Post by burke on Jun 18, 2009 0:33:06 GMT -5
Here I'll post rules and guidelines for the game. Do not post questions here, use the OOC Chatter thread instead.
Players Handbook
I've written a pretty extensive PHB, which can be downloaded from my T&T page:
www.mattiaswikstrom.net/rpg/tnt.html
The game is basically 1st edition Tunnels and Trolls by the book. There are one or two changes (no rogue class, instead warriors can become rogues) and I've changed the spell names, but that's it. If you have previous experience of the 4th or 5th ed. you should be able to play using just the info in the PHB.
If you want to play in the game, download and read the PHB, register for the die roller and PM me your email address. After this you can roll-up your character and post it in the the PC Roster thread.
Players Maps
Can be found in the Map Room.
House Rules and Clarifications
As it turns out a lot of basic rules are missing from the 1st ed. so I've made a number of house rules:
If you want to know what the game is about, here follows the lengthy introduction from the PHB:
The punishment meted out for most crimes in the Old World is banishment to the Wild Lands. The courts of the Monarch do not care if the crime is petty or grave. The Old World is overpopulated and brimming with dissidents. The Monarch fears the reaction of the people if he were to sentence so many to death, so instead he sends them across the sea, to oblivion.
And so you find yourself being herded aboard the 90 foot carrack destined for the Wild Lands. You are packed so tight below deck that you can feel the breath of the person behind you on your neck. A passing guard jokes that there will be more room after a couple of weeks.
The next day the carrack passes the Pillars of Justice, a row of huge pylons surrounding the Old World. Two lesser neophytes accompanied by a guard detail step below the deck and begin branding the prisoners with the mark of banishment.
Soon enough it is your turn. The red hot iron sears the flesh of the top of your right hand and leaves a throbbing red wound. In the days to come the swelling will lessen and reveal the sign that will forever separate you from the Old World. It is said that if someone who has been branded with this sign passes between the Pillars of Justice, he will instantly be stricken dead.
After a few days the monotony of the sea sets in and the days start to melt into one another. Many are sick from various illnesses and the stench of urine, intermingled with vomit and feces is heavy in the air below deck.
After a couple of weeks perhaps, you are not sure, the weakest prisoners begin to die like flies. The guards have the stronger prisoners like yourself bring them up and dump them over the railing. At least you get some fresh air and soon you have more space below deck. After a couple of weeks (you have taken the habit of etching a mark in the wall for each day that passes) things settle down, most of the sick are dead and the other half seem to be immune.
After a month and a half you stop somewhere to restock the ships larders. You overhear the guards calling the place “Fort Nowhere”. There is a lot of bustling outside and you hear many strange languages being spoken.
After just three days you are at sea again. The crew and guards seem cheerier and occasionally the prisoners are allowed up on deck in small groups. The air is fresh and the sunlight blinding and the sea is vast and empty all around you.
Some of the more friendly guards and crewmen offer hints and stories of where you are going.
The ship is headed for the port of Esperance, in the Bay of Salt. The bustling walled city is situated by the water, in the calm between the Kull Mountains. Esperance is governed by the Administrator, who is appointed by the Monarch. In reality the city seems to be run by a group of powerful Thief Lords, who have the Administrator in their pocket.
Esperance is a city where almost anything is allowed. There is no justice, except for the strong and influential. The city guards keep a watchful eye on the palace of the Administrator and the quarters of the more wealthy citizens, but all other parts of the city are under the jurisdiction of the Thief Lords.
There are other cities farther inland, founded by prisoners and their descendants. Strange places where the laws and morals of the Old World are completely forgotten. The sorcerous city of Mandurah, governed by the Witch-Queen. And the desert city of Stracha ruled by the Warlord.
And in the forests and hills of the Wild Lands even worse await: Man-eating Deodands, bloodthirsty Elves and scheming Dwarves, unreliable Twk-Men straddling dragonfly mounts, ape-like Gargoyles waiting to carry you away and hideous Pelgrane ever ready to pick the meat from your bones. The untold ruins scattered everywhere hold perilous secrets and unfathomable horrors left over from elder civilizations, far older than man.
