Meet The New Trolls

T&T 7.5 Contents

I’ve been meaning to buy the box set of the 7.5 edition of Tunnels & Trolls for a while now. Sure, I know there are people out there who really prefer the older 5.5 edition, which is still readily available. Sure, I already have the “30th Anniversary” mini-tin of the 7th edition. Sure, I prefer the classic Liz Danforth cover art to Claudio Pozas‘ reverent rendering of the classic T&T party.

T&T Delver's Pack ContentsAll of these reasons – coupled with laziness, miserliness, and plain ol’ procrastination stayed my hand. Until Friday night, when I discovered not just the main set, but also the Delver’s Pack, on the shelves of the inventory clearance sale (50% off!) at my friendly local game store, Dragon’s Lair (whose RPG section appears to be shrinking, a disconcerting concept for a different discussion).

I couldn’t really pass up what amounted to a twofer deal on something I’d been resisting getting even though I really wanted it, so I yielded to temptation. Like all things T&T I want very much to like these things more than I actually do – which is not to say that I don’t like them. I like them quite a bit. But when I take the lids off the boxes I want the room to be flooded with mystical light that transports me to a place where I can game whenever I want, with whomever I want, and the Dublin Dr. Pepper & Newcastle Brown Ale both flow as freely as water. That’s not really too much to ask from an RPG, is it?

Anyway, I’m glad I snagged these and I hope to actually do something with them sooner rather than later. Not that I don’t already have enough systems waiting on me to do something with them as well (*cough* BRP *cough* BoL *cough* Labyrinth Lord *cough* E-T-C). Speaking of which, you’re allowed to ask me why the hell I’ve been so quiet lately, since SXSW has come and gone. The short answer is that my fantasy baseball league is in the thick of its player acquisition period and that’s been eating my brain. Plus, I must confess, a little malaise has crept into the Pao’s brain and I’m not quite as chock full of ideas as I was recently. That’s ok, it’s part of a natural cycle. And maybe this experiment in nerdly materialism will spark my imagination and spur me on to a fresh round of posts. Or I can just knuckle down and focus on finishing the things I said I’d finish and let the actual friction of writing do the trick. Either way, bear with me just a bit longer, amigos!

In the meantime, let’s meet the (no longer all that) New Trolls:

http://www.youtube.com/watch?v=PLo6AaTH-Io

http://www.youtube.com/watch?v=CxShv7bJlmE]

Quick & Dirty BoL to Labyrinth Lord Conversion

We’ve been over this before, but it never hurts to say it. I love Barbarians of Lemuria. It’s a great little system that inspires me and I find it painless to write stuff for it. Of course, great as it is it has a limited player base, especially when compared to a certain well-known 800 lb. gorilla of the RPG scene. So here are some notes I’ve knocked together for converting BoL characters to Labyrinth Lord and other games in that big ol’ extended family. Use or ignore as you see fit.

Attributes

First up, the ever important Attributes. Just like in my Quick & Dirty BoL to BRP Conversion post, attribute values can be derived by taking the BoL value, doubling it and then adding 10 to it. So a BoL merchant with a Strength of 1 would have STR 12 in LL while a mighty thewed-barbarian with a Strength of 4 in BoL would rock an 18 STR in LL. And so on. Hooray for that 3-18 scale that’s so popular with a certain era of games!

Of course, we need to map the BoL stats to LL stats. Here’s what I propose:

  • BoL Might = LL Str, Con
  • BoL Agility = LL Dex
  • BoL Mind = LL Int, Wis
  • BoL Appeal = LL Charisma

As with the BoL-to-BRP conversion, one could surely devise more detailed and “realistic” formulas for this sort of thing. But for most purposes, the above should work. That said, if you really need a character to be high INT/low WIS (or low STR/high CON, etc.), just adjust as needed.

