Tombs & Terrors Fantasy Role Playing

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The document outlines an old school fantasy roleplaying system called Tombs & Terrors that focuses on attributes, character creation, classes, combat, magic, monsters, and adventures.

Characters have six attributes that are used for checks and abilities are determined by class and skills. The core mechanic uses dice rolls to resolve actions with modifiers for attributes and situational factors. Combat is round-based and involves actions, armor class, and hit points.

The character races described include Dwarves, Elves, Giant-kin, Half-elves, Humans, and more.

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Charlie O'Connor (order #5707465)




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ILLUSTRATIONS
Matthew Vasey
Some images copyright Erisian Entertainment, used with permission
Some images copyright Forge Studios, used with permission
Image on p.12 copyright Headless Hydra Games, used with permission
Map images copyright Big Finger Games, used with permission
Public Domain Images courtesy of www.karenswhimsy.com



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OLD SCHOOL
FANTASY ROLE PLAYING

2010 by Simon Washbourne
Charlie O'Connor (order #5707465)

DPOUFOUT

1 What is Role Playing? 1
The Core Mechanic 2
Dice 2
What is Tombs & Terrors? 3
2 Creating a Character 4
Attributes 4
The Six Attributes 5
Generating attribute scores 6
Primary, secondary & tertiary attributes 7
Attribute checks 8
3 Character Races 9
Dwarf 9
Elf 11
Giant-kin 12
Half-elf 12
Human 13
4 Character Classes 14
How to read the class descriptions 15
Cleric 16
Fighter 17
Mage 19
Thief 21
Barbarian 23
Troubadour 25
Complete your character 27
5 Skills 29
Skill descriptions 30
Languages & literacy 35
6 Equipment 36
Equipment tables 36
Encumbrance 40
7 Playing the Game 41
The system 41
Combat overview 42
Combat rounds 43
Combat actions 44
Situational modifiers 48
Armour class 49
Combat maneuvers 50
Hit points & wounds 51
Narrative of combat 57
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8 Magic 58
Spell lists 58
Spell descriptions 60
9 Monsters & Treasures 72
Experience points for defeating foes 72
How to read the monster descriptions 73
Basilisks 74
Bugbears 74
Centaurs 74
Giant Centipedes 74
Chimeras 74
Cockatrices 74
Demons, Imps 75
Demons, Minor 75
Demons, Major 75
Demons, Balrog 76
Dragons, Black 76
Dragons, Green 76
Dragons, Red 76
Dryads 76
Dwarves 77
Elementals, Air 77
Elementals, Earth 77
Elementals, Fire 77
Elementals, Water 78
Elves 78
Gargoyles 78
Gelatinous Cubes 78
Giants, Frost 78
Giants, Hill 79
Giants, Stone 79
Gnolls 79
Goblins 79
Harpies 79
Hellhounds 79
Hobgoblins 80
Horses, Destrier 80
Horses, Nag 80
Horse, Riding 80
Humans, Bandits 80
Humans, Berserkers 81
Humans, Commoners 81
Humans, Men-At-Arms 81
Humans, Sergeants 81
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Hydras 81
Invisible Stalkers 82
Kobolds 82
Lizardmen 82
Manticores 82
Medusas 82
Minotaurs 83
Ogres 83
Orcs 83
Pagasus 83
Rats, Giant 83
Trolls 83
Unicorns 84
Undead, Ghouls 84
Undead, Liches 84
Undead, Mummies 84
Undead, Skeletons 85
Undead, Wights 85
Undead, Wraiths 85
Undead, Zombies 85
Undead, Barghests 85
Wandering monsters 86
Treasure 87
10 Running Adventures 90
Planning your adventure 90
What is the adventure? 91
Non player characters 91
Rewards 92
Gaining levels 93
An alternative system 93
Adventure: The Mages Manse 94
Appendix
Character sheet
OGL

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roleplaying game (RPG) is, at
its heart, a game of make-
believe. The players all work to
create a story by talking to one an-
other, usually when describing the
actions of their character and lis-
tening to each other, usually when
the result of those actions is being
described.

The players create the characters in
the game. These characters under-
take adventures, just the same as
characters in a novel or a movie.
Only rather than the scenes and
dialogue being predetermined, the
players get to speak for their char-
acters and decide what their
characters will do and dont need to
write it down it all happens, de-
velops and grows as the game is
played.

The situations that the characters
become involved in are usually set
up by one of the other players who
takes the role of the Tomb Master
(TM). The TM designs the adven-
tures, details the towns and areas
where the adventures take place
and populates it by creating and
speaking the parts of the people
that the characters meet during the
course of their adventures.

You can play RPGs freeform, that is
to say without rules or with very few
rules and without dice or any other
method of randomly determining
the results of actions that charac-
ters might take. This makes the
game closer to impromptu theatre
or storytelling. However, most RPGs
have rules for character creation
and for determining the course of
actions through the use of dice. The
Tombs & Terrors RPG uses this lat-
ter method.

Thus, a RPG is a game in which the
players assume the roles of charac-
ters that have all sorts of
adventures, the outcomes of which
are subject to a degree of chance. In
these games there is no winner like
there is in a board game. The only
aim of the game is to create your
A
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TOMBS & TERRORS



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own epic story of wonder and ex-
citement and to have fun doing so.
There isnt even necessarily an end-
ing to the game because even as
you complete an adventure, another
one might arise in which the same
cast of characters can feature. In
this way, characters can grow with
their experiences and develop in
skill and depth.

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Whenever you attempt an action
that has some chance of failure,
you roll a twenty-sided die (D20). To
determine if your character suc-
ceeds at a task you do this:
Roll a D20
Add any relevant modifiers
Compare the result to a target
number

If the result equals or exceeds the
target number, your character suc-
ceeds. If the result is lower than the
target number, you fail.
A natural 20 on the die is al-
ways a success. Sometimes this
can also be a special success,
called a critical success
A natural 1 on the die is always
a failure. Sometimes this can be
a particularly bad failure, called
a fumble in combat

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Several different types of dice are
needed to play the Tombs & Terrors
RPG. Dice with 4, 6, 8, 10, 12 and
20 sides are used. There are various
notations in the rules telling what
type and how many dice should be
rolled during play. These notations
may appear cryptic to first-time role
players, but they are easily learned.

Usually the type of dice is designat-
ed with a D followed by a number,
so D4 represents a 4-sided die and
D10 represents the 10-sided die
and so on. It is also possible to gen-
erate random scores for which no
die exists. The most common are
D2 and D3 respectively, both of
which can be made by rolling a D6
and dividing by 2 or 3 and dropping
the fraction. To roll a D2 using a 6-
sided die, the results 1-3 would be
a score of 1 and the results 4-6
would equal 2.

When the rules require it, rolls of
more than one die will be expressed
by a number in front of the d, rep-
resenting the number of dice to be
rolled. For example in character
creation you need to roll three six-
sided dice, which would be shown
as 3D6.
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WHAT IS ROLE PLAYING?



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A notation after the type of dice
would represent either an addition
to, or a subtraction from, the num-
ber generated by the dice. So, 2D6-
2 would mean you roll two six-sided
dice and take 2 from the result.
1D4+1 would mean that you roll a
four-sided dice and add 1 to the re-
sult.

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Tombs & Terrors is a fantasy role-
playing game set in a wondrous
world of imagination and adventure.
If youve ever read the books of
J.R.R Tolkien, Michael Moorcock,
Robert E Howard, Fritz Leiber,
Raymond Feist, Terry Brooks, Terry
Goodkind, Tad Williams, David Ed-
dings or any one of the dozens of
fantasy authors out there, you al-
ready have an inkling of the kind of
adventure to expect
from this game. If
youve played anoth-
er fantasy role-
playing game, you
know exactly what to
expect. The rules
might be a little dif-
ferent to what you
are used to, thats
all.

In Tombs & Terrors,
you are an adventur-
er seeking his or her
fame and fortune.
You brave great per-
ils and face many
dangers; wandering
across the lands on
quests, breaking into
ancient crypts for their hidden
treasures, stalking through old ru-
ins that might hold caches of gold
and silver or following dusty old
treasure maps to long-lost islands
across the ocean in search of hid-
den pirate hoards.

Your character could be a fighter,
armed with a sword and spear
ready to do combat with whatever
beasts are guarding the treasure
vaults. Or your character could be a
magic user, with his book of spells
and his esoteric knowledge, ready to
utter the words that will unleash a
mighty fireball or turn your oppo-
nent into a toad. You might prefer
to play a nimble thief, sneaking up
on a guard to relieve him of the
keys to the dungeon or stab him
between the shoulder blades. Alter-
natively, you might favour playing
the partys cleric, with his healing
and protective spells and ability to
combat the undead creatures that
infest every olden vault and musty
tomb.

Whatever you decide,
the ordinary life of
farming, trading or
labour is not for you;
you are destined for
glory and fortune
and failing this, an
early grave. At least
this is just a game
and if your character
does meet his end
before his time at
least you can create
another one and get
straight back into the
game of Tombs &
Terrors!
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ach player in Tombs & Terrors
needs to create a character to
use during the game. The TM
doesnt need just one, he needs sev-
eral or more, but well come on to
that later in these rules. To start
with, you need to think about the
type of character you want to play.
You may want to base your charac-
ter on a favourite character from a
movie, TV series or book; you may
already have a picture in your head
of the type of person you want to
play, or you may simply like the
look of one of the classes from the
character classes section.

Once you have your idea, you need
to roll dice to generate your six at-
tributes. These attributes are
important in defining your charac-
ter, his strengths, weaknesses and
outlook. Once you have generated
scores, you assign the numbers to
the attributes. Naturally, it makes
sense to place the scores in a man-
ner that reflects your character
concept and character class.
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Attributes represent a characters
physical and mental traits. All
characters in Tombs & Terrors have
six attributes: Strength (Str), Dex-
terity (Dex), Constitution (Con),
Intelligence (Int), Wisdom (Wis) and
Charisma (Cha). Each attribute has
a numeric score ranging from 3 to
18. Each attribute also has a corre-
sponding modifier, which is a bonus
or penalty added to or subtracted
from certain die rolls during the
game. The times these details are
used are set out throughout the
rules.

There are three types of attributes:
Primary, secondary and tertiary. Of
the six attributes, the first primary
attribute is determined by the play-
ers choice of race; the second by
his choice of character class. The
player can then choose two as sec-
ondary and two as tertiary. The
distinction is important when de-
termining the outcome of many
actions in the Tombs & Terrors
RPG.

When a character uses a class abil-
ity or a chosen skill, such as a thief
stalking silently along a dusty cor-
ridor or a troubadour performing
before a crowd for a few coins, an
attribute check is rolled to deter-
mine if the action is successful.
Many class abilities have an attrib-
ute check associated with it. If the
class ability or skills associated at-
tribute is one of the characters
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CREATING A CHARACTER



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primary attributes, the character
has a greater chance of successfully
completing the task.

The same principle holds true for
attribute checks and are explained
in greater detail later. For now, just
remember that the selection of pri-
mary, secondary and tertiary
attributes significantly affects the
possibility of success for many ac-
tions in the game. Those attribute
checks associated with a primary
attribute are more likely to succeed
than those actions performed with a
secondary attribute and even more
so than those performed with a ter-
tiary attribute.

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Each ability partially describes your
character and affects some of his or
her actions.

Strength (Str)
Strength measures your characters
muscle and physical power.
Strength also limits the amount of
equipment your character can car-
ry, your characters ability to make
powerful attacks or lift and move
heavy objects. The modifier affects
melee combat and damage and all
checks for which strength is the
primary influence. Characters can
military press 10x their strength
and dead lift 15x their strength.

