This is a consideration of the WIZ attribute and I shall centre it upon humans.
Why is Trollworld not bursting at the seams with human wizards? At first glance it ought to be! How so?
The average roll of 3d6 is 10.5 and so most humans should pass the 1st Level wizards' test - 10 for INT and 10 for DEX. Ah but maybe no one teaches them and that's why so may are just citizens. I don't believe this is so...
The Wizards' Guild was formed to counter the law-breaking of people with the ability to cast spells. The idea was that spells would be standardissed and social engineering would go hand in hand with magical tuition in classes so that graduating wizards would keep the law, by and large, and the rulers would be better served.
It wasn't a matter of money - the rulers wanted to net as many fish as they could. Rogues are literally rogue wizards - people who the trawling nets have missed and have not been 'programmed' magically or ethically. (I see no reason why they should have just one spell or that the spells they have should be just as those the Guild teaches but that's another story.)
The explanation for the comparative lack of wizards, given that the INT and DEX starting requirements are so modest, might be this: there are two types of WIZ.
The common one gives rise to spell resistance and everyone has it to some degree, even though it may be very weak. The rarer version allows spell casting. The Wizards' Guild attempts to assess every citizen and then trains those who have the rarer WIZ quality.
That's how it works on Khaghtch'an, the Kraken Continent, anyhow.
Sunday, December 16, 2012
Monday, December 10, 2012
Sir Geoffery gets rich, has no need for anti-perspirant and forms a cunning plan
Putting such thoughts aside (you'll have to read the last post!), he determined to explore the
upper gallery next. A place overgrown with vines and filled with intriguing
statues, it surprisingly yielded no booty and no danger. Scarcely believing
this dearth of risk and reward, the knight descended and headed north into a
section of the castle sadly decayed by the passing years. It was a mess. He
reckoned there was no immediate danger so he left the security of the entrance
archway and set about searching methodically.
In game terms, this meant increasingly difficult LK saving
rolls with the prospect of getting lost if a commeasurately high INT SR was not
made at the end of the treasure trawl. L7 was the top LK ask – with INT of 20
even with a 6 level bonus, Sir Geoffery accepted that he would lose his way. It
dawned on him that at the earliest opportunity he should pray for increased
intellect.
Truth to tell, this time proved to be a calm cruise in happy
hunting grounds for de Boyks. He turned up a total booty bonus of 15,710 gold
pieces in value – far too heavy to take out by himself. He successfully battled
a skeleton and a mountain gorilla without breaking sweat, as well as a vampire.
In two of the fights, he would have taken one point of spite damage but I ruled
that as he won so overwhelmingly, these enemies didn’t manage to even touch Sir
Geoffery (house rule: if the difference in combat totals is vast, the victor
gets a L1 SR on LK to avoid spite – if an ant does battle with a dragon and
rolls a 6, I’m not going to be quick to smack the dragon with a point of
damage) – so no vampire infection.
The hero pulled up a heavy stone with a flick of his wrist
and located an amulet which uplifted his strength by 3 when worn. He got
another weapon – this time a plain sword enchanted to give the wielder’s STR in
dice. For de Boyks, that is 63 currently! Only one add though…
Twice he got a bad feeling as he explored and heeded the
intuition. A plan grew in his mind – go to Khaboom and team up with an
experienced and trustworthy wizard to complete the cleansing of the castle and
hire a team of dwarves to demolish the parts of the castle beyond repair and
then rebuild and renovate. Satisfied with this plan, he hid the cash and legged
it out of his by now favourite creepy hang out.
As he sauntered back to the village, a longer term plan
fermented: to find a witch wife to forge a more permanent partnership with, in
which he would – after a little playtime – be able to sleep easily at night.
Saturday, December 8, 2012
Sir Geoffery and the Castle of Death
I'm going to write up the next exciting installment of our favourite knight in shining armour's adventures in the creepy but treasure-laden castle.