Careers To Levels & Classes

Probably the biggest issue in this conversion is dealing with taking a non-class/non-level system like BoL and rendering class- and level-based characters out of it. There are probably a million different takes on this, but my suggestion is just to make the LL character’s level equal to the sum of the BoL characters career ranks. So your typical starting BoL character would come over to LL as a 4th level character, while the average BoL NPC (per the examples in the Legendary Edition) would wind up as a 2nd level character. This power level in LL might not quite match up with BoL, but it seems to give the characters a reasonable leg up while leaving room to grow as well. And hey, the original title for a 4th level Fighter was Hero and a 4th level Magic-User is called a Magician in those lovely light blue rules designed for experts*, so I’m happy with this.

As far as classes go, I feel the best thing to do is just pick the class that seems to fit the character best – multi-classing where needed, but preferably as little as possible. A character whose capabilities in BoL would require two classes in LL are really the only ones who should multi-class (e.g., characters with rank in both Soldier and Magician). If it is at all possible to stick with one class, though, that’s what I recommend. “But what about my Magician 2 / Merchant 1 / Sailor 1 / Torturer 0 character? Shouldn’t she be a F-M/U?” I hear you ask. And the answer is no. Being a merchant and a sailor – even skilled ones – doesn’t make you a Fighter in LL terms. But don’t worry, you’re not screwed. Read on for more…

Since classes are normally generalized while careers can be a bit more specific, I also suggest looking at the character’s career ranks and giving them +2 per rank in a career on Ability Checks related to the careers (but not to combat or thieving abilities or anything else that specifically mechanical in LL – those things come with level, not career rank). So that BoL character with 2 ranks in Merchant would get +4 on attribute checks relating to the buying & selling of goods, knowledge of caravan routes, and so on. Oh, and while having a Zero in a career rank won’t get you a bonus to checks, just like in BoL it could very well make checks possible that a normal person wouldn’t be able to make (por exemplo, the classic Thief 0 allowing you to know about the local thieves’ guild in ways that someone with no rank at all wouldn’t).

Combat Abilities

BoL’s combat attributes don’t translate all that well, since fighting skill is a defined function of classes in LL. You can either ignore these entirely (advised for most NPCs and Mooks) or bring them over where each rank provides a +1 bonus to the appropriate kind of attacks (for Brawl, Melee, Missile) or −1 to AC for each rank in Defense. Doing this for PCs and significant NPCs will further help with the perceived power level difference between BoL characters and their LL analogues. [editorial aside: This is one of the reasons I really adore BoL. Your combat skills aren’t based on whether you’re a fighter or a thief or whatever. They’re based on whether you’re good at combat or not. And that means you can have badass sword-swinging wizard or a fancy “can’t hit me” lightly-armored fighter without throwing a monkeywrench into the rules. End of editorializing.]

Boons & Flaws

BoL’s Boons & Flaws also don’t translate directly to LL. But, just like with Careers I suggest granting PCs and important NPCs a bonus (+2 or so, but maybe higher or lower depending on your needs) on Ability Checks (or Saving Throws) that relate to a boon that the BoL version of the character possessed. Similarly, imposing a penalty of −2 (or so) on rolls relating to a Flaw found in the BoL iteration of the character should get the job done just fine.

In the case of Boons & Flaws that don’t modify dice rolls, a little improvisation will be necessary. But the author of this quick & dirty guide trusts that his readers can handle those situations on their own and in the ways that will best suit their own needs.

Weapons & Armor & Such

Obviously BoL handles armor in a completely different fashion than Labyrinth Lord does. The easiest thing to do is just assign an Armor Class based on the overall armor level found on the BoL character. Translate as follows:

  • BoL No Armor → LL AC 9 (unarmored)
  • BoL Very Light Armor → LL AC 8 (roughly, Leather armor)
  • BoL Light Armor → LL AC 6 (roughly, Leather armor & Shield or Scale alone)
  • BoL Medium Armor → LL AC 4 (roughly, Chainmail alone or Studded Leather & Shield)
  • BoL Heavy Armor → LL AC 2 (roughly, Chain & Shield, Plate alone)
  • BoL Very Heavy Armor → LL AC 1 (roughly, Plate & Shield)

The examples given above are, as indicated, rough equivalents. I can do the math and know that Chain & a shield actually equals AC 4 and not AC 2. Remember, though, that BoL is much more fluid in its definitions of what armor levels equate to. If you want to be more precise, then by all means be more precise.