You apply your characters strength
modifier to:
Melee attack rolls
Damage rolls when using a
melee weapon or a thrown
weapon. (Exceptions: Off-
hand attacks receive only
one-half the characters
strength bonus, while two-
handed attacks receive one
and a half times the
strength bonus
Strength checks (for break-
ing down doors and the like)

Dexterity (Dex)
Dexterity measures hand-eye coor-
dination, agility, reflexes and
balance. It is useful for getting out
of the way of attacks, for hitting
things with bow fire and for many
other abilities where speed and
nimbleness are most important.

You apply your characters dexterity
modifier to:
Ranged attack rolls, includ-
ing those for attacks made
with bows, crossbows,
throwing axes, and other
ranged weapons
Armour Class (AC) provided
that the character can react
to the attack
Saving throws, for avoiding
rock falls, traps, and other
attacks that you can escape
by moving quickly

Constitution (Con)
Constitution represents your char-
acters health and stamina, the
characters ability to withstand
pain, suffer physical damage, avoid
fatigue and fight off sickness or poi-
son.

You apply your characters consti-
tution modifier to:
Each roll of a Hit Die
(though a penalty can never
drop a result below 1 - that
is, a character always gains
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TOMBS & TERRORS



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at least 1 hit point each time
he or she advances in level)
Saving throws, for resisting
poison and similar threats
If a characters constitution score
changes enough to alter his or her
constitution modifier, the charac-
ters hit points also increase or
decrease accordingly.

Intelligence (Int)
Intelligence determines how well
your character learns and reasons.
It represents mental aptitude, the
characters ability to learn quickly,
apply that learning effectively and
the capacity of a character for de-
ductive reasoning.

You apply your characters Intelli-
gence modifier to:
The number of languages
your character knows at the
start of the game
Intelligence determines
whether a character has ex-
tra skills beyond those
normally available for his or
her class at the start of the
game
An animal has an Intelligence score
of 1 or 2. A creature of humanlike
intelligence has a score of at least 3.


Wisdom (Wis)
Wisdom de-
scribes a
characters will-
power, common
sense, percep-
tion, and
intuition. While
Intelligence rep-
resents ones
ability to analyse
information,
wisdom represents being in tune
with and aware of ones surround-
ings.

You apply your characters wisdom
modifier to:
Saving throws where will-
power is important
Checks made to spot hidden
or distant things
Checks made to hear distant
or slight sounds

Charisma (Cha)
Charisma measures a characters
force of personality, persuasiveness,
personal magnetism, ability to lead,
and physical attractiveness. This
ability represents actual strength of
personality, presence or spirit, not
merely how one is perceived by oth-
ers in a social setting.

You apply your characters charis-
ma modifier to:
Checks that represent at-
tempts to influence others
Saving throws against fear
or morale effects

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Attribute scores
are generated by
rolling 3D6. The
player adds the
totals on all
three dice to-
gether to create a
total score of be-
tween 3 and 18.
The process is
repeated six
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times. Once the six scores are gen-
erated, you assign one score to each
attribute. The scores may be as-
signed in any order or to whichever
attribute you like until all six at-
tributes have a score.

A second option for Tombs & Ter-
rors character creation is to
distribute a set of scores between
the attributes. This way, every play-
er starts with the same set of
scores. The recommended set of
scores for this method of character
creation is 15, 14, 13, 12, 10 and 8.

In Tombs & Terrors, attribute
scores dont change very often. At
4th level and every four levels
thereafter, one of the characters
attribute scores increases by 1. The
player chooses which attribute goes
up. Sometimes an attribute might
fall, as a result of disease or injury.
If an attribute changes to a point
where the modifier also changes,
the modifier changes straight away.
Attributes in Tombs & Terrors
sometimes exceed 18, especially
amongst high level characters.
Many monsters start with much
higher attributes than the player
characters.

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There are three types of attributes
in Tombs & Terrors: Primary, sec-
ondary and tertiary. Primary
attributes are those physical or
mental abilities a character is par-
ticularly well trained, disciplined or
experienced in using. Secondary
attributes are those where the
character is less experienced or dis-
ciplined and tertiary ones are those
that a character is only average at
using. After generating attribute
scores, you need to decide which of
your attributes will be primary,
which will be secondary and which
are tertiary.

Characters have two attributes of
each type; primary secondary and
tertiary. Each class provides one of
your characters primary attributes.
Each race provides the other. Hu-
mans get to choose the other. These
cannot be changed, so a cleric play-
er character always has wisdom as
one of his primes, for example.
Then the player chooses two attrib-
utes to be secondary and the
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remaining two are his tertiary at-
tributes by default.

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The distinction between attributes
is important. Almost all non-combat
related actions in Tombs & Terrors
that have a chance of failure and for
which the TM deems a roll is neces-
sary to resolve, require an attribute
check to determine the outcome.

Every check has an associated at-
tribute. Whenever one of these
checks is made, the player rolls a
D20. The attribute (and level) modi-
fier is added to the result. If the
final result is equal to or greater
than a number generated by the
TM, called the challenge class, then
the attribute check is successful.
The challenge class is determined
by two factors. The first is the chal-
lenge base. This depends on
whether the attribute being checked
is primary, secondary or tertiary.

If the attribute is primary,
the challenge base is 12
If the attribute is second-
ary, the challenge base is
15
If the attribute is tertiary,
the challenge base is 18

Modifiers
The TM then adds any modifiers to
the challenge base that are appro-
priate. These modifiers usually
range between 0 and 10, but can go
higher. The sum total is the chal-
lenge class and the player needs to
roll higher than that to succeed his
action.

For example, a thief is following a
merchant through the marketplace,
using his notice skill. The player
rolls a D20 (getting 15), adds the
thiefs level (2) and the attribute
modifier (1) for a total of 18. The
challenge base is 15 as wisdom is
the thiefs secondary attribute (in
this example) and there are no oth-
er modifiers, in this instance, so the
thief is keeping well on the mer-
chants tail.

Attribute modifier table:

Attribute Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30-31 +10
Etc. Etc.

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aving generated your attrib-
utes, you need to decide what
race you want your character
to be. There are five player charac-
ter races in Tombs & Terrors and
these are: Dwarf, Elf, Giant-kin,
Half-elf and Human.

Some races have higher or lower
attributes, depending on the physi-
cal makeup of the race. When you
select your race, you immediately
apply the modifier as set out in the
racial description.

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Prime attribute
Each character race has one prima-
ry attribute that is most closely
associated with that race. This is
the primary attribute. It cannot be
changed. If a player chooses a class
which has the same prime as his
racial prime, he can choose his se-
cond prime. Humans dont have a
racial prime attribute so they have
the advantage of choosing one.

Attribute modifiers
Some races have higher or lower
attributes, depending on the physi-
cal makeup of the race. When you
select your race, you immediately
apply the modifier(s) as set out in
the racial description. Humans
dont get any attribute modifiers.

Favoured class
Dwarves are a martial race and
elves are inherently magical. All
races are therefore noted for a par-
ticular class, which the race is best
suited to or best noted for. A char-
acter that starts out in his favoured
class receives an immediate bonus
of 200 experience points, counting
as prior experience. Humans dont
have a favoured class.

Restricted class
Giant-kin are not very stealthy and
dwarves do not make good spell-
casters. A restricted class means
characters of that race may choose
the class but the maximum level
that characters of that race can
achieve in that class is 8th level.
Humans have no such restrictions
on class.

Racial abilities
These are the special abilities that
are natural for members of that
race.

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Dwarves are on average a good deal
shorter than either men or elves
averaging around 46 to 5 tall.
They have ruddy complexions and
usually have dark hair, although
red hair is not uncommon. Their
H
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clothing style tends to be practical
and colours range from browns,
through grey and black.

They are ideally suited to the tun-
nels in which they live and work.
Their bodies seem purpose built for
manual labour; solidly muscled,
broad shouldered and large thick
fingered hands that belie consider-
able manual dexterity. They are
excellent miners and delvers, with a
great understanding of mountains
and tunnels, rock and metal. Dwa-
rves make excellent stonemasons,
blacksmiths and armourers.

Dwarves are a very long lived race
with life-spans that can run into
centuries. They are heavily bearded;
it is a sign of a dwarfs status and
handsomeness to have the thickest
and bushiest beard possible. Since
dwarves have a deep inbuilt respect
for age it would be unthinkable for
a dwarf to cut off or even trim his
beard.

Female dwarves are very rarely seen
outside the dwarf realm, which has
led many people to believe that
dwarf women also have beards. This
is not the case.

Dwarves are a martial race hard-
ened by thousands of years of
constantly defending their holds
from would be invaders both above
and below the ground. They will
fight with a mixture of axes and
hammers, often being passed down
through a family line for genera-
tions, and gird themselves in heavy
armour, often with a large shield.

Dwarves hate goblins, hobgoblins
and orcs with an intensity born of
thousands of years of conflict with
these other underground races.
Dwarves have a natural distrust of
elves but appreciate the strength of
Giant-kin and generally get on with
men.

Dwarf traits
Prime attribute: Constitution
Attribute modifiers: Con +2, Str
+2, Cha -2
Languages: Dwarvish & Common
Favoured class: Fighter
Restricted class: Mage
Racial abilities: Darkvision (see in
the dark) 60, Stonecunning (+2 on
search checks to notice unusual
stonework, secret doors, stonework
traps, unstable passages, etc.), +4
saves vs. poisons, alcohol and pa-
ralysis, +2 to saves vs. spells, +2 to
any check to appraise, knowledge,
craft or profession involving stone,
metal or gems. They are automati-
cally proficient with warhammers,
hand-axes and battle-axes irrespec-
tive of character class. Dwarves
receive a +1 bonus to hit against
goblins, hobgoblins and bugbears.
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Slightly shorter than the average
human, elves are also noticeably
more slender and graceful. General-
ly fair of face, dark of hair (which
they often wear long) and angular
featured, with narrow noses, al-
mond eyes and pointed ears. Elves
average between 46 to 56. There
is little difference in height between
the sexes, and neither sex grows
facial, or body hair. Sometimes it is
hard for other races to tell the sexes
apart.

Elves are a magical race. They do
not sleep as most other creatures
do, instead falling into a four-hour
restful trance. Consequently, elves
are unaffected by sleep-inducing
spells and effects, and are able to
remain active far longer than other
races.

Elves also do not age as other crea-
tures; their race is to all intents
immortal and their physical ap-
pearances remain unchanged once
they hit maturity.

Elves build their cities in woodlands
and deep forests and tend to live
harmoniously with the natural life
around them, using magics to en-
hance their surroundings. Their
forestry skills are notable and their
bowmanship legendary. Like dwa-
rves, elves detest orcs and goblins.
They distrust Giant-kin and dwa-
rves but get on fairly well with
humans.



Elf traits
Prime attribute: Wisdom
Attribute mods: Wis +2, Dex +2,
Con -2
Languages: Elvish and Common.
Favoured class: Mage
Restricted class: Cleric, barbarian
Racial abilities: Nightvision (they
can see twice as far as a human in
poor light), immune to sleep spells,
aging effects and spells of enchant-
ment. Woodlore (+4 to stealth
checks whilst in woodland and +2
to track, notice or listen whilst in
woodland). Elves are proficient with
longbow and shortbow irrespective
of character class and receive +1 to
hit with these weapons.


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At an average of 7 to 8 tall and
over 400lbs, giant-kin are the big-
gest of the player character races.
As the name suggests, they are of
the giant family. Unlike normal gi-
ants, giant-kin arent necessarily
ugly or brutish. They are somewhat
slow of thought and this leads to
the belief that they are a simple
race but that isnt necessarily so.

