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	<title>T &#38; T Delvers Tales</title>
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	<description>Tunnels and Trolls adventures done as fiction</description>
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		<title>T &#38; T Delvers Tales</title>
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		<title>Five Arena of Khazan Characters</title>
		<link>http://delvers.wordpress.com/2012/09/11/five-arena-of-khazan-characters/</link>
		<comments>http://delvers.wordpress.com/2012/09/11/five-arena-of-khazan-characters/#comments</comments>
		<pubDate>Tue, 11 Sep 2012 19:06:23 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1236</guid>
		<description><![CDATA[Long, long ago, maybe the 80s or 90s I made up a bunch of T &#38; T characters to use as fighters in the Arena of Khazan.  I never used them.  Somehow, this piece of paper with 5 characters randomly created on it appeared today.  I want to  throw the paper away&#8211;it&#8217;s folded, wrinkled and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1236&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Long, long ago, maybe the 80s or 90s I made up a bunch of T &amp; T characters to use as fighters in the Arena of Khazan.  I never used them.  Somehow, this piece of paper with 5 characters randomly created on it appeared today.  I want to  throw the paper away&#8211;it&#8217;s folded, wrinkled and torn, but hate to waste the characters.  So here they are.  Artists, please do me some pix of these guys and I&#8217;ll put them in the blog and credit you.  These are clearly 5th edition characters, but they could be turned into 7th edition characters by rolling up Speed and Wizardry and giving them Talents.</p>
<p>Arena Giant 1</p>
<p>STR   100   INT  7   LK  12   CON  100   DEX  7   CHR  7  Combat Adds: 86.</p>
<p>Armor:  10 hits for really tough skin.</p>
<p>Weapon:  Guyswatter*  (20D6)</p>
<p>*  = counts as a magic weapon when such are required in order to do damage.</p>
<p>************************</p>
<p>Arena Troll 1</p>
<p>STR  30   INT  8   LK  14   CON  30   DEX  12   CHR  5  Combat adds:  20.</p>
<p>Weapons: Each hand counts as a 5D6 weapon.</p>
<p>***********************************************</p>
<p>Arena Ogre 1</p>
<p>STR  26   INT  7   LK  10   CON  20   DEX  6   CHR  7   Combat Adds:  11.</p>
<p>Weapons:  Club (8D6)</p>
<p>********************************</p>
<p>Arena Ogre 2</p>
<p>STR  24   INT  3   LK  13   CON  26   DEX  9   CHR  8   Combat Adds:  13.</p>
<p>Weapon:  Club  (8D6)</p>
<p>***************************************</p>
<p>Arena Dwarf 1</p>
<p>STR  30  INT  13   LK  16   CON  28   DEX  15   CHR  10   Combat Adds:  25</p>
<p>Armor:  Ring mail (7 hits)</p>
<p>Weapon:  Great axe  (4D6 + 3)</p>
<p>***********************************************</p>
<p>How about that?  The Dwarf is actually tougher than the ogres though the 8D6 clubs that the ogres have might make a difference in who won the fight.</p>
<p>Anyone may feel free to name and use these characters in their own T &amp; T games.</p>
<p>&#8211;end</p>
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		<title>From the Vaults</title>
		<link>http://delvers.wordpress.com/2012/04/30/from-the-vaults/</link>
		<comments>http://delvers.wordpress.com/2012/04/30/from-the-vaults/#comments</comments>
		<pubDate>Mon, 30 Apr 2012 17:09:17 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1227</guid>
		<description><![CDATA[&#160; This isn&#8217;t exactly T &#38; T fiction, but it could have turned into it. During the 1990s I published a Tunnels and Trolls fanzine called TnT.  Little of the material published in that zine still survives, but as I went through some old scratch paper I found the following document: RULES FOR KHAZAN CAMPAIGN. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1227&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p><a href="http://delvers.files.wordpress.com/2012/04/khazan-palace.jpg"><img class="aligncenter size-full wp-image-1230" title="Khazan palace" src="http://delvers.files.wordpress.com/2012/04/khazan-palace.jpg?w=510" alt="Lerotra'hh's palace in Khazan.  Note the far more utiliitarian horde baracks behind it."   /></a></p>
<p>This isn&#8217;t exactly T &amp; T fiction, but it could have turned into it.</p>
<p>During the 1990s I published a Tunnels and Trolls fanzine called TnT.  Little of the material published in that zine still survives, but as I went through some old scratch paper I found the following document: RULES FOR KHAZAN CAMPAIGN. It was apparently a plan I had to run a sandbox campaign for T &amp; T players with hopes that player fees would cover my postage expenses.  The campaign never happened.  I don&#8217;t think enough people signed up to make it worthwhile, or maybe I never even offered it.   The Khazan campaign was a pipedream.</p>
<p>However, I did start a T &amp; T page on the internet and run something like this for a number of players that lasted several months and produced a good deal of game fiction.  Ask Taran Dracon about it.  He participated.</p>
<p>As a curiosity, I reprint those early Khazan game rules here.  It&#8217;s kind of a time machine glimpse of my mind about 15 to 20 years ago.  In some ways I haven&#8217;t changed that much&#8211;I&#8217;m thinking I would like to do this sort of campaign now.</p>
<p>********************************</p>
<p>Rules for Khazan Campaign</p>
<ol>
<li>This will be a regular game of Tunnels and Trolls, played according to the 5<sup>th</sup> edition rules.</li>
<li>If you cannot accept the rules given on this page, do not bother to play.</li>
<li>All decisions by the G.M. will be final.</li>
<li>All moves must be submitted by mail—not by telephone and not in person.  This rule is included to minimize the time advantage that players living geographically closer to Phoenix have over those living farther away.</li>
<li>All required game fees must be paid for in advance before moves will be processed.</li>
<li>Players may enter as many characters of whatever kindred as they wish.  Each, however, must be played separately, and paid for separately.</li>
<li>Players shall create their own characters.  A name, description, list of belongings, and biographical synopsis will be required at the time the character enters the game.</li>
<li>The entry fee will be $1 per level per character.  (Example: If you wish to enter with a 10<sup>th</sup> level character, it will cost you $10 to get into the game.  For the same fee you could enter 10 1<sup>st</sup> level characters, but the playing fee would be 10 times as high.)</li>
<li>The playing fee will be $2 per calendar month per player.  (If you have 2 characters in the game, it will cost you $4 per month to play them.)  The playing fee must be paid before moves will be processed.</li>
</ol>
<p>10. The entry fee will cover the first month of play.  After that the playing fee must be kept up for all active characters.</p>
<p>11. Each character lives along its own time-line.  These time-lines may be altered by other characters.  If this happens, the player will have to go back to the point of divergence and begin playing his or her character over again from that point.  (Example:  Player A and player B are playing at slightly different rates such that A gets ahead of B in time.  In A’s time-line, he spent the Night of the Cat at the Salty Frog Tavern and nothing happened.  In B’s time-line, he spent the evening of the Cat at the Salty Frog Tavern and started a bar fight.  Player A would receive a letter telling him to go back in time to the night of the Cat and that a bar fight was beginning, and then asked for his orders in that situation.  Everything done by Player A since the night of the Cat would be wiped out—it didn’t happen.)</p>
<p>12. A roster of active members of the game will be published every 3 months in order that the players may get in touch with each other.</p>
<p>13. Players may collaborate among themselves and submit group orders if they so wish.</p>
<p>14. Three or four months after the game has started, the GM will begin to conduct fame surveys.  When awarding fame points, players may not vote for their own characters.</p>
<p>15. The player whose character wins the most famous of the month award will get a cash prize of $5.  This will be a monthly prize.</p>