I think he's likely - if he survives and gets more loot - to employ a troop of dwarves and a couple of elven mages to clean out the castle and then have the dwarves stabilise what can be salvaged of the masonry before he hires a bunch of carpenters and navies to spruce it up to habitable standard.
Do you think this is fair, to take a sole setting apart, milk it for all its worth and live the life of Riley (assuming he was a happy fellow)?
I think he's likely - if he survives and gets more loot - to employ a troop of dwarves and a couple of elven mages to clean out the castle and then have the dwarves stabilise what can be salvaged of the masonry before he hires a bunch of carpenters and navies to spruce it up to habitable standard.
Do you think this is fair, to take a sole setting apart, milk it for all its worth and live the life of Riley (assuming he was a happy fellow)?
Rotten Borough - Election Special: Dirty tricks option
I'm adding a dirty tricks option to the election solo where you try to be elected as the Mayor of Stoneydaze - its up on DriveThru with Fairyland included.
I've generated a menu of 11 'dirty tricks' - anyone got any suggestions?
My brain is custard after a haaarrrd week...
I've generated a menu of 11 'dirty tricks' - anyone got any suggestions?
My brain is custard after a haaarrrd week...
Monday, December 3, 2012
Underwater Kindreds
A concept for a new solo grew on me yesterday. Now I need to brainstorm under the sea trollworld kindreds - if anyone has any offerings, they will be greatly received and probably included.
kia ora
Mark/Khaghbboommm
kia ora
Mark/Khaghbboommm
Monday, November 26, 2012
Castle of Death - Chapter 3
The Ghostly Dagger
Sir Geoffery was ready for the off again. Once more into the
breach and all that. He had a new rope and had been practicing hard with his
new enchanted bonesplitter. It hadn’t been easy to find undead volunteers to
test those special properties…
He had also done a fair bit of praying while kicking his
heels at home and he rather felt that this had lead to the apparent improvement
in all three of his khremm resistance, his intellect and his charisma. Worth
wearing out the knees in his favourite breeches.
The villagers did not discourage him this time. Having seen
the swag he had returned with last time, there were actually a few volunteers
to accompany him but he did not want to see them smeared all over the castle
flagstones – well, not much…
Nothing looked different when he got back to the great skull
gate. This time he settled on a full frontal approach (possibly remembering his
cousin’s lobotomy) and he picked the lock in the small side door and squeezed
through to find himself looking at the other side of those great doors. The intrepid knight was just beginning to
survey a courtyard when he heard a noise above – some lowlife was attempting to
empty a bucket of boiling tar on his nicely smoothed barnet!
Jumping aside and cursing, he made his way northwards and
went through a gate with a family crest emblazoned upon – De’ Ath! – to find
another overgrown courtyard. In the centre was a fountain, now choked with
weeds. That looked worth a decent gander, he was thinking, when…
A decidedly woe-begone dragon dive bombe him from nowhere.
Its look proved to stem from it not being alive anymore. An undead dragon. How
annoying! The bonesplitter seemed to howl as it split the air before cleaving
through the decrepit beast. It might have kept the sparrows off the lawn but it
wasn’t keeping de Boyks from his date with destiny! In one minute flat, he had fragmented
it diligently.
He was quite pleased to notice that his bubble shield had
kept the heat of the dragon’s fire from inconveniencing him. He had an extra
spring to his step.
Although intrigued by the fountain, he acted the good scout
and searched the courtyard thoughtfully. He was soon rewarded. The increasingly
affluent Sir Geoffery found another 6,000 gold pieces in a badly concealed pit
and what made this treasure trove even better was that it was in a sack that
reduced it’s weight to a mere 50wu. Nice work if you can get it, he mused.
Now – back to that fountain. It seemd to approve of him,
although he understood not why nor how, and all of a sudden it began to flow –
fort h first time in years, he felt certain – with fresh water. Khremm exploded
about him and his charm and good looks were vaulted skywards (an increase of
11!). Then he decided to drink. Well, you have to speculate to accumulate, he
ruminated happily. Bingo! Very nice and it would have restored any lost STR or
CON but he was thus far unscathed.
