Monday, April 3, 2017

TusCon 43 and Tunnels and Trolls Deluxe



Saturday, November 12, 2016 Original Post

I first met Ken St Andrea for the first time at Tuscon 43 on November 12th through 2016. I was the game coordinator and he said to me "I thought I was supposed to run Tunnels and Trolls"? I said n "No one told me about that and I did not even know you were coming till two weeks ago. however if you want to run tunnels and trolls I will try to find a table with players for you with me as one of them". Ken said if you get a minimum of 3 players well play well his son James was with him and wanted to play so I found one other player by the name of Jason and the 3 of us found ourselves adventuring along a the path in Trollhalla. We needed to stay on the path and every time we got off we were attacked by something I was the only one to survive. Needles to say my other two companions died. However it was great fun, and I personally had a blast." The best part was meeting him getting to play an awesome game and getting him to sign my Deluxe Tunnles and Trolls Book, Thank you Ken.

Monday, April 4, 2017
So Today I was board and wanted to play something I got out my Tunnels and Trolls Deluxe Rules and went looking for a good solo adventures I found a few at Flying Buffalo's Drive Through RPG account Found Here Click Here Now I am playing through a couple of them and learning the Game my plan is when I am dune to write a review about to finish out this blog entry. This is a work in progress.

However I can over some of the basics with you now as I understand them Chapter One is simply an introduction to Tunnels & Trolls, along with an explanation as to how the book is laid out. Chapter Two is only a single page long and is a general overview about how to play a RPG. The next chapter is Chapter 3 and is two dozen pages long and it’s all about character creation. Instead of assuming everyone reading this has PLAYED T&T in the past (which is mostly likely NOT the case and considering I played for the first time at Tuscon 43 and I am still learning the game), I’ll give a quick break down of stats and classes. Vets, you can skim ahead if you like.

Okay, So T&T has eight stats: Strength, Constitution, Dexterity, Speed, Intelligence, Wizardry, Luck and Charisma. So some very similar stats to D&D. you also roll 3D6 to get your starting stat, which again, is similar to D&D.



However if you roll a triple of any number with your dice (says three 4s) you get to roll again. You can keep rolling until you stop getting doubles. So there is a possibility of having a starting stat of say 36. If you roll three 6s, three 3s and then a total of 9 on your next roll, you start with a stat of 36. That’s pretty powerful, right? That’s how it goes in T&T. After that, you get your combat adds. For every point in a physical stat over 12, you get +1 to your personal adds. Physical stats are STR, CON, DEX and SPD. So let’s say that 36 was in CON. You would get +35 adds in addition to anything over 12 you had in the other three physical stats. If the 35 was in IQ (Intelligence), you would not get the bonus to your combat adds, but you would get any for stats over 12 in the four physical attributes. Combat adds are used with your dice rolls in combat and the more you have, the more powerful your attacks will be. This is a nice change from games where only STR adds to damage and attack rolls. With T&T you can have a high SPD and DEX and be a better fighter than someone who is pure brute strength.

There are three basic character classes: Warriors, Wizards and Rogues. The first two are self-explanatory but Rogues are not necessarily thieves ala most other RPGS. In T&T, rogues are simply people who are jack of all trades. They are adventurers but without any formal martial or magical training. As such they can do both, but not as well as the other two classes. There are also Specialists which are simply people in the other three classes who rolled a triple for a stat in character creation. This comes up more in the optional rules though.

Tunnels & Trolls also has different character races than most games. You can choose from the usual human, elves and dwarves, but T&T also lets you play as a faerie, leprechaun or Hobbs (hobbit). Finally let’s talk character levels. In T&T your level is your highest stat divided by ten and rounded down. Sound confusing. Well let’s do this as an example if your highest stat is 3-9, you are 0 level character. If it is between 10-19 (most starting characters), you are a Level 1 character. If you are the example we looked at earlier where you have a 36 stat, you are a level 3 character. So on and so forth. Stats raise as the game goes on (you buy increases with Adventure Points, T&S XP equivalent) and so it is up to the player as to what level they are. If you try to make a balanced character your level will be less than your friend who only puts his increases into the same stat every time, but you’ll have a better chance of surviving a myriad of things. The choice is up to you!