<p>16. A newsletter of the important events in Khazan will be published from time to time.  Players will get free copies of this once every month or two.  However, a player may obtain a copy of the latest news in the city at any time by sending in $1 for a special edition.</p>
<p>17. Artists are wanted to illustrate the newsletter, do character portraits, etc.  Nothing is promised, but any art used in a game publication will be paid for.</p>
<p>18. Combat arbitrators are wanted.  Arbitrators will be paid at a rate of $1 of game credit per combat.</p>
<p>19. Players will not fight their own combats.  They will be handles by special arbitrators chosen by the GM.  Players should therefore submit detailed contingency plans for how their character would behave in a fight.</p>
<p>20. Rules questions will be answered without charge if the questioner includes a SASE.</p>
<p>***********************************</p>
<p>&nbsp;</p>
<p><a href="http://delvers.files.wordpress.com/2012/04/deathgoddess.jpg"><img class="aligncenter size-full wp-image-1231" title="deathgoddess" src="http://delvers.files.wordpress.com/2012/04/deathgoddess.jpg?w=510" alt="The Death Goddess invites you to live and die in beautiful Khazan."   /></a></p>
<p>That&#8217;s it&#8211;a grandiose plan that never happened.</p>
<p>It occurs to me to wonder if any members of Trollhalla, or other T &amp; T players that might see this blog, would be interested in participating in a play by email campaign of this nature today.  We would use 7.5 rules, do everything by email and paypal, and publish the results right here in the delvers blog.  I could revise these rules easily enough to make them apply to our current situation and technology.  The obvious sticking point is the money aspect.  A game like this would take a lot of time, and my time is worth money to me.  If I had 5 or more takers, I might try this.  Figuring on inflation, we could set the fee at $5 per month per character regardless of level.  Artists, I would want you to participate, but pay would be low, or in terms of game credit.  Players, we create a shared world story that we could publish here, and later perhaps at drivethrurpg.com.  All players would get a shared author credit.</p>
<p>Anyone game for this experiment?  Respond with an email to me @ kenstandre@gmail.com.</p>
<p>end</p>
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			<media:title type="html">Khazan palace</media:title>
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		<title>The Dragon&#8217;s Servant&#8211;1</title>
		<link>http://delvers.wordpress.com/2011/11/09/the-dragons-servant-1/</link>
		<comments>http://delvers.wordpress.com/2011/11/09/the-dragons-servant-1/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 05:22:03 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[dragons]]></category>
		<category><![CDATA[Fantasy Fiction]]></category>
		<category><![CDATA[Gaming Fiction]]></category>
		<category><![CDATA[Ken St. Andre]]></category>
		<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Trollhalla]]></category>
		<category><![CDATA[Trollworld]]></category>
		<category><![CDATA[Tunnels and Trolls]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1219</guid>
		<description><![CDATA[For the last few days, members of Trollhalla have been seeing me talk about a new T &#38; T novel that I am thinking about writing.  Scenes and situations have been going off inside my head.  Sometimes I have lain awake for hours in the early morning, mentally writing and imagining parts of the new [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1219&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>For the last few days, members of Trollhalla have been seeing me talk about a new T &amp; T novel that I am thinking about writing.  Scenes and situations have been going off inside my head.  Sometimes I have lain awake for hours in the early morning, mentally writing and imagining parts of the new book. </p>
<p>The book is to be based on a solo adventure that I wrote back in 2010.  It has been a year since I created it, and I think it is just about ready for publication.  Last week it came to me&#8211;in that half waking trance between midnight and morning&#8211;that the solo was only a preface to a much better work of fantasy fiction that I could do.  And then, this scene came to me, and played itself out in my mind.  I didn&#8217;t get a chance to write anything until I got to school, and then I sat for a couple of hours, creating what you will see here.  I am fairly slow as typists and writers go, but I don&#8217;t need a lot of revision either.</p>
<p>The best thing with a novel is probably to keep it to oneself, write it, revise it, and try to get it published.  Mostly, that is what I will do.  However, as I have struggled with this idea over the last week, I have also taunted the members of Trollhalla with hints and questions.  Darrgh Tarrho, and Garrlakk, and Moondragon have seen the solo&#8211;nobody else has, so they have some idea of what I&#8217;m thinking about.  I hope you all get the chance to read and play the solo before the month is over.  Meanwhile, it is time for me to start getting these ideas out of my head and into written form.  They may not come out in a nice orderly sequence.  The story will probably assemble itself like a jigsaw puzzle, but . . . here is the first scene.</p>
<div class="mceTemp mceIEcenter" style="text-align:left;">
<dl class="wp-caption aligncenter">
<dt class="wp-caption-dt"><a href="http://delvers.files.wordpress.com/2011/11/dragonhead2.jpg"><img class="size-full wp-image-1220" title="dragonhead2" src="http://delvers.files.wordpress.com/2011/11/dragonhead2.jpg?w=510" alt=""   /></a></dt>
<dd class="wp-caption-dd">Vvvarrr, the dragon that made Lerotra&#8217;hh an immortal.</dd>
</dl>
</div>
<div class="mceTemp mceIEcenter" style="text-align:left;">The art is by Miika Spray, also known as Moondragon, a terrific artist and a valued friend and member of Trollhalla.  I hope she won&#8217;t mind me showing the first sign of it here.</div>
<p>********************************************************************</p>
<p>Vvvarrr looked at her new servant, and wondered if this human man was smart enough to be her servant.  The urukin woman, Lerotra’hh, was already an accomplished wizardess when she came to the dragon and offered herself over seven centuries earlier, but this man, this Neth was only a rogue.  Yes, he had daring and courage, but did he have wit?  She decided to test him.</p>
<p>“Thiss iss your firsst tassk as my sservant,” she hissed.  “Give me everything you own.  Jusst put it all on the treassure heap!”</p>
<p>Neth thought it was a very strange command.  The dragon owned so much, and he owned so little.  Why would she want to take that little away from him.  Perhaps it was some kind of test.  He shrugged out of the straps that held his pack, and then swung it off his back, and pitched it onto the treasure heap.  It didn’t contain anything breakable.  Then he unbuckled his sword belt, and lightly tossed it along with the attached sword and dagger onto the pile of gold.  Finally, he turned out his pockets, producing a few gold and silver coins along with a very small folding knife, some string, and a few pieces of flint.  Tossing that bric-a-brac onto the edge of the pile, he turned to face the dragon.  “I think that is everything I own.”</p>
<p>“NO!” Her voice was louder now, with an undertone of menace.  “I ssaid, give me everything you own.</p>
<p>Neth looked at the great green reptile in dismay.  He had just given her everything he owned, right down to the lint in his pockets.  Pockets!  He still had pockets and clothing.  Could she want that too?  She did say everything.  He hastily took off his fur jacket, and tossed it on the pile.  Vvvarrr watched him, and did not say a word.  She just let a bit of steam escape from one of her nostrils.  After the coat he lost his shirt, his trousers, his boots, his loincloth, tossing each item onto the dragon’s pile, until he stood there naked.  He had no rings, no jewelry to add.</p>
<p>“That is absolutely everything I own,” he told her with hands spread wide.</p>
<p>Vvvarrr roared and a jet of flame shot above the rogue’s head.  The sudden heat made sweat pour out of his body.  Her eyes glowed with hellish red light, and her mighty talons clenched and unclenched.  “I tell you for the third and lasst time!” she bellowed.  “GIVE ME EVERYTHING YOU OWN.”</p>