Giant-kin are a fervently religious
race and therefore clerics feature
highly in their society. Not neces-
sarily warlike, Giant-kin are
nevertheless very strong and this
alone makes them tough opponents
in combat.

Giant-kin live in old cities that were
built by an earlier giantish race
thousands of years ago, although
many have taken to wandering;
they love sailing and sea travel. Gi-
ant-kin enjoy a good story and will
rarely turn down the opportunity to
tell a tale of their own.

Giant-kin traits
Prime attribute: Strength
Attribute mods: Str +4, Con +2,
Dex -2, Int -2
Languages: Giantish and common
Favoured class: Cleric
Restricted class: Thief
Racial abilities: Giant-kin receive
+4 to perform checks where they
are simply reciting a tale or poem,
+2 to sense motive checks when
being lied to. Giant-kin are resilient
to fire and receive +2 to saves
against normal or magical fire. They
receive a +2 bonus on any skill re-
lating to building or piloting ships
and boats. Giant-kin can use 2-
handed weapons one-handed (and
can therefore use a shield at the
same time).

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Half-elves are the offspring of men
and elves and as such share some
of the features of each race. Half-
elves look like elves to humans and
like humans to elves (hence their
elven description as "half-human").

Their skin tends to be paler than
human skin and they are taller and
bigger than elves. Half-elves have
long ears like elves. They live about
180 years.
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CHARACTER RACES



13

Half-elves tend to have care-free
natures and curiosity and ambi-
tions like humans; but they have
sense for magic and love for nature
like their elven parents. Because
they are accepted almost universal-
ly and have the greatest wanderlust
of all the races, half-elves tend to
make excellent negotiators; so you
find many half-elves who are mer-
chants, minstrels, mercenaries,
sailors and drifters.

Half-elf traits
Prime attribute: Charisma
Attribute mods: +2 Cha
Favoured class: Thief (and trouba-
dour)
Languages: Elvish and Common
Restricted class: None
Racial abilities: Nightvision (as
elves), +2 to diplomacy, gossip and
sense motive checks, +2 to saves vs.
sleep spells, aging effects and spells
of enchantment.
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Humans are the most widespread
race and rather more prolific than
any of the other player character
races. They have the widest variety
of body shapes and sizes and the
greatest range of skin and hair col-
ouring. Many have a dash of non-
human blood and may demonstrate
hints of elf, orc or other lineages.

Humans are the youngest race and
have the shortest lifespan at about
70 years. They are the most adapt-
able, flexible, numerous and
ambitious of the races.


















Human traits
Prime attribute: None (choose one)
Attribute mods: +2 to any attribute
Favoured class: None
Restricted class: None
Racial abilities: +1 extra skill of
choice as a class ability at 1st level
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14
DIBQUFS; 5
DIBSBDUFS
DMBTTFT


nce you have selected a race for
your character, you need to de-
termine which class he belongs
to. There are four traditional classes
to choose from: Cleric, Fighter,
Mage and Thief. If
your TM allows
them, there are an-
other two more
exotic classes to
choose from: Barbar-
ian and Troubadour.
If there is enough
demand, there will
be future source-
books with
additional classes
available to players
of Tombs & Terrors.

Each of the character classes repre-
sents a broad archetype of
adventurers found in fantasy fic-
tion. Whilst each class is bound by
certain limitations and abilities, the
classes should not be viewed as re-
strictive. Every thief isnt
necessarily going to be an unedu-
cated peasant. Some will be con
men, wandering peddlers, gamblers,
muggers and even down on their
luck gentry, turned to criminal ac-
tivities to earn their crust. Some
clerics will be more of the physician
and less a warrior, scholars or even
nobles. Your choice of character
helps get an immediate handle on
the characters abilities, but it is up
to you as a player to breathe some
life and personality into the num-
bers and statistics.

All of the players should consult
with each other and with the TM
throughout character generation, to
ensure you have a good mix of
character classes for delving into
dank places or whatever else the
TM has lined up for you.

A group of charac-
ters in this
roleplaying game
needs to be con-
structed quite
carefully, with regard
to the other charac-
ters in the group, so
that everyone knows
what their role is in
the group and why
they all work togeth-
er. For example, it is
probably best to have at least one
character of each class for most
standard types of campaign.

Another campaign possibility would
be to have characters all of the
same class, like all clerics, for ex-
ample. Perhaps they are charged by
the Abbot of their church to recover
relics from the ruined cities of the
ancients; or maybe their task is to
go to battle against demonic hordes
that are moving in from some hell
gate hidden in an ancient vault that
O
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CHARACTER CLASSES



15
has recently been opened up. They
could have slightly different posi-
tions within the clergy, so each
cleric character can be constructed
slightly differently, by different skill
selections. For example one could
be a monk apothecary, another
could be a scholar with a good array
of knowledges, there could be a friar
with some slightly dubious skills
and one could be the teams strong-
arm with intimidation and battle
tactics, for when things start to go
wrong.

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Prime attribute
Each character class has one pri-
mary attribute that is most closely
associated with that class. This is
the primary attribute. It cannot be
changed.

Hit Die (HD)
This is the type of die rolled to de-
termine the characters hit points.
To the number generated by the die,
you add a modifier based on the
characters constitution. You stop
rolling for extra hit points after level
10 and simply add the number to
your characters constitution modi-
fier for each additional level. Your
character always receives a mini-
mum of 1 hit point per level,
whatever his or her constitution
modifier.

Weapons
These are the weapons that can be
used without penalty by characters
of that class. If a character uses a
weapon that is not on the list, he
uses it with a 4 penalty to all at-
tack rolls to hit.

Abilities
This is a list of abilities possessed
by members of the character class.
Some abilities are not gained until a
certain level is achieved, some are
automatic and some require an at-
tribute check. The description in
the text tells you all about this.

Skills
Besides class abilities, each charac-
ter class has a choice of skills. Once
chosen, the skills become class
abilities and all attribute checks
are made as appropriate for a class
ability. Each character also gains
an additional skill at levels 3, 6, 9
and 12.

Level
Characters advance in levels as
they complete their adventures and
gain experience. As they gain levels,
their chance to hit, hit points and
defence bonus improve. They may
also gain new abilities or extra uses
of an ability they already have. The
experience required by each class to
gain levels differs.

Bonus to Hit (BtH)
This is the modifier that is added to
a hit roll when making a melee,
ranged or firearm attack.

Experience point table (EPP)
This is the number of experience
points that members of that class
use to determine how many experi-
ence points (XP) they need to go up
to the next level.
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In Tombs & Terrors, clerics are war-
rior-priests, making them versatile
figures, both capable in combat and
skilled in the use of divine magic.
Clerics are powerful healers due to
the large number of healing and
curative magics available to them.
With divinely-granted abilities over
life or death, they are also able to
repel or control undead creatures.

Clerics use a variety of weapons;
however, the selection is limited to
non-edged weapons as clerics are
not allowed to draw blood due to
their religious beliefs. They can
wear any armour and use shields.
Whilst capable in combat, they are
not as skilled as fighters.

Skills
Clerics can choose 3 (+Int mod)
skills from the following list as class
abilities; Diplomacy, gossip, heal,
intimidate, interrogate, knowledge
(any), language (any), notice,
ride, sense motive.

Abilities
Spell Casting
Clerics cast divine spells from a
specific list of largely protective
and curative spells. Each day, a
cleric prays for a certain set of
spells, choosing any spells from
the standard list. The experience
table shows how many spells
they may receive and cast each
day, depending on the clerics
level. Clerics dont need to select
their 0-level spells daily. They
can cast spells from the list up
to their maximum per day (3 at
1st level).

Spell bonus for high wisdom:
With a wisdom bonus of +1, a
cleric can receive an additional
spell of 1st

level, with a wisdom
bonus of +2 he gets an addition-
al 2nd level spell, with +3 bonus
he gets an additional 3rd level
spell and so on. He can only cast
these bonus spells if he is of suf-
ficient level to receive spells of
that level in the first place.


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CHARACTER CLASSES



17
Undead Turning
Clerics can use their faith to cause
undead to flee. See turning undead
on page 45).

Establish Temple
At 10th level, a cleric can choose to
build a church and will attract a
loyal body of 2D4 (2-8) acolytes (1st
level clerics) and another 5D6 (5-30)
loyal 0-level followers.

Cleric stats:
Prime attribute: Wisdom
Hit Die: D8
Starting money: 3D6x10gp
Armour: Any
Weapons: Club, mace, flail, quar-
terstaff, warhammer, sling
Abilities: Spell Casting, Undead
Turning, Establish Temple.

Cleric spell & level table:

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Fighter is a generic and broad class;
individual fighters have diverse
backgrounds and different styles.
Bodyguards, knights, mercenaries,
mariners, adventurers, former sol-
diers, invading bandit kings, or
master swordsmen are all fighters,
Spells/day
Lvl HD BtH EPP 0 1 2 3 4 5
1 D8 +0 0 3 1
2 D8 +1 1500 4 2
3 D8 +2 3000 4 2 1
4 D8 +3 6000 5 3 2
5 D8 +3 12000 5 3 2 1
6 D8 +4 24000 5 3 3 2
7 D8 +5 48000 6 4 3 2 1
8 D8 +6 96000 6 4 4 3 2
9 D8 +6 192000 6 4 4 3 2 1
10 D8 +7 385000 6 4 4 3 3 2
11 +2 +8 600000 6 5 4 4 3 2
12 +2 +9 900000 6 5 4 4 3 3
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TOMBS & TERRORS



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yet they come from all walks of life
and backgrounds.

In a group of adventurers, the fight-
ers should take the attack to the
enemy they have the best selec-
tion of weapons and armour and
can generally withstand more pun-
ishment than any other class.

Skills
Fighters can choose 2 (+Int mod)
skills from the following list as class
abilities; climb, craft (choose any
one), gossip, heal, intimidate, jump,
language (choose any), notice, ride.

Abilities
Weapon Specialization
At 1st level, a fighter can choose
one weapon in which to specialise.
Any weapon can be selected, in-
cluding ranged weapons. The
weapon selected is often endemic to
the fighters culture or society,
though neednt be. The TM and
player should consult to see which
weapons are available for speciali-
zation, bearing in mind culture,
social status, location and availabil-
ity. Fighters can choose only one
weapon in which to specialize. Once
chosen, the weapon cannot be
changed. For fighters between 1st
and 6th level, this gives a +1 bonus
to hit and to the damage caused,
when attacking with that weapon.
At 7th to 12th level, the bonus is +2
to hit and to damage.

Combat Machine
At 4th level, the fighter gains an
extra attack with any weapon when
fighting opponents of 1st level (1HD)
or lower. The fighter must direct all
his attacks in a combat round to-
ward opponents that meet these
criteria. The fighter can split availa-
ble attacks among opponents as
desired. This ability improves as the
fighter gains levels. The fighter
gains an additional attack for every
four levels gained after 4th level. So
an 8th level fighter is allowed a total
of three attacks against such oppo-
nents. In addition the fighter can
use combat dominance against op-
ponents of higher level as he gains
levels. At every four levels, the min-
imum level of opponent goes up a
level, so at 8th level, he can use
multiple attacks on 2nd level oppo-
nents and at 12th level he can use
it against 3rd level opponents. This
ability cannot be combined with ex-
tra attack.

Extra Attack
At 10th level, the fighter gains one
additional attack each combat
round with any weapon.

