyright © Paul Ingrassia 2010 - 2014. Troll Hammer Press 'hammer' logo by Jeff Freels.
Tunnels & Trolls written by Ken St. Andre, copyright © Flying Buffalo Inc. All hail the Trollgod and his Champions of Trollhalla!
All Troll Hammer Press content, unless indicated otherwise, copyright © Paul Ingrassia 2010 - 2014. Troll Hammer Press 'hammer' logo by Jeff Freels.
Tunnels & Trolls written by Ken St. Andre, copyright © Flying Buffalo Inc. All hail the Trollgod and his Champions of Trollhalla!
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Saturday, December 17, 2011
Monday, December 12, 2011
T&T Supplement: Under The Sundered Moon Redux Deluxe
Under The Sundered Moon Redux Deluxe
A T&T 7E Scenario For Citizens
by Tom K. Loney
Published by Peryton Publishing
Most excellent! Tom's ripe imagination draws us into the classic tale of H.G. Wells' The Time Machine, T&T-style! Plenty of background detail and story elements to give it structure, yet plenty of room for a GM to mold this into his own unique adventure, or even a campaign. Anyone familiar with the original tale will feel right at home, and if not, no fear, there is still fun aplenty. Tom succeeds in bringing a steam-punk sci-fi classic to T&T7.5, and provides a platform for exploring the underrated citizen character type.
J. Watt, a 3rd level wizard (may be a pc or npc) discovers the secrets of powerful time-travelling magic, and the plans for a steampunk time machine to enhance his own abilities so he may utilize the potent magic. Factor in a tragic accident, and voila, the wayward wizard finds himself 40,000 in the future. Trollworld is vastly changed, with two kindreds having formed from the cross-breeding of all the kindreds of Trollworld over 40 millenia: the Eloi and the Morlocks. The entire world is in the clutches of the Worlock, a wizard with psychic abilities. Teamed with a group of Eloi Citizens (pc characters), J. Watts must find his time machine so he may return to his own era, as well as help the Eloi escape the clutches of the Worlock and his Morlock minions. Tom escorts you through each section of the adventure with plenty of details to get a GM started quickly, and yet, plenty of flexibility to add embellishments as the GM sees fit.
Personally, being a solo player, I think the adventure is ripe for solitary play. I plan to use the Mythic GM Emulator to play the part of J. Watts (or perhaps my own wizard, we'll see), and I will have a party of Eloi npcs. Again, enough detail to provide me with a framework, yet flexible enough for the GM Emulator to carry me through with plenty of surprises.
If you are a fan of sci-fi inspired T&T games, I highly recommend you head on over to RpgNow and pick up your copy today: http://www.rpgnow.com/product_info.php?products_id=94622
While you're at it, wander on over to Tom's Peryton Publications and check out all his other great products: http://www.perytonpublishing.com/
Copyright 2011 Paul Ingrassia
T&T 7.5 Creature Feature # 17
A tough, low-level NPC you can insert into any campaign as a random or preset encounter. Brought to you by the one-and-only 'Mad' Roy Cram!
Name: Snagmar
Player: NPC
Kindred: Human (?) (May have Uruk in family tree somewhere)
Ht: 5' 10" Wt: 210 lbs
Type: Warrior Bully Scumbag
Level: 1
Str: 16
Con: 18
Dex: 15
Spd: 12
Int: 10
Wiz: 5
Lck: 13
Chr: 11
Adds: +8
Talent
Throwing knives Dex + 4 double spite damage
Weapons
African throwing knife (4 dice)
4 poniards (2 dice)
Scimitar (4 dice)
Armor
Dbl for warrior
Leather (12)
Helm (2)
Greaves (4)
Buckler (6)
Equipment
Pack, wineskin, purse with 7-18 gold pieces; 1-6 gems
History
There is a 1500 gold piece reward for 'Snaggy's' head. He killed the captain of his military company who caught him cheating at cards. He fled into the woods and lives there now with a group of low level bandits and brigands (MR 6+2D6 each). He is very risk averse and will not be easy to surprise. He will run if able and leave his band to delay pursuers. It is thought that he, on one occasion, met delvers in an encounter, pretended to join them, and left after killing a couple members of the party and stealing all he could carry. This guy is a monster. He will say and do anything to save his life or put a few coppers in his purse. The authorities want his head bad!
Copyright 2011 'Mad' Roy Cram
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.
Name: Snagmar
Player: NPC
Kindred: Human (?) (May have Uruk in family tree somewhere)
Ht: 5' 10" Wt: 210 lbs
Type: Warrior Bully Scumbag
Level: 1
Str: 16
Con: 18
Dex: 15
Spd: 12
Int: 10
Wiz: 5
Lck: 13
Chr: 11
Adds: +8
Talent
Throwing knives Dex + 4 double spite damage
Weapons
African throwing knife (4 dice)
4 poniards (2 dice)
Scimitar (4 dice)
Armor
Dbl for warrior
Leather (12)
Helm (2)
Greaves (4)
Buckler (6)
Equipment
Pack, wineskin, purse with 7-18 gold pieces; 1-6 gems
History
There is a 1500 gold piece reward for 'Snaggy's' head. He killed the captain of his military company who caught him cheating at cards. He fled into the woods and lives there now with a group of low level bandits and brigands (MR 6+2D6 each). He is very risk averse and will not be easy to surprise. He will run if able and leave his band to delay pursuers. It is thought that he, on one occasion, met delvers in an encounter, pretended to join them, and left after killing a couple members of the party and stealing all he could carry. This guy is a monster. He will say and do anything to save his life or put a few coppers in his purse. The authorities want his head bad!
Copyright 2011 'Mad' Roy Cram
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.
Tuesday, December 6, 2011
~now for something completely different~
Monday, December 5, 2011
Eald Scōl # 3: Tunnels & Trolls 1e
I bought a reprint of the 1st edition of Tunnels & Trolls off of ebay a while back, skim-read it, then put it in the 'needs to be looked at closer' pile of RPGs. Recently, I picked it up again and read it more carefully, and got pretty excited to see how my favorite RPG started off. Amazingly, at its heart, T&T hasn't changed at all. Sure, 7.5 is bigger, and there have been some changes to core mechanics over the editions, but at its mighty heart, T&T is the same game it was back in 1975. I just had to give it a go.
I played T&T1e solo for the better part of a week, running a total of 4 warrior characters (only the 4th still lives) through Buffalo Castle, then Labyrinth. I have early printings of both solos, and they worked perfectly 'as is' with the 1e rules. I had a lot of fun, it wasn't hard to retrofit my brain from 7.5e to 1e.
As I get older (I started playing RPGs around 1979-80), I have been enjoying short, all-in-one rules booklets far more than lengthy, over-complicated foot-thick tomes. T&T1e was the prototype for every short and simple RPG to follow. There is just enough meat to chew, but you don't get the whole cow, you get to make it your own.
There are differences from then to now. There were only three classes: warrior, rogue, and magic-user. Monster dice, as determined by MR, is at a different range scale. All saving rolls are to be made using the Luck attribute. Armor is, in essence, an extension of Con, as armor 'wears out' as it takes hits. Shields, however, do not, they deflect a set number of hits every combat round. Warriors and rogues receive personal adds, magic-users do not receive positive adds, but must incur negative adds. There are other differences as well.
As I played, I developed some house rules for my solo play. Burke's Wild Lands PHB (find it over at the Trollbridge) was inspirational in implementing some of these rules.
