Creeping Gaze (Tunnels & Trolls)

A General narrative about Creeping Gaze can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .25, Con: .5, Dex: 1.25, Lk: 1.25, IQ: 1.25, Wiz: .1.25, SP: 1 Chr: 1.25

Height: 1, Weight: .1

A Creeping Gaze has the following special qualities:

1) A Creeping Gaze has no actual means of attack, but it can roll 2d6 plus adds against an opponent. In the event of victory, the roll of the Creeping Gaze is subtracted from the damage done to the enemy, and if the Creeping Gaze has no allies, then it scores no damage, not even on a Spite roll. In effect, its combat dice are merely a measure of its active defense (which is mostly dodging).

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) At a cost of 2 points of Wiz and 1 round of concentration, a Creeping Gaze may trigger an ability to see anything invisible within a 30 degree arc out to a range of 10’ for every 2 points of IQ rounded down.

4) At a cost of 3 points of Wiz and 1 round of concentration, a Creeping Gaze may learn each of the following things about a creature within a range of 10’ for every 2 points of IQ rounded down.

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

 

 

Creeping Gaze (First Edition D&D)

© Daniel S. Wall, May 21, 2026.

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A general narrative about the Creeping Gaze can be found here. What follows are rules for running a Creeping Gaze in first edition, D&D.

FREQUENCY: Rare.

NUMBER APPEARING: 1

ARMOR CLASS: 7

MOVE: 5”.

HIT DICE: 1d6.

PERCENT IN LAIR: 25%.

TREASURE TYPE: E.

NUMBER OF ATTACKS: None.

DAMAGE OF ATTACKS: N/A.

SPECIAL ATTACKS: None.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: 10%.

INTELLIGENCE: High.

ALIGNMENT: Neutral.

SIZE: Small (2’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

1) A Creeping Gaze has no actual means of attack.

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) 3 times per day, a Creeping Gaze may 1 segment to study a given area. It thus sees anything invisible within a 30 degree arc out to a range of 6”.

4) 3 times per day, a Creeping Gaze may 1 segment to study a creature within 6”. It thus learns the following about the creature:

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Character Stats: A creeping Gaze would have the following adjustments to attributes in first edition D&D: A creeping Gaze would have the following adjustments to attributes in first edition D&D: Strength: is half (rounded high), Dexterity is +1, Constitution is half (rounded high), Intelligence is +1, Wisdom is +2, Charisma is +1.

 

Waggamaephs (Tunnels & Trolls)

© Daniel S. Wall, April 19, 2026.

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These are rules for playing Waggamaephs in Tunnels and Trolls, the Delux Edition. The general description of Waggamaephs can be found here.

Waggamaeph: There are two types of Waggamaeph. The stat blocks for each are as follows:

Hill Maeph: Str: 1, Con: 1.25, Dex: 2, Lk: 1, IQ: .9, Wiz: .75, SP: 2 Chr: .9

Height: .6, Weight: .7

Valley Maeph: Str: .75, Con: .75, Dex: 2, Lk: 1.1, IQ: .9, Wiz: .75, Sp: 2.5, Chr: 1.25

Height: .5, Weight: .5

(Note that Speed does not seem to be modified based on kindred stats, so this stat block seems to defy the conventional approach to attributes in T&T, but speed (including both reflexes and rate of movement across the ground) is central to the concept of a Waggamaeph, so we are applying it here anyway.)

Special Abilities: 1) Waggamaephs never use equipment or weapons. Theoretically, they can, but it never seems to occur to them to do so. If told to, they will stop unless continually reminded. 2) Waggamaephs can move at twice the distance of a human across land for Hill Maephs or 2.5 times the distance for Valley Maephs. 3) Waggamaephs are very forgetful. They cannot be expected to maintain a specific position in a combat formation, so their position relative to other characters is always random. They can be asked to stand a watch, but there is no guarantee they will stay put or focus on their guard duties.

Gnagén

© Daniel S. Wall, April 18, 2026.

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“Klezh held his right hand up with its palm facing the rest of us, His, great eye in the center of his palm staring back at us, Klezh motioned us all to stop. His left hand, he slid gently under the edge of the door frame. After a moment’s pause, he stood up dropping both hands to his side, angling the palms slightly foreword so as to look at us. His face, itself completely devoid of sight, Klezh now held the thinnest trace of a smile; ‘the next room is clear’.”

– Kanis Targ, Story-Teller

Illustration by Lucas Seven

Appearing as tall and thin persons, Gnagén seem always to have their eyes closed. If one looks closely, she will see that the eyes of a Gnagén are actually in her palms, and that Gnagén  have neither eyelids nor eyes upon her face. A Gnagén must hold her hands up in order to see anything.

Naturally, this makes use of tools and weapons a little bit problematic.

Gnagén are spiritual warriors with a special gift for divination. Recognizing that their natural skills are best suited to complement those with more conventional abilities, these creatures often seek to join others in need of help. They travel freely among other peoples, associating with whomever they will (and with any that will have them).