Establish Stronghold
At 10th level, a fighter who chooses
to build a castle is considered to
have the title Baron bestowed up-
on him by the local ruler. He can
attract a body of 5D4 (5-20) loyal
men-at-arms of 1st level to his
holding. For every 5 fighters, there
will be one of 2nd level.

Fighter stats:
Prime attribute: Strength
Hit Die: D10
Starting money: 3D8x10gp
Armour: Any
Weapons: Any
Abilities: Weapon Specialization,
Combat Machine, Extra Attack, Es-
tablish Stronghold
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CHARACTER CLASSES



19
Fighter level table:























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Mages are wizards, witches, sorcer-
ers, mystics, necromancers and
illusionists. They are weak in physi-
cal combat but their spellcasting
abilities more than make up for
this, especially as they advance in
level.

Mages do not wear armour as it
hampers their spell casting, which
requires unhindered arm move-
ment. They are not trained with
weapons, because their spell cast-
ing needs hours of dedication, so
they cant afford to spend their time
in other pursuits.
Level HD BtH EPP
1 D10 +1 0
2 D10 +2 2000
3 D10 +3 4000
4 D10 +4 8000
5 D10 +5 16000
6 D10 +6 30000
7 D10 +7 50000
8 D10 +8 90000
9 D10 +9 180000
10 D10 +10 360000
11 +3 +11 550000
12 +3 +12 800000
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Skills
Mages can choose 3 (+ Int mod)
skills from the following list as class
abilities; Forgery, gossip, diplomacy,
intimidate, knowledge (any), lan-
guages (any), listen, notice, sense
motive.

Abilities
Spell Casting
The mage has all the spells he
knows written down in his spell-
book. At 1st level, he knows all the
0-level spells and doesnt need to
memorize them or read them from
his spellbook in order to be able to
cast them. He also knows a number
of 1st

level spells equal to his intel-
ligence modifier. At each new level,
the mage can add 2 new spells of
any level that he knows.

He needs his spellbook in order to
be able to cast his spells. However,
rather than carry his spellbook
around with him, he can memorize
some of his spells; he can cast
his memorized spells without
referring to his book. The
number of spells he can memo-
rize each day is set out on the
mage level table. Once a spell
has been cast, it is lost from
memory and has to be re-
memorized from his spellbook.

Spell bonus for high intelli-
gence: With an intelligence
bonus of +1, a mage can memorize
an additional spell of 1st

level; with
an intelligence bonus of +2 he gets
an additional 2nd level spell, with
+3 bonus he gets an additional 3rd
level spell and so on. He can only
cast these bonus spells if he is of
sufficient level to receive spells of
that level in the first place.

Wizards Tower
At 10th level (or any level thereaf-
ter), mages can construct a tower
where they can study their esoteric
grimoires and conduct their magical
experiments. They can attract a
group of 2D6 (2-12) 1st level ap-
prentices (for every 4 students,
there will be one of 2nd level) look-
ing to learn mystical secrets from
the mage.

Mage stats:
Prime attribute: Intelligence
Hit Die: D4
Starting money: 2D4x10gp
Armour: None
Weapons: Dagger, dart, quarter-
staff, sling, crossbow
Abilities: Spell Casting, Wizards
Tower

Mage spell & level table:


Lvl HD BtH EPP 0 1 2 3 4 5 6
1 D4 +0 0 3 1
2 D4 +1 2500 4 2
3 D4 +1 5000 4 2 1
4 D4 +2 10000 4 3 2
5 D4 +2 20000 4 3 2 1
6 D4 +3 40000 4 3 3 2
7 D4 +3 80000 4 4 3 2 1
8 D4 +4 150000 4 4 3 3 2
9 D4 +4 275000 4 4 4 3 2 1
10 D4 +5 525000 4 4 4 3 3 2
11 +1 +5 750000 4 4 4 4 3 2 1
12 +1 +6 1000000 4 4 4 4 3 3 2
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The thief of Tombs & Terrors is
mainly a tomb robber; skilled in
breaking into ancient vaults and
removing the contents. As such,
thieves are able to perform various
skills useful to this task picking
locks, disarming traps, climbing
and sneaking in particular. They
are also capable of sneaky combat
and nimble tricks, being stealthy
and dextrous. The thief also has the
ability to "backstab" enemies who
are caught off-guard or taken by
surprise, inflicting extra dam-
age.

Skills
Thieves can choose 5 (+ Int
mod) skills from the following
list as class abilities; Appraise,
climb, disguise, forgery, gossip,
intimidate, interrogate, jump,
knowledge (choose from ancient
artefacts, local area, under-
world, tombs & crypts, or
wounds & corpses), languages,
listen, notice, perform, pick
lock, pick pocket, search, sense
motive, stealth, track.

Abilities
Back Attack
A thief can use stealth to sneak
up on someone and catch him
or her unaware. If a thief is able
to attack an unaware opponent
from the rear, he gains a bonus
to hit and damage with small
melee weapons, such as knives,
clubs and saps. He must make
a successful move silently
check to sneak up, or otherwise
be successfully concealed be-
hind his foe. He then gets a +4
bonus to hit. A successful hit
means he causes double dam-
age. At 5th level damage is trebled
from a back attack and at 10th level
the damage is quadrupled.

Traps (Int)
A thief may use this ability to find,
disable or set traps. Each use re-
quires a separate check and each
check may be made only once in a
given circumstance. To find a trap,
the thief must spend time searching
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an area to deduce possible trap lo-
cations. It takes a round to find a
trap in a specific area, such as on a
lock or door handle. To disable a
trap, the thief must first have found
the trap. A successful check means
that he has disabled it. Failure
means that he set it off and could
suffer the effects. To set a trap he or
she needs to make a successful
check. If the check fails, the trap
will not trigger at the intended mo-
ment. Resetting a previously
disabled trap gives the thief a +5 to
his or her check.

Sneak Attack
At 4th level, a thief has learned to
adapt back attack skills to more
general situations. When an oppo-
nent or victim is aware of the thief,
but unsuspecting of attack, a thief
can use the sneak attack ability.
For example a thief could be having
a conversation with a victim while
hiding a dagger up his sleeve, in-
tending to knife him at some point.
Or he could be waiting in a tree
with a loaded crossbow, waiting for
the perfect opportunity to fire. A
thief making a sneak attack gains a
+2 bonus to hit and a +4 bonus to
damage. Ranged weapons can be
used as long as the target is within
30. A thief cannot shoot with dead-
ly accuracy beyond that range.

Establish Thieves Guild
At 10th level (or at any level thereaf-
ter) the thief may establish a
Thieves guild in a city or town. It
will attract 5D4 (5-20) apprentice
thieves of 1st level (for every 6 such
thieves, there will be one of 2nd lev-
el).
Thief stats:
Prime attribute: Dexterity
Hit Die: D6
Starting money: 2D6x10gp
Armour: Leather, padded, studded,
buckler.
Weapons: Dagger, dart, club,
shortsword, sling, shortbow, cross-
bow
Abilities: Back Attack, Traps,
Sneak Attack, Establish Thieves
Guild

Thief level table:




Level HD BtH EPP
1 D6 +0 0
2 D6 +1 1500
3 D6 +2 3000
4 D6 +3 5500
5 D6 +3 11000
6 D6 +4 22000
7 D6 +5 44000
8 D6 +6 88000
9 D6 +6 160000
10 D6 +7 300000
11 +1 +8 500000
12 +1 +9 700000
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CHARACTER CLASSES



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Barbarians are wild, rugged warri-
ors from the wildernesses of the
land the frozen wastes or the
wilds forests are all potential homes
to these berserk wildmen.


Skills
Barbarians can choose 4 (+ Int
mod) skills from the following list as
class abilities; Climb, handle ani-
mal, intimidate, jump, knowledge
(local area or nature), languages,
listen, literacy, notice, ride, stealth,
swim, track.

Abilities
6th Sense
The barbarian is good at avoiding
the worst trails or avoiding moun-
tain passes that spell danger. He
even tends to move at the right
moment, just when the snake is
about to strike or the arrow about
to hit. Once per day per 3 levels, the
barbarian can rely on his 6th sense
to get a feel for an action he is
about to perform. If he succeeds,
the TM can give a general hint as to
whether it will be good or bad for
him to take that action. In addition,
the TM can roll whenever there is
danger ahead that the player or
character wouldnt otherwise be
aware of and with a successful roll
the TM can tell the player that
something up ahead doesnt feel
right or some other vague hint that
there is danger nearby.

Damage Reduction
At 4th level, a barbarian gains
Damage Reduction. Subtract 1 from
the damage the barbarian takes
each time he is dealt damage from a
weapon or a natural attack. At 8th
level this damage reduction rises by
1 point and at 12th level by another
point.

Fast Movement
A barbarians land speed is faster
than the norm for his race by +10
feet.

Rage
A barbarian can fly into a rage a
certain number of times per day. In
a rage, a barbarian temporarily
gains a +4 bonus to Strength, a +4
bonus to Constitution, and a +2
morale bonus on Will saves (in-
creasing to +6, +6 and +4
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respectively at 9th level) . The in-
crease in Constitution increases the
barbarians hit points by 2 points
per level, but these hit points go
away at the end of the rage when
his Constitution score drops back
to normal. A fit of rage lasts for a
number of rounds equal to 3 + the
characters (newly improved) Con-
stitution modifier. A barbarian may
prematurely end his rage. At the
end of the rage, the barbarian loses
the rage modifiers and restrictions
and becomes fatigued (-2 penalty to
Strength, -2 penalty to Dexterity,
cant charge or run) for the duration
of the current encounter (unless he
is a 6th level barbarian, at which
point this limitation no longer ap-
plies). A barbarian can fly into a
rage only once per encounter. At 1st
level he can use his rage ability
once per day. At 4th level and every
four levels thereafter, he can use it
one additional time per day.

Survival
In the wilderness, barbarians can
provide food, water and shelter for
themselves and other people travel-
ling with them. They can find
enough food for 2-8 people for 1-2
days in 5-8 hours or so by a bit of
foraging, trapping and hunting. For
more people he must spend an ad-
ditional 5-8 hours foraging. At the
end of this time, the barbarian
must make an attribute check to
continue to find and supply food
and water for others. The barbarian
can only gather food for a maximum
of 12 hours in a day. In addition, a
barbarian can automatically deter-
mine where true north lies in
relation to himself. Barbarians can
also fashion makeshift weapons
(spears, shortbows & arrows, flint
knives, clubs and axes) from the
natural materials around them.
They are not crafted, but they are
suitable for a few days of temporary
use.

Establish Tribe
At 10th level (or at any level thereaf-
ter) the barbarian may establish a
tribe in a wilderness area, of which
he is the chieftain. It will attract
4D4 (4-16) barbarians of 1st level
(for every 5 such barbarians, there
will be one of 2nd level).

Barbarian stats:
Prime attribute: Constitution
Hit Die: D12
Starting money: 1D8x10gp
Armour: Leather, padded, studded,
ringmail, mail shirt, all shields.
Weapons: Any
Abilities: 6th Sense, Damage Re-
duction, Fast Movement, Rage,
Survival, Establish Tribe.

Barbarian level table:



Level HD BtH EPP
1 D12 +1 0
2 D12 +2 1750
3 D12 +3 3500
4 D12 +4 7000
5 D12 +5 14000
6 D12 +6 28000
7 D12 +7 50000
8 D12 +8 100000
9 D12 +9 175000
10 D12 +10 325000
11 +3 +11 575000
12 +3 +12 750000
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CHARACTER CLASSES



25
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Troubadours are players, poets and
entertainers, who wander the land
telling stories, spreading news and
performing for their audiences.
They are also users of magic their
specialties are spells of illusion and
enchantment.