Magic

Oy, here’s a challenge. BoL’s magic system so completely doesn’t mesh with the Vancian fire-and-forget stuff that Labyrinth Lord and its relatives use. I suppose you could just say “Well, you’re a 4th level magic-user, so act like one” and be done with it if you want to keep it simple. I also suggest having BoL characters with Priest career ranks but no Magician ranks not be treated as Clerics, since BoL Priests don’t really work “magic” in the spellcasting sense. Ignore that suggestion if being a Cleric is really key to the conception of the character as it is crossing the line between these two world.

One other idea that occurred to me is that the Vancian stuff could work as a reasonable model of BoL’s Alchemy. Instead of having X number of spells per day per level, though, you’d get X number of alchemical preparations (which you define with Labyrinth Lord spells) per adventure. Just use the M/U spell tables to determine what X is and you’re set. So I’d class BoL characters who were Alchemists as M/Us in LL-land but restrict their usage of spells as noted above. To offset that, I figure you’d need to give them better HD or something. But again, that’s beyond the scope of this post.

Monsters!

The above stuff works for characters who display a full range of stats, but normal BoL monster listings are a bit more abstract. Ultimately, though, what you need for a Labyrinth Lord monster is an Armor Class, a number of Hit Dice, and a concept of how they attack & what damage they do. So here’s how I’m breaking these numbers out from a BoL listing:

  • LL HD = (Lifeblood/5)
  • LL Attacks = BoL attacks (i.e., claw/claw/bite or whatever, with the bonuses to hit listed), with damage as follows:
    • 1 LB = 1 HP
    • d2 LB = 1d2 HP
    • d3 LB = 1d3 HP
    • d6-1 LB = 1d4 HP
    • d6 LB = 1d6 HP
    • d6+2 LB = 1d8 HP
    • 2d6-1 LB = d10 HP
    • 2d6 LB = 1d12 HP
    • 2d6+2 LB = 2d8 HP
    • 3d6 LB = 3d6 HP
    • 3d6+2 LB = 2d10 HP
    • 4d6 LB = 2d12 HP
  • LL AC = 9 – (Defense + Average Protection/Armor Value)

But what about Movement? As I see it LL Movement varies quite a bit independent of creature size, while in BoL’s “Base Move” is entirely based on creature size. I’m too lazy to come up with a specific approach here, so I’d suggest just defaulting everything to LL’s 90/30 unless being fast or slow is part of the creature’s schtick. In that case, adjust accordingly.

For monsters’ attributes, just use the same translation method as for PCs ([BoL Att*2]+10) if you need to know them. But since LL doesn’t often reference creatures’ attributes, this shouldn’t matter too often.

Examples

A couple of examples are probably in order. So first, let’s look at a character. How about good ol’ Captain Ertegun Vaul? Based on his listing in the linked post, here’s how I would render him as a Labyrinth Lord character:

Ertegun Vaul / Human Magic-User 4 Chaotic Good
STR 12 INT 12 WIS 12 DEX 10 CON 12 CHR 14
HP 13 AC 7 Gold 40
Scimitar, +1 Dagger, Leather Armor
MU Spells: Charm Person, Comprehend Languages, ESP, Phantasmal Force
Non-Combat Bonuses & Penalties: +6 to mariner rolls (+4 from careers, +2 from boon); +2 to merchant rolls; +2 to religion rolls; +2 to carousing rolls; −2 to resisting greed

Note that even though he had a rank of 0 in Sorcerer as a BoL character I went ahead and made him into a 100% Magic-User in LL. Even rank zero qualifies you to cast some scary stuff in BoL, so having that should – at a minimum – result in a 2/2 split with another class. More often, though, it should override all the other possible class considerations (in my opinion). Or you can, of course, build the character without magic at all. That’s an entirely reasonable approach as well. Mostly I think it depends on your conception of the character in question and the level of magic in the campaign you’re working with.