Gnagén vary in their outlook on life, and this is easily reflected in their personal associations, but they are alwayss keen to learn as much as they can about a broad range of subjects. While some of these creatures may ally themselves with dark powers or unsavory company, others will happily commit to a righteous cause. Whatever their moral commentments and personal tastes, it is common for a Gnagén to remain just a bit aloof to the short term interests of their company. It is well to remind oneself that whatever interest a Gnagén may have in common with those around her, she is always just a little more interested in developing her own powers and using them in whatever manner she deems appropriate.

Setihím

© Daniel S. Wall, April 21, 2026.

“That one, living up the stairs, she is a strange one, you know. With one eye blue and another green, she don’t look right. A friend visits her from time to time. He don’t have half the fingernails on his right hand, that friend of hers. The way that woman looks at you? Sends a creepy feeling all over. The way she looked at our cat too, I tell you, no-one oughtta hate a dumb animal the way she does. If little Mittens comes up missing, I’ll know who to ask. She pays her room and board alright, but I just don’t know. Sometimes a coin ain’t worth it. Makes your whole life creepy, having someone like that around. Gonna ask her to leave tomorrow, I am, if’n I can work up the courage.”

– Gavin Stinsel, Inn-Keeper

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Illustration by David Michael Wright

 

It is said that the Setihím are descended from Angels driven from the heavens for reasons long since forgotten. A trace of goodness remains within every Setihím, a natural birthright of sorts, and yet few of this kindred can be said to embrace the values which should go with that quality. Setihím tend towards selfish conduct. Often they can be quite cruel. This kindred does not wreak havoc and plunder the land as orcs or goblins might, but Setihím do tend to bring a trace of mistery to those around them.

Were it not for their inability (or unwillingness) to fully cooperate with each other, this kindred could quickly come to dominate the affairs of men. But Setihím rarely trust or care about anyone, least of all their own kind.

Setihím typically dwell in small communities among men, isolating their own neighborhoods  through subtle barriers. A Setihím community could take the form of a small hamlet just off the road in a well-populated region of the countryside, or it could be a cluster of buildings just up a one-way ally in a major city. If nothing else works, Setihím will isolate themselves with social barriers from other peoples.

Setihím are typically aloof and unresponsive to friendly gestures from those around them. They show little affection, even among their own kindred. Indeed, it is a misnomer to speak of such neighborhoods as communities at all. It would be more appropriate to describe them as collections of individuals utterly devoid of any personal connection to one another. Apparently the members of this kindred band together for the sole purpose of keeping others out.

Setihím appear as tall and skinny humans, but every Setihím has at least one unusual physical characteristic. It may be a very prominent birthmark, a sixth finger, a vestigial tail, oddly shaped ears, or any number of unusual physical characteristics. Some few of this kindred actually possess the vestigial wings of their angelic ancestors. Vestigial wings aside, the oddities of a physical appearance among Setihím are not usually so strange as to suggest an obvious supernatural origin, but the sheer quantity of such quirks can be one means of determining when one has entered a community of Setihím. …that and the utter absence of human warmth in such a place. …and of course the absence of pets. Setihím shun animals of all kinds, and a community of Setihím will not tolerate the presence of any domestic animals. They are also scrupulously clean. It is as though the dirt and clutter of this world is unbearable to them.

For all their anti-social tendencies, Setihím are impressive creatures in their own way. The disconcerting qualities of this kindred appear to keep the interest of those around them, Whether intimidating her enemies or speaking in support of an ally, a Setihím is usually successful in achieving her intended effect.

Phiyé

© Daniel S. Wall, April 21, 2026.

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“Souls lost to the depths of Hell may never return, nor redeem themselves before the heavens. And yet it remains true, the worst of men have had their virtues. The corrupt, the malign, the deceitful, all have something of goodness in them. Whether it be a trace of compassion, a narrow sense of honor, or selfless love for but one other creature in all the world, the greatest criminals and the most horrid of monsters carries something noble with them into the depths of Hell.

“That trace of virtue does not stay with them. No. The kind thoughts and benign wishes of myriad condemned souls struggle mightily to ascend once more into the light of the world. Some make it.”

– Zedulon Fi, Oracle of Mogendrid

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Illustration by Michael Syrigos

The Kindred of Phiyé is born, so it is said, out of the good thoughts of evil men. No-one really knows how this happens, nor has anyone learned whether or not any given Phiyé grew from a single virtue or from many coming together into a single spirit. The full origin of this kindred remains a mystery even to themselves.

These long-lived creatures appear as small humanoids, completely devoid of all body-hair and any discernible genitalia. Phiyé rarely adorn themselves with clothes, doing so only when necessary to protect themselves from the elements. Their skin is normally grey in color. If a Phiyé chooses to manifest a color as a minor ability, her skin-tone quickly takes on the hue in question.

Owing to the origins of this kindred, Phiyé bear an evil nature. Yet, the majority of Phiyé devote themselves to virtues associated with goodness. They are well suited to aiding others even to the point of sharing in their suffering.

Phiyé carry an odd ability which is not easily explained by the creature’s origins. They are, for some reason, capable of changing the force of gravity, at least insofar as it effects themselves.

A Note on Vulnerability: Phiyé are vulnerable in the presence of others of their own kindred (including their own children). For this reason, these creatures typically shun each other’s company, even as they actively seek the company of other sentient creatures.

Sea Elves

© Daniel S. Wall, April 16, 2026.

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Sea Elves are a special variation of Elves who generally live their entire lives aboard great ships. Sea Elves refer to themselves as “Kiamsti.” Kiamsti spend virtually their entire lives aboard ships, forming a maritime society in the remote waters far from major shipping lanes used by the land-bound kindreds. Kiamsti get most of their needs from the sea, and from merchant trade with select trading partners. They usually refrain from visiting the major port cities of the land-bound nations, preferring instead to trade with other ships out at sea.

Few representatives from the land-bound kindreds have actually met Kiamsti up close, though many sailors have reportedly seen their ships which are notable both for their speed and for their use of reflective surfaces to blind opponents in naval combat. Kiamsti rarely encounter anyone they do not want to at sea, and when they do, it is almost always on their own terms. Few have seen such ships up close in any event, and those who do so in conflict have often found themselves blinded by the sight of a Kiamsti ship.

Those fortunate enough to meet Kiamsti on friendly terms have relayed stories of beautiful bronze-hued warriors clad in seashell armor (equivalent to banded). Favored weapons among this kind include crossbows, long spears, and scimitars. Both men and women serve in Sea Elven fleets. Often generous to reliable trading partners, Kiamsti nevertheless choose when and where they will conduct business with great care. They seem to know a great deal about who is travelling the seas and what is on board.

Rumors hold that in remote waters, Sea Elves have actually created entire cities which float on the deep waters of the ocean. This, it is said, is where their children reside, and where their arts and sciences have flourished. If any human or land-bound elf has even been to such a place, though, none can confirm it. Certainly no-one hostile to these Elves or indiscreet enough to talk about it much has ever visited one and returned alive.

Additional rumors that some Kiamsti engage in piracy unfortunately appear to be quite true. That few first-hand accounts of such activities are available is most likely due to the effectiveness (and ruthlessness) with which these pirates conduct their business. Nobody really knows just how many reported lost at sea were actually lost to the sea elven pirates.

Moggy Toad

© Daniel S. Wall, April 7, 2026.

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“Mogusthloed,”- Map-Meat Hammergren, Dwarven Hero.

“Tis almost correct, but your lips must be more rounded on the final vowel.” –Nariae Dveng, Sage.

“Mogusthoed,” – Map-Meat

“Tis a bit too nasal on the first vowel.” – Nariae

“Mogusthloed,” – Map-Meat

“Tis still a bit nasal, but there is also the silence that should come toward the end…” – Nariae

“What is it that others call you creatures?” – Map-Meat

“Let us stay focused…” – Nariae

“Mogusthloed” – Map-Meat

“Please remember to round your lips…” – Nariae

“I did round my lips!” – Map-Meat

“My apologies. I did not notice, but may I suggest that you round them more.” – Nariae

“Maybe, I should use it in a sentence?” – Map-Meat

“Tis an excellent idea.” – Nariae

“Mogusthloed is an idiotic name,” – Map-Meat

“I…” – Nariae

“Mogusthlodie-type creatures make my axe-hand all anxious.” – Map-Meat

“Tis funny, what you say, but it is still…” – Nariae

“Mogus-Bogus, target for my damned axe, …dammit!” – Map Meat

“Reflecting on your question from a moment ago, I think perhaps ‘Moggy-Toad’ will do just fine.” – Nariae

“Do I still need to round my damn lips? – Map-Meat

“Only if you want to.” – Nariae

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Appearing as small, awkward looking, and oddly colored humanoids, Moggy Toads are often mistaken for gremlins (or anthropomorphic toads). Appearances aside, however, there is little in common between a Moggy Toad and a Gremlin. No-one has ever met a Moggy Toad who engaged in frivolous pranks as gremlins do. In their own way these slow-moving and seemingly innocuous creatures can be quite dangerous.

Moggy Toads prefer to live in remote swamps and other riparian settings. They are reluctant to engage in sociable activities, and still more reluctant to engage in violent activities. If pressed, however, a Moggy Toad can be quite dangerous. This is particularly true if she has the space to get away from potential melee attackers and focus on using her own abilities. Moggy Toads wield great spiritual powers, a fact which a wise character would keep in mind.

Moggy Toads are occasionally inquisitive enough to leave their homelands and explore the rest of the world. With rare exceptions, this is a temporary phase, and few Moggy Toads would ever do so without planning to return home to the pace and quiet of the remote swamps.