Pressing on, buoyed still further with conviction that he
was a man on a mission, he passed through a doorway to the north which was
flanked by two towering statues of mighty warriors. He repressed the urge to
chop their limbs off a la the Venus de Milo but could not help but spit at their eyes, hoping that the wind would not
change.
Now he was through to what once must have been a splendid
great hall, complete with a massive table ringed with high-backed chairs. Once
again, he put on his searching pants and unearthed another chest. This one made
his face breakout in a huge lopsided grin for it contained a dagger. And not
just any old dagger! This one was a ghostly dagger of undead control (or so he
surmised, intuitively). It became invisible in his hand and, as a highly
accomplished evaluative warrior, he calculated that it was enchanted to get him
2d6 +3 adds with his entire attack, including his personal adds (now +152).
Woot!!! This little baby had more zip than the big brute of a bonesplitter.
Now he had a conundrum to solve – should use sword and
dagger and fight two handed? Noooo! That would mean strapping the still
mysterious buble shield to his back. What was a chap to do? He sat down to
think, vigilant but picturing a third arm. Where to place it though if the
dream came true and how might it go down with the damsels?
Tuesday, November 20, 2012
Castle of Death - Chapter Two
The Sarcophagus
Sir Geoffery did what he could for his wounds (aha! First aid
talent - +6 on INT and I’m going to rule
that he can heal 1d6 per level of saving roll made each day) – rolls 4 and 3,
INT 18 + talent 6 +dice roll 7 = 31 so makes L3 and heals 3 points of injury –
CON up to 73) and then grimly pressed on…
The knight felt he was due some treasure after taking out
two powerful fiends.He searched the now decayed room but found nothing more than
a way out of the castle, given that he had 100’ rope with him and the drop was
only 40. His magi-map took care of the details. ‘Gadzooks!’ he muttered,
addicted as he was to these archaic expletives.
He went out into a dismal rat-infested corridor and went
east to a door that took him into what was a surprisingly well maintained
chapel. His hackles rose – what sort of deity would be worshipped in a place
like this? He examined from a distance a leather bound book on a lectern and
decided that the serpent depicted on the cover swallowing its own tail was a
sign of something terrible to come, should the book be unlocked. Instead, he
choose to examine the scene on the stained glass window which showed a knight
and a girl illuminated by bright light from behind the glass.
He rather fancied that he should have such a girl fawning on
him but was startled out of his reverie when the glass shattered and a
hook-beaked demon fell upon him. It was only his armour that saved him from
shards of glass. Pretty tough but he made short work of the evil monster with
the yellow eyes, suffering one more point of spite damge. He kicked its corpse
petulantly just before it dissolved in foul-smelling steam and seeped through
the floor.
Now he did get a reward. Behind the glass was a chamber with
a small chest tended by the ghostly figure of the knight in the picture. He was
quite obviously grateful that the demon had been disposed of and Sir Geoffery
found 6,000 GPs in the chest along with 3 gems and a diamond bracelet set in
silver. He figured this was as safe a place as any to leave his booty as he was
not going to lug the chest around this death-trap of a castle with its vicious
denizens.
He left the chapel and back out into the corridor he found a
rusty yet sturdy ladder leading up to a thickly webbed ceiling. After testing his
weight on the lower rungs, he ascended slowly, expecting arachnid attention at
any moment.
None came. He was lucky. He emerged into a musty dark
chamber which his lantern could hardly penetrate. Again, he thought, this is an
omen of malevolence ahead. He moped his brow and investigated, scimitar in
hand. What he discovered were a number of small chests and a sarcophagus – and something
moving about in the darkness!
de Boyks did not hesitate. He made for the sarcophagus and
opened the lid. Maybe he could get anything inside to fight with the lurker.
The lid was lifted easily and he made out some sort of weapon inside. The
creature somewhere in the darkness did not attack and in a rush of blood Sir
Geoffery reached for the weapon!