Skills
Troubadours can choose 4 (+ Int
mod) skills from the following list as
class abilities; Appraise, climb, dis-
guise, forgery, gossip, interrogate,
jump, knowledge (choose any), lan-
guages (any), listen, notice, perform,
pick lock, pick pocket, ride, search,
sense motive, stealth.

Abilities
Countersong (Cha)
A troubadour can use his music or
poetics to counter magical effects
that depend on sound. Each round
of the countersong, he makes a Per-
form check. Any creature within 30
feet of the troubadour (including the
character himself) that is affected
by a sonic or language-dependent
magical attack may use the trouba-
dours perform check result in place
of its saving throw if, after the sav-
ing throw is rolled, the perform
check result proves to be higher.
The bard may keep up the counter-
song for 10 rounds.

Fascinate (Cha)
A troubadour can use his music or
poetics to cause one or more crea-
tures to become fascinated with
him. Each creature to be fascinated
must be within 90 feet, able to see
and hear the troubadour, and able
to pay attention to him. The trou-
badour must also be able to see the
creature. The distraction of nearby
combat or other dangers prevent
the ability from working. For every
three levels a troubadour attains
beyond 1st, he can target one addi-
tional creature with a single use of
this ability. To use the ability, a
troubadour makes a perform check.
If a creatures saving throw suc-
ceeds, the troubadour cannot
attempt to fascinate that creature
again for 24 hours. If its saving
throw fails, the creature sits quietly
and listens to the song, taking no
other actions, for as long as the
troubadour continues to play and
concentrate (up to a maximum of 1
round per bard level). Any obvious
threat, such as someone drawing a
weapon, casting a spell, or aiming a
ranged weapon at the target, auto-
matically breaks the effect.

Inspire Courage (Cha)
A troubadour can use song or poet-
ics to inspire courage in his allies
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(including himself), bolstering them
against fear and improving their
combat abilities. To be affected, an
ally must be able to hear the trou-
badour. The effect lasts for as long
as the ally hears him sing and for 5
rounds thereafter. An affected ally
receives a +1 on saving throws
against charm and fear effects and
a +1 bonus on attack and weapon
damage rolls. At 8th level, this bo-
nus increases to +2 and at 12th to
+3.

Inspire Greatness (Cha)
A troubadour of 9th level or higher
can use music or poetics to inspire
greatness in himself or a single will-
ing ally within 30 feet, granting him
or her extra fighting capability. At
12th level, the troubadour can tar-
get one additional ally with a single
use of this ability. To inspire great-
ness, a bard must sing and an ally
must hear him sing. The effect lasts
for as long as the ally hears the
bard sing and for 5 rounds thereaf-
ter. A creature inspired with
greatness gains 2 bonus Hit Dice
(d10s), the commensurate number
of temporary hit points (apply the
targets Constitution modifier, if
any, to these bonus Hit Dice), a +2
on attack rolls, and a +1 bonus on
constitution saves.

Spell Casting (Cha)
Troubadours are masters of misdi-
rection, illusion and enchantment.
They cast their spells from a specif-
ic list. Each day, a troubadour
prepares his spells from the stand-
ard list. The experience table shows
how many spells they may receive
and cast each day, depending on
the troubadours level.

Spell bonus for high charisma:
With a charisma bonus of +1, a
troubadour can receive an addition-
al spell of 1st

level, with a charisma
bonus of +2 he gets an additional
2nd level spell, with +3 bonus he
gets an additional 3rd level spell
and so on. He can only cast these
bonus spells if he is of sufficient
level to receive spells of that level in
the first place.

Establish Troupe
At 10th level (or at any level thereaf-
ter) the troubadour may establish a
troupe of travelling entertainers. It
will attract 4D6 (4-24) troubadours
of 1st level (for every 6 such trou-
badours, there will be one of 2nd
level).

Troubadour stats:
Prime attribute: Charisma
Hit Die: D6
Starting money: 4D4x10gp
Armour: Leather, padded, studded
leather, ringmail. No shields.
Weapons: Club, dagger, dart, quar-
terstaff, shortsword, rapier, sling,
shortbow, crossbow
Abilities: Countersong, Fascinate,
Establish Troupe, Inspire Courage,
Inspire Greatness, Spell Casting

Troubadour spell & level
table:
Lvl HD BtH EPP 0 1 2 3 4
1 D6 +0 0 2
2 D6 +1 1750 3 0
3 D6 +2 3500 3 1
4 D6 +3 7000 3 2 0
5 D6 +3 14000 3 3 1
6 D6 +4 28000 3 3 2
7 D6 +5 55000 3 3 2 0
8 D6 +6 110000 3 3 3 1
9 D6 +6 200000 3 3 3 2
10 D6 +7 350000 3 3 3 2 0
11 +1 +8 575000 3 3 3 3 1
12 +1 +9 800000 3 3 3 3 2
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CHARACTER CLASSES



27
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dibsbdufs dibsbdufs dibsbdufs dibsbdufs

Persona
The appearance and demeanour of
your character is entirely up to you
and how you picture him or her.
Describing your character as simply
a fighter, doesnt
really paint a pic-
ture of him. Say-
Saying that he is
a tall, rangy,
bald-headed fel-
low with a mean
look in his eyes
and quick to draw
his blades paints
a better picture.
Adding to this de-
scription his
usual style of
clothing embel-
lishes the picture
further. He wears
a long threadbare
tunic thats seen
better days,
scuffed leather
boots covered in
dirt and dust and
a couple of blades
hang from his
belt. Now you
can almost see him walking into
town after a few days out on the
trail.

The look of the character creates
the initial impression. However,
that isnt all there is to completing
the picture. You need to think
about what he is actually like is
he as mean and tough as he looks?
Does he have any strange habits or
foibles? Does he like to drink, or is
he a devout churchgoer? Is he in-
terested in money, fame or some-
something else entirely? Once you
start to add a few of these details,
then you begin to get a feel for
whom he and what he is about.
Dont bust a gut over it though. You
dont need pages and pages of
background details, just one or two
things that help
to give the TM
and other players
an idea of what
your character is
like. Once you
start playing, you
can add further
details actually in
character and
during the game
itself.

Often it is worth
developing one
thing that your
character wants
to do, especially if
you talk this
through with the
other players (or
the TM, if it is
supposed to be a
secret). This could
be something as
simple as a char-
acter wants to get even with some-
one who has wronged him in the
past, or it could be that someone for
some reason is hunting him? It
might be that the character is aim-
ing to carve out a reputation for
himself, seeking wealth or power by
lawful or unlawful means or any
one of a number of other goals.
These aims will give your TM some
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TOMBS & TERRORS



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ideas for scenarios and adventures
in which you have a vested interest
and will therefore make the game
even more exciting.

Name
A characters name is a highly evoc-
ative way to help conjure up the
right image of your character. Obvi-
ously, you need to choose a name
that suits the fantasy world that
your TM has created and that is
suitable for the style of game that
you are playing. If you are playing a
light-hearted game, or playing in a
Hollywood not-quite historical
style, then you can probably get
away with taking a few more liber-
ties. If in doubt, ask the other
players or the TM. Stealing names
from fantasy novels is fine - espe-
cially if you change a few of the
letters around so that they are not
quite as obvious. Elric could be-
come Elrin, for example.

Equipping your character
Once you have finished all of the
details of your character, it is time
to equip him or her. Some choices
of weapon are largely dictated by
the character class that you have
chosen. However, your choices need
to reflect the character. You might
think that a specific weapon does
more damage than another one,
therefore it is better and therefore
you want it. However, sometimes
just deciding that, for whatever rea-
son, your character prefers one type
over another adds to the character
and is a character-driven decision,
rather than one dictated by what is
best in the rules. He might, perhaps
be biased towards one type of
sword, because that is the one he
was given by his father before he
died or he might prefer it just be-
cause he read somewhere that it is
the fanciest or best made or for
some other reason. Think about
some of the reasons that you buy
one make of car over another, even
if one costs more or is faster or has
better mileage and so on. These are
all decisions that your character
would make when buying his own
gear.

Chapter 6: Equipment shows how
much money your character starts
out with and, more importantly,
some of the stuff he can spend it
on.


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29
DIBQUFS; 6
TLJMMT


very character class gets an
initial choice of between 2 and
5 skills from a class list, at 1st
level. The skills selected are then
considered class abilities and when
used, the characters level is added
to the D20 roll to determine suc-
cess. Each character also gains an
additional skill at levels 3, 6, 9 and
12. These can come from their class
skills or, if they are receiving train-
ing or tuition, can be from the main
skill list. The player needs to state
that he is receiving training in the
new skill when he reaches the level
prior to the level that he can receive
the extra skill. So, upon attaining
2nd level, a fighter character might
want to take training in literacy. He
is assumed to be practising and
learning (from an NPC scholar or
cleric or other player character) for
the whole of the time it takes to get
the 3rd level.

When your character uses a skill,
you make an attribute check to see
how well he or she does. The higher
the result of the attribute check, the
better. Based on the circumstances,
your result must match or beat a
particular number (a challenge rat-
ing or the result of an opposed
attribute check) for the check to be
successful. The harder the task, the
higher the number you need to roll.
Circumstances can affect your
check; a character that is free to
work without distractions can make
a careful attempt and avoid simple
mistakes. A character who has lots
of time can try over and over again,
thereby assuring the best outcome.
If others help, the character may
succeed where otherwise he or she
would fail.

A skill check takes into account a
characters training (level), natural
E
Skill list
Appraise (Int)
Climb (Str or Dex)
Craft (Int) (Armourer, blacksmith, bow-
yer, carpenter, goldsmith, leatherworker,
potter, tailor)
Diplomacy (Cha)
Disguise (Cha)
Forgery (Int)
Gossip (Cha)
Handle Animal (Cha)
Heal (Wis)
Intimidate (Cha or Str)
Interrogate (Cha)
Jump (Str or Dex)
Knowledge (Int) (Battle tactics, religion,
local area, law, nature, nobility & royalty,
trade & traders, the underworld, ancient
artefacts, tombs & crypts, wounds &
corpses etc.)
Languages (Int) (Common, Dwarvish,
Elvish, Giantish, Goblin, Orcish, Ancient,
Draconic, Centaurish, Demonic etc.)
Listen (Wis)
Literacy (Int)
Notice (Wis)
Perform (Cha)
Pick Lock (Dex)
Pick Pocket (Dex)
Ride (Dex)
Search (Wis)
Sense Motive (Wis)
Stealth (Dex)
Swim (Str)
Track (Wis)
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30
talent (ability modifier), and luck
(the die roll). It may also take into
account what armor he or she is
wearing and any encumbrance. The
chapter headed Game rules ex-
plains how skills are used in greater
detail.

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Appraise (Int)
This is the skill of determining the
value and craftsmanship of com-
mon or well-known objects.
Appraising a rare or exotic item re-
quires a successful check with at
least a -5 modifier. If the check is
successful, you estimate the value
correctly. You can even determine
the maker, if local or well known,
with a -10 penalty. You might also
want to ascertain other details
about an item, such as its age, ma-
terials used to make it and so on.
All of these may involve a higher
challenge rating at the TMs discre-
tion. If you have a craft that is
relevant to the item being assessed,
you can add +2 to his attribute
check. It normally takes at least a
minute to appraise the approximate
worth of an item and rather longer
for other details.