After almost three full months since the carrack set out from the Old World the voyage is over. The ship steers into the Bay of Salt, navigating southward around the mountain chains stretching out into the bay. Soon the pale walls of Esperance are visible to the north-east. A pilot from the city comes aboard and guides the carrack along a small inlet, that runs to the docks on the inside of the city walls.
As the landing is lowered a great bustling ensues. The guards herd the prisoners in chains to the docks and there you have to wait while the rest of the ship is unloaded. There are many vessels similar to the one you arrived in and nobody of the hundreds of people working on the docks take any notice of you.
The city of Esperance is very exotic with its white-washed stone houses and strange odors of both spices and waste. Not all the ships moored at the docks carry prisoners. Many of them seem to be merchants or fast going war ships.
After a while a guard detail arrives and unchains you and then leaves. It takes you a couple of moments to realize that you are now free to do what you will. You take a few shaky steps down the docks, all the time wondering what your first actions in this strange and dangerous city should be?
You have only the ragged and dirty clothes on your back and a few gold coins that you have managed to keep hidden or that you have stolen from the dead during the voyage. You head eastward as there seems to be some kind of market there, deciding as you go to arm yourself as soon as possible and fill your empty stomach.
You are now ready to create your character, more on this in the Players Handbook.
Players Handbook
I've written a pretty extensive PHB, which can be downloaded from my T&T page:
www.mattiaswikstrom.net/rpg/tnt.html
The game is basically 1st edition Tunnels and Trolls by the book. There are one or two changes (no rogue class, instead warriors can become rogues) and I've changed the spell names, but that's it. If you have previous experience of the 4th or 5th ed. you should be able to play using just the info in the PHB.
If you want to play in the game, download and read the PHB, register for the die roller and PM me your email address. After this you can roll-up your character and post it in the the PC Roster thread.
Players Maps
Can be found in the Map Room.
House Rules and Clarifications
As it turns out a lot of basic rules are missing from the 1st ed. so I've made a number of house rules:
- Lost ST is usually regained at the rate of 1 point per turn (not during battle).
- Lost CON is usually regained after a nights sleep, as long as the loss is less than half of the original value.
- Magic-users can pool their ST to cast a spell. One of the magic-users who knows the spell must lead the proceedings and expend at least one point more than the other(s).
- Thrown weapons (knives, axes and spears) can usually be hurled at opponents during the first round of combat without loosing the chance to participate in the melee with another weapon.
- Roll a die to try and recover expended arrows after combat: 1-3 lost or broken, 4-6 recovered. If you used a lot of arrows you can choose to recover half of them without rolling (round down).
- Missile weapon range: bows and slings 100 yards, spears 20 yards, knives and axes 10 yards. The range can be doubled, but the target will be twice as difficult to hit. Spear throwers double the effective range of the weapon.
- Dexterity penalties (D-) for weapons worn or carried are waived.
- Flaming flasks of oil and thrown lanterns are treated like missile weapons with a basic range of 10 yards. The fire affects anyone within 10 feet of the impact and the damage is 2d+2. Though armor and shields offer protection, they are destroyed by the fire. Those who take any damage will be on fire the next round as well, taking another 2d+2 damage straight to their MR or CON. If the flask or lantern misses its target, the thrower has to make a L1SR on LK. If the SR fails, roll a die: 1 thrower and everyone within 10' catch fire, 2-3 lands too far left, 4-5 lands too far right, 6 lands behind target. If the SR succeeds, roll a die: 1-4 lands in front of the target (if not possible, then behind), 5-6 lands behind target.
If you want to know what the game is about, here follows the lengthy introduction from the PHB:
The punishment meted out for most crimes in the Old World is banishment to the Wild Lands. The courts of the Monarch do not care if the crime is petty or grave. The Old World is overpopulated and brimming with dissidents. The Monarch fears the reaction of the people if he were to sentence so many to death, so instead he sends them across the sea, to oblivion.
