Tunnels & Trolls Articles
A Dangerous Survivor: The T'wall - New Khazan
For many years now scientists have been studying a small group of star systems which lie in close proximity (if several light years can be considered close to each other). Each of these systems had worlds that were once inhabited by an apparently advanced civilization, but all are now desolate ruins, blasted by kinetic and thermonuclear weapons making them uninhabitable to all except to the most hardy kind of monsters and mutants.
The Kystroni & The Seeders of Lebinin - New Khazan
Some Of The Old Beings - information on two of the oldest and most elusive races of New Khazan with links to "Gamesman of Kasar".
A Different Kind Of Encounter - Holymen
Once in a while the GM needs to get away from the Kill-The-Monster-Take-The-Loot kind of adventure encounter, and throw something different into the mix. One of my favorites is the encounter with those curious creatures found in strange places who do out of the ordinary things and don't require combat.
Universal Simple Easy-Life Enchanter's Spell Selector!
"For the wizard who can't wait!"
Covers every imaginable situation.
Suitable for both 5th and 7th edition Tunnels & Trolls.
Poisons and Venoms in T&T
Revised and updated for both 5th and 7th edition.
A detailed discussion on many different types of poisons, their application and their effects.
A World of Your Own
Devising a style of play in T&T.
"Of all the gaming articles I have ever written or ever will write this is probably the most important."
From White Dwarf Issue 30, 1982, by kind permission of Games Workshop.
That Frisson of Disgust, That Tingle of Fear
An essay discussing the merits of low-level gaming.
Familiars in Tunnels And Trolls
The "Familiar" is a spirit, elemental, imp or minor demon given mortal form through a compact with a wizard. The spirit agrees to serve the wizard for in exchange for a physical form and a portion of the wizard's power once the wizard dies.
Module Submission Guidelines
Due to the latest technologies of print on demand, and eBooks, Flying Buffalo would like to publish more adventures, (both solitaire, and GM ones) for Tunnels & Trolls. That means we will be accepting outside submissions.
Writing Solo Adventures
Writing solo adventures for Tunnels & Trolls can be a tricky thing. It occurs to me that it might be useful to share some techniques for clear writing.
Level and Attribute Advancement
The topic of level and attribute advancement has generated a lot of discussion recently primarily due to the differences in these mechanics between the 5th, 7th, and 7.5 edition rules.
Dan Hembree presents his take on the subject along with his own House Rules.
Dare to DARO
A guide to cunning stunts : Using Tunnels & Trolls' flexible Saving Roll mechanic to perform dramatic stunts confounding Game Masters and their evil monsters.
What makes you write a scenario for T&T? What inspires me to write adventures? Where do our ideas come from? What problems are encountered when trying to structure an adventure? Let's have a chat about it. Pull up a chair, grab yourself a tankard of complimentary ale from the bar, and put your feet up by the fire. Shall we begin?
Boozer's Solo Design Guide
Some people have asked me how I write my mini-solos and how I do them so quickly. Well, if it helps, here is the method I currently use when writing a new mini-solo. It is probably nothing unusual, but at least one person I spoke to recently said, when I told them how I did it, "I would never have thought of doing it that way!" so here it is…
Boozer's Bargain Basement
Greetings weary traveller, and welcome to the cellars of the Hobgoblin's Tavern, where I am delighted to lead you down into Boozer's Bargain Basement!
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