~ Treasure Generator from T&T5.5
~ At character creation, humans may roll 4d6 for attributes, but only count the three highest
~ Lost Con regained after a night's sleep. If Con reduced below half, 1 point per day is recovered until back to half Con, then a night's sleep to regain final half
~ Missile weapons may be fired at the beginning of the first round of combat, they do not replace melee combat, and they do not count towards the round HPT
~ Missile weapon ranges:
bows and slings: 100 yards
spears: 20 yards
knives and axes: 10 yards
double range = x2 difficulty to hit
spear throwers double range
~ regain expended arrows:
roll 1d6:
1-3 lost or broken
4-6 recovered
~ 2 weapon combat: character's Str and Dex must exceed the combined required minimum Str and Dex of both weapons
Experimenting with 1e has peaked my curiosity for other early editions, T&T4e and T&TUK1 in particular. I have picked Mahrundl of Trollhalla's brain for clues to reconstructing some info found in T&T4e by using 5.xe rules, so my house rules will be getting an update soon. I also have not yet experimented with magic-users and rogues in 1e, so I look forward to exploring the rules further.
Unfortunately, there are no legitimate sources for getting your hands on a copy of Tunnels & Trolls 1st edition, there are no official reprints being sold today. The original was self published by Ken himself, and only 100 copies of it, as the story goes. So, I suggest keeping a keen eye on ebay, an old reprint may be your only shot at taking the original rules for a test drive.
~ ~ ~
Copyright 2011 Paul Ingrassia
Next: Monsters! Monsters! revisited
Eald Scōl (Old English for Old School) showcases Old School P&P RPGs, first published 1990 or earlier, ranging from rare and obscure games to well-known favorites.
I played T&T1e solo for the better part of a week, running a total of 4 warrior characters (only the 4th still lives) through Buffalo Castle, then Labyrinth. I have early printings of both solos, and they worked perfectly 'as is' with the 1e rules. I had a lot of fun, it wasn't hard to retrofit my brain from 7.5e to 1e.
As I get older (I started playing RPGs around 1979-80), I have been enjoying short, all-in-one rules booklets far more than lengthy, over-complicated foot-thick tomes. T&T1e was the prototype for every short and simple RPG to follow. There is just enough meat to chew, but you don't get the whole cow, you get to make it your own.
There are differences from then to now. There were only three classes: warrior, rogue, and magic-user. Monster dice, as determined by MR, is at a different range scale. All saving rolls are to be made using the Luck attribute. Armor is, in essence, an extension of Con, as armor 'wears out' as it takes hits. Shields, however, do not, they deflect a set number of hits every combat round. Warriors and rogues receive personal adds, magic-users do not receive positive adds, but must incur negative adds. There are other differences as well.
As I played, I developed some house rules for my solo play. Burke's Wild Lands PHB (find it over at the Trollbridge) was inspirational in implementing some of these rules.
~ Treasure Generator from T&T5.5
~ At character creation, humans may roll 4d6 for attributes, but only count the three highest
~ Lost Con regained after a night's sleep. If Con reduced below half, 1 point per day is recovered until back to half Con, then a night's sleep to regain final half
~ Missile weapons may be fired at the beginning of the first round of combat, they do not replace melee combat, and they do not count towards the round HPT
~ Missile weapon ranges:
bows and slings: 100 yards
spears: 20 yards
knives and axes: 10 yards
double range = x2 difficulty to hit
spear throwers double range
~ regain expended arrows:
roll 1d6:
1-3 lost or broken
4-6 recovered
~ 2 weapon combat: character's Str and Dex must exceed the combined required minimum Str and Dex of both weapons
Experimenting with 1e has peaked my curiosity for other early editions, T&T4e and T&TUK1 in particular. I have picked Mahrundl of Trollhalla's brain for clues to reconstructing some info found in T&T4e by using 5.xe rules, so my house rules will be getting an update soon. I also have not yet experimented with magic-users and rogues in 1e, so I look forward to exploring the rules further.
Unfortunately, there are no legitimate sources for getting your hands on a copy of Tunnels & Trolls 1st edition, there are no official reprints being sold today. The original was self published by Ken himself, and only 100 copies of it, as the story goes. So, I suggest keeping a keen eye on ebay, an old reprint may be your only shot at taking the original rules for a test drive.
~ ~ ~
Copyright 2011 Paul Ingrassia
Next: Monsters! Monsters! revisited
Eald Scōl (Old English for Old School) showcases Old School P&P RPGs, first published 1990 or earlier, ranging from rare and obscure games to well-known favorites.
Friday, November 25, 2011
T&T 7.5 Creature Feature # 16
Welcome to the relaunch of TROLL HAMMER's T&T Creature Feature!
Something a little different this time around, one of my more unusual (and favorite) solo characters. This guy survived the 10 combat trip through the Arena of Khazan, and is still technically active, as he hasn't yet been killed. His name was inspired by a Heavy Metal band that I was good friends with years ago.
Name: Warrax
Player: Paul Ingrassia
Kindred: Minotaur (male)
Ht: 7'4" Wt: 225 lbs.
Type: Specialist Ranger
Level: 3
AP/Total: 11,167
AP/Unspent: 367
Str: 83
Con: 36
Dex: 22
Spd: 14
Int: 11
Wiz: 8
Lck: 17
Cha: 26
Adds: +88
Talents
Stealth (Dex) 30
Tracking (Int) 12
Common Language (Int) 15
Minotaur Language (freebie, automatic success)
Weapons
Magic Pickaxe (12 dice) - strikes through armor, deflects missile on roll of 4+ on 2d6
2 Highwayman's Pistols (5 dice +15)
Sax (2 dice +5)
Armor/Shield
Bracers (2 hits)
Cuirass (5 hits)
Tower Shield (6 hits)
Misc. Possessions
953 GP, 9 SP, 8 CP
1 Turquoise (50 GP)
Tiger Fur Loincloth
2 Powder Horns (20 charges)
ramrod, swabbing, 20 lead balls
2 belts (1 for pistols, 1 for pouches)
4 belt pouches (for coin, shot, etc)
Description/notes
Warrax is covered in ivory white fur and has black horns and red eyes. He has the head, legs, hooves, and hindquarters of a bull with the arms and torso of a human man.
As a Specialist Ranger, for ranged attacks, Warrax only has to make a Level One Saving Roll against any target withing range, and he always rolls on Dex for ranged attacks. His attack will only miss if he fails the SR.
He has been granted a boon from the Death Goddess: 1x only, if killed (and not dismembered) he will come back to life 1 hour later with a Con of 10.
Copyright 2011 Paul Ingrassia
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Something a little different this time around, one of my more unusual (and favorite) solo characters. This guy survived the 10 combat trip through the Arena of Khazan, and is still technically active, as he hasn't yet been killed. His name was inspired by a Heavy Metal band that I was good friends with years ago.
Name: Warrax
Player: Paul Ingrassia
Kindred: Minotaur (male)
Ht: 7'4" Wt: 225 lbs.
Type: Specialist Ranger
Level: 3
AP/Total: 11,167
AP/Unspent: 367
Str: 83
Con: 36
Dex: 22
Spd: 14
Int: 11
Wiz: 8
Lck: 17
Cha: 26
Adds: +88
Talents
Stealth (Dex) 30
Tracking (Int) 12
Common Language (Int) 15
Minotaur Language (freebie, automatic success)
Weapons
Magic Pickaxe (12 dice) - strikes through armor, deflects missile on roll of 4+ on 2d6
2 Highwayman's Pistols (5 dice +15)
Sax (2 dice +5)
Armor/Shield
Bracers (2 hits)
Cuirass (5 hits)
Tower Shield (6 hits)
Misc. Possessions
953 GP, 9 SP, 8 CP
1 Turquoise (50 GP)
Tiger Fur Loincloth
2 Powder Horns (20 charges)
ramrod, swabbing, 20 lead balls
2 belts (1 for pistols, 1 for pouches)
4 belt pouches (for coin, shot, etc)
Description/notes
Warrax is covered in ivory white fur and has black horns and red eyes. He has the head, legs, hooves, and hindquarters of a bull with the arms and torso of a human man.
As a Specialist Ranger, for ranged attacks, Warrax only has to make a Level One Saving Roll against any target withing range, and he always rolls on Dex for ranged attacks. His attack will only miss if he fails the SR.
He has been granted a boon from the Death Goddess: 1x only, if killed (and not dismembered) he will come back to life 1 hour later with a Con of 10.