Suddenly from the gloom a large clay golem chose to attack
him! The knight swung into battle mode and chopped away like a lumberjack. The
golem did not damage easily. Even though Sir Geoffery was on top, the thing
would not go down and it took him 4 solid minutes of hacking (8 rounds) to
reduce it to little lumps of mud. He had taken 26 (!!) points of spite damage in
the forging his way to victory and de Boyks blood spattered the room. His CON
was down to 46 – he was still going to be hard to kill but he was feeling
powerful sore.
Back to business. Despite the webbing, he searched the three
small chests and found a ring in each. With no magic to asses them, he blindly
slipped them on, one after the other. The first added 3 to STR (yay! Back up to
L6) and the other two added one to CON and SPD. Sir Geoffery was satisfied –
his scars would be worth it! Not content with this, he retrieved the weapon
from the sarcophagus – a mighty bonesplitter, getting 21d6 plus 18 (double
against the undead) – woo hoo! Although the sword was intended as a two-handed
weapon (house rule) as Sir Geoffery had more than double the STR and DEX
required he could wield it effectively in one firm hand (house rule: he doesn’t
ye tget his warrior’s bonus of an extra dice per level as he has not yet
mastered the new weapon).
To make a good day great, he finally uncovered 2,000 gold
coins in a sack that made them weigh only 50! Party on, de Boyks!
The big treasure haul coupled with his wounds determined his
course. Sir Geoffery retrieved the other chest with the 6,000 gold pieces and
made his way out of the castle with the aid of his silk rope. The only downside
was having to cut it as he could not untie it at the top. He intended to return
so he severed the silk at waist height and hoped there it would stay. He still
had over 60’ of good quality rope.
Sunday, November 18, 2012
The Castle of Death - Chapter One
In which Sir Geofery starts killing things...
After an arduous journey, Sir Geoffery arrived at the Bright
Stag tavern. Here although he dined very nicely and enjoyed sampling the local
ales, he was met by a host of locals, mainly aged, warning him to turn back,
whilst arming him with protective trinkets (no charge). The brave Sir Geoffery
was undaunted.
He continued on to the drear castle and immediately fumbled his
very first saving roll, thus running into a dragon! Fortunately his charming manner and good
looks convinced the dragon that he was cut above the native riff-raff the
dragon normally devoured. It soon transpired that he really needed to speak at
least a little dragon. I hadn’t considered languages but as his INT is 18 and
his experience (L6) is not inconsiderable, I decided that he could manage a bit
of pidgin dragon. In this way he learned that he should not be hasty to take
decorations from bony types – cryptic!
Making his way on up to the castle, he was confronted with a
seemingly unopenable skull gate towering above him. He ignored this and also a
side door but I was caused to consider talents. I hastily took both lock picking and climbing to
be on the safe side, keeping 4 more in reserve for later.
The valiant knight then circled the castle, first to the
left (finding a sinister shape that he shied away from, taking a hint of its
potential for destruction) before going round to the right and uncovering a
secret door. Ah, what keen eyes you have, Sir Geoffery!
This took him into the castle itself whereupon he was
confronted by a ghostly apparition, intent on his immediate demise! Despite
despatching the spectre in one brief round of combat, he suffered a loss on 1
STR and 1 CON for being in contact for a round and also suffered 3 points of
spite damage. The STR point, I reluctantly realised, took Sir Geoffery down to
59 and so to L5, with the giddy heights of L6 a rapidly fading dream!
Then he found another secret door and made his way upstairs to
a room which clearly had once been grand to the point of luxury but which now
was in decay. This room, Sir Geoffery now discovered, was home to a nasty,
disguised fiend! Once the deception had been penetrated, it took the bold Sir
Geoffery two rounds to smash this evil one – again he suffered 3 points of
spite damage. He declined a quick exit from the castle via an open window and
then uncovered another secret door – this one back downstairs but, alas, not to
treasure. He was determined to press on.