Now, let’s convert a monster – just for fun. In this case, let’s use the Ilthoth-eg of Nogoloth.

Ilthoth-eg
No. Enc.: 2d4 (2d4)
Alignment: Chaotic (Neutral)
Movement: 120’ (40’)
Armor Class: 3
Hit Dice: 1-1
Attacks: 1 (bite)
Damage: 1d4
Save: F1
Morale: 8
Hoard Class: VI
XP: 7

Small, grey-furred cat-like beasts that inhabit the caves deep within the northern mountains of Nogoloth, Ilthoth-eg are set apart from the “normal” wildcats of the region by their abundance of eyes. A typical Ilthoth-eg possesses somewhere between 7 and 11 eyes arrayed across their bodies. Though not truly intelligent, these animals chitter and whisper their previous victims’ words as they stalk their prey through the darkness of the caves.

Due to their abundance of eyes, Ilthoth-eg are only surprised on a 1-in-6. Further, these creatures are incredibly difficult for thieves to backstab. A thief attempting to perform this maneuver against an Ilthoth-eg suffers a −25% penalty to the move silently and hide in shadows rolls necessary for a successful backstab.

Following my suggestion of tweaking the movement rate for a converted creature beyond 90/30, I upped these guys slightly based on their wildcat-esque nature. I improvised on the No. Encountered, Morale and Hoard Class for these guys. The Save As and XP Value were calculated per the LL rules.

In Conclusion

So that’s my ideas for converting Barbarians of Lemuria characters and monsters to Labyrinth Lord. I think they’ll get the job done well enough for most purposes. These should also allow you to take BoL resources and use them in any other game from the same gene pool as LL. Those games are, after all, pretty much the same game with some minor changes here and there.

I’m open to any thoughts you, my readers and friends, might have on how to handle things. So go nuts in the comments if you like. Your input is, as always, invaluable to me.

*Other iterations of the source material refer to a 4th level MU as a Theurgist. You can’t win ’em all.

Nogoloth: The Emerald Ships

Wherein your humble scribe presents an NPC and an artifact (in Barbarians of Lemuria format) that he whipped up for his nascent Lovecraftian Fantasy setting, Nogoloth. You might note that this makes three BoL-based Nogoloth entries in a row. That, my friends, is starting to look something like a trend.

On the western shore of Nogoloth sits the city called Cwnuihd, where strange emerald-sailed ships crewed by ebon-skinned men dock thrice annually. None within the city claim to know the origins of these vessels, nor their destinations. All that is known is that the sailors who debark from the caravels and carracks speak – and often sing – in a tongue unknown even to the greatest scholars of Nogoloth. The captains of these crafts superficially resemble the men they lead, but can carry on great discourse in the common speech of the island-continent they visit each time the trade winds shift and the two moons of Nogoloth join together to raise the tides high enough to allow passage across the great reef that elsewise bars the harbor.

These mariner kings seldom speak of what they have seen in the unchartered waters of the world, but when they do they wax poetic, even rhapsodic, telling tales of great, impossible leviathans whose eyes burn with hatred for all the men and beasts of the land. It is whispered that only these sea dogs may traverse the greatest oceans of the world, though whether due to their extreme bravery or, perhaps, to some dark pact they have made with the rulers of the court beneath the waves none may say.

It is tradition amongst the women of Cwnuihd to greet the arrival of the Emerald Ships by dyeing their hair jet black and serenading the crews from the docks with songs that their mothers’ mothers learned from the first such fleets to brave the dark waters of the bay and anchor at the docks that were already present when the city itself was founded in centuries passed. The men of Cwnuihd are made ill-at-ease by the melodies that comprise these alien chanties – though, in truth, it is the frequently wanton behavior the ladies engage in when in the company of those who sail with the Emerald Ships that truly troubles the fathers of unwed daughters in the city. Despite the rather orgiastic scenes that often play out in the dockside taverns, no child has ever been born in Cwnuihd who even faintly resembles the sailors.