Copyright 2011 Paul Ingrassia
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Tuesday, November 22, 2011
...and now for something completely different...
Friday, November 18, 2011
OP Responds!
Well, it seems all I had to do to get a response from ShiTman was to go public! Instead of answering my emails, or accepting my invitation to openly comment here, he chose to add a bit of comical creative writing to his webpage. Not wanting any of you to visit the offending site, but at the same time wanting to share the joke, I decided to reprint his hysterical commentary here at TROLL HAMMER.
First, I would like to extend my thanks to ShiTman for the free advertising, I'm sure the one or two people who might actually visit his site will be inspired to check out what the hell TROLL HAMMER is all about.
Second, thanks for the laugh, ShiTman, I needed a good guffaw, and you've certainly provided it with your tale of fantasy. If I actually were fat and bald, this would have been a great laugh. See, you CAN write for yourself, no need to steal other people's writing. I guess you just need to compensate for some sort of self-loathing issues, and perhaps a feeling of inadequacy.
You know, this all gives me an idea for an MSPE scenario. The fat, balding, tough guy private eye takes on an assignment to investigate a weasel-like, petty outlaw who has become a slight annoyance to the local townsfolk. Hmmm... Nah, never mind, not worth the effort, the villain is too weak; a mentally deficient outlaw with no self-esteem wouldn't be much of a challenge...
Don’t forget to visit FLYING BUFFALO’s website: http://www.flyingbuffalo.com/tandt.htm and order something for your Tunnels & Trolls collection.
Be sure to tell Rick that Mist-tik-foo-al-gassy-ass sent you! ;-}
Saturday, November 12, 2011
BOYCOTT OUTLAW PRESS
Things have been quiet around here, I know, and it is with a heavy heart that the revival of TROLL HAMMER has to be based upon something negative, but, alas, we cannot always control what motivates us to action. This is a blight on the world of Tunnels & Trolls, and one which I simply can no longer remain quiet about.
I have wanted to write this post for a few weeks now, and I have gone over and over how it should be done. My initial feeling was a scalding, curse-filled, personal character assassination of the proprietor of Outlaw Press, one James Shipman. But what would that prove? That I know how to bash someone and be a nasty SOB. It would have detracted from what I really want to say.
The questionable business practices of Outlaw Press are no secret, any search engine will return a number of hits describing exactly the thievery that Mr. Shipman has perpetrated, such as:
http://geek-related.com/2010/01/19/outlaw-pressjim-shipman-sinks-to-demented-pathetic-new-lows-in-art-theft-scandal/
http://martianchess.blogspot.com/2011/06/outlaw-press.html
http://forum.rpg.net/showthread.php?483885-Outlaw-Press-uses-stolen-art
Unfortunately, Mr. Shipman has not only refused to make things right, he actively continues his theft. He has gone as far as masquerading as others, or possibly having others act on his behalf, to approach outstanding artists with freelance work for fictitious projects, and then use the art for Outlaw Press products. The kicker? He actually claims in the product blurbs that these pieces of art were 'specially commissioned'. Unfortunately, he doesn't explain that 'specially commissioned' translates into 'duped and stolen'. He constantly mines the sacred halls of Ken St. Andre's Trollhalla for inspiration, publishing tales and games shared in the 'Halla as if they were submitted to him. He has apparently even poured over this very blog, as I have come to realize he has used my work without permission (in Hobbit Hole # 19), and has stolen monsters from the popular Creature Feature posts that appear here. That last bit really burns me, as these generous folks shared their creatures with me, and all of you, for free and in good faith, just to have them stolen for publication in OP's Monstrum Codex III. The list of often brazen thefts goes on and on. When confronted, he responds with apathy, or often not at all, as in my case. To date, I don't even know what he has stolen from me (anyone with a copy of HH#19, please contact me).
Additionally, Mr. Shipman has a habit of posting 'free' solo adventures, which are actually word doc transcriptions of solos that are offered elsewhere by their creators, often not for free. If you do not believe that, look at his website yourself: http://www.outlawpressinc.com/Free.html After taking a look there, do a search of some of the solo titles at your favorite engine to find the REAL versions, then judge for yourself. I suspect that most of the creators did not authorize the appearance of their solos at OP.
So, what is to be done? While initially the word 'lawsuit' screams out to be heard, the reality is, how many small, independent, freelance artists and game designers want to spend the time, and expense, to go down that road? Certainly, one could take the time and effort to contact OP's ISP and lodge a complaint regarding the stolen material and copyright violations, which may yield success, but again, how many people have the time and desire for such an assault?
My suggestion is a boycott of Outlaw Press. Put quite simply, if nobody buys his stuff, he will have no reason to publish more, and therefore no reason to steal the work of others. I invite everyone reading this to save a copy of the 'No Outlaw Press' picture at the top of this post, and re-post to your own blogs and webpages. Spread the word to your friends via RPG forums and clubs. BUT MOST IMPORTANTLY, DO NOT BUY ANYTHING FROM OUTLAW PRESS, NO MATTER HOW MUCH YOU MIGHT WANT IT. Also, equally inportant, do not submit any materials to OP for publication. This is very important, because by purchasing or submitting to OP's products you are showing your support of stealing work from honest people who have worked DAMN hard to produce their creations. If you want to purchase REAL Tunnels & Trolls products, there are a variety of reputable publishers out there: Flying Buffalo, of course; Fiery Dragon; Peryton Press; pay a visit to the links list at Trollhalla for even more ideas: http://www.trollhalla.com/links.php
Additionally, I invite you all, no, rather I URGE all of you readers to post a comment here to show your support of the Outlaw Press Boycott. To be fair, I will approve all comments, whether in support of or against the boycott or Outlaw Press. I ask that comments contain a bit of respect and taste, but I also will not moderate or censor any comments.
Finally, I also invite, no I challenge James Shipman to post a comment here. Mr. Shipman, apparently you think there is nothing wrong with the way you conduct business, so I invite you to defend your position here. I promise to post whatever you send, unmoderated. But be prepared, because any responses to your comment will remain unmoderated as well.
So there you have it, a call to arms, a call to boycott.
Thanks for reading. TROLL HAMMER will become more active again, hopefully with much more positive postings in the near and far future.
Paul 'Mist-Tikk Foo-all' Ingrassia
Tuesday, June 28, 2011
Life...
Wednesday, March 23, 2011
T&T 7.5 Creature Feature # 15
A New Kindred for Tunnels & trolls 7.5
By Paul Ingrassia
Creature Name: Dwarf-Ogre
Monster Rating: -
Combat Dice: -
Special Damage: Warrior Bonus; Normal Spite Damage
Special Abilities: Warrior Armor Bonus; Gains WIZ points by eating standard Dwarves at the rate of One Wz/Cn point of the consumed victim; Also see below for other racial abilities.
Attribute Modifiers:
STR 2 CON 2 DEX 1 INT 1 LK 0.71 CHR 1.25 WIZ 2 HT (0.67)x2 WT 2
History and Description:
When Gristlegrim carved his first Dwarves in an effort to create his own subject race, prior to bringing the Dwarves of Midgard to Trollworld, he considered them a failure. (See Ken St. Andre's essay Dwarves, found in his A Fragmentary History of Trollworld). Upon the arrival of the Midgard Dwarves, Gristlegrim went about carving a new race of Dwarves with the help of their stonemasons. His first experimental Dwarves, much more crudely fashioned, were all but forgotten and left to fend for themselves. Though largely brutish and stupid due to their lack of training, the original Dwarves managed to sneak out of Gristlegrim's caverns and survive on their own on the surface of Trollworld. They had, however, developed enough intelligence to harbor a deep jealousy and hatred for both the Midgard Dwarves and Gristlegrim's new Dwarves.