Now let’s get back to the quick overview of the chapters. Chapter Four is about equipment for your characters. This is a lot of lists and mechanics. Weapons, armor, poisons and more can be found in Chapter Four. Chapter Five is a look at Saving Rolls, which are how you avoid danger. Essentially you are given the target number then you subtract the specific attribute that applies to the saving roll. So if you need to make a Dexterity based saving throw with a target of 30 and you have an 18 in your DEX – you need to roll a 12 or higher on two dice. Like with any 2d6 rolls in Tunnels and Trolls though, if you get doubles, you get to roll again and add the new roll score to your previous one. Lots of simple addition in this game! Chapter Six is a list of talents your characters can pick up as the level up and/or start the game with. There are certain talents only Rogues can get, but otherwise this is pretty straightforward.

Chapter Seven is about monsters and how scaled back they are stats-wise compared to PCs. Chapter 8 is “Combat” and it’s probably where you will spend the bulk of your time with this book until you have the basics down pat. Essentially though both sides roll 2d6 and add up their personal adds and other factors. The side with the highest total hurts the side with the lowest total with the damage generally being the difference between the two rolls. That’s a very brief explanation of T&T combat and you’ll actually want to read the book for a better understanding but that’s the mechanics in a nutshell. There explinations of different types of combat here too. Magical, berserk, martial arts and more. Again, you will want to read the whole chapter as combat is notably different from many other RPGs.

Chapter Nine is “Magic” and it’s here you’ll learn how spellcasting work and receive a massive list of all eighteen levels of spells. I know, it is a unusual number of levels, but T&T is a very unique game. You’ll also want to read the spell names. Nothing shows off the sense of humour inherent in Tunnels and Trolls like the magic spell lists. You have names like “Take That, You Fiend” and “Better Lucky than Good.” There are also some spell names which are sure to provide an immature reaction like “Blow Me To…” This chapter also shows how characters learn spells, how you know if a character can cast a spell or not, how spell points (WIZ) recharges and more. Magic-users are extremely powerful in T&T so like chapter eight, you’ll want to spend a lot of time in this section of the rulebook if you are new to the game. You’ll go into the book not knowing the word Kremm and you’ll walk away with it being second nature to you by the time you’ve had a few T&T games under your belt. Finally, Chapter Nine contains information about magical items, wards, power storage batteries, and how to create your own spells. Like I said, you’ll spend a LOT of time re-reading this chapter.

Chapter Ten is “Putting it All Together” and it’s essentially wisdom for GMs on how to run a good cohesive game that everyone has fun with. Simple but sage stuff. Then you have Chapter Eleven which are a few pages of spell appendices and you’re done. That’s the rules. Well…mostly. Remember the rules are only the first 165 pages of the Deluxe Tunnels and Trolls book. Now it’s time for the “Elaborations” which are optional and/or advanced rules you can either use or ignore in your T&T game. The book assumes you will NOT use any of these for a list of reasons provided at the start of Chapter Twelve but you’re more than welcome to if you think any of these will improve your game.

So what is in “Elaborations”? You’ll find the concept of training, which actually determines a character’s starting age. There are more abilities added to each class, such as weapon of choice for warriors, racial magic for wizards and rules for Specialist classes. Chapter Thirteen gives you new races to play as. Many of these are usually monsters or antagonists and there’s a huge list of options. You have vampires, werewolves, gnomes, gremlins, minotaurs, lizard people, ghouls, trolls, dragons and even demons! It’s pretty crazy. The reason for all these different races is Monsters! Monsters! – the sister game to Tunnels & Trolls where you play the bad guys. Chapter Thirteen essentially fold the concept into DT&T along with a description of their races and how to play them. Very cool Ken I very much like this idea.

Chapter Fourteen is about languages. It’s four pages long and gives both a list of languages in Tunnels & Trolls as well as how you learn them (mechanics-wise). Chapter Fifteen is “Extended Talents” and is essentially a continuation and more in-depth version of Chapter Six. Chapter Sixteen is “Accessories.” Here is a frank discussion on using miniatures with T&T and how the game was never designed for that. Nonetheless the creators talk how miniatures and various computer programs or apps can be integrated with the game. It’s an interesting read. Finally we come to Chapter Seventeen which is entitled “The Kitchen Sink” since it is a massive hodge podge of odds and ends that simply didn’t fit anywhere else. There are lots of charts, a page on guilds, commentary on dice and more. It’s short, but the topics are quite varied. It feels disjointed but at least the chapter is named appropriately.