Saturday, November 17, 2012
The Castle of Death by AR Holmes
Prologue
The international postal services made successful saving
rolls at both ends ( and so did I, I suppose) and the package from Andy Holmes
arrived this weekend from England to New Zealand (good old colonialism!).
Goblin Crag, The Dungeon of the Death Mage and The Castle of
Death. The first is THE most awesome GM dungeon, which my son cut his delving
teeth on, the other two solos are new to me.
Taking a leaf from the Trollgod’s book, I am going to
chronicle my adventure in the castle and hope it is not well named…
First off, it’s a 5.5 adventure. No problem, but I am going
to have WIZ and SPD ratings because I want this character to survive and
adventure elsewhere. The guidance notes (tick for that!) tell me no higher than
L6, no more than 160 adds and it is best for warriors although there is a magic
matrix.
I have no such character in fictional life so I am making
one up.
Here are the stats for the human warrior, Sir Geoffery de
Boyks:
STR – 60, WIZ – 20, INT – 18, LK – 45, CON – 77, DEX – 53,
CHR – 29, SPD – 38. By good estimation,
he has 148 adds so Sir Geoffery is at the high end of the ‘permitted’
characters and by 7.5 reckoning he is L6 (I shall add 6 into saving rolls if
needed).
Characters are allowed to have any weapons, armour or
possessions and here is the list Sir Geoffery has accumulated:
·
Enchanted scimitar 10d6+8 plus (house rule) 1
extra dice per level as he is a warrior so 16+8
·
Bubble shield – 28 protection for warrior plus
as yet unspecified bubble properties
·
Mail armour – 14 protection for warrior
·
Death stars (12) – 4d6+2 each
·
100’ silk rope, compass, lantern and oil, pition
hammer & 10 pitons, grappling hook, curare
·
Magi-map (automatically creates accurate map)
·
Cloak of Silence
·
Healing potion – 1d6 healing, 6 doses
·
Sack of Capacity – holds 10 times normal
capacity with no weight to carry beyond empty sack.
I shall see about talents, languages and gold as we go along.
Will he survive his first thrust into the castle? We shall find
out soon…
Thursday, November 15, 2012
Question - Warriors
My question is:-
Do warriors get enough of a bonus for all their training by getting one extra combat add per level?
Does that give them the edge over rogues and wizards in a fair fight? Does that make them the natural fighting leaders for a party of dungeon delvers?
Answers appreciated!
Khaghbboommm (Mark)
Thanks for all the answers!
My take remains that they need one whole dice per level as a bonus not just one add to make them stand out as fight leaders after all that training...
Still attracted to the WG selling khremm boosting amulets to give them help against the dominant wizards of G'noll's Trollworld...
Do warriors get enough of a bonus for all their training by getting one extra combat add per level?
Does that give them the edge over rogues and wizards in a fair fight? Does that make them the natural fighting leaders for a party of dungeon delvers?
Answers appreciated!
Khaghbboommm (Mark)
Thanks for all the answers!
My take remains that they need one whole dice per level as a bonus not just one add to make them stand out as fight leaders after all that training...
Still attracted to the WG selling khremm boosting amulets to give them help against the dominant wizards of G'noll's Trollworld...
Monday, October 22, 2012
Back on Track
Silence has been golden - productive gold!
'Pressure Drop' is out via DriveThru - a solo for $1 !!
See the Halloween 'Elder Tunnels' to find out the next releases - both November and December are slated for new releases.
Trollzine #6 is due out any day and I think will feature a GM adventure 'Ice Exile' by yours truly plus a little piece of frivolity entitled 'The Pen vs the Broadsword'.
Lots of greatness from others since I last posted her - Ken's 'Seven Challenges of Khartejan', Roy Cram's 'When Good Games Go Bad', a revamped 'Sideshow' from Andy Holmes. 'Awesomesauce' from Mist-Tikk and 'World of Beans' from Jeff Freels.
The Golden Age!