Climb (Dex or Str)
Climbing requires either dexterity or
strength (players choice). It is the
skill of getting up a wall, tree or
steep slope/cliff face without falling.
You can climb 10 per round with a
successful check. A failed check
means you either made no progress
or slipped and fell at some point,
possibly suffering some damage.

Craft (Int)
Craft is actually a number of sepa-
rate skills. You could have several
crafts each purchased as a separate
skill. A craft skill is specifically fo-
cused on creating, making or
repairing something. Having a craft
usually denotes that the character
is or has been a craftsman at some
point in his or her life. You can
practice your trade and make a de-
cent living, earning about 4-24gp
(4D6) per week of dedicated work,
plus 1gp per level attained. You
know how to use the tools of your
trade, how to perform the crafts
daily tasks, how to supervise un-
trained helpers, and how to handle
common problems. (Untrained la-
borers and assistants earn about
1gp per day). The basic function of
the Craft skill, however, is to allow
you to make an item of the appro-
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31
priate type. The CR depends on the
complexity of the item to be created.

Diplomacy (Cha)
This skill covers the art of talking,
persuasion, mediation, listening,
reasoning, debate and even general
etiquette. Make a check whenever
you want to talk somebody out of or
into an alternate course of action
from one already proposed, per-
suade somebody to do (or not to do)
something or to get across a point
in a debate. It can be used to make
an appeal in court, to swing the
case in a different way. If backed up
with a bit of hard cash, diplomacy
can also be used to bribe someone,
if they are of the type that would
succumb to such tactics.

Disguise (Cha)
You are an expert at impersonating
other individuals or characteristics
of general types of people. This ef-
fort usually requires a few props, a
little make-up and 1d3x10 minutes
of preparation for a general imper-
sonation, if the character is to pass
inspection from reasonably close.
From a distance, a character can
simply alter his or her gait, general
stance and pull up a hood to appear
pretty much someone else, to all
intents and purposes. Where specif-
ic individuals are being
impersonated, at least 1 months
preparation time must occur to
avoid being detected. A disguise can
include an apparent change of
height and weight of no more than
one-tenth of the original build and
size of the character. The following
penalties are applied to a disguise
check, where appropriate: sex dif-
ference 2, race difference (-2 to -
10), age difference (per ten years)
2. The TM makes the check secret-
ly, so the character is uncertain of
his or her success.

Forgery (Int)
This is the skill of the character to
write (or copy) documents and
manuscripts with the intention of
passing them off as the real thing.
The character may need to get hold
of some old parchment to duplicate
something that is old, or use meth-
ods of staining and so on, to age
the forgery. He may also need to get
hold of coloured inks, for example,
to duplicate illustrated manuscripts
of the type that monks write. The
skill also encompasses the ability to
spot a forgery (using the notice
skill, with a bonus of +2).

Gossip (Cha)
Just about everyone likes to gossip
in the towns, villages and cities; it is
one of the main ways of passing on
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and receiving news and forms a ma-
jor part of the evenings
entertainment for most people.
Gossip happens everywhere, in the
tavern over a pint of ale, at the
marketplace, at the banquet in a
lords manor, out in the fields and
in the cloisters of the abbey. Some-
times the information turns out to
be true and other times it is idle
tittle-tattle. But gossip makes for a
useful source of information about
everything and everybody.

You can make a gossip check when
you want to know something about
a person, place or thing that is of
the type that would be passed
around in idle chatter. This repre-
sents information you just happen
to know. If you fail the check or the
TM deems that your character
wouldnt already know the infor-
mation, you can go to a tavern or
wherever the information might be
found and see if you can find out,
by gossiping. Sometimes this might
require the expenditure of a few
coins on ale in the alehouse, to
loosen a few tongues.

A character can add a further +2 to
the gossip check if the information
is about something that might spe-
cifically pertain to his or her class.
So, if the gossip were about a cler-
gyman, then a cleric character
would get a +2 bonus. If it were
about something that occurred in
the seedy area of town, then a thief
would gain a +2 to his check.

Handle Animal (Cha)
A character with this skill has an
affinity for dealing with animals. He
knows animals pretty well and can
calm them if they are afraid or an-
gry, he can train certain animals to
do a few simple things, and he
knows how to look after them, feed
them and give them the best care. If
he also has the Heal skill, he also
has a few veterinary skills. The
character might simply be a farmer
with skills of animal husbandry, or
could have a job as an ostler, fal-
coner, master of the hounds and so
on.

A character may choose a type of
animal in which to specialize (dogs,
birds of prey, horses, cattle) and
receives a bonus of +2 whenever
dealing with that type of animal.
Animal handling also allows the
character to spot the good from the
bad (receiving a +2 on notice checks
when buying them). Characters
with the handle animal skill can
also gain +2 to their ride checks,
which would make +4 if they also
specialize with horses.

Heal (Wis)
This is the skill of providing imme-
diate first aid to an injured person.
By cleaning and bandaging a
wound, with a successful check, an
injured character will recover 1 hit
point, will stabilize if below 0 hit
points and the wound will not be-
come infected, as long as the
cleaning and dressing was applied
within an hour of the character be-
coming injured. A character with
the heal skill can add +2 to any
knowledge (wounds & corpses)
checks made to assess the injuries
on a dead body.

Intimidate (Str or Cha)
By strength of personality or by
sheer impressive size and physique
(the players choice which), a char-
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33
acter with this skill can intimidate
another. There are several uses of
this skill. One might simply be to
make another character back down,
if for example he is getting aggres-
sive. Another use might be to scare
someone into giving information
that other, more diplomatic meth-
ods have failed to acquire. Another
might be to force somebody to do
something that he or she wasnt
intending to do. Depending on the
circumstances, this ability could be
used against more than one oppo-
nent, especially those of
significantly lower level or 0-level
folk.

Interrogate (Cha)
This is a way of questioning people
for specific pieces of information. It
differs from gossip, because gossip
tends to be stuff that is quite well
known and has been doing the
rounds. Interrogation tends to be a
way of getting secrets from individ-
uals whod rather not share those
secrets. Sometimes interrogation is
subtle and the victim isnt aware
that he is giving away the infor-
mation and other times it is clear
what is happening, but the victim is
unable to stop himself.

Jump (Str or Dex)
A character with this
skill is particularly adept
at leaping over and
across obstacles. The
player can choose
whether to use strength
or dexterity as the base
attribute for his or her
jump checks.

Knowledge (Int)
Each time you choose a knowledge,
you can choose another subject
which you have studied, learned or
just picked up and which you know
quite a lot about. This is more in
depth than the sort of stuff you
might pick up when gossiping in
the taverns.

Languages (Int)
Slightly different from the other
skills in that you can choose it mul-
tiple times and each time adds
another language to your repertoire.
Common is known by most travel-
lers; other languages would be
racial tongues (Dwarvish, Elvish,
Goblin, Orcish, Giantish, Draconic
etc.), disused or Ancient tongue,
secret languages (Thieves tongue) or
the languages of individual nations.

Listen (Wis)
The character has an acute sense of
hearing and may have even trained
him or herself to specifically take
notice of certain sounds and noises.
For example, a musician can tell
different notes and pitches. Its main
use though is in detecting sounds
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like the footfall of an intruder about
to commit foul murder, or listening
at a door to conversation between
two people.

Literacy (Int)
Many people cannot read or write.
For game purposes, all characters
can read and write and therefore get
literacy for free, except barbarians
and giants. Anyone who is literate is
assumed to be able to read and
write all the languages that he
knows.

Notice (Wis)
This is a general awareness of ones
surroundings, things that appear
odd or out of place and so on. It is a
skill that you dont use as such; it
is constantly on. Whenever there is
a chance that you might have no-
ticed something unusual, you can
make a check to see whether you
notice it or not. If specifically look-
ing for something, you would use
search instead.

Perform (Cha)
This is the skill you need to enter-
tain, whether that is by playing an
instrument, singing, reciting poetry
or even dancing. You choose what
your style of performance is. Using
the perform skill successfully might
earn you food and lodging for a
night, might earn a few coins in the
marketplace or might even hold a
crowds attention as a distraction, if
needed for some reason.

Pick Lock (Dex)
You can use this skill to open any
sort of mechanical lock that would
normally require a key to open. This
ability usually requires a pin or
some other narrow tool. Only one
attempt is allowed if the check
fails, the lock has defeated the
character.

Pick Pocket (Dex)
This is the skill needed to remove
the contents of a pocket or a pouch
(or the whole pouch, or take some-
thing from a person, like a ring)
without being noticed. The level of
the targeted victim affects the
chance of success. The skill also
allows you to perform deft sleight of
hand tricks, like hiding a coin, per-
forming the pea under the beaker
trick and so on.

Ride (Dex)
Just about anyone can stay on a
horse, if it is just trotting along.
However, this is the skill to ride a
horse properly. It enables you to
perform jumps, break-neck chases
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35
and other skills on horseback. This
skill is needed to be able to fight
from horseback.

Search (Wis)
You can examine a specific area for
clues, evidence or other things like
catches on a hidden door or secret
compartments in chests and
drawers This skill does not general-
ly enable you to find
complex traps un-
less you are a thief.

Sense Motive
(Wis)
You can use this
skill to tell when
someone has an
agenda they are
hiding from you. It
is a combination of
their body lan-
guage, mannerisms
and speech pat-
terns that provide
tell-tale clues.

Stealth (Dex)
You use this skill to
be quiet and unno-
ticed when you
dont want to be
seen or heard. It is
the art of sneaking
up on someone, of
hiding in the shadows and of using
available cover to go unseen. You
receive positive modifiers in the
darkness or when there are things
to use as cover, but it is almost im-
possible on a clear day, in the open.

Swim (Str)
Using this skill, you are able to
cross rivers, remain above water or
swim around under water as need-
ed. In a strong current, there might
be higher penalties, as there would
be if you are carrying someone or
something heavy.

Track (Wis)
You can follow the trails and tracks
of people and animals across all
sorts of terrain following the signs
of their passage (not
simply boot marks,
but broken twigs,
hairs caught on
brambles and so
on).

Mbohvbhft Mbohvbhft Mbohvbhft Mbohvbhft
boe mjufsbdz boe mjufsbdz boe mjufsbdz boe mjufsbdz
All characters are
presumed to speak
Common. A charac-
ter with an
intelligence bonus
can also speak an-
other language for
every point of bo-
nus, so with a +3
intelligence modifier
he can speak an
additional three
languages. Others
must be chosen as
skills.

All characters are considered lit-
erate, except barbarians and Giant-
kin. If they want to read and write,
they need to choose literacy as one
of their class skills.
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36
DIBQUFS; 7
FRVJQNFOU


irst of all, you need to determine
how much money the characters
start with. In Tombs & Terrors,
gold is the standard currency;
called gold coins, gold pieces, gold
bits or simply gp. Gold crowns (gc)
are larger gold coins for big
transactions. Silver pieces (sp) are
used for smaller transactions.

10sp = 1gp
10gp = 1 gc

An average labourer can expect to
receive 2 gp a day for his hard
work. Therefore, every character
begins the game with a few gold
pieces with which to buy some stuff
that their character has at the start
of the game. It is assumed that they
begin with a set of clothing
appropriate to their class.



Class starting money table:
Class GP
Cleric 3D6x10
Fighter 3D8x10
Mage 2D4x10
Thief 2D6x10
Barbarian 1D8x10
Troubadour 4D4x10

Uif Uif Uif Uif frvjqnfou ubcmft frvjqnfou ubcmft frvjqnfou ubcmft frvjqnfou ubcmft

Its not possible to list everything
you could need in a game, so the
price lists are simply to give some
examples, so that you can work out
prices yourself of other items and
services you might want to include
in your games of Tombs & Terrors.
All prices mentioned are
changeable; anyone with skill in
Diplomacy can haggle the prices
down. In different locations or at
different times of the year prices
may vary. Local conditions may lead
to prices for some things to increase
but for other products to be
cheaper.