<p>Neth knew that he was failing his new mistress in some way, but he could not think how.  He had given her everything he owned.  And she wasn’t satisfied.  In that moment he knew he was going to die horribly in the next few seconds.  He could see her inhaling.  The next gout of flame would roast him.  What else could the dragon want?  Did she want his hair, his teeth, his immortal spirit?</p>
<p>And then it came to him.  Maybe she wanted all of those things.  Closing his eyes, Neth threw his body on the great pile of treasure, landing spread-eagled and butt up just as a blast of dragonfire blossomed in the place where he had been standing.<br />
“Much better,” purred the dragon.  “You could have ssaved much time if you had done that at the beginning.  Being a sservant iss new to you, but I expect intelligence and obedience from you.  I gave you three chancess thiss time, but it will not happen again.  If you cannot undersstand ssimple commandss, then you are not worthy of immortality&#8211;not worthy to sserve me.”</p>
<p>“Yes, mistress,” Neth answered, remaining on his bed of gold.  “I am sorry.  I did not truly understand what you meant.”</p>
<p>The dragon simply glared at him for a while.  He lay quietly and did not dare to look at her.  Then he felt a human hand smack into his buttocks and heard a silvery laugh.  Looking up, he saw the sorceress who had called herself Rav now standing beside him.  “Dress yourself and take your old weapons and gear, but remember that those items as well as you yourself belong to me now.”  She spoke now without a trace of the sibilance that had marked the dragon’s voice.</p>
<p>He quickly put his clothing back on, all except for the heavy coat.  The cavern had grown much too warm for him to need it.</p>
<p>“We must find a place for you to rest,” said Rav.  “Follow me.  I think perhaps the urukin’s old bedding place might serve.”</p>
<p>(to be continued)</p>
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		<title>Yorrdamma Vrash, Parts 4 and 5</title>
		<link>http://delvers.wordpress.com/2011/10/24/yorrdamma-vrash-parts-4-and-5-2/</link>
		<comments>http://delvers.wordpress.com/2011/10/24/yorrdamma-vrash-parts-4-and-5-2/#comments</comments>
		<pubDate>Mon, 24 Oct 2011 17:01:38 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Fantasy Fiction]]></category>
		<category><![CDATA[Gaming Fiction]]></category>
		<category><![CDATA[Roy Cram]]></category>
		<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Trolls]]></category>
		<category><![CDATA[Tunnels and Trolls]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Wizards]]></category>
		<category><![CDATA[Yorrdamma Vrash]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1209</guid>
		<description><![CDATA[Part 4 For several weeks Yorrdamma wandered alone in the woods, living off the land.  He was now nine years old, and because of Aylgamer&#8217;s enchantments, had already  reached physical maturity, standing about six feet tall and weighing around two  hundred and fifty pounds. His bones were ogre-hard, and his trollish muscle made  him twice [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1209&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Part 4</p>
<p>For several weeks Yorrdamma wandered alone in the woods, living off the land.</p>
<p> He was now nine years old, and because of Aylgamer&#8217;s enchantments, had already</p>
<p> reached physical maturity, standing about six feet tall and weighing around two</p>
<p> hundred and fifty pounds. His bones were ogre-hard, and his trollish muscle made</p>
<p> him twice as strong as a man of similar build. Given the spells he had learned and</p>
<p> the fighting and brawling skills he had been taught, he was not to be taken lightly in any kind of fight.</p>
<p>So, when one night, he was set upon by a small patrol of SWA consisting of six orcs,</p>
<p>he gave an excellent account of himself, slaying five before their leader finally wounded</p>
<p> and overpowered him. As the big brawny orc cursed him and prepared to deliver a fatal</p>
<p> stroke with his sword, an Elf arrow suddenly pierced his thick neck, killing him instantly.</p>
<p>Throwing the body of his foe off, Yorrdamma struggled to his feet. Out of the trees and bushes</p>
<p> around the scene of the fight came a group of fighters, all applauding him. After cautious</p>
<p> introductions had been made, they bound up Yorrdamma&#8217;s wounds, and took him back to their camp.</p>
<p>This was a small group of mercenary fighters dedicated to making war on Zekrim Gedokrist</p>
<p> and his evil servants. All of them had been injured, and/or lost friends or loved ones to the</p>
<p> depredations of the Withered Arm, and were sworn to vengeance. Their chief and leader</p>
<p> was a wood Elf named Feyanor who was master with the Elf bow. The others included:</p>
<p> Barlow, a Hobbit Rogue and Assassin; Mikallus, a grizzled veteran of many wars and</p>
<p> conflicts who was deadly in battle; Hogar, a hulking Berserker and one man wrecking</p>
<p> crew; and a female half-orc named Zunda, a Rogue both woods wise, and skilled in the</p>
<p>cantrips and hedge magics known to the forest peoples.</p>
<p>When they had heard Yorrdamma&#8217;s sad story, and shared their own tales of woe,</p>
<p> they voted to adopt him into their little company. Yorrdamma&#8217;s ability to render</p>
<p> first aid and healing served him as well as his fighting prowess, and his ability to</p>
<p> throw a good sized rock like a small cannon ball amazed them. Over the next year</p>
<p> he served well and faithfully in the group, and was, in turn, taught many useful things</p>
<p>by each of the members. With his eidetic memory he soaked up new knowledge like a</p>
<p> sponge. For twelve months they labored to kill and harrass the SWA wherever and</p>
<p> whenever they could, and they became a major thorn in the side of the commander in charge of the area.</p>
<p>Finally, tired of having to report this nuisance to his superiors at Hari-Na-Gregulden,</p>
<p>the commander put together a squad of his best warriors and sent them out to rid him</p>
<p> of these pests, or not to return! In an ensuing ambush by this large and terrible force,</p>
<p> Yorrdamma alone was able to extricate himself from the trap and flee. Grieving his slain</p>
<p> brothers and his sister-in-arms (she had taught him more that just magic and Rogue skills),</p>
<p> he fled from the friendless and now deadly Fenwood, and headed out onto the great plains</p>
<p> of Valesia, looking for a city somewhere where he might finally make a life for himself.</p>
<p>Part 5</p>
<p>To understand the world in which Yorrdamma Vrash struggled to survive,</p>
<p> it is necessary to give a bit of the history of the kingdom of Valesia. This nation</p>
<p> was founded by the Priest Kings of the City State of Mora who ccnquered their</p>
<p> neighbor states and united them into a single large kingdom. They then built in</p>
<p>Mora a great temple to their deity Omvar who sent them a stone tablet containing</p>
<p> laws and spells to ensure their sovereignty.</p>
<p>But, in the far west, the Gedokrist family, who worshipped dark gods,chafed under</p>
<p> the rule of the of the Valikor monarchs, During the reign of Valikorin VI,</p>
<p>Diskorjia Gedokrist came to Mora and used her dark sorceries to seduce the king.</p>
<p>But, when it was learned that she carried the king&#8217;s child, she was forced to flee</p>
<p>back to the fortress on Mount Angwich, and her dreams of becoming the queen of the land were dashed.</p>
<p>Here she festered, full of hate and frustration, and she gave birth to Zekrim Gedokrist whom</p>
<p> she swore to vengeance. It was also at this time that she began the experiments in Troll husbandry</p>
<p> that produced Urdammu and eventually, Yorrdamma.</p>
<p>When Zekrim reached maturity he and his mother took their army and set out to attack Mora.</p>
<p>(This was the time when Yorrdamma was born and his mother escaped from the castle).</p>
<p> Diskorjia&#8217;s agents had stirred up much unrest in the nation over the years, and she had</p>
<p> pursuaded the Duke of the city of Kardyak to attack Mora promising him aid (which never came).</p>
<p>While the army of Mora was off crushing the hapless forces of Kardyak, Zekrim and his host entered</p>
<p> Mora at night through the vast sewer system beneath the city. They stormed the palace and slew the</p>
<p> king there. They then took the crown and went to the great temple. No one could be king of Valesia</p>
<p> unless crowned in the presence of the Holy Tablet. But, Falordin, the High Priest, would not crown</p>