At this point we are done with the rules parts of Deluxe Tunnels & Trolls but there are still two more sections. Yes, this is a HUGE book. The Trollworld Atlas is the next section of the book and it easily could have been a supplement on its own. Sixty pages go into the Trollworld Atlas. That’s more than a third of the pages devoted to the core rules section. It’s that long and detailed. If you use your own homebrew you can skip this section but for everyone else, this is a fine look at the fluff/creative side of the game. There’s a timeline, maps, world history and continents shaped like animals. It’s a lot of fun to read and there’s even a 16 page color gallery slapped in the middle.

The last eighty (!) pages of the book are devoted to Tunnels & Trolls adventures. I was really happy to see the sheer amount of adventures in the book as these days it seems like only Chaosium actually includes adventures in their Core rulebook. This is a great slice of old school. There is a traditional GM led adventures where one person takes the role of GM and guides other players (that use characters) through adventures. There is also a Solitaire adventure similar to “Choose Your Own Adventure” books. It is with the Solitaire adventures that Tunnels & Trolls really has made a lasting name for itself over the decades and it’s fantastic to see some of each in the core rulebook. The adventure doesn’t include any beginner adventures though, so don’t look for a simple adventure designed to help teach you mechanic. In fact the very first adventure in the compendium is “Abyss” and it is designed for after your character dies. The next “Into Zorr” is a GM led adventure for four to eight characters between Levels1-5. “Into Zorr” is used in conjunction with the TrollWorld Atlas and give you a taste of the official world for T&T. It’s extremely long and will take several play sessions to get through. It’s a mini-campaign in its own right.

So 2,500 words later, I’ve had a nice long look at Deluxe Tunnels & Trolls. It’s pretty fantastic if you’re a longtime fan of the game. Younger gamers or people new to T&T with this latest incarnation might be a bit stymied at first with how different the game plays (and reads) compared to most other high fantasy RPGs, but the game has stood the test of time for a reason. It might not be your favorite RPG ever, but it’s one you’ll definitely have fun with and even laugh out loud because of at least once. I really enjoyed what was here and think Flying Buffalo’s team did an excellent job. If you didn’t take part in the Kickstarter and you’re a longtime Tunnels & Trolls fan, you’re going to want to snatch up DT&T as soon as it is available to the general public.

I expect newcomers can afford to be a bit more hesitant. Like with any core rulebook I suggest getting the PDF or playing in a few adventures with people that know the system like the The Troll Godfather himself Ken St Andre before making a large financial commitment to this or.any system on the market today. Although I am sure we all want to support Ken so he can write more Tunnels and Tolls.,. And I myself as of today decided to get whats available from Flying Buffalo at their Drive Through RPG account, The good news is that T&T is a VERY affordable compared to most other gaming systems (especially on the PDF front) and so if this review has piqued your interest you won’t break the bank trying out Tunnels & Trolls. I personally give it two thumbs up and 5 stars.

To answer your question before you have to ask it; the answer is a YES; this is how I spent my day today reading, then playing and writing this Blog post about Tunnels and Trolls Deluxe today. Next on my to do list for this blog post is to write a few reviews about the Solo Adventures for Tunnels and Trolls as I play through them. Have a great day and as always thanks for stomping by and reading my Blog Posts see you next time.


Sunday, April 2, 2017

Talislanta: The Savage Land

This will be a short Bloger Game post however I want to say something about Talislanta is a fantasy role-playing game written by Stephen Michael Sechi, with significant stylistic input by artist P.D. Breeding-Black and initially released in 1987 by Bard Games. Talislanta has endured a bumpy publication history, such that there have been five different editions published over the years, nearly all by different companies. Talislanta is now freely available online via a Creative Commons licence.