The tribe began calling themselves the First Dwarves, and settled in a hidden cavern complex deep within a dark forest. After several decades of living in seclusion, the First Dwarves had learned much in the way of stealth, ambush, and battle. They were ready for their revenge. They began a raiding campaign of bloody surprise attacks against small groups of both Midgard and Trollworld Dwarves, giving no quarter, and devouring the corpses of their dead enemies. These guerilla tactics served the First Dwarves well, for a time, but as their numbers dwindled the volume of attacks declined. Unable to reproduce on their own, they came to realize their numbers were finite. They had also started changing. Due to their cannabalistic ways, the First Dwarves were morphing into Ogres. (See Tom 'Kopf' Loney's article about T&T Ogres and Giants here) They also came to realize that their safety was at risk, as they could never survive a major assault against them with so few left. The First Dwarves decided to disband their tribe and each set out on a solitary path, an event which they refer to as The Leaving. Every ten years, the remaining First Dwarves all meet at what they call The Gathering, held in a different, secret location each decade. They have come to be called Dwarf-Ogres by the rest of Trollworld, and are considered somewhat legendary, as most folks think they are all long dead. To the Dwarves of Gristlegrim, the Dwarf-Ogres are a very rare and hated enemy to be destroyed on sight.
Some few have grown weary of their long, solitary existences and have recently struck out into the world in search of adventure. Dwarf-Ogres are always expressed in terms of Attributes instead of Monster Ratings, as each one is a unique individual from a near-dead race. They appear as huge, twisted versions of Gristlegrim's Dwarves with Ogre-like features, such as tusks, horns or claws. All Dwarf-Ogres have increased in height (use the Dwarf HT modifier of 0.67, then multiply the result by 2) as a result of becoming Ogrish. They will without question kill and devour any Gristlegrim or Midgard Dwarf on sight (increasing their Wiz by the number of the victim's Con rating, as per Tom's Ogres), and keep the skull as a trophy. If severely outmatched, the Dwarf-Ogre will try desperately to come up with a plan to destroy the Dwarves. Dwarf-Ogres are generally NPCs, but PCs are possible for solos, or extremely rarely in parties of delvers which do not include standard Dwarves. A PC Dwarf-Ogre must make a Lvl 4 SR on INT if they wish to resist this powerful racial hatred when in the presence of a standard Dwarf. They may only be Warriors. All Dwarf-Ogres automatically have an Ambush Talent based on the highest of their Dex, Int, or Luck, which includes stealthy movement, hiding, backstabbing, and other surprise tactics. They also receive the standard Talent choice granted at character creation. Most favor large crushing weapons as their main armament, such as maces, warhammers, and mauls. Many also like to carry 4' - 6' or larger swords as secondary weapons. As a rule of thumb, if a Dwarf-Ogre has twice the required STR, he may wield two-handed weapons with a single hand. Their armor is generally made up of mixed pieces and bits, they prefer to not use full suits or use shields, but most love helmets.
Author's Note: The Dwarf-Ogre kindred was inspired by the Death in the Dark Dwarven Ogre miniature I recently purchased, released by RAFM Company (pictured below), as well as Ken St. Andre's Dwarves essay and Tom Kopf Loney's Ogres and Giants Creature Feature.
Copyright 2011 Paul Ingrassia
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
By Paul Ingrassia
Creature Name: Dwarf-Ogre
Monster Rating: -
Combat Dice: -
Special Damage: Warrior Bonus; Normal Spite Damage
Special Abilities: Warrior Armor Bonus; Gains WIZ points by eating standard Dwarves at the rate of One Wz/Cn point of the consumed victim; Also see below for other racial abilities.
Attribute Modifiers:
STR 2 CON 2 DEX 1 INT 1 LK 0.71 CHR 1.25 WIZ 2 HT (0.67)x2 WT 2
History and Description:
When Gristlegrim carved his first Dwarves in an effort to create his own subject race, prior to bringing the Dwarves of Midgard to Trollworld, he considered them a failure. (See Ken St. Andre's essay Dwarves, found in his A Fragmentary History of Trollworld). Upon the arrival of the Midgard Dwarves, Gristlegrim went about carving a new race of Dwarves with the help of their stonemasons. His first experimental Dwarves, much more crudely fashioned, were all but forgotten and left to fend for themselves. Though largely brutish and stupid due to their lack of training, the original Dwarves managed to sneak out of Gristlegrim's caverns and survive on their own on the surface of Trollworld. They had, however, developed enough intelligence to harbor a deep jealousy and hatred for both the Midgard Dwarves and Gristlegrim's new Dwarves.
The tribe began calling themselves the First Dwarves, and settled in a hidden cavern complex deep within a dark forest. After several decades of living in seclusion, the First Dwarves had learned much in the way of stealth, ambush, and battle. They were ready for their revenge. They began a raiding campaign of bloody surprise attacks against small groups of both Midgard and Trollworld Dwarves, giving no quarter, and devouring the corpses of their dead enemies. These guerilla tactics served the First Dwarves well, for a time, but as their numbers dwindled the volume of attacks declined. Unable to reproduce on their own, they came to realize their numbers were finite. They had also started changing. Due to their cannabalistic ways, the First Dwarves were morphing into Ogres. (See Tom 'Kopf' Loney's article about T&T Ogres and Giants here) They also came to realize that their safety was at risk, as they could never survive a major assault against them with so few left. The First Dwarves decided to disband their tribe and each set out on a solitary path, an event which they refer to as The Leaving. Every ten years, the remaining First Dwarves all meet at what they call The Gathering, held in a different, secret location each decade. They have come to be called Dwarf-Ogres by the rest of Trollworld, and are considered somewhat legendary, as most folks think they are all long dead. To the Dwarves of Gristlegrim, the Dwarf-Ogres are a very rare and hated enemy to be destroyed on sight.
Some few have grown weary of their long, solitary existences and have recently struck out into the world in search of adventure. Dwarf-Ogres are always expressed in terms of Attributes instead of Monster Ratings, as each one is a unique individual from a near-dead race. They appear as huge, twisted versions of Gristlegrim's Dwarves with Ogre-like features, such as tusks, horns or claws. All Dwarf-Ogres have increased in height (use the Dwarf HT modifier of 0.67, then multiply the result by 2) as a result of becoming Ogrish. They will without question kill and devour any Gristlegrim or Midgard Dwarf on sight (increasing their Wiz by the number of the victim's Con rating, as per Tom's Ogres), and keep the skull as a trophy. If severely outmatched, the Dwarf-Ogre will try desperately to come up with a plan to destroy the Dwarves. Dwarf-Ogres are generally NPCs, but PCs are possible for solos, or extremely rarely in parties of delvers which do not include standard Dwarves. A PC Dwarf-Ogre must make a Lvl 4 SR on INT if they wish to resist this powerful racial hatred when in the presence of a standard Dwarf. They may only be Warriors. All Dwarf-Ogres automatically have an Ambush Talent based on the highest of their Dex, Int, or Luck, which includes stealthy movement, hiding, backstabbing, and other surprise tactics. They also receive the standard Talent choice granted at character creation. Most favor large crushing weapons as their main armament, such as maces, warhammers, and mauls. Many also like to carry 4' - 6' or larger swords as secondary weapons. As a rule of thumb, if a Dwarf-Ogre has twice the required STR, he may wield two-handed weapons with a single hand. Their armor is generally made up of mixed pieces and bits, they prefer to not use full suits or use shields, but most love helmets.
Author's Note: The Dwarf-Ogre kindred was inspired by the Death in the Dark Dwarven Ogre miniature I recently purchased, released by RAFM Company (pictured below), as well as Ken St. Andre's Dwarves essay and Tom Kopf Loney's Ogres and Giants Creature Feature.
Copyright 2011 Paul Ingrassia
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
BEAN! 2E Is Here!
HAVE YOU BEEN BEANED?
BEAN! The D2 RPG Second Edition by Jeff Freels is available at RPGNow: http://www.rpgnow.com/product_info.php?products_id=89574
If you're a fan of the first edition, you'll love how Jeff has streamlined the rules without making any major changes, and his additions of mounted and ship-to-ship combat, skills, custom archetypes, and an expanded bestiary will thrill you!