And here is Perry's lament from Zhanh's grave up river from Khazan, nowhere near Castle Greybat:
'Shadows grow as death draws near
Hating voices shrill with fear
Men hate elves and elves hate men
Hurt not if
But simply when
Blade and club breaking bone
Naught but blood doth atone
Savage world where life is cheap
The only haven found is sleep
Life where none appear as friend
May ne’er mine eyes open again
The strings of soul have thus been cut
My heart to love now ever shut.'
'Pressure Drop' is out via DriveThru - a solo for $1 !!
See the Halloween 'Elder Tunnels' to find out the next releases - both November and December are slated for new releases.
Trollzine #6 is due out any day and I think will feature a GM adventure 'Ice Exile' by yours truly plus a little piece of frivolity entitled 'The Pen vs the Broadsword'.
Lots of greatness from others since I last posted her - Ken's 'Seven Challenges of Khartejan', Roy Cram's 'When Good Games Go Bad', a revamped 'Sideshow' from Andy Holmes. 'Awesomesauce' from Mist-Tikk and 'World of Beans' from Jeff Freels.
The Golden Age!
And here is Perry's lament from Zhanh's grave up river from Khazan, nowhere near Castle Greybat:
'Shadows grow as death draws near
Hating voices shrill with fear
Men hate elves and elves hate men
Hurt not if
But simply when
Blade and club breaking bone
Naught but blood doth atone
Savage world where life is cheap
The only haven found is sleep
Life where none appear as friend
May ne’er mine eyes open again
The strings of soul have thus been cut
My heart to love now ever shut.'
Thursday, August 23, 2012
Recent GM adventures in this Trollworld Downunder
·
The
Ashgoleth Adventure – 16 characters attempt to stop a major league demon
lord from waking up the ‘attribute children’ – ongoing with all 6 demon
sub-lords thwarted thus far – 2 to go, fingers crossed
·
Rogues in
the House and Khosht Jailbreak Attempts #1 and #2 – development of Andrew
Greene’s solo Escape from Khosht in which the incredibly unpleasant Riccardio
loses his bow hand…
·
Five Card
Frank and the Fairy (ongoing – two merchants refuse to take on new work and
pay a big price) – they haven’t got over the garden wall yet but the blood is
flowing
·
Ghoulstone
Caverns – re-write of an old David Tibor adventure, the centaur and the
dwarf hired by the Earl get bought off by the bad guy after taking major
punishment
·
The
Midnight Caravan – set beneath Khosht in the sewers, the characters bitten
by were-rats fail to hijack the Khaboom-Khosht midnight caravan
·
The
Silence – aliens draining khremm from wizards to take control of dragons…a
minotaur and dwarf step up to the plate but the minotaur should have stayed in
bed…
·
Dungeon
of the Horned Toad – re-working of Trollstonne Caverns for new players who
manage to fall out pretty quickly
·
The
Dragon-Priest’s Apprentice – blended into the end of The Silence (see
above), three characters ride dragons to the rescue and one gets a job for life
·
Ice Exile
(Fire Giant scenario played with Ken and written up for Trollzine #6)
·
Obscured
By Clouds (email game ongoing starring Mad Roy Cram’s super creations and
the mysterious Feigh folk…and more giants)
·
Khazan
Campaign – Ken’s utterly fantastic ongoing online adventure – my character:
Perry Stroika, half-elf specialist conjuror – can’t undertand why the folk in
these parts don’t like elves
·
Ogre
Quarry – a group of centaurs decide to take over a quarry run for big
profits by a group of ogres with a little help from the super-bad/mad/sad
hobbit, Gibby. Ghosts gum up the works as the quarry is haunted…
·
Davor Pisk’s
Djinn – a trek through the mountains goes pear-shaped when harpies attack
and the players have to enter the old mines now used as a prison to dump baaddd
citizens into…
·
Vampire
Castle Destruction – the bad guys go too far and a small army is assembled
to take the place apart
·
Game run
by the Trollgod – Master Po’s Caravan Adventure – introduced new players to
T&T and some amazing characters were improvised by Khenn
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