I was in High School at the time and way to busy for games as I was heavily into my music career of learning and playing the saxophone in both Marching and Concert Band in which I was having the time of my life. However, summers were boring till I found a new game to sink my teeth into yep it was Talislanta and it was then an awesome RPG. Well, guess what it? It is coming back with a whole new RPG Take and it will be available for TSL, D&D 5e, and the Open D6 System. I am so excited to tell you about this awesome Kickstater and want you to watch the video about their new Kickstarter for it to the right of this Blog Post as well as others that I feature on here and if you get as excited as I do then please help to Kcikstart this awosme project. I have Kickstarted it and I am blogging about it to all of you! Yours Captain Hedges


5e, Pathfinder and Sword and Wizardy by Frog God Games is Amazing pieces of RPG awesomeness!

Sunday, April 2, 2017

Orgionl Post from 04/2/2017 edited and updated on 5/28/2017

On the opening day of Gen Con 2000, Third Edition Dungeons and Dragons was unveiled. That same day, Necromancer Games released The Wizard’s Amulet, more or less the second OGL/D20 adventures Found Here Click Here (that’s another discussion under Adventures R Us). I remember going this year and played the module with Bill Webb running from that point foreword I was hooked and became a fan of Necromancer Games Products.

When Necromancer, started working with other companies such as White Wolf, Judges Guild, and Kenzer and Company, became one of the most successful d20 companies. Their mega dungeon, Rappan Athak, is one of the best known Third Era adventures. The advent of Fourth Edition D&D spelled doom for Necromancer. However, when Co-founders Greg Vaughan and Bill Webb founded Frog God Games, it was clear to me that it was going to be a clear successor to Necromancer, as they published products for Paizo’s Pathfinder Found Here Click Here. Frog God produced new items and also updated old Necromancer goods as well, Pathfinderizing them. 

Now it's an all new game with a successful Kick starter in 2014 which I was Homeless and penny less at the time missed out on but was glad it successfully funded as Necromancer Games Just Went Froggie and over the top. However I did link it in this blog hoping my readers who are gamers would back it.


With the advent of Fifth Edition D&D Found Here Click Here, Frog God is now publishing for both lines (in addition to retro-clone, Swords & Wizardry Found Here Click Here.). Necromancer and Frog God adventures and supplements had loosely been connected in that they took place in Webb’s personal campaign world which at conventions  both of us were attending I got to play in his games.

Frog God is currently putting out that campaign world under the moniker of The Lost Lands and I am running the Hell of it for 2017. It is and has incorporated nearly everything ever produced by Necromancer and Frog God Games. Some products, such as their Judges Guild updates and the Hex Crawl Chronicles, belong to other folks and probably won’t be included. But if you look at the long list of products, there’s still an awful lot, including Gary Gygax’s under-appreciated Necropolis Found Here Click Here which I am planing to pick up at somepoint.

 Lost Lands Razor Coast Found Here Click Here while the actual campaign book is available along with many other products on Frog God Games Website. They’ve been releasing Lost Lands modules, such as Stoneheart Valley Found Here Click Here (which contains my all-time favorite adventures to run for new players, Wizard's Amulet, Crucible of Freya and The Tomb of Abysthor is available to use with the Pathfinder Role Playing Game). Another Favorite of mine to run is The Lost City of Barakus all these and more are through Kickstarters in which I started backing. Recently, one of Necromancer’s long rumored projects, The Sword of Air, Found Here Click Here was also funded for The Lost Lands and is also available now on their website. 

Meanwhile, newer products such as the kickstarted Rappan Athuk (for Pathfinder), the epic Slumbering Tsar series and the ill-fated but ultimately successful The Razor Coast, will all be part of this world. As well as a new set of books known as The Perilous Vistas line brings the great outdoors to life. Like their predecessors, the highly acclaimed Dunes of Desolation and Fields of Blood, a new kikcstater that fully funded takes the Mountains of Madness and Marshes of Malice are black and white, 225+ page supplements that build upon real world details and their gaming applications to provide all of the essentials and extras to run campaigns set in one of these remarkable biomes.