<p> Zekrim, and, when he received word that the army of Mora was returning in haste, in his rage he</p>
<p> slew the stubborn priest, and then threw down and shattered the Holy Tablet. Immediately</p>
<p> the temple was rocked by an earthquake, and with a great peal of thunder the Deva Aramvolt</p>
<p>issued forth from the broken tablet, and smote Zekrim with his rod of Divine Retribution. &#8221; Withered forever</p>
<p> in dire agony shall remain the arm that dared profane the tablet of Omvar&#8221;, said the Angel. He then gathered</p>
<p>up the shards and disappeared.</p>
<p>Zekrim was carried away in great pain by his minions. As they fled from Mora,</p>
<p> the cavalry of Mora entered the gates in pursuit. Diskorjia stayed to delay them,</p>
<p>but her act cost her her life. Hard pressed, Zekrim&#8217;s group fled west, hotly pursued.</p>
<p>But as they climbed the western hills the stricken wizard found enough strength to</p>
<p> destroy with a Hellbomb Burst the stone dam that held back the lake in the hills above</p>
<p> the Mora flood plain, and the pursuing cavalry and the city of Mora were overwhelmed</p>
<p>and buried in a sea of mud and debris.</p>
<p>So Zekrim returned, defeated, to his castle which he named Hari-Na-Gregulden,</p>
<p>the House of Bitter Torment. While Valesia broke again into many small city states,</p>
<p> he tried to relieve the agony of his withered arm, but to no avail. No remedy could</p>
<p> abate its pain, and, if removed, another like it grew back with terrible pain and suffering.</p>
<p> Finally Zekrim became a lich, but even this did not win him respite. He then took a vow</p>
<p> that he would not rest til he had conquered Valesia, and all the world of Kaball, and all creatures suffered as he did.</p>
<p>Thus he gathered his resources and began to create the Servants of the Withered Arm which</p>
<p> were to cause so much grief and trouble for Yorrdamma and for all the people of the former nation of Valesia</p>
<p>Mad Roy Cram channelling Yorrdamma Vrash</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8211;</p>
<p>And here I thought that Mad Roy had promised me a short biography of Yorrdamma Vrash.</p>
<p>Apparently, this semi-biblical narrative will go for a long, long time.</p>
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		<title>Yorrdamma Vrash, Part 2 and 3</title>
		<link>http://delvers.wordpress.com/2011/10/24/yorrdamma-vrash-part-2-and-3/</link>
		<comments>http://delvers.wordpress.com/2011/10/24/yorrdamma-vrash-part-2-and-3/#comments</comments>
		<pubDate>Mon, 24 Oct 2011 16:28:29 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Fantasy Fiction]]></category>
		<category><![CDATA[Roy Cram]]></category>
		<category><![CDATA[Swords and Sorcery]]></category>

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		<description><![CDATA[Here I continue the strange tale of Yorrdamma Vrash.  Actually, Roy Cram continues it.  Let me emphasize that I, Atroll, am not writing or making this stuff up&#8211;I&#8217;m just passing it along.  __________________________________________________________ Yordamma Vrash, part 2    After Urdammu fled into the forests near Castle Gedokrist she found herself in a place completely foreign [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1196&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Here I continue the strange tale of Yorrdamma Vrash.  Actually, Roy Cram continues it.  Let me emphasize that I, Atroll, am not writing or making this stuff up&#8211;I&#8217;m just passing it along. </p>
<p>__________________________________________________________</p>
<p>Yordamma Vrash, part 2</p>
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<td valign="top">   After Urdammu fled into the forests near Castle Gedokrist she found herself in a place completely foreign to her experience. But, thanks to Aylgamer&#8217;s magics she was pretty smart and a troll can eat most anything. She was able to find fruits and berries to subsist on and baby Yorrdamma had his mother&#8217;s milk to sustain him. At first her main goal, and a wise one, was to put as much distance between herself and the Castle as possible. She was lucky too, that she did not encounter any large or really dangerous creatures during that that time.   After about a week of hard travel thru the woods Urdammu heard roaring and cries for help. She went to see who was in danger, and in a small clearing, found two Hobbit women in a small tree threatened by a large brown bear.  The bear then made a bad decision and attacked the 8 foot tall 500 pound she troll, and Urdammu made good use of her big ironwood cudgel and dispatched the creature. When the Hobbit men arrived they found their ladies teaching the huge troll how to skin and field dress the bear, while they held the tiny Yorrdamma.  After explanations were made the Hobbits were grateful and invited Urdammu and her child to stay a while with them. While most of their previous experience with trolls had not been good, Urdammu&#8217;s intelligence and docile nature to those who did not offer her harm won them over. In the days that followed the big she troll proved to be a huge help to the little folk, helping them with the heavy chores like tilling, and chopping wood and clearing brush. She also kept away large creatures that might otherwise find a Hobbit an easy prey. The Bobbin family decided to take her and her baby in, and she was happy there with them.</td>
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<p>The Bobbins consisted of Grandpa Bobbin and his wife, his two sons and their wives, and a boy and girl Hobbit. They lived together in a nice cave which they had made into a comfortable Hobbit hole.  Yorrdamma grew up here in this pleeasnt and peaceful environment, and all were amazed at how quickly he grew (Aylgamer&#8217;s meddling made him develop quickly), and they were even more amazed at his amazing memory and intelligence. By the third year he could speak Hobbit and Common tongue and had learned to read (and had memorized) the few books the Hobbits owned. At that point Grandpa Bobbin began to teach the little fellow (who was now as large as an adult Hobbit) all he could. Grandpa Bobbit had delved for a good while as a Rogue and done well. He taught Yorrdamma all he could of the basic Rogue skills. He also taught him, along with the Hobbit children, how to fight with a knife, a sling, and a club. In addition, both Urdammu and Yorrdamma learned to throw rocks from their Hobbit friends who were masters of that skill. In Yorrdamma&#8217;s fourth year the Bobbins became friends with an ageing Crone who lived nearby. They helped her with food and with chores she could no longer perform herself due to age. And here Yorrdamma learned his first magics. The Crone was a powerful witch and saw the potential in the little troll. Like Grandfather Bobbin she taught him all she could about the plants of the woods and how to use them for healing and other purposes. She was amazed at how quickly he picked up the knowledge and the ability to use the few spells she was able to show him. Here he learned to cast: Detect Magic, Bug Plague, Got a Match?, Hello Sunshine, Nofeelums, Psychic compass, Spit In Your Eyes, You Clot, and Will-O-Wisp.</p>
<p>   Alas, Yorrdamma and Urdammu could have lived out their days with the Bobbins happily, but the Gedokrist, having failed to overthrow and conquer Valesia, now sent out the Servants of the Withered Arm. And one awful day, when Urdammu and Yorrdamma returned to the Bobbin Hobbit hole, they found it pillaged and ruined, and the Hobbits all dead except for the two youngest Hobbits who had been hidden away by their grandfather when the SWA attacked. Urdammu and her cudgel made short work of the few SWA goons, except for one that escaped. Urdammu realized that they would come back in force, and she gathered her child and the two young hobbits and what they could salvage and fled for the nearest settlement a two day journey away. They tried to talk the Crone into coming, but the old witch sent them on their way. She gave Yorrdamma an old magic wand that had belonged to a wizard friend, and then went back into her little house to prepare a warm welcome for the SWA.</p>
<p>   Thus ended the days of Yorrdamma and Urdammu&#8217;s halcyon stay in the woods</p>
<p>Part 3</p>