Fancier versions of the same items
will cost a lot more. Of the weapons,
swords in particular can be a lot
more expensive in much better
quality versions - up to five times
the price. Clothing can be up to
three or four times as much as
listed; for higher quality garments.
Where there is no weight for an
item, it simply means the weight is
negligible. Part plate & full plate is
available but generally only in large
cities.
F
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37

Weapons; Melee

Weapon Cost
(gp)
Damage Range* Wei ght
(l bs)
Enc
Axe, battle 10 1D8 - 7 3
Axe, hand 6 1D6 10 3 2
Axe, great 20 1D12 - 12 4
Club 2(sp) 1D6 10 3 2
Dagger 2 1D4 10 1 1
Fist - 1D2 - - -
Flail, light 8 1D8+1 - 6 3
Flail, heavy 15 1D10+1 - 10 4
Halberd 10 1D10 - 15 5
Hammer, Light 4 D4+1 20 2 2
Hammer, War 12 1D8 8 4
Mace, Light 10 1D6 - 6 3
Mace, Heavy 24 1D8 - 10 4
Morningstar 16 2D4 - 8 3
Rapier 20 1D6 - 3 1
Sap 1 1D3 - 1 1
Spear 6 1D6 20 4 3
Spear, long 10 1D8 - 9 4
Staff 1 1D6 - 4 4
Sword, bastard 50 1D10 - 10 4
Sword, broad 24 2D4 - 6 3
Sword, falchion 40 2D4 - 7 3
Sword, scimitar 30 1D8 - 4 3
Sword, short 20 1D6 - 3 2
Sword, long 30 1D8 - 4 3
Sword, Two handed 65 2D6 - 15 5

Weapons; Ranged

Weapon Cost
(gp)
Damage Range* Wei ght
(l bs)
Shots Enc
Arbalest 100 4D4 150 12 1/3 5
Arrows (20) 4 as bow as bow 3 - 4
Arrows (12) 3 as bow as bow 2 - 3
Bolts (12) 2 as x-bow as x-bow 1 - 2
Bow, Long 75 1D12 100 3 1 4
Bow, Short 30 1D8 60 2 1 3
Crossbow, Light 35 1D10 80 6 1/2 3
Crossbow, Heavy 50 2D6 120 9 1/3 4
Sling 1/2 1D6 50 - 1 1

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TOMBS & TERRORS



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Armour

Armour type Cost
(gp)
Armour Class Wei ght
(l bs.)
Enc
Padded gambeson 5 +1 10 2
Leather jerkin 8 +1 8 1
Leather coat 11 +2 15 2
Leather armour 15 +3 15 2
Studded leather 25 +3 20 2
Scale mail 50 +4 35 4
Mail byrnie (shirt) 100 +4 25 3
Mail hauberk (coat) 200 +5 40 4
Splint mail 350 +6 45 4
Part plate* 700 +7 50 4
Full plate* 1500 +8 60 4
Buckler 15 +1 5 1
Shield 10 +1 10 2
Large shield 20 +2 15 3

Clothes & accessories

Item Cost
gp
Wei ght
(l bs)
Enc
Backpack 5(sp) 2 1
Bedroll 1(sp) 5 2
Boots 2 4 -
Clerics vestments 10 8 2
Cloak 1 3 1
Cold weather outfit 8 7 2
Courtesans dress 15 5 1
Courtiers outfit 30 6 1
Mages robe 10 7 2
Monks habit 5(sp) 3 1
Nobles outfit 75 10 2
Peasants garb 2(sp) 2 1
Professionals outfit 4 4 1
Royal outfit 200 15 3
Skirt 3(sp) 2 -
Surcoat, knights 10 2 -
Travellers garb 1 5 1
Troubadours outfit 3 4 1
Tunic 4(sp) 2 -

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Horses, tack & livestock

Item Cost
(gp)
Item Cost
(gp)
Bit/bridle 2 Mule 10
Cow 10 Ox 12
Cart, farmers 25 Pig 10
Donkey 8 Pony 30
Feed/day 2(sp) Saddle 15
Harness 3 Saddle blanket 2(sp)
Horse, Destrier 400 Saddle bags 4
Horse, Nag 20 Sled 10
Horse, Riding 150 Hand Cart 15
Horse, Palfrey 75 Wagon 35

Goods & services

Item Cost
(gp)
Wei ght
(l bs)
Enc
Candles (8) 1 1 1
Chain, 10 2 4 2
Chest, with lock 10 25 4
Flask 2(sp) 1 1
Flint & steel 1 - -
Holy symbol, wood 1 1 1
Holy symbol, silver 25 2 1
Musical instrument 5 3 2
Pole, 10 2(sp) 8 3
Pot, iron for cooking 6(sp) 4 2
Parchment, per sheet 2(sp) - -
Rent, small room in city 10/month - -
Rent, shop in the city 30/month - -
Rope, 50 1 10 4
Tavern, tankard of ale 1(sp) 1 1
Tavern, food & bed 1 - -
Tavern, good food & good room 4 - -
Thieves Tools 25 1 1
Water or wine skin 4(sp) 4 2
Whetstone 1(sp) 1 1

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TOMBS & TERRORS



40
Fodvncsbodf Fodvncsbodf Fodvncsbodf Fodvncsbodf

There are several ways to deal with
what a character can carry before
he or she is weighed down with too
much stuff. One is to ignore set
rules altogether and just leave the
players and TM between them to
use judgement and common sense
to determine when a character is
getting ridiculously overloaded.

Most players are reasonable and if
their character has a sword, bow,
dagger, mail hauberk and clothing,
then they are quite happy. Anything
else they can put in their horses
saddlebags. Other players may need
the TM to intervene from time to
time, if using this approach.

The other method is to use the
weights and encumbrance values in
the equipment listings. This is how
you do it.

Determining Encumbrance
Each character has an encum-
brance rating (ER) of 10 + the
characters strength modifier, if
any. All items and equipment have
an encumbrance rating (enc.). For
many items, this rating is in the
equipment lists. Simply add up the
enc. value of all items carried by the
character. This is the characters
encumbrance rating. Dont count
clothes (hat, shirt, boots etc.) that
the character is wearing, but if he is
wearing a sword, that is counted.

There are five categories of encum-
brance; none, light, moderate,
heavy and overburdened. The fol-
lowing table indicates the amount
that can be carried and in which
category that level of encumbrance
falls.

Encumbrance
category

Enc
None 0 to 1xER
Light 1xER to
2xER
Moderate 2xER to
3xER
Heavy 3xER to
4xER
Overburdened 4xER to
5xER
Maximum 5xER

The enc. value of items is a rough
measure of the size, weight and how
cumbersome the object is. If you
need to determine the rough enc. of
other items, you can simply look at
the equipment lists for a similar ob-
ject and work it out from there. The
TM, as always, has the final word.

Effects of Encumbrance
There are penalties to lugging too
much stuff around and this comes
in the form of slower movement
rates and a reduced armour class.

The penalties are set out below:

Encumbrance
category

Penalties
None No effect
Light Reduce move by
1/4 and -1 to
armour class
Moderate Reduce move by
1/2 and 2 to
armour class
Heavy Reduce move by
3/4 and 4 to
armour class
Overburdened Move reduced to
1 foot and 8 to
armour class

Charlie O'Connor (order #5707465)







41
DIBQUFS; 8
QMBZJOH UIF HBNF


here are many situations dur-
ing the course of a game of
Tombs & Terrors where the
characters will want to do things
and there is a chance that they will
fail. The type of thing that we are
talking about here are things like
leafing through a set of old parch-
ments to find some inconsistencies
in the writing, a break-neck horse-
chase down a country lane, listen-
ing in on a conversation on the
other side of a closed door, leaping
across a wide chasm, sneaking up
behind an enemy to clobber him on
the back of his head, trying extract
some information from a taciturn
mercenary and so on.

Uif tztufn Uif tztufn Uif tztufn Uif tztufn

In these situations, an attribute
check is used to see whether the
action succeeds or fails. The attrib-
ute check is made by the player
rolling a D20 and adding the attrib-
ute modifier of one of the
characters six attributes. The at-
tribute used is the one most
appropriate to the action that is be-
ing attempted. Sometimes the
characters level is added to the die
roll too. If the total score exceeds
the target number, the character
succeeds.
Only those actions that have a sig-
nificant chance of failure need to be
resolved in this way. There are plen-
ty of things that characters should
do automatically, without needing
to resort to an attribute check.
Stopping to look up a rule or modi-
fier and rolling dice can disrupt the
narrative flow of the game and is
really to be avoided wherever prac-
tical or possible. But sometimes,
the dramatic tension can be height-
ened by judicious use of the
attribute check and a dice roll is
ideal in these situations.

The base target number
When it is clear that an attribute
check is needed, the TM must iden-
tify the attribute to be checked.
Sometimes the player might disa-
gree and, if they can put a
reasonable argument for why a dif-
ferent attribute should be checked,
this is perfectly acceptable. In the
case of class abilities and skills, the
attribute is listed in the class de-
scription or in the skill list. In the
case of saving throws, these are
usually self-evident and are set out
in more detail later.

The target number is determined
first of all by finding the base num-
ber. The base is always one of 12,
15 or 18. The actual number de-
pends on whether the attribute
being checked is the characters
primary, secondary or tertiary at-
tribute.

The challenge level
The next step is to determine the
T
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challenge level. If the action is being
taken against an opponent, then
the challenge level is simply the lev-
el of the opponent or the Hit Dice of
a monster. So if a character is
sneaking up on somebody, the chal-
lenge level would be the level of the
person being snuck up on. In other
situations where there is no oppo-
nent, the TM has to use a bit of
judgment as to the relative difficulty
of the task and apply his own chal-
lenge level. As a rule of thumb,
challenge levels of 0 to 5 is suitable
for easy tasks, 6 to 10 for moderate
tasks, and very difficult tasks are
rated 11 to 15. Truly awesome
tasks bring about a challenge rating
of over 15 but this should really be
reserved for only very spectacular
efforts. If in doubt, it is better to set
the challenge level lower rather
than higher as it is better for the
game to have player characters
succeed rather than fail.

Saving throws
Saving throws are similar to attrib-
ute checks, only they occur as a
result not of actions taken by the
character but as a result of actions
against the character or something
acting against the character, often
passively. So a saving throw is an
attribute check for the character to
avoid damage or some other harm-
ful effect, caused by specific
situations or effects.

A player making a saving throw for
his character rolls a D20 and adds
the appropriate attribute modifier,
in the usual way. The TM selects
the appropriate attribute using
common sense. For example, to
avoid a rock-fall, you need to have
sharp reflexes and so dexterity
would be used. To resist the worst
effects of alcohol or poison, consti-
tution should be checked. If the
attribute being checked is a primary
attribute the challenge base is 12. It
is 15 and 18 for secondary and ter-
tiary attributes respectively. To this
challenge base the TM adds modifi-
ers based on the situation, the level
of the NPC causing the saving
throw, the level of the trap or the
strength level of the poison.

When a saving throw is failed, the
character suffers some or all of the
effects. Some effects are described
in these rules, for example damage
taken from a fire is halved when the
saving throw succeeds. The TM
could say the same thing with a
rock-fall, after first determining the
level of the rock-fall in numbers of
D6 or d10, for example.