If you're new to BEAN!, now is the right time to jump aboard because BEAN! is even better than ever. Simple, versatile, customizable, and as serious or silly as you like, BEAN! is really one game that does it all.
And, as always, the best part is you still get to toss your beans!
For more info about BEAN! The D2 RPG, check out the Fabled Worlds page here at TROLL HAMMER, and of course be sure to visit BEAN! creator Jeff Freels Jeffwerx site. Additionally, Jeff and I host a Fabled Worlds Yahoo Group featuring all things BEAN!, so swing on by and request a membership for news, announcements, freebies, and discussions about all of Jeff's Fabled Worlds games.
Be sure to check out Scott Malthouse's interview with Jeff Freels over at Trollish Delver!
BEAN! The D2 RPG Second Edition by Jeff Freels is available at RPGNow: http://www.rpgnow.com/product_info.php?products_id=89574
If you're a fan of the first edition, you'll love how Jeff has streamlined the rules without making any major changes, and his additions of mounted and ship-to-ship combat, skills, custom archetypes, and an expanded bestiary will thrill you!
If you're new to BEAN!, now is the right time to jump aboard because BEAN! is even better than ever. Simple, versatile, customizable, and as serious or silly as you like, BEAN! is really one game that does it all.
And, as always, the best part is you still get to toss your beans!
For more info about BEAN! The D2 RPG, check out the Fabled Worlds page here at TROLL HAMMER, and of course be sure to visit BEAN! creator Jeff Freels Jeffwerx site. Additionally, Jeff and I host a Fabled Worlds Yahoo Group featuring all things BEAN!, so swing on by and request a membership for news, announcements, freebies, and discussions about all of Jeff's Fabled Worlds games.
Be sure to check out Scott Malthouse's interview with Jeff Freels over at Trollish Delver!
Thursday, March 10, 2011
T&T 7.5 Creature Feature # 14
SPECIAL EDITION:
Kopfy's Clarifications for the Working Delver: The difference between Ogres and Giants.
By Tom 'Kopf' Loney
It's not the height. Both are giant humanoids but giants are more magically attuned to the elements and nature, while ogres are tainted by evil/chaos or whatever is the source of foulness in the universe. When you encounter a giant-sized humanoid, while you probably shouldn't be overly worried about semantics, certain characteristics can determine whether you're dealing with a giant or an ogre.
Creature Name: Ogre
Monster Rating: 120 and up
Combat Dice: 13d+60
Special Damage: varies per ogre.
Special Abilities: Gains Wz points from eating PCs. One Wz point is gained per Cn point of the consumed foe.
Description: One time regular individuals of any bipedal kindred that for some reason thought that the flesh of their own kindred was tasty, and gained some magical perks in the process. It's a win-win situation overall in their minds. Ogres aren't even always giant-sized at all. What one needs to look for is some sort of unnatural trait or deformity. The most common trait is height, and spiked teeth would probably be the second. But there is more...
When one speaks of a two-headed ettin or a single-eyed cyclops, what he is really referring to is a racial variation of ogre.
Creature Name: Ettin
Monster Rating: 130 and up
Combat Dice: 14d+65
Special Damage: d6 Acid Spit (utilized in Projectile phase of Combat turn). Spit eats away armor, and does d3 permanent damage to Ch of stricken targets if any Hits are taken.
Special Abilities: One head can cast spells or spit while another braces itself for hand-to-hand combat.
Description: A giant, or just taller than average humanoid, with multiple heads. Each head has a different personality, but any of them may control the body that they share. One dominant head usually handles the body, but often another or the other (if there are only two) will take control of an arm or the legs to entertain itself, while the other is dealing with people and delvers around it.
Creature Name: Cyclops
Monster Rating: 120 plus
Combat Dice: 13d+60
Special Damage: n/a, unless otherwise noted by GM
Special Abilities: Natural TTYF casting ability @ 1/10 MR for damage, but creatures Wz is assumed to be as high as its MR.
Description: Wizards do well never to assume that they have the advantage with their spell-mastery just because the creature may act like an cloddish idiot, its brutish strength actually is its Wz manifested in the creatures physical form. Cyclopes are highly magical creatures, despite their brutishness and usually low IQ. These creatures' overall MR can be shifted from attribute to attribute, only having to leave 1 point in the others, to fit the situation around them. And the creatures’ MR will reconstitute as fast as the GM allows Wz points to be regained during the game session.
Creature Name: Sand Ogre
Monster Rating: 140 plus
Combat Dice: 15d+70
Special Damage: Sand in the eyes and flying debris.
Special Abilities: Sneeze Up A Storm- the ability of this type of ogre for 10 Wz points, counted against the creature's effective MR, to blow hurricane force winds in one direction. The area of the effect is as wide as its arm-span and as many strides in length as its MR.
Sand Foundations- the ability to burrow through and shape sand to the Sand Ogre's will, allowing for 10 strides to be one day's work.
Description: Sand ogres do not have to live in deserts, but they like to dwell where their talents suit them best. And they really dislike rainy and cold weather to begin with. They are known to fashion entire palaces, even city-sized abodes in the wastelands of desert dunes. This artisanship is only a pastime until they can get down to the business of sucking the bone marrow of folks that they have just killed.
Now giants are a bit different. They are just as mean and ornery as any ogre, but they aren't out to use your femur as a soup bone. Well, not primarily at least. Giants are the embodiment of primal forces mixed with esoteric astral forces. They are a part of the natural world, and they do have human-like bodies and all the wants and needs of that body– just on one hell of a lot bigger scale than the rest of us.
Creature Name: Hill Giant, also called Wood Giant
Monster Rating: 200 plus
Combat Dice: 21d+100
Special Damage: n/a unless the GM says otherwise.
Special Abilities: Acute smell.
Natural camouflage to the landscape that they dwell in. Hill giants usually have hair that resemble leaves and skin tones that resemble the dominant trees of the area around them.
Description: These giants are the most "ogre-like" of giant-kin. They are hunters, and often tend to be sadistic. They like intelligent prey the best. Some of these giants claim to be seraphim and use the term to impress the locals around them. How true the claims are has yet to be determined.
Creature Name: Frost Giant, also called Snow Giant
Monster Rating: 225 plus
Combat Dice: 23d+113
Special Damage: d3 frost damage for anyone within three bowshots of it who fail a 1st level Cn SR.
Special Abilities: Frostiness in general, included Blizzard Breath- a blow attack that all in its range, as many strides as the creature's MR, must make a 3rd level SR on CN to avoid taking 3d damage. Even those that make it must take d3 Hits.
Description: Frost giants, while usually solitary, make take a smaller form to interact with other humanoids. They may even adventure with them, or just be looking for sex. Mind you the cold always follows them.
Creature Name: Storm Giant, also called Cloud Giant
Monster Rating: 250 plus
Combat Dice: 26d+125
Special Damage: See the bit about lightning
Special Abilities: Lightning Strike, acts as a TTYF for everyone within a bow shot of its impact. The In rating of the casting Storm Giant is considered to be 1/4 of the creature's MR.
Description: These guys are serious trouble. They are often wizards as well as having the ability to call lightning.
Copyright 2011 Tom Loney
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Kopfy's Clarifications for the Working Delver: The difference between Ogres and Giants.
By Tom 'Kopf' Loney
It's not the height. Both are giant humanoids but giants are more magically attuned to the elements and nature, while ogres are tainted by evil/chaos or whatever is the source of foulness in the universe. When you encounter a giant-sized humanoid, while you probably shouldn't be overly worried about semantics, certain characteristics can determine whether you're dealing with a giant or an ogre.
Creature Name: Ogre
Monster Rating: 120 and up
Combat Dice: 13d+60
Special Damage: varies per ogre.
Special Abilities: Gains Wz points from eating PCs. One Wz point is gained per Cn point of the consumed foe.