<p>About a day&#8217;s journey to the east of the Hobbit&#8217;s home was the small village of Inyerface. Here a few hundred hardy souls made a living from the woods, trading mainly in furs and wood  products. Urdammu and Yorrdamma and the two surviving Hobbits arrived there and were admitted only because the Hobbits had relatives in the town. Urdammu, however, was able to find work moving freight for a local merchant. The people of Inyerface did not trust or like Trolls though, and were not friendly to the big she troll or her offspring. After Urdammu busted a couple heads of locals for teasing and tormenting her son, she joined a merchant&#8217;s caravan as a guard and headed east again.</p>
<p>   They finally settled in another stockaded hamlet where an old Wizard had established a trading post and infirmary and dealt in magic goods. The wizard, Boniface, was pleased to gain the services of a Troll since he used small amounts of Troll blood in many of his healing remedies, and he took Urdammu and Yordamma into his house. He was also fascinated by the remarkable differences in these Trolls which did not fit in with the characteristics of any Trolls he was familiar with. Here Yorrdamma began his education in earnest. Boniface and his wife were astonished at the young trolls memory and intelligence and began to teach him spells and other essential skills. Here he was taught Take That You Fiend, Hold That Pose, Knock Knock, Lock Tight, Oh There It Is, Oh Go Away, Vorpal Blade, Dura Spell,  and Poor Baby. He also became adept at making potions and charms.  In addtition, he was educated by a grim old warrior, whom he tended and helped heal, to fight with two knives at once, and got a thorough education in the nasty art of Brawling which stopped the locals from teasing and annoying him. Soon the yound Troll was a full fledged member of the infirmary&#8217;s healing staff and an expert in first aid and treatment of all kinds of diseases and injuries.  In the four years he spent here he reached a height of five feet and weighed a stocky two hundred pounds.</p>
<p>But Zekrim Gedokrist continued to work his evil on the world, and one dark day, the Servants of the Withered Arm fell upon Boniface&#8217;s little community and overran it. Yorrdamma was not present as he had left early in the morning to gather herbs and plants for his medicines in the woods, but Urdammu and Boniface and the rest of the town fought desperately. As Urdammu battled furiously with her great cudgel, a wizard entered the fray and attacked Boniface with his spells. Urdammu recognized this new foe as Aylgamer, the one who had made her and her son. Boniface managed to disspell Aylgamer&#8217;s shield spell but was overcome by his vicious response. However, his back was turned on the field as he throttled the old wizard, and Urdammu took a large round stone the size of an orange from her belt pack and threw it with great force. The Hobbit&#8217;s teachings and years of practice served her well; the stone embedded itself in the back of Aylgamer&#8217;s skull. Thus perished the evil monster maker of Castle Gedokrist.  Urdammu fought bravely on, and was the last to fall in this battle, using an orc as a club as the rest dragged her down, pierced by many weapons.</p>
<p>   When Yorrdamma returned he was horrified to see what had happened. There were only a few orc SWA still there looting the ruins. They attacked the young Troll wizard and he dispatched them with his powerful spells and his flashing blades. Then he found his mother surrounded by heaps of the SWA whom she had slain. She opened her eyes and smiled at her son, then died in his arms. He had exhausted his kremm fighting the orcs and could not help her, and he wept bitter tears of grief, Later, as he stood before the cairn under which he laid her body, he swore an oath that some day, some how, he would make Zekrim Gedokrist regret that he had ever been born. Them he gathered his meagre belongings together and headed east again, making his lonely way in an unfriendly world.</p>
<p> to be continued</p>
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		<title>Yorrdamma Vrash, part 1</title>
		<link>http://delvers.wordpress.com/2011/10/12/yorrdamma-vrash-part-1/</link>
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		<pubDate>Wed, 12 Oct 2011 17:30:46 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Fantasy Fiction]]></category>
		<category><![CDATA[FRP Games]]></category>
		<category><![CDATA[Gaming Fiction]]></category>
		<category><![CDATA[Goblins]]></category>
		<category><![CDATA[Roy Cram]]></category>
		<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Trollhalla]]></category>
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		<description><![CDATA[The following strange tale comes to me from a member of Trollhalla, one Roy Cram by name.  Back in the day he published a couple of solo dungeons with Flying Buffalo.  He mentions places I&#8217;ve never heard of, and mating practices that seem unlikely to say the least.  He seems somewhat confused, but I&#8217;ll let [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1181&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>The following strange tale comes to me from a member of Trollhalla, one Roy Cram by name.  Back in the day he published a couple of solo dungeons with Flying Buffalo.  He mentions places I&#8217;ve never heard of, and mating practices that seem unlikely to say the least.  He seems somewhat confused, but I&#8217;ll let him tell his tale.  The troll mother he describes must be one of the fleshy trolls and not a true rock troll as rock trolls do not mate and reproduce in the fashion he describes.  Aside from that I suppose we should believe most of this delirium&#8211;after all, we do actually have Yorrdamma Vrsash himself as proof that some sort of miscegenation produced him.</p>
<p>++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++</p>
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<div id="attachment_1184" class="wp-caption aligncenter" style="width: 130px"><a href="http://delvers.files.wordpress.com/2011/10/yorrdama.jpg"><img class="size-full wp-image-1184" title="Yorrdama" src="http://delvers.files.wordpress.com/2011/10/yorrdama.jpg?w=510" alt=""   /></a><p class="wp-caption-text">combination Goblin and Troll--guess at the appearance of Yorrdamma Vrash.</p></div>
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<h3><a title="Click to search for messages with same subject">Yorrrdamma Vrash&#8217;s story part one</a></h3>
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<p>Oh Great Khenn Arrth:  I, Yorrdamma Vrash, crave Your attention. Attend me I beg you. Here,  on this crude stone altar that I raised, I offer You the life blood of this Goblin who, with his companions, now dead, tried to murder me as I rested here in the midst of the Mistywood (Sound of squealling cut short by the Whack! of a Sax severing a neck). Long I have wished to tell my story, and since the recent battle with the goblin thieves has made sleep impossible, I now propose to narrate the tale of my life. May it please You to hear it.</p>
<p>If not, You are a Deity, and can do as You please. If I displease You, pray do not smite me.</p>
<p>Ignore me if I am beneath or unworthy of Your notice, but my life passes burning through my memory now, and tell the tale I must, if only to these four dead Goblins and these mist enshrouded trees.</p>
<p>Yorrdamma was born in the Troll warrens beneath Castle Gedokrist on Mount Angwich. This was in the days before Zekrim Gedokrist buried the great city of Mora beneath a sea of mud. It was in this time that the Gedokrist was busy raising a huge army to make war on his half-brother, King Valikorum of Valesia. Zekrim was determined to have a large contingent of Trolls in his army for &#8216;shock&#8217; troops. Since the hill and rock trolls of this region were unruly and mostly opposed to serving as his vassals, Zekrim assigned the wizard Aylgamer to &#8216;recruit and train&#8217; a group of Troll soldiers. To this hard task Aylgamer diligently applied himself.  He rounded up a large number of trolls and began to &#8216;train&#8217; them, using magic and harsh discipline. In addition he started a series of experiments in selective and magic enhanced breeding to produce a creature more suitable than the rough and hard to control feral Trolls. His efforts began to create a race of Trolls that were smarter, tougher (!), more tractable, and able to sustain exposure to sunlight. All seemed to be going well.</p>