I happened to be visiting Cwnuihd one spring when the Ships arrived, and I struck up a brief-but-companionable relationship with the captain of one of the vessels – a man by the name of Vaul – in whose company I passed two fascinating evenings filled with stories of the sort that one would be inclined to take for little more than the tall tales of a man who has spent too much time away from even the sight of land. Yet there was, in his manner and upon his face, an indescribable sincerity so powerful that I would warrant his narratives to even Ste. Sibille the Blind herself.

It was from Captain Vaul that I acquired the Lantern of U’um’nn, an artifact of a different age that may well serve to render my ultimate goal achievable. Vaul refused to accept payment of any sort for the Lantern, insisting that he had already been well compensated for delivering it to my hands.

I am told by the old men of Cwnuihd that they had never heard tell of anyone – let alone a cripple such as I – being offered passage aboard one of the Emerald Ships. Yet I was indeed invited to sail with Captain Vaul and his crew when the time came for them to leave the shores of Nogoloth. I regret that I was unable to accept this unique proposition, but my work here requires that I remain ashore, at least for now. If I should chance upon the good captain and his crew once my task is complete, I will readily board their craft if the opportunity is afforded me again.

Captain Ertegun Vaul

A tall, powerfully-built man in his mid 40s, with the ebon skin seen only amongst the crews of the Emerald Ships that visit Nogoloth occasionally, Captain Ertegun Vaul is a charming conversationalist who has seen things and traveled to locations undreamt of by the inhabitants of the island-continent. He is fearless – or nearly so – and dogged in his pursuit of profit upon the black waters of the world. He has dabbled in sorcery, is more than a little acquainted with the ways of the gods (both benevolent and malign), and is a stalwart companion when trouble arises. Captain Vaul is currently in possession of the legendary Moon Dagger of Rhug-Dh’krhala, a weapon mentioned in both the Lzaaq Cycle and the Book of Nyshanib. He is loathe to discuss how it came to him, pointing only to the tenatcle-like scar that runs down the length of his left arm and smiling a melancholy smile.

Essences
Lifeblood 11
Hero Points 5
Arcane Power 10

Attributes
Strength 1
Agility 0
Mind 1
Appeal 2

Combat
Brawl 1
Melee 2
Ranged 0
Defense 1

Careers
Mariner 2
Merchant 1
Sorcerer 0
Priest 1

Boons
Born Sailor
Carouser

Flaws
Greed

Languages
Nogolothian, Emerald Shipman’s Speech

Equipment
Scimitar, d6+1
Alchemical Dagger d3+1 (rare, grants boon & ignores armor)
Very Light Armor (d3-1)

Lantern of U’um’nn

This artifact, which appears to the common eye as little more than a well-maintained ship’s lantern, reveals the manner in which those upon whom its light is cast will die. When lit, a large swarm of colorful moths are drawn from beyond space and time, and as they dance about the light the interplay of their beating wings shows individual’s death as though seen upon a moving tapestry. The lantern is highly magnetic and will render any compass within 50 feet of it unreliable for navigation.

Mixing My Nerdliness (Fantasy Baseball)

I don’t normally cross-pollinate my different little nerd worlds, but tough times call for tough actions 🙂 I am the commissioner of a fairly detailed fantasy baseball league and I’ve got one (maybe two) teams that are in need of GMs for the upcoming season.

Now, just so you know, this ain’t yer daddy’s draft-n-watch kind of fantasy baseball. It’s fairly complex and immersive, complete with setting bating orders and pitching rotations and bullpens as well as having backups at each position. Every team has a $10M “cash” budget and a pool of 40 contract years to sign a full 25-man roster (plus up to 15 more players in the “minors”) during the Free Agent Blitz, which starts next Wednesday morning at 10:00 CDT and runs through the following Monday afternoon. You don’t have to be wired and glued through the whole thing, but to do it right definitely takes time and interest. I tell you all this not to scare anyone away, but it’s definitely the kind of stuff you’d need to know before jumping in.