Description: One time regular individuals of any bipedal kindred that for some reason thought that the flesh of their own kindred was tasty, and gained some magical perks in the process. It's a win-win situation overall in their minds. Ogres aren't even always giant-sized at all. What one needs to look for is some sort of unnatural trait or deformity. The most common trait is height, and spiked teeth would probably be the second. But there is more...
When one speaks of a two-headed ettin or a single-eyed cyclops, what he is really referring to is a racial variation of ogre.
Creature Name: Ettin
Monster Rating: 130 and up
Combat Dice: 14d+65
Special Damage: d6 Acid Spit (utilized in Projectile phase of Combat turn). Spit eats away armor, and does d3 permanent damage to Ch of stricken targets if any Hits are taken.
Special Abilities: One head can cast spells or spit while another braces itself for hand-to-hand combat.
Description: A giant, or just taller than average humanoid, with multiple heads. Each head has a different personality, but any of them may control the body that they share. One dominant head usually handles the body, but often another or the other (if there are only two) will take control of an arm or the legs to entertain itself, while the other is dealing with people and delvers around it.
Creature Name: Cyclops
Monster Rating: 120 plus
Combat Dice: 13d+60
Special Damage: n/a, unless otherwise noted by GM
Special Abilities: Natural TTYF casting ability @ 1/10 MR for damage, but creatures Wz is assumed to be as high as its MR.
Description: Wizards do well never to assume that they have the advantage with their spell-mastery just because the creature may act like an cloddish idiot, its brutish strength actually is its Wz manifested in the creatures physical form. Cyclopes are highly magical creatures, despite their brutishness and usually low IQ. These creatures' overall MR can be shifted from attribute to attribute, only having to leave 1 point in the others, to fit the situation around them. And the creatures’ MR will reconstitute as fast as the GM allows Wz points to be regained during the game session.
Creature Name: Sand Ogre
Monster Rating: 140 plus
Combat Dice: 15d+70
Special Damage: Sand in the eyes and flying debris.
Special Abilities: Sneeze Up A Storm- the ability of this type of ogre for 10 Wz points, counted against the creature's effective MR, to blow hurricane force winds in one direction. The area of the effect is as wide as its arm-span and as many strides in length as its MR.
Sand Foundations- the ability to burrow through and shape sand to the Sand Ogre's will, allowing for 10 strides to be one day's work.
Description: Sand ogres do not have to live in deserts, but they like to dwell where their talents suit them best. And they really dislike rainy and cold weather to begin with. They are known to fashion entire palaces, even city-sized abodes in the wastelands of desert dunes. This artisanship is only a pastime until they can get down to the business of sucking the bone marrow of folks that they have just killed.
Now giants are a bit different. They are just as mean and ornery as any ogre, but they aren't out to use your femur as a soup bone. Well, not primarily at least. Giants are the embodiment of primal forces mixed with esoteric astral forces. They are a part of the natural world, and they do have human-like bodies and all the wants and needs of that body– just on one hell of a lot bigger scale than the rest of us.
Creature Name: Hill Giant, also called Wood Giant
Monster Rating: 200 plus
Combat Dice: 21d+100
Special Damage: n/a unless the GM says otherwise.
Special Abilities: Acute smell.
Natural camouflage to the landscape that they dwell in. Hill giants usually have hair that resemble leaves and skin tones that resemble the dominant trees of the area around them.
Description: These giants are the most "ogre-like" of giant-kin. They are hunters, and often tend to be sadistic. They like intelligent prey the best. Some of these giants claim to be seraphim and use the term to impress the locals around them. How true the claims are has yet to be determined.
Creature Name: Frost Giant, also called Snow Giant
Monster Rating: 225 plus
Combat Dice: 23d+113
Special Damage: d3 frost damage for anyone within three bowshots of it who fail a 1st level Cn SR.
Special Abilities: Frostiness in general, included Blizzard Breath- a blow attack that all in its range, as many strides as the creature's MR, must make a 3rd level SR on CN to avoid taking 3d damage. Even those that make it must take d3 Hits.
Description: Frost giants, while usually solitary, make take a smaller form to interact with other humanoids. They may even adventure with them, or just be looking for sex. Mind you the cold always follows them.
Creature Name: Storm Giant, also called Cloud Giant
Monster Rating: 250 plus
Combat Dice: 26d+125
Special Damage: See the bit about lightning
Special Abilities: Lightning Strike, acts as a TTYF for everyone within a bow shot of its impact. The In rating of the casting Storm Giant is considered to be 1/4 of the creature's MR.
Description: These guys are serious trouble. They are often wizards as well as having the ability to call lightning.
Copyright 2011 Tom Loney
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Monday, January 31, 2011
BEAN! 1st Edition Errata Released
Available now at RPGNow.com, the official errata for BEAN!
More of a rules expansion, the errata gives excellent options for creating new archetypes and adding a skill system to give characters more depth.
Best of all? It's FREE!
Get your copy now: http://www.rpgnow.com/product_info.php?products_id=87943
Monday, January 24, 2011
T&T Supplement: Cloudbusting - A T&T New Khazan Adventure
Cloudbusting
The Quest for Trollstar: Part 1
by Tom K. Loney
Published by Peryton Publishing
The first adventure for the T&T space adventure setting New Khazan (see Troll Hammer's review of New Khazan), has been released, available as a pdf at DriveThruRPG.com.
A massive, derelict ship has been discovered, and the PCs have been contracted to check it out, with the goal of salvage in mind. Tom takes us deep into the bowels of the drifting space hulk, with detailed descriptions of the huge rooms and chambers therein. Bristling with puzzles, challenges, and a few serious threats, this space romp should keep your PCs on their toes. As implied in the title, this is Part 1 of a string of adventures that will lead the PCs on a wild ride through the sectors of New Khazan in search of the fabled Trollstar, the homeworld of the 9,000 worlds of New Khazan. This promises to be quite the Space Epic!
Cloudbusting is written in a very open-ended fashion, with lots of detail but more than enough room for a GM to make this his own. There are no maps provided for the derelict ship, but the rich descriptions provide the GM with the materials and tools needed to create maps, if desired or needed.
The artwork by Mike Hartlieb is wonderful, very fitting for the setting, though I wish there was more!
Overall, a great space adventure that sets up for a grand campaign on an interstellar scale. If you're a fan of Tunnels & Trolls New Khazan, you must own this book.
Get your pdf copy at: http://rpg.drivethrustuff.com/product_info.php?products_id=87642
Copyright © 2011, Paul Ingrassia
T&T 7.5 Creature Feature # 13
Creature Name: Loper
Monster Rating: 20
Combat Dice: 3d6+10
Special Damage: 1/1 - normal spite damage.
Special Abilities: Can move at same rate in mountainous areas as normal.
Description: Lopers are popular beasts of burden in mountianous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (MR of 40).
Written by Matthew Urquhart, Copyright 2011, themattjon@gmail.com
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Monster Rating: 20
Combat Dice: 3d6+10
Special Damage: 1/1 - normal spite damage.
Special Abilities: Can move at same rate in mountainous areas as normal.
Description: Lopers are popular beasts of burden in mountianous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (MR of 40).
Written by Matthew Urquhart, Copyright 2011, themattjon@gmail.com
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
Tuesday, January 4, 2011
Other P&P RPGs #6: Fabled Worlds RPG System: Part 4
Spotlight On: Jeff Freels and his Fabled Worlds RPG System
Part 4 of 4: BEAN! The D2 RPG
“Grumlahk (Jeff Freels) is the Beangod. I'm signing up for a good spot in the new religion."
~ Ken St. Andre, The Trollgod, Creator of Tunnels & Trolls
The crown jewel of the FW line is the recently released BEAN!, a fantasy rpg that is simple and flexible, great for beginning gamers, and best of all: you get to toss your beans! The highly playable D2 Rules System, derived from the Fabled Worlds Core Rules, is a breakthrough in RPG simplicity, without sacrificing any of the fun.