<p>Yorrdamma&#8217;s mother was one of the first generation progeny using Rock Trolls. She was impressive physically and relatively docile, but smart enough not to let on to her masters that she was a good deal smarter than they thought she was. When she reached the age of bearing young she was impregnated with Troll semen laced with traces of magically enhanced human, Ogre, and Demon seed.  Her gestation proceeded at a rapid pace, and Yorrdamma came into the world early and unattended. He was tiny and ugly, a &#8216;runt&#8217; troll or Trollish equivalent to a human dwarf. But Urdammu&#8217;s heart was overwhelmed with love for this tiny ugly helpless creature. She had seen the progeny of her Troll sisters removed from them at birth, and knew that this babe would go straight to the kitchen to enrich some pot of stew. This was the first thing in her life that she felt really truly belonged to her. So, when Aylgamer&#8217;s Orc assistants saw she had borne offspring and tried to take the whelp from her, she tore the arm off the first and beat the second one to death with the bloody end of the amputated limb.</p>
<p>Now at this time Zekrim was mustering his army for the assault on Valesia and there was much confusion in the camp.  Urdammu wrapped her baby in a blanket, put him in a box of supplies, found a big cudgel and took off through the camp looking like she had business to attend to. She left in her wake, with crushed heads, a couple of orcs who dared to try and hinder her with questions, and made it to the woods before her escape from the warrens was noticed and an alarm raised.</p>
<p>This is the end of part one &#8211; part two to follow soon.</p>
<p>+++++++++++++++++++++++++++++++++++++++++++++++++</p>
<p>Here the narrative breaks off, although the writer has promised me more of this weird tale.  Note the antique language&#8211;orc instead of uruk, also the antiquated notion that gods require blood sacrifices.  In these modern times blood isn&#8217;t that much good to us.  Money is the sacrifice we really want from our followers.</p>
<p>Well, we will see what comes of Yorrdamma Vrash&#8217;s autobiography.</p>
<p>end</p>
<p>&nbsp;</p>
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		<title>Trollhalla Deals #1</title>
		<link>http://delvers.wordpress.com/2011/09/30/trollhalla-deals-1/</link>
		<comments>http://delvers.wordpress.com/2011/09/30/trollhalla-deals-1/#comments</comments>
		<pubDate>Fri, 30 Sep 2011 21:01:38 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Fantasy Fiction]]></category>
		<category><![CDATA[Gaming Fiction]]></category>
		<category><![CDATA[Ken St. Andre]]></category>
		<category><![CDATA[Swords and Sorcery]]></category>
		<category><![CDATA[Trollhalla]]></category>
		<category><![CDATA[Tunnels and Trolls]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1173</guid>
		<description><![CDATA[Strictly speaking this is not a Delvers Tale, but it is partially about stories, and thus fits better here than in Atroll&#8217;s Entertainments.  This blog is a commercial in which I am going to try and get you to buy something from me.  If you&#8217;re not interested in even thinking about buying stuff from me, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1173&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p>Strictly speaking this is not a Delvers Tale, but it is partially about stories, and thus fits better here than in Atroll&#8217;s Entertainments.  This blog is a commercial in which I am going to try and get you to buy something from me.  If you&#8217;re not interested in even thinking about buying stuff from me, stop reading now.  Nobody is twisting your arm here.  (Grin).  (I mean, if I could send a giant troll to your house to twist  your arm and get you to buy my stuff, I totally would do it, but that&#8217;s not possible.)</p>
<div id="attachment_1174" class="wp-caption aligncenter" style="width: 520px"><a href="http://delvers.files.wordpress.com/2011/09/mandrikor.jpg"><img class="size-full wp-image-1174" title="Mandrikor" src="http://delvers.files.wordpress.com/2011/09/mandrikor.jpg?w=510&h=701" alt="" width="510" height="701" /></a><p class="wp-caption-text">The glowing demons just kept coming at the black-armored knights of Mandrikor.</p></div>
<p><strong>Trollhalla Deals  #1</strong></p>
<p><strong>Trollhalla Deals is an occasional publication by me, Ken St. Andre, in which I try to find good homes for some of the material I have lying around the house.  This material should be of interest to anyone who feels that my writings are in any way worth reading or collecting, and probably not of much interest to anyone else.  It also contains some miscellaneous Tunnels &amp; Trolls material by other people.  I am selling it to get some material to support Trollhalla activities (such as paying the artists for their work in Trollhalla Press publications), and to find good homes for the material among my friends.  No one is under any influence to buy anything here that you don’t really want.  This is the October 2011 edition of Trollhalla Deals.</strong></p>
<p><strong> </strong></p>
<p><strong>Auction Items</strong></p>
<p><strong>Auction Rules:  Send your bid for any of the items listed below to me at: <a href="mailto:kenstandre@yahoo.com">kenstandre@yahoo.com</a>.  Payment is usually through paypal.com, but you may pay by check, money order, or cash.  I will estimate a cost for postage when I tell you that you won the item.  If anyone outbids you, I will tell you what the high bid is and give you a chance to beat it.  If you are high bidder, I will tell you.  Any competing bid must beat the previous high by at least $1, and I urge you all to work in integral multiples of $1—let’s not monkey around with bids like $3.42.</strong></p>
<ol>
<li><strong>1.      </strong><strong> The Amulet of the Salkti (T &amp; T solo #20) designed by David Steven Moskowitz.  Front cover by Stephan Peregrine; interior illustrations by Michael Kucharski.  A Flying Buffalo Blade Production.  First Printing.  October 1984.  37 p.  condition: very good.  Starting bid: $5.</strong></li>
<li><strong>2.      </strong><strong>The Sorcerer’s Scrolls issue 37.  A gaming fanzine produced by Tori Bergquist in 1991.  Tori is a member of Trollhalla where he goes by the name of Tyrrrannosaurrr.  There is some T &amp; T material in the zine including this quote which seems kind of funny 20 years later.  “</strong><strong><em>There has been some talk, most speculation, going on about the possibility of producing the mythical 6<sup>th</sup> Edition of T &amp; T (A T &amp; T: the right choice . . .)  It is my advice that all great fans of the game and devout die-hards (all nine of us) should write to Rick Loomis at Flying Buffalo, P.O. Box 1467, Scottsdale, AZ 85252.  Believe me, folks; T &amp; T, as fun a system as it is, needs a good shot in the arm (or swift kick in the butt) to get it in step with modern times, and a 6<sup>th</sup> edition is the way to go.”  </em></strong><strong>This issue also contain material by Trollhalla members Rrramberrrt and Kroommmp (Dan Lambert and Steve Crompton)  38 p.  illus.  Condition: excellent.  Starting bid: $5.</strong></li>
<li><strong>3.      </strong><strong>Photocopy version of Deathtrap Equalizer Dungeon spiral bound in green cardboard endpapers.  Fiendishly designed by the justifiably infamous Ken St. Andre, Outstandingly illustrated by the artistically imaginative Liz Danforth, modestly produced by the humanitarian folks at Flying Buffalo, Inc.—A Cosmic Circle Production.  First edition.  Copyright January 1977.  The cover has a note in my handwriting: “Ken St. Andre—Corrected Copy”  However an examination of the interior fails to reveal any obvious corrections.  The pages are one-sided.  Liz’s illustrations are somewhat washed out—the heavy blacks didn’t come through at all.  Condition: Good.  Starting bid:  $5.</strong></li>
<li><strong>4.      </strong><strong>Buffalo Castle.  2<sup>nd</sup> edition.  Designed by Rick Loomis from an idea by Steve McAllister; cover and illustrations by Liz Danforth.  Flying Buffalo, solitaire adventure #1 for Tunnels and Trolls.  13 p.  copyright 1982, 1976.  Condition:  Perfect.  Starting price: $5.</strong></li>