There are several other campaign worlds for Pathfinder, with Paizo’s own Golarion and Kobold Press’s Midgard two of the most popular. But with the back catalogue of Necromancer now available, the Frogs are adding to not only the impressive output of their Old Products but all of them are deliberately written by Frog God Games for each and every game system which means The Lost Lands Campaign looks to be awfully meaty now for which I am glad for.

Though some of it is a bit dark for me, as some material is not suited in my opionion for Public Play in my opinion the Blight and a few others should be reserved for your adult home game. However, Don't get me wrong as I’m a huge fan of Necromancer/Frog God: especially the history they’ve built into their products. And because one can never have enough monsters, you should check out their Tome of Horrors Complete Found Here Click Here: which include all three of their third edition Tome of Horrors books, Pathfinderized, with over 800 pages of monster goodness….err, badness. But that's not all their is a line of miniatures with a 3rd party company that successfully did another Kickstarter for the Line they are now Available at Pacesetter which features modules for many of today's most preferred fantasy RPGs including First Edition AD&D, Fifth Edition D&D, Swords & Wizardry, and the DCC RPG! Pacesetter Miniatures Line Can be Found Here Click Here

However let’s not forget the 5th Edition side of things as for me personally I am and have been running D&D sense 2014 when the Starter Box Set and Basic Rules set Came out for 5th Edition D&D came out by WotC which probably should be another blog post about "How I got back into gaming with 5th edition D&D". So let’s just say for now though I enjoyed some of the WotC products and leave it at that for now. You can see that in a Future Blog Post later on down the road.

However I always felt my games had lost something or was missing something special. Well not any more with a successful Kick starter re-launch of the Lost Lands Bards Gate with an updated map of the Gulf of Akados it has now became a reality for 5e, Pathfinder, and Sword and Wizardry. I was hell bent on running this in 2017 instead of WotC’s Storm Kings Thunder I was tired of AL League Rules not allowing certain things here and thier. Also my players wanted to paly something different that would allow them a bit more freedom to roleplay. 

The Local Store I was running at wanted me to keep it D&D because every Wednesday night is D&D Night Isle of Games 7747 E. Broadway Ave Tucson Arizona 85710 So for the 2017 Season, I am running a Dungeons and Dragons Lost Lands Bards Gate Campaign at my Non AL table using the new Frog God Games 5e Products now available at Frog God Games Website Found Here Click Here. 

However now I am updated this Blog Post today 5/28/2017 to vent a little on Wizards Saying the only game in town on Wednesday nights should be D&D adventures league only. So I had to move to Bards Gate Lost Lands to Tuesday Nights at Isle of Games from 6:00 PM To 9:00 PM.




I Do recommend Bards Gate and 5th Edition foes book because these two Items can jump start an all new campaign in the Lost Lands Setting and if you’re a new GM be sure to download the free copy of wizards Amulet it is written for new and Old DM/GM’s alike.

Like I said earlier I’ve been a big fan of Necromancer Games ever since 3rd edition.  They put out some really high quality material, most notably the Tome of Horrors monster book series, and Fifth Edition Foes is pretty much an update of that for the new edition of the game.  Due to an old licensing agreement with Wizards of the Coast they were probably not able to put out a book like this before the official OGL is released (which was released in 2014).


Anyway, Fifth Edition Foes is a 259 page book that takes many of the older 1st edition monsters from the Fiend Folio and Monster Manual II and updates them to 5th edition. Also included are many original monsters from Tome of Horrors. It’s a smorgasbord of beasts and nastier creatures from 1st edition D&D updated for 5th Edition D&D which in my book is awesome with that said it manages to evoke the same sense of weirdness that The Fiend Folio was renown for back in the day. 

Now they have an all new Kick starter out for the highly anticipated Starfinder by Paizo Found Here Click Here. Thier new moniker for this is take your fantasy to the stars with the Pathfinder Roleplay Game. 

Well Guess what yep the Frogs are added again with Frog God Games is announcing  an all new Kickstarter Frog God Games is excited to enlist your help in in this project to create our Starfinder Role playing Game Compatible Line of products! Which is found here and is avalible for pre order

Thanks for stopping by and reading this updated blog post I will continue to update this blog post as new Kickstarers come Available from Frog God Games with my reviews and opinions of them. Yours Captain Hedges