And so you find yourself being herded aboard the 90 foot carrack destined for the Wild Lands. You are packed so tight below deck that you can feel the breath of the person behind you on your neck. A passing guard jokes that there will be more room after a couple of weeks.
The next day the carrack passes the Pillars of Justice, a row of huge pylons surrounding the Old World. Two lesser neophytes accompanied by a guard detail step below the deck and begin branding the prisoners with the mark of banishment.
Soon enough it is your turn. The red hot iron sears the flesh of the top of your right hand and leaves a throbbing red wound. In the days to come the swelling will lessen and reveal the sign that will forever separate you from the Old World. It is said that if someone who has been branded with this sign passes between the Pillars of Justice, he will instantly be stricken dead.
After a few days the monotony of the sea sets in and the days start to melt into one another. Many are sick from various illnesses and the stench of urine, intermingled with vomit and feces is heavy in the air below deck.
After a couple of weeks perhaps, you are not sure, the weakest prisoners begin to die like flies. The guards have the stronger prisoners like yourself bring them up and dump them over the railing. At least you get some fresh air and soon you have more space below deck. After a couple of weeks (you have taken the habit of etching a mark in the wall for each day that passes) things settle down, most of the sick are dead and the other half seem to be immune.
After a month and a half you stop somewhere to restock the ships larders. You overhear the guards calling the place “Fort Nowhere”. There is a lot of bustling outside and you hear many strange languages being spoken.
After just three days you are at sea again. The crew and guards seem cheerier and occasionally the prisoners are allowed up on deck in small groups. The air is fresh and the sunlight blinding and the sea is vast and empty all around you.
Some of the more friendly guards and crewmen offer hints and stories of where you are going.
The ship is headed for the port of Esperance, in the Bay of Salt. The bustling walled city is situated by the water, in the calm between the Kull Mountains. Esperance is governed by the Administrator, who is appointed by the Monarch. In reality the city seems to be run by a group of powerful Thief Lords, who have the Administrator in their pocket.
Esperance is a city where almost anything is allowed. There is no justice, except for the strong and influential. The city guards keep a watchful eye on the palace of the Administrator and the quarters of the more wealthy citizens, but all other parts of the city are under the jurisdiction of the Thief Lords.
There are other cities farther inland, founded by prisoners and their descendants. Strange places where the laws and morals of the Old World are completely forgotten. The sorcerous city of Mandurah, governed by the Witch-Queen. And the desert city of Stracha ruled by the Warlord.
And in the forests and hills of the Wild Lands even worse await: Man-eating Deodands, bloodthirsty Elves and scheming Dwarves, unreliable Twk-Men straddling dragonfly mounts, ape-like Gargoyles waiting to carry you away and hideous Pelgrane ever ready to pick the meat from your bones. The untold ruins scattered everywhere hold perilous secrets and unfathomable horrors left over from elder civilizations, far older than man.
After almost three full months since the carrack set out from the Old World the voyage is over. The ship steers into the Bay of Salt, navigating southward around the mountain chains stretching out into the bay. Soon the pale walls of Esperance are visible to the north-east. A pilot from the city comes aboard and guides the carrack along a small inlet, that runs to the docks on the inside of the city walls.
As the landing is lowered a great bustling ensues. The guards herd the prisoners in chains to the docks and there you have to wait while the rest of the ship is unloaded. There are many vessels similar to the one you arrived in and nobody of the hundreds of people working on the docks take any notice of you.
The city of Esperance is very exotic with its white-washed stone houses and strange odors of both spices and waste. Not all the ships moored at the docks carry prisoners. Many of them seem to be merchants or fast going war ships.
After a while a guard detail arrives and unchains you and then leaves. It takes you a couple of moments to realize that you are now free to do what you will. You take a few shaky steps down the docks, all the time wondering what your first actions in this strange and dangerous city should be?
You have only the ragged and dirty clothes on your back and a few gold coins that you have managed to keep hidden or that you have stolen from the dead during the voyage. You head eastward as there seems to be some kind of market there, deciding as you go to arm yourself as soon as possible and fill your empty stomach.
You are now ready to create your character, more on this in the Players Handbook.