<li><strong>5.      </strong><strong>Strength.  June 1998.  (This isn’t T &amp; T at all.  It is the masters for a personal zine I was doing back in 1997 and 1998 for the Tarot amateur press association.  8 p.  It is based on an idea I’ve been espousing for the last 20 years called Found tarot (i.e. tarot images are pervasive within out culture and can be found in many different places).  It features an original short story called Arcane’s Journal: The Four of Coins by me.  The story went out to members of my Crossover Earth superhero writing group back in 1997 or so, but has not been seen elsewhere.  I am thinking of transcribing it and putting it on the web in one of my blogs—I hate to waste my creative impulses.  Condition: some corners are bent, but otherwise good.  Starting Price:  $5.</strong></li>
<li><strong>6.      </strong><strong>Oracle, science fiction and fantasy anthology magazine, vol. 1, no. 1.  About 32 p.  c.1982.  This isn’t strictly T &amp; T either, but there is a T &amp; T connection or two.  This was a startup fantasy zine in 1982—a paying market that never made it as a continuing magazine.  I was honored to be part of the first issue along with: Jessica Amanda Salmonson, Daniel Gilbert, Eve Linkletter, Bruce Boston, Michael Stackpole, Terry L. Persun, and Dave Lillard.  My story was called “Mandrikor” and it is my favorite of all the swords and sorcery stories that I ever wrote.  Earlier this year in February, I adapted my Mandrikor story into a G.M. adventure for Tunnels and Trolls, and I ran it twice this year—the first time for Lezzirf and Trrrommm at DundraCon in February.  Stackpole’s story—The God of Thieves&#8211;is also fantasy and has a very T &amp; T like feel to it.  One is a slightly faded news stand edition, and the illo from my story is on the back cover.  The other is a coffee-spotted free author’s copy and the illo from my story is on the front cover.  The interiors are identical, but one was splashed with coffee which I hurriedly wiped off.  Starting price: $3 for each one.  Specify which you are bidding for.  </strong></li>
</ol>
<p><strong> </strong></p>
<p><strong>Store Items</strong></p>
<p><strong>The following items are T &amp; T things that I have that I would like to pass on to other homes, but do not believe them to be worthy of auction.  Many of them are Outlaw Press items produced by James Shipman during the years in which he was a member in good standing of Trollhalla.  These items have a fixed price.  Take it or leave it.  20% of the money raised by selling these items will be donated to Grumlahk’s Transplant Fund.</strong></p>
<ol>
<li><strong>1.      </strong><strong> Troll Quest, a T &amp; T Monsters! Monsters! Solo, by James L. Shipman and Jack Spencer Jr.; edited by Brian Penn &amp; Jack Spencer, Jr.  (originally developed by Alan LaVergne.)  Muse help by Thomas K. Loney.  Etc.  22 p.  The art looks like clip art, but is skillfully inserted.  &lt;No copyrights, no trademarks 1<sup>st</sup> edition, May 1<sup>st</sup>, 2001&gt;  Condition Excellent.  Price:  $5.</strong></li>
<li><strong>2.      </strong><strong>The Hobbit Hole Magazine #6. (4 copies).  42 p.  profusely illus.  This T &amp; T zine was produced in May 2006 and contains material by several Trollhalla members including: Andy Holmes (The Ice Cavern of Isahill—mini solo dungeon) and Mike Hill (The Dungeon of the Rat) and Tom Loney and Christina Lea (Kopfwerks).  Condition: Excellent.  Price:  $5.</strong></li>
<li><strong>3.      </strong><strong>The Hobbit Hole Magazine #13 (1 copy).  March 2008.  88 p.  Color covers.  Profusely illus.  Contains material by Trollhalla members Rob Lotze, Ken St. Andre, Dalton Calford, Andy Holmes, Tim Labor, Mike Hill, Jon Hancock, Jeff Freels, Gynn Stella.  This is very high quality work, probably some of the best that Outlaw Press ever did, but there is reason to believe Jim was already using appropriated artwork.  Price: $10.</strong></li>
<li><strong>4.      </strong><strong>Tunnels and Trolls Free RPG Day Handout 2007.  (Many copies).  Features a short version of the T &amp; T rules.  A reprint of Goblin Lake, the first mini-solo by Ken St. Andre designed for a goblin protagonist with the original interior illos by Liz Danforth.  A great original Goblin Lake painted front cover by Simon Tranter. (Ramsen Triton of Trollhalla).  Condition: Like new.  No.  not free from me any longer, although I will give one to anyone who pays the Trollhalla Troll tax for 2011.  Price:  $3.</strong></li>
<li><strong>5.      </strong><strong>Strange Destinies; written by Ken St. Andre, Covers by David Schumacher and Jarek Gach; interior illustrations by Jeff Freels; edited by Mari Volmar.  Outlaw Press, c2007.  24 p.  This solo dungeon never should have been included with the 7.5 version of the T &amp; T rules—it is much too difficult for beginners.  The intro says it is “written for warriors only: big warriors.  Rock Trolls, Ogres, and Balrukhs are the recommended kindreds.”  Condition: Like New.  Price:  $10.</strong></li>
<li><strong>6.      </strong><strong>The Hobbit Hole Magazine #16.  (1 copy).  July 2009.  Color covers.  Profusely illus.  Contains material by Trollhalla members Brian Penn, Andy Holmes, Robert Lotze, Ken St. Andre, Tom Loney, Andy Holmes, Dan Hembree, David Crowell, Mari Volmar, and Jeff Freels with additional material by other people.  This is a very high quality production, but may contain appropriated artwork.  Condition:  Like new.  Price:  $10.</strong></li>
<li><strong>7.      </strong><strong>The DewDrop Inn; (many copies) imagined and written by Ken St. Andre; illustrated and tweaked by David Ullery; with a sexy succubus by Katje Romanov; interior covers by Robin Stacey.  Trollhalla Press, copyright August 2011.  72 p.  Conditon: New.  Price:  $12.</strong></li>
</ol>
<div><strong>______________________________________________</strong></div>
<div><strong>If this method of redistributing stuff from my collection to yours works at all, there will probably be a Trollhalla Deals #2 in a couple of weeks.  If it flops, this page will probably be deleted from the internet forever.  Today is September 30, 2011.  The auction part of this page is definitely out of date by October 7, 2011.  The store part may be valid after that date, but definitely query me first before sending any money.  I can be reached at kenstandre@yahoo.com, and I don&#8217;t care who knows it.  </strong></div>
<div>&#8211;Ken St. Andre</div>
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		<title>The Game Master is God!</title>
		<link>http://delvers.wordpress.com/2011/06/17/the-game-master-is-god/</link>
		<comments>http://delvers.wordpress.com/2011/06/17/the-game-master-is-god/#comments</comments>
		<pubDate>Fri, 17 Jun 2011 16:23:11 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Fantasy Dungeons]]></category>
		<category><![CDATA[FRP Games]]></category>
		<category><![CDATA[Trollworld]]></category>
		<category><![CDATA[Tunnels and Trolls]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1162</guid>
		<description><![CDATA[Some question has come up about what I might have meant when I say the GM is God. It&#8217;s a common principle in all role-playing, so let&#8217;s talk about it a bit. Some GMs like a free form game. They set up a situation and let the players do whatever they can with it. I&#8217;m [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1162&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<table width="100%" border="0" cellspacing="0" cellpadding="2" align="center">
<tbody>
<tr>
<td>
<div class="mceTemp mceIEcenter">
<div id="attachment_1166" class="wp-caption aligncenter" style="width: 77px"><a href="http://delvers.files.wordpress.com/2011/06/trollgodsays.jpg"><img class="size-full wp-image-1166" title="trollgodsays" src="http://delvers.files.wordpress.com/2011/06/trollgodsays.jpg?w=510" alt=""   /></a><p class="wp-caption-text">The Trollgod talks about the Way Things Are Meant to Be</p></div>
</div>
<p>Some question has come up about what I might have meant when I say the GM is<br />
God. It&#8217;s a common principle in all role-playing, so let&#8217;s talk about it a<br />
bit.</p>
<p>Some GMs like a free form game. They set up a situation and let the<br />
players do whatever they can with it. I&#8217;m like that most of the time.</p>
<p>Other GMs have a story that needs to be told. The characters become<br />
actors in that one story, and have very little freedom. Certain things have to<br />
be done or the story doesn&#8217;t get told.</p>
<p>In the first case you don&#8217;t have<br />
to mess with the rules much at all. The only thing that can trip you up is the<br />
