[Music]
20 minutes ago
this area of the forest, becoming progressively
wilder and crazier and more dangerous.
Here's the text from a handout given to those taking a self guided tour of Chateau Beynac in the Dordogne - it isn't copyrighted and was probably created by the Ministry of Culture. I've been on the lookout for an actual blueprint or plan of the place for some time but it's proven very elusive. Perhaps it's due to the fact that the castle is privately owned - the owner still lives there and doesn't wish to see it turned into too much of a tourist attraction.
Character Class Abilities and Restrictions:
A video posted over at Mutants and Magic shows Peter Cushing playing with his toy soldiers "according to the rules laid down by H.G. Wells in his famous book Little Wars." How's that again? While probably very old news to serious wargamers, I didn't know about this... I've only just perused it but already see two great things going for it - it's rules light and in the public domain. You can download it from archive.org or Project Gutenberg. There's a short companion text too.
One in Toulouse.
So the next time you map out that town or village, don’t forget to drop a pigeon tower or two in there.
Just saying. I mean, it seems like the internet record of it should better reflect the original artwork than most untouched scans of the 1977 book. No? (A more typical representation for example. Eesh!) Just a pet peeve I guess.
I’d been wanting to buy a copy of Tunnels and Trolls to replace my battered, second hand store one, so last month I visited Flying Buffalo’s website to see what I could find. Being a total T&T newb, I found the T&T product page a bit confusing. Apparently I have version 5, there never was an official version 6, there was a version 7, and there’s a version 7.5 which I think is just a re-box of 7.
The half-animal/half-plant creature known as the hogweed resembles a large ornamental shrub that’s been trimmed to look something like the farm animal from which it gets its name. What makes the creature even more remarkable is that it uproots itself when physically disturbed or closely approached during the daytime. When this happens, the hogweed will blindly run about in circles for ten minutes or so before settling down again and re-rooting itself, usually bumping into and setting off the others around it in the process.
Hogweed: No. Appearing: d100, HD <1, AC 8[11]; Atk 1 trample (0-1 hp + Special); Move 15; Save 18; CL/XP B/10
Giant Hogweed: No. Appearing: Up to 1 (% chance = number of hogweeds appearing), HD 5; AC 6[13]; Atk 1 trample (2d6 + Special); Move 12; Save 12; CL/XP 5/240
Special: Both giant and normal sized hogweeds attack by attempting to trample their victims and transferring their contact poison. Smaller hogweeds are easily fled from, but giant hogweeds will pursue targets as far as a hundred yards from their smaller hogweed companions. Fire attacks against them are at +4 to hit and +1 damage but if they’re set ablaze, attackers within 20’ (60’ for giant hogweeds) must save vs. poison (gas) or suffer d6 damage per day until cured.
Poison: Contact causes d6 hp of damage per day in a victim if the body part(s) affected is exposed to natural light (roll to see what part of the body was hit - the oil also will penetrate clothing in one day if not washed). Cure disease will remove this affliction. Head or face contact may require a saving roll against blindness.


The clumsy and nearly blind Goolomps occasionally teleport to our world in small groups. Their appearance here is accidental, caused by a planar coordinates typo found in a widely distributed vacation brochure. The unwitting Goolomps believe they’re zapping over for a quick dip in the Mud Baths of Porpadomp - only to discover themselves deep underground with nothing but a towel.Goolomp: HD 2; AC 8 [11]; Atk 1 claw or bite for 1 hp damage or preferably Special; Move 9; Save 13; CL/XP 3/300; Special: ESP, Telepathy, Ego Whip per combat round for d6 damage (Save allowed, target goes to sleep with nightmares of inferiority for d6 turns if HP reduced to zero or less; thereafter HP returns to normal). In addition to Ego Whip, they can emit a Psychic Screech once per day causing Confusion (per the spell).
Always on the lookout for new and especially low level monsters, I spotted these creeps in an old comic book from the '50s. Scanned and cleaned up a bit, there's one on the right. They should serve nicely as an occasional generic stand-in for goblins etc...Mouthy: HD 1; AC 8 [11]; Atk 1 Bite d4, Move 13; Save 18; CL/XP B/10
It seems an appropriate time to discuss my preferred method of treatment: the frequent application of whiskey. This evening I’ve managed to do a fair amount of damage to two different bottles of bourbon - one “Buck”, a small batch 90 proof which bills itself as a Kentucky whiskey but is bottled in San Jose. The other is George Dickel’s No.8, an 80 proof distilled in Tennessee and bottled in Connecticut.
at 90 proof is a bit paler than the Dickel No. 8, and predictably has a smaller nose. Its bottle is sexier at first glance, which should always make one slightly suspicious. In terms of medicinal value, the award would have to go to Buck, but I definitely prefer the Dickel No. 8. It just has a lot more going for it, although I wouldn’t say it’s terribly sophisticated - it just knows its way around. The Buck bills itself as the drink of cowboys and blah blah blah. The No. 8 didn’t feel the need to explain itself with a small card attached to its neck by elastic band.
Telecanter's visiting for a few days so I took him out to the coast to show him the Sea Lion Caves. Stellar sea lions have a great sounding growl, very different from the California variety. Barely managed to escape this guy.


The distrust between the Ogleds and Ocks has spanned several centuries. The river Dordogne that separates the two ethnic groups from one another along with its guarded bridges and frequent inspections has been a major source of irritation to the non-aligned segments of the valley’s residents as well as its smugglers. As a result, numerous means to traverse the border have been devised and used, including tunnels, zip lines, and makeshift watercraft.The Rings of Velav
The rings come in one of two colors: green or red, with matching runes. When thrown by hand, if landing on a flat and large enough surface, they will adhere to it and expand to a 3’ diameter hoop. Items or individuals entering one hoop will exit the other hoop at the same velocity and with the same inertia as when entering it. For example: A green ring is thrown onto a surface 60’ below, and a red one onto the ground some 10’ away at the same level as the thrower. If the green ring is then jumped into, the jumper will exit the red ring at the original angle of entrance and at the speed of someone falling 60’ (with possible resultant injury).
The thrown and enlarged rings will lose their adhesion and revert to normal size after d6 turns. They cannot be picked up or moved beforehand once enlarged. A thrown ring cannot be entered until its counterpart has been thrown, its center remaining solid until then.
The rings do not like the timid - those tempted to test the enlarged opening with a toe, stick, etc. will find that the object will protrude from the opposite ring, but after one minute of being penetrated in this manner, both rings will close, perfectly severing anything that was inside.
Clever players or NPCs may discover it’s possible to throw one ring onto a surface and another directly above it at some distance, creating a trap where an individual who falls into the first hoop exits from the second and falls back again into the first, continually falling in this way until the rings once again revert to normal size.
A ring can be thrown into its enlarged opposite. If this is done, both rings will instantly disappear, returning to the laboratory of Velav where he recharges them. The rings will similarly disappear once their last charge has been used - they typically have 3d6 charges when found.
"There are more than 700 curious tunnel networks in Bavaria, but their purpose remains a mystery. Were they built as graves for the souls of the dead, as ritual spaces or as hideaways from marauding bandits? Archeologists are now exploring the subterranean vaults to unravel their secrets."– Antoine de Saint-Exupéry