Wednesday Comics: DC, November 1985 (week 3)
4 hours ago
this area of the forest, becoming progressively
wilder and crazier and more dangerous.
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).
– Antoine de Saint-ExupĂ©ry