unspoken/unwritten rules. If the player misses a saving roll and dies, let him.<br />
If he takes on a monster that&#8217;s way too tough for him and dies, too bad. The<br />
players have a responsibility to make good decisions and have a good game.</p>
<p>In the second case the story is paramount. If a player gets himself<br />
killed, and the story needs that character, then the god GM can fudge the<br />
results. What should have been a killing blow to the head turns into a glancing<br />
blow that only knocks the character down. Unconscious and left for dead, the<br />
character lies there and takes no harm while the fight moves on. This is good<br />
storytelling. It can make for a great game. It ignores the fact that the GM<br />
threw the game rules out the window in this one case. A skillful GM would never<br />
even let the players know what he had done. After all, it is the GM who narrates<br />
the action, and if he narrated a knockout instead of a kill, then that&#8217;s what<br />
happened. That is what I mean when I say the GM is God.</p>
<p>Another<br />
example&#8211;could happen in my kind of game. The party is dying, down to its last<br />
few hit points and surrounded by Uruks. You know that the way the dice are<br />
rolling, they will die on the next combat turn. So, suddenly the GM says, &#8220;You<br />
hear a loud whistling noise. The Uruks look startled. They turn and run for<br />
their lives, completely ignoring the party. Some of them even drop their<br />
weapons. The party looks around in astonishment. What the heck was that? They<br />
may never find out, but they are alive, and not dead. The game can continue. Did<br />
I break any rules there? No. But the GM played God and saved everyone. The game<br />
continues, with the players wondering what saved them. It may even turn into a<br />
plot hook for later.</p>
<p>The GM has a responsibility to his players&#8211;he&#8217;s<br />
not there to either pamper or torture them. He&#8217;s there to provide a good, fun,<br />
challenging game. Show off the game world. Display your GM creativity. Make<br />
people laugh! Believe me, it takes godlike powers to do all that, so . . . the<br />
GM is God.</p>
<p>T &amp; T can be played mechanically, obeying every &#8220;rule&#8221;,<br />
but such a game has no &#8220;heart&#8221;. I want you all to invest your own creativity in<br />
play and in game/world design. Trollworld is my world. You&#8217;re welcome to play<br />
there, but you don&#8217;t have to. Other worlds may work a bit differently&#8211;voila!<br />
House Rules!</p>
<p>You will forgive me if I spend most of my time and effort<br />
working on my own world. When I go play on Beanworld, or Glorantha, or Middle<br />
Earth, it&#8217;s different, and I play by the local rules. You should, too, and if<br />
you don&#8217;t care for the local rules, don&#8217;t bitch about it. Just don&#8217;t go back.<br />
I&#8217;m a big believer in voting with your feet. The object is to enjoy your gaming,<br />
not to make others unhappy.</p>
<p>Go forth and do great things!&#8221;</td>
<td width="15%"></td>
</tr>
</tbody>
</table>
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		<title>D31 Blogging Challenge: D18</title>
		<link>http://delvers.wordpress.com/2011/05/23/d31-blogging-challenge-d18/</link>
		<comments>http://delvers.wordpress.com/2011/05/23/d31-blogging-challenge-d18/#comments</comments>
		<pubDate>Mon, 23 May 2011 18:01:59 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://delvers.wordpress.com/?p=1153</guid>
		<description><![CDATA[Once upon a time, 18 was the best number you could roll on 3D6 when creating a Dungeons and Dragons or Tunnels and Trolls character.  Triple sixes, the Venus throw in ancient Roman dice gambling&#8211;it&#8217;s the epitome of a perfect die roll.  Now T &#38; T uses the TARO rule&#8211;six, six, six or 18 is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1153&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<p style="text-align:center;">
<p>Once upon a time, 18 was the best number you could roll on 3D6 when creating a Dungeons and Dragons or Tunnels and Trolls character.  Triple sixes, the Venus throw in ancient Roman dice gambling&#8211;it&#8217;s the epitome of a perfect die roll.  Now T &amp; T uses the TARO rule&#8211;six, six, six or 18 is a really good roll and the start of an incredible Specialist character.  So, 18 is for Specialist in T &amp; T 7.5.</p>
<p>18 is for really tall, or really heavy under 5th edition rules&#8211;7 feet 2 inches or 350 pounds.</p>
<p>level 18 requires 4 million adventure points under 5th edition rules.</p>
<p>18 is the STR necessary to use the infamous Beak of a Crow weapon&#8211;the warhammer especially made for cracking open armored helmets.</p>
<p>18 is a great age to be&#8211;still a teenager, graduating high school, entering college.  I wish I was 18.</p>
<p>If you have any notable 18s to add, please put them in the comments below.  Today is May 23, and the blogging challenge is fading now.  Still, I will flog this dying blog as long as I can.</p>
<p>&#8211;end</p>
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		<title>D31 Blogging Challenge: D17</title>
		<link>http://delvers.wordpress.com/2011/05/19/d31-blogging-challenge-d17/</link>
		<comments>http://delvers.wordpress.com/2011/05/19/d31-blogging-challenge-d17/#comments</comments>
		<pubDate>Thu, 19 May 2011 01:27:51 +0000</pubDate>
		<dc:creator>atroll</dc:creator>
				<category><![CDATA[FRP Games]]></category>
		<category><![CDATA[Trollworld]]></category>
		<category><![CDATA[Tunnels and Trolls]]></category>
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		<category><![CDATA[Wizards]]></category>

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		<description><![CDATA[My apologies, brave ones&#8211;as the d numbers get bigger, it gets harder and harder to add anything significant about T &#38; T.  I&#8217;m really just continuing this because of the challenge I set myself. 17 is for Trollworld basketball player.  When rolling 3D6 for a human character&#8217;s height, a 17 generates a height of 6 [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=delvers.wordpress.com&#038;blog=12771403&#038;post=1147&#038;subd=delvers&#038;ref=&#038;feed=1" width="1" height="1" />]]></description>
				<content:encoded><![CDATA[<div id="attachment_1150" class="wp-caption aligncenter" style="width: 453px"><a href="http://delvers.files.wordpress.com/2011/05/ms-flail.jpg"><img class="size-full wp-image-1150" title="ms flail" src="http://delvers.files.wordpress.com/2011/05/ms-flail.jpg?w=510" alt=""   /></a><p class="wp-caption-text">17 is for Morning Star.</p></div>
<p>My apologies, brave ones&#8211;as the d numbers get bigger, it gets harder and harder to add anything significant about T &amp; T.  I&#8217;m really just continuing this because of the challenge I set myself.</p>
<p>17 is for Trollworld basketball player.  When rolling 3D6 for a human character&#8217;s height, a 17 generates a height of 6 feet 11 inches tall.  It generates a weight of 310 pounds.  And that&#8217;s all pure power-packed barbarian muscle.</p>
<p>17 is the Strength required to bend an extra-heavy bow (one with a draw weight of over 100 pounds.  17 is also the Strength required to wield a heavy mace or a morningstar.</p>
<p>It seems to me that 17 was a magic number in 1st edition Dungeons and Dragons, being the number of character levels possible.  In my naivete circa 1975, I thought 17 was as high as levels needed to go in role-playing games.  Thus, my ultimate magic spells in 1st edition T &amp; T were 17th level, and they were Summoning, Banishing, and Deluxe Staff.  The Deluxe Staff spell is kind of special: the text reads: <strong>This is a spell you can&#8217;t do, folks.  You may buy deluxe staves from the (Wizards) Guild (5000 gold pieces), but they are actually made by a small, very secretive clan of wizards who like their privacy.  There is no such thing as &#8220;deluxe staff material&#8221; for weapons or armor.  </strong>Considering that the deluxe staff is described as absolutely indestructible, that&#8217;s a good thing.</p>
<p>If you know any other good 17s for Tunnels and Trolls, feel free to list them in the comments below. I&#8217;m a day late on these blogs already, but I&#8217;ll catch up some time.  (ha! and if you believe that, I have some swamp land I&#8217;d like to show you.)</p>
<p>&#8211;end</p>
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