BEAN! uses only three attributes and three character classes, yet the system still keeps a depth to it. Add the fact that a single, simple mechanic is used with just minor variation to determine all possible resolutions, and you quickly realize the rules set becomes almost invisible during play, leaving more time and energy to playing than reading or searching rules.
Wildly popular overnight, everyone is getting BEAN!ed! Shortly after the release of the core rules, two awesome freebies appeared: a GM adventure by Mike Holcomb and a solo adventure by Ken St. Andre, both available for download at the BEAN!page or DriveThruRPG.
Interview Part 4
Q: I know the core rules have a section on the origin of BEAN!, but would you like to share a brief version of its genesis for the benefit of those poor souls who do not yet own this game?
A: Sure thing. Rub some Vaseline on the lens and let's get into flashback mode. It all began with a comment on Trollhalla.com where Tog (John Stout) was talking about how he'd like to be able to play RPGs inconspicuously at work. He thought if there was a system that used beans rather than dice that he could get away with it. I think the likelihood of getting sacked for tossing beans in a corner is probably roughly equivalent to that of getting sacked for tossin' dice, but the idea still really resonated with me. Any single bean tossed has a 50% chance of coming up on either side, and I thought if we used a variable bean pool, scaled the game down for quick resolutions, and fast paced little adventures that it might be perfect. A few days later I had the rules mostly worked out and began play testing with my wife, niece, and nephew. BEAN was born!
Q: Tell us a bit of the meat-n-potatoes of BEAN!, what makes it tick, what makes it so simple?
A: At its core BEAN is a dice pool game, but uses beans (or any d2 ) rather than dice. The more beans you have in an Attribute the better your odds of success there. I wanted a game with very consistent rules so that people will never spend half a game reaching for the rule book to become "rules lawyers" arguing over tiny little details. The concepts are basic, and easily adaptable for whatever situations you'll find yourself in. The basic idea is that gaming should be fun and easy enough that you can spend your time actually playing the game!
Q: How does it feel to have BEAN! attract so much attention so quickly?
A: It kinda blows me away! I love the fact that so many people have seen how much fun this simple game can be. The game is encouraging others to tap into their own creativity and to share that with others, it's great!
Q: How about a few words about the freebies by Mike and Ken?
A: I really love the fact that people have had so much fun with BEAN that they wanted to offer their own adventures for others to have fun with too. Mike Holcomb sent me his "Princely Ransom" adventure, and generously said that I could do what I wanted with it. It's a really great little adventure with a variety of challenges. It's great for an introduction to RPGs in general, as well as a fun night's romp for seasoned players. My friend Ken St. Andre (an esteemed game designer for many years and creator of one of the best FRPGs: Tunnels & Trolls) liked the idea of BEAN and wrote an adventure called "Death Phrogg Attack". It's wonderfully silly and provides a variety of challenges such as fighting giant Death Phroggs, moral dilemmas, and a phish Takko challenge. After playing this mini-solo you'll have an idea how to tackle any challenge as a GM! These are both well written games, and I hope that by offering them as freebies they'll inspire others' creativity!
Q: OK, and my standard closing question, what does the future hold for BEAN!?
A: People are sharing their ideas for BEAN and I think with the Fabled Worlds Yahoo Group that you created people will be able to continue inspiring new ideas to keep the beans rollin'! I'm putting together a History of Beanworld book to give people ideas for settings and adventure seeds. I think BEAN is sprouting into something really cool, and there's really no reason it should stop growing.
Be sure to visit the BEANpage for more info, ordering details, and lots of cool freebies! Many thanks to Jeff for agreeing to be interviewed, it has been great fun, and I hope a good read.
Previous: Uncle Cucuy’s ¡Lucha Libre!
~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com
Copyright © 2011, Paul Ingrassia
Part 4 of 4: BEAN! The D2 RPG
“Grumlahk (Jeff Freels) is the Beangod. I'm signing up for a good spot in the new religion."
~ Ken St. Andre, The Trollgod, Creator of Tunnels & Trolls
The crown jewel of the FW line is the recently released BEAN!, a fantasy rpg that is simple and flexible, great for beginning gamers, and best of all: you get to toss your beans! The highly playable D2 Rules System, derived from the Fabled Worlds Core Rules, is a breakthrough in RPG simplicity, without sacrificing any of the fun.
BEAN! uses only three attributes and three character classes, yet the system still keeps a depth to it. Add the fact that a single, simple mechanic is used with just minor variation to determine all possible resolutions, and you quickly realize the rules set becomes almost invisible during play, leaving more time and energy to playing than reading or searching rules.
Wildly popular overnight, everyone is getting BEAN!ed! Shortly after the release of the core rules, two awesome freebies appeared: a GM adventure by Mike Holcomb and a solo adventure by Ken St. Andre, both available for download at the BEAN!page or DriveThruRPG.
Interview Part 4
Q: I know the core rules have a section on the origin of BEAN!, but would you like to share a brief version of its genesis for the benefit of those poor souls who do not yet own this game?
A: Sure thing. Rub some Vaseline on the lens and let's get into flashback mode. It all began with a comment on Trollhalla.com where Tog (John Stout) was talking about how he'd like to be able to play RPGs inconspicuously at work. He thought if there was a system that used beans rather than dice that he could get away with it. I think the likelihood of getting sacked for tossing beans in a corner is probably roughly equivalent to that of getting sacked for tossin' dice, but the idea still really resonated with me. Any single bean tossed has a 50% chance of coming up on either side, and I thought if we used a variable bean pool, scaled the game down for quick resolutions, and fast paced little adventures that it might be perfect. A few days later I had the rules mostly worked out and began play testing with my wife, niece, and nephew. BEAN was born!
Q: Tell us a bit of the meat-n-potatoes of BEAN!, what makes it tick, what makes it so simple?
A: At its core BEAN is a dice pool game, but uses beans (or any d2 ) rather than dice. The more beans you have in an Attribute the better your odds of success there. I wanted a game with very consistent rules so that people will never spend half a game reaching for the rule book to become "rules lawyers" arguing over tiny little details. The concepts are basic, and easily adaptable for whatever situations you'll find yourself in. The basic idea is that gaming should be fun and easy enough that you can spend your time actually playing the game!
Q: How does it feel to have BEAN! attract so much attention so quickly?
A: It kinda blows me away! I love the fact that so many people have seen how much fun this simple game can be. The game is encouraging others to tap into their own creativity and to share that with others, it's great!
Q: How about a few words about the freebies by Mike and Ken?
A: I really love the fact that people have had so much fun with BEAN that they wanted to offer their own adventures for others to have fun with too. Mike Holcomb sent me his "Princely Ransom" adventure, and generously said that I could do what I wanted with it. It's a really great little adventure with a variety of challenges. It's great for an introduction to RPGs in general, as well as a fun night's romp for seasoned players. My friend Ken St. Andre (an esteemed game designer for many years and creator of one of the best FRPGs: Tunnels & Trolls) liked the idea of BEAN and wrote an adventure called "Death Phrogg Attack". It's wonderfully silly and provides a variety of challenges such as fighting giant Death Phroggs, moral dilemmas, and a phish Takko challenge. After playing this mini-solo you'll have an idea how to tackle any challenge as a GM! These are both well written games, and I hope that by offering them as freebies they'll inspire others' creativity!
Q: OK, and my standard closing question, what does the future hold for BEAN!?
A: People are sharing their ideas for BEAN and I think with the Fabled Worlds Yahoo Group that you created people will be able to continue inspiring new ideas to keep the beans rollin'! I'm putting together a History of Beanworld book to give people ideas for settings and adventure seeds. I think BEAN is sprouting into something really cool, and there's really no reason it should stop growing.
Be sure to visit the BEANpage for more info, ordering details, and lots of cool freebies! Many thanks to Jeff for agreeing to be interviewed, it has been great fun, and I hope a good read.
Previous: Uncle Cucuy’s ¡Lucha Libre!