It’s a 10 team league and 8 owners have been consistent and active for the past five years, which means I’m really looking for folks who are inclined to dig in and stick around (though there’d be no hard feelings if you try it and find it not to your liking, of course). There’s no prize money or anything – this is about playing the game, not gaming for money. That matters to some folks, but not to this crowd. If you win the league, your reward is bragging rights and pride (and the awe and envy of your fellow players). Just be warned that I myself have won the league every other year and it’s my turn again 🙂

So with that all out of the way, if any of you fine folks out there are big time seamheads and are interested in diving into the madness, let me know in the comments. I can tell you more about things away from the blog.

The Sea Devil’s Debutante (A BoL Adventure)

A Sea Devil

© Floyd Thompson, III.

Howdy folks! Our good friend G-Man, the author of the wildly popular dark fantasy Barbarians of Lemuria adventure The Unholy Greyl (35903 downloads ) has done it again! This time he takes us into the very depths of decadence and depravity with…

The Sea Devil's Debutante (28470 downloads )

The reclusive Strangtham clan is throwing a grand celebration in honor of young Clarisse Strangtham, who has announced her eligibility to wed. Many sordid things are whispered about the family… yet many of the local gentry are planning to attend the party, despite the family’s reputation. Is it because the Strangthams are known to possess a seemingly endless hoard of gold jewelry? Or just because Clarisse Strangtham is rumored to be an exotic beauty? Join the party and find out just what those creepy and opulent Strangthams are up to this time!

G-Man not only provides a delightfully dark adventure this time, but two appendices chock full of unique items and spells to make your BoL game even more deadly. All this for exactly zero dollars? Great Dagon, people! Why haven’t you downloaded it already?

A Wizard & A Warrior Walk Into A Bar…

Nope, nothing interesting here other than a couple of videos. Because I’m still wrapped up in SXSW and other stuff. Enjoy all the same…

http://www.youtube.com/watch?v=XKQ5jhtFypg

I’m not sure what frightens me more – Ozzy’s makeup in 2005 or the Wishbone Ash guys’ assorted attire in the days of yore. They’re all pretty scary in their own ways.

Traveller AR!

Alright, soldiers. It’s time to talk seriously about your future in the Imperium. Specifically, let’s discuss your plans for after you muster out. Some of you may want to look into free trading. Some of you may be in search of mercenary tickets. Some of you might just want to wander. In any case, what you’ll almost definitely want to do is put some credits in your pocket. No matter what your goals are, you should probably take a look at this:

It’s the teaser trailer for the just announced Traveller AR, which is currently being hyped at Booth 415 of the Screenburn Arcade at SXSW Interactive in sunny Austin, TX.

This is an iPhone/iPod Touch game that is being developed by actual pen & paper gamers who know Traveller and love it. Big Daddy Marc Miller is involved. As is the Loren Wiseman, who was actually hanging out at the booth today. Take a look at the site and sign up for the beta (if you happen to be the sort who has an appropriate device at your disposal, anyway – they tell me they hope to support other platforms eventually, but it’s all iLand for now). Kicking off your career with a bonus Cr1,000,000 is a good thing.

I saw a demo and this game looks sharp. I’ll be sure to update y’all when I get going in the beta (which is expected to get underway in May – just so you know the perspective in which to keep things). But seriously, do sign up for the beta. That way we can all bust up the Third Imperium in proper grognard style.

Interesting note: One of the artists working on the game used to play RPGs with Joe G. Browning of Expeditious Retreat Press. So there’s some additional old school style cred with Traveller AR.

Slow Going For A Bit

If you were following along last year (or are paying attention otherwise) you might know that the fabulous SXSW Interactive/Film/Music conference happens right about now here in lovely Austin. Since I’m (a) a music fan, (b) a geeky web nerd, and (c) looking for a job, I’ll probably be blogging less and screaming at tourists to get out of my town more for the next week or so. I might just sneak a few posts in here and there – quite possibly something interesting relating to the conversation I had at that fancy restaurant a few weeks ago – but don’t hold yer breath, amigos.

Meanwhile, here’s some Barbarians for you: