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.

***

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.

 

 

Vek (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

***

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

Vek: Str: 1.1, Con: 1.1, Dex: 1.1, Lk: .9, IQ: .9, Wiz: .75, SP: 1 Chr: .1.75

Height: 1, Weight: .1

Special Abilities: All Vek have natural weapons useful in melee (their claws and a spiky tail) and missile (tail spikes). The tail spikes have a range of 15 yards. Any given Vek will have a number of tail spikes equal to their strength or the Constitution (whichever is higher). They will grow back in between game sessions.

Tierzen (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

***

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

Tierzen: Str: 1, Con: 1, Dex: 1, Lk: 1, IQ: 1.25, Wiz: .75, SP: 1 Chr: 1.75

Height: 1, Weight: .1

Special Abilities: Although physical combat works normally for Tierzen, they will typically use spiritual weapons when doing so. They can use regular weapons, but they normally manifest spiritual weapons for combat. When fighting with a spiritual weapon, any spite damage done to an opponent is matched by a point of damage to either IQ, WIZ, or Chr. It is up to the victim to decide which of these stats they will apply the damage to, but they will take damage to one of those attributes along with the usual damage to Con for a spite roll.

Waggamaephs (Tunnels & Trolls)

© Daniel S. Wall, April 19, 2026.

***

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.