~~~
Other P&P RPGs covers current RPGs, generally small, independent releases, all-in-one rules sets, and/or freely available pdf copies. Do you have a rules set you would like to see discussed here? Submit a pdf copy to troll_hammer_press@yahoo.com
Copyright © 2011, Paul Ingrassia
Monday, January 3, 2011
T&T 7.5 Creature Feature # 12
Creature Name: Fencats
MR: Lesser 40 – 100, Greater 75 - 180
Racial talent: Cleanliness
Lesser Fencats
Attribute modifiers:
ST: x ½
IQ: x ½
LK: x 1
CON: x 1
DX: x 2 (1)
CHR: x 3/2
SPD: x1
WIZ: x1
Description:
Fencats are, as their name implies, inhabitants of fens. They range in adult size from around 3’ to nearly 5’ in length (excluding their tails). Due to their short brown fur, they blend in well with their habitat, becoming nearly invisible when they want to, and they can detect the presence of most other creatures due to their sharp eyesight and hearing. Their eyes are generally green or gold, and their ears are tufted. They have sharp, retractile claws, strong jaws, and fangs that can rend flesh from bone in mere moments. When they move, they are swift and almost totally silent. Like most felines, they are very curious, and unlike their relatives, their hands are capable of manipulating objects as dexterously as a human can. They will collect items that attract their interest, including weapons and armour, but they do not use them in combat.
In most situations, fencats will be found in small family groups, usually numbering 2 adults and no more than 4 fenkittens. Occasionally several families will band together for protection or to hunt, but this is rare and short-lived. They are peaceful by nature, and will generally hide from hostile creatures rather than attack them. Adults will speak a pidgin form of the Common Tongue, if they can be coaxed into interaction. They will not speak their racial tongue in the presence of any other creatures
Despite their habitat, fencats are very clean creatures; unnaturally so, some would say. It is almost unheard of for a fencat to be seen even slightly dirty or disheveled, and they spend much of their kittenhood practicing grooming themselves, and learning how to braid the long fur that grows from their skulls into intricate patterns. While they appear to heal normally from injuries, they do not scar and their wounds somehow seem to enhance rather than detract from their appearance.
Greater Fencats
Attribute modifiers:
ST: x 3/2
IQ: x 1
LK: x 1
CON: x 1
DX: x 5/2 (1)
CHR: x 1
SPD: x 3/2
WIZ: x 1
Description:
Very rarely, a much larger fencat (anything up to 7’ long) will be seen. They are invariably alone, and are usually adventuring or searching for something. They speak the Common Tongue fluently, and as with the lesser fencats will not speak their racial language to outsiders. They will generally not wear armour heavier than greaves and vambraces, nor shields heavier than bucklers, and if they carry weapons they will also be light - daggers, chakrams, shuriken and bolas are most likely. It is rumoured that Greater Fencats may be capable of spell-casting; if so, they must do so as Rogues, as the Wizards’ Guild will not teach them. Beyond that, they are the same as Lesser Fencats.
Game effects
In fens or similar terrain, which is the only place they are likely to be encountered, a 5th level SR on IQ is required to notice a fencat for creatures that rely on sight or hearing, and a 4th level SR on IQ if scent is used. They will always make SRs to notice other creatures at 2 levels lower than normal. If a fencat attacks, it gets a free round of attack unless one of the SRs noted previously is made.
Fencats always get a DX SR to avoid becoming dirty, no matter how unlikely it may be (2). If you dropped a fencat into a swimming pool full of ink, it has a chance of emerging unstained. If it is possible to make the SR without using DARO (i.e. a roll of 12 or less is required), the fencat automatically succeeds; if DARO is necessary for the roll to succeed, any double rolled will also count as a success. If a fencat is unlucky enough to become dirty, it will find a quiet place if possible, and begin grooming. The dirt will be removed in D6 - 1 combat rounds, with a minimum of 1. CHR is halved until the fencat is clean again.
(1) The multiplier given is for combat and saving rolls, and for braiding their hair. For other manual tasks, the multiplier is x 1.
(2) If you lived in a swamp and had to clean yourself with your tongue, you’d get pretty good at staying clean too!
Written by Mahrundl of Trollhalla, Copyright 2011, www.trollhalla.com
Next: Get set for a wild ride!
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
MR: Lesser 40 – 100, Greater 75 - 180
Racial talent: Cleanliness
Lesser Fencats
Attribute modifiers:
ST: x ½
IQ: x ½
LK: x 1
CON: x 1
DX: x 2 (1)
CHR: x 3/2
SPD: x1
WIZ: x1
Description:
Fencats are, as their name implies, inhabitants of fens. They range in adult size from around 3’ to nearly 5’ in length (excluding their tails). Due to their short brown fur, they blend in well with their habitat, becoming nearly invisible when they want to, and they can detect the presence of most other creatures due to their sharp eyesight and hearing. Their eyes are generally green or gold, and their ears are tufted. They have sharp, retractile claws, strong jaws, and fangs that can rend flesh from bone in mere moments. When they move, they are swift and almost totally silent. Like most felines, they are very curious, and unlike their relatives, their hands are capable of manipulating objects as dexterously as a human can. They will collect items that attract their interest, including weapons and armour, but they do not use them in combat.
In most situations, fencats will be found in small family groups, usually numbering 2 adults and no more than 4 fenkittens. Occasionally several families will band together for protection or to hunt, but this is rare and short-lived. They are peaceful by nature, and will generally hide from hostile creatures rather than attack them. Adults will speak a pidgin form of the Common Tongue, if they can be coaxed into interaction. They will not speak their racial tongue in the presence of any other creatures
Despite their habitat, fencats are very clean creatures; unnaturally so, some would say. It is almost unheard of for a fencat to be seen even slightly dirty or disheveled, and they spend much of their kittenhood practicing grooming themselves, and learning how to braid the long fur that grows from their skulls into intricate patterns. While they appear to heal normally from injuries, they do not scar and their wounds somehow seem to enhance rather than detract from their appearance.
Greater Fencats
Attribute modifiers:
ST: x 3/2
IQ: x 1
LK: x 1
CON: x 1
DX: x 5/2 (1)
CHR: x 1
SPD: x 3/2
WIZ: x 1
Description:
Very rarely, a much larger fencat (anything up to 7’ long) will be seen. They are invariably alone, and are usually adventuring or searching for something. They speak the Common Tongue fluently, and as with the lesser fencats will not speak their racial language to outsiders. They will generally not wear armour heavier than greaves and vambraces, nor shields heavier than bucklers, and if they carry weapons they will also be light - daggers, chakrams, shuriken and bolas are most likely. It is rumoured that Greater Fencats may be capable of spell-casting; if so, they must do so as Rogues, as the Wizards’ Guild will not teach them. Beyond that, they are the same as Lesser Fencats.
Game effects
In fens or similar terrain, which is the only place they are likely to be encountered, a 5th level SR on IQ is required to notice a fencat for creatures that rely on sight or hearing, and a 4th level SR on IQ if scent is used. They will always make SRs to notice other creatures at 2 levels lower than normal. If a fencat attacks, it gets a free round of attack unless one of the SRs noted previously is made.
Fencats always get a DX SR to avoid becoming dirty, no matter how unlikely it may be (2). If you dropped a fencat into a swimming pool full of ink, it has a chance of emerging unstained. If it is possible to make the SR without using DARO (i.e. a roll of 12 or less is required), the fencat automatically succeeds; if DARO is necessary for the roll to succeed, any double rolled will also count as a success. If a fencat is unlucky enough to become dirty, it will find a quiet place if possible, and begin grooming. The dirt will be removed in D6 - 1 combat rounds, with a minimum of 1. CHR is halved until the fencat is clean again.
(1) The multiplier given is for combat and saving rolls, and for braiding their hair. For other manual tasks, the multiplier is x 1.
(2) If you lived in a swamp and had to clean yourself with your tongue, you’d get pretty good at staying clean too!
Written by Mahrundl of Trollhalla, Copyright 2011, www.trollhalla.com
Next: Get set for a wild ride!
~~~
Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.
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