Dpncbu pwfswjfx Dpncbu pwfswjfx Dpncbu pwfswjfx Dpncbu pwfswjfx

Much of the excitement in playing
Tombs & Terrors occurs when some
form of combat takes place. Wheth-
er this is a tavern brawl amongst a
bunch of mercenaries just come
into the town, a jousting tourna-
ment between the local lord and a
foreign knight or a wagon train of
peddlers and merchants protecting
themselves against a violent tribe of
goblins and hobgoblins, combat is
often the climax of very many role-
playing sessions. Managing combat
is often a challenging affair as the
TM must not only know the rules
but must also know how to apply
the rules fluidly to maintain a sense
of excitement through description
and action.

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43
The combat rules in Tombs & Ter-
rors have been kept deliberately
simple. Much room for interpreta-
tion has been left to the TM, as
there cannot be rules for absolutely
everything that might happen in a
fight. The rules have been designed
to organize the action of the combat
to a certain degree but to allow the
narrative flow of the combat from
both players and TM to have an im-
portant role.

Basic outline of combat
rounds
Combat is broken down into seg-
ments called combat rounds. Each
combatant normally gets to act once
per round. Each participant acts
during a round in order established
by the roll of a D20 (plus or minus
modifiers). This is called initiative.
The character with the highest ini-
tiative acts first, and then each
character in turn performs an ac-
tion until the last character has
acted. Once all participants have
acted, the round is over and a new
round begins, with the character
that had the highest initiative from
the last round.

Dpncbu spvoe Dpncbu spvoe Dpncbu spvoe Dpncbu spvoe

One combat round is 10 seconds
long. During this round, all the
characters and non-player charac-
ters should get a chance to do
something. Generally only one ac-
tion is allowed, such as firing a
bow, punching someone or mount-
ing a horse. The types of actions are
discussed ahead.

It is important to remember that
each round is an abstract meas-
urement. The actions and activities
that occur in a round are not meant
to take place during specific seg-
ments of time, with the rest of that
time the character doing nothing at
all. The action is all happening to-
gether, with characters moving,
talking, yelling, reaching for their
weapons, jumping, cursing, dodg-
ing, stumbling, getting distracted,
looking out for friends, listening,
and so on. All this happens in a
round, in a fluid burst of activity
and should be narrated as such.

Surprise
Before combat begins, the TM de-
termines if one or the other party is
surprised. Surprise is a situation in
which the characters happen upon
their enemies and neither is aware
or expects the other. Surprise may
also occur where one party is delib-
erately trying to surprise the others
like in an ambush, for example.

Before any surprise roll is made,
The TM determines if surprise is
possible. A group that is aware of
anothers presence cannot be sur-
prised. If a party can be surprised,
a wisdom attribute check is made
by the individual in the group with
the best chance of succeeding at it,
or by each member of the group in-
dividually. If the check is
successful, that party or individual
is not surprised. Failure indicates
surprise.

When a party or individual is sur-
prised, their opponents
automatically gain the initiative for
the first round of combat. Once eve-
ry member of the party that gains
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44
the surprise has had a chance to
act, initiative is determined for the
second and subsequent rounds.

Initiative
An initiative roll determines the or-
der of action in a combat round.
Every combatant participating in
the fight rolls a D20 to determine
their initiative at the start of the
combat. Once this is determined,
the order stays that way throughout
the fight. Those with the highest
initiative get to do what they want
to do first and then the next highest
and so on. To the D20 roll, charac-
ters add their dexterity modifier and
their level (or HD). This is because
faster characters act more speedily
and more experienced characters
are able to weigh up a situation
quicker and act more decisively.
Sometimes the TM may want to
make a group initiative roll for non-
player characters, especially where
there are a lot of them, maybe only
making a separate one for the lead-
er or an important NPC.

Dpncbu bdujpot Dpncbu bdujpot Dpncbu bdujpot Dpncbu bdujpot

In a combat round, characters
could carry out a wide variety of
actions. Every possible thing they
could do can be categorized in one
of six types of action that may be
performed in combat that have a
chance of failure. The six possible
actions are attack, opportunity at-
tack, move, use an ability, re-focus
or a non-combat action.

Attack
A character is allowed one attack
each round unless they possess a
special ability allowing them to ex-
ceed the limitation, such as the
extra attack of the fighter character
class when they reach 10th level.
Attacks include melee attacks; ei-
ther armed or unarmed and ranged
attacks with throwing weapons or
already loaded crossbows.

Opportunity action
A character with a high initiative
can withhold his action to see what
happens around him before taking
his action at a later point in the
combat round. On his initiative, he
simply states that he is awaiting his
opportunity and does nothing else.
At any point from then until the end
of the round he can take his action
whenever he likes or whenever an
opportunity presents itself. He can-
not alter this at the end of the
round to re-focus instead. Once he
has declared he is awaiting an op-
portunity, he is preparing himself to
react and if an opportunity doesnt
arise to do anything, then he loses
his action for that round.

Move
If no other action is taken, a
character can move a distance
equal to their full movement rate.
Full movement also includes jogging
(twice normal move rate) and run-
ning (quadruple normal move rate).

Use an ability or skill
A character may perform a class
ability each round. Some abilities
take more than a round to com-
plete. An ability may involve
movement but in most cases
movement will not exceed the nor-
mal rate. Abilities are described
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45
more fully in the character class
section.

Re-focus
As long as the character does noth-
ing at all during the round, he may
re-roll his initiative at the beginning
of the next round and act according
to the new initiative roll if it is high-
er than the original, otherwise
reverting to the original.

Cast a spell
A spellcaster can cast a spell during
combat. The casting starts at the
beginning of the combat round,
with the spellcaster readying the
spell. On the casters initiative he
lets the spell go. If concentration is
broken before the spell is loosed (by
suffering damage, for example), the
spell is lost.

Turning Undead
Clerics can turn the undead caus-
ing them to back off, flee or become
destroyed. The cleric holds his reli-
gious symbol before him and
commands the undead to return to
the grave. He gets +1 to his turning
attempt for a silver symbol.

Clerics can attempt turnings once
per day at 1st level, plus their wis-
dom modifier. At 5th and 10th level
clerics gain one more turning at-
tempt per day. The undead to be
turned must be within 60 of the
cleric.

Make a charisma check as usual
(roll D20 and add the clerics level
and charisma modifier). The CR is
modified by the HD of the undead
to be turned. Exceeding the CR can
have improved results as set out in
the table:

Turning results table:

Result Effect
Below CR No effect on undead
0 to +6 Undead held back 60 as
long as cleric holds forth
his symbol
+7 to +12 Undead flee for 2D6
rounds
+13 or more Undead are destroyed

For example, there are 4 skeletons
(1HD) and a ghoul (2HD) attacking
the group. On his initiative, the
clerics player rolls 13, adds +1 for
1st level and +1 for charisma and
+1 for a silver symbol, making 16 in
all. The CR for the skeletons is 16
(15 for his charisma being a sec-
ondary attribute + 1HD for the
skeletons). He can hold them back
60. The ghoul is CR 17 so that is
not affected by the clerics faith.

Non-combat action
These are things that a character
might do that could have a bearing
on the combat but are otherwise
not really combat orientated nor do
they involve the use of an ability.
The action could be as simple as re-
loading a crossbow, standing still,
talking, picking something up,
watching and waiting or opening a
door. Such actions typically have no
chance of failure, but they do take
time. No matter the type of action
attempted, it is up to the TM to de-
cide how long any action takes and
whether it can be completed in a
single round.

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Movement in the combat
round
Once initiative or surprise is deter-
mined, each combatant is allowed
an action. One of the allowed ac-
tions is movement. Most characters
and other people have a standard
move rate of 30 feet. Some classes
can move further than this at high-
er levels with their class abilities.
Movement, like the combat round is
an abstraction. It is a matter of es-
tablishing the distance that can be
moved in a given period of time.
Movement can be in a straight line,
a curve, around a corner or twists
and turns. Movement can be in-
creased by dashing (double the
movement rate), or running (quad-
ruple the movement rate).

An attacker can move up to half
their movement rate and attack. No
attack is allowed if a character ex-
ceeds half his or her movement
rate. The exception is when a
charge is attempted. Charging al-
lows for an attack at the end of the
full move, but there are special
rules for charging too. The TM can
decide to reduce movement rates
due to terrain, obstacles, injuries or
other circumstances. Generally,
movement rates should not be re-
duced by more than three quarters.
The TM should always allow at least
a 5-foot movement in a combat
round, unless the character is re-
strained or otherwise unable to
move.

Charging
Charging is a way of trying to im-
prove the effect of any melee or
unarmed attack on the target. A
successful charge attack inflicts a
+2 bonus to the damage inflicted on
a successful attack. However, it
opens the character up to being hit
easier and therefore it also causes a
2 penalty on his defence bonus for
all attacks in the round. The charge
must be announced prior to the
character moving.

When charging, the character is
considered to be dashing or run-
ning. The character must minimally
move the full distance of their
movement rate (normally 30 feet)
and the charge must be in a
straight line to the target.

Melee combat
Melee occurs when two or more
people engage in hand-to-hand
combat and are wielding weapons of
some kind. The attacker rolls a D20
and adds his basic to hit bonus
(from his class and level) plus any
strength modifier. If the total is
greater than or equal to the defend-
ers armour class, the attacker has
hit the defender and inflicts damage
as determined by the type of weap-
on being used. Unarmed combat is
considered melee combat too, but is
detailed below.

A melee attack, just like all move-
ment and other stuff that goes on in
a combat round is an abstraction.
Though the character usually only
makes one melee attack in a round,
it should not be considered only one
swing or stab of his weapon. A me-
lee attack consists of a series of
thrusts, parries, attempted attacks,
feints, backing off, advances and so
on, that sometimes results in dam-
age to the defender. The damage
from the blow could actually be
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47
seen as a series of nicks and cuts,
bruising or even fatigue.

Ranged combat
When your character fires a bow,
sling or crossbow (or throws an axe
or some other weapon) at another,
the ranged combat rules apply.
Dexterity is the attribute that modi-
fies a ranged attack to hit roll. If the
total of the D20 roll plus the char-
acters basic to hit bonus and
dexterity modifier is greater than or
equal to the defenders armour
class, the attacker has successfully
hit the defender and inflicts damage
as determined by the bow or other
weapon used.

Thrown weapons
Thrown weapons include knives,
hand axes, light hammers and
spears. The strength bonus to dam-
age is included on all successful
hits with thrown weapons, but not
with firearms.

Range increments
Ranged weapons have range incre-
ments and they have a maximum
effective distance equal to three
times the listed range increment, as
set out in the equipment (weapons)
table. The listed range increment is
considered to be close range. Weap-
ons fired or thrown at up to this
range are used without a range
penalty to the to hit attack roll. At
beyond close range and up to twice
that range, is considered medium
range and beyond that and up to
three times the close range is
counted as long range. Medium
range attracts a -2 penalty on to hit
attack rolls and long range attracts
a -6 penalty.
Unarmed combat
Brawling is melee combat where no
weapons are being used, i.e. un-
armed combat. In most cases, the
success of these attacks is deter-
mined as normal with a D20 roll
and by adding the characters to hit
bonus and strength modifiers. If the
total is equal to or higher than the
defenders armour class, the attack-
er has successfully hit the defender
and inflicts damage as determined
by the class ability.

There are also special unarmed at-
tacks of an entirely different nature
and effect, such as grappling,
pummelling, and overbearing. Each
type follows the same basic princi-
ple but with different modifications
to the to hit roll and to the dam-
age inflicted. For example,
characters that wish to punch or
kick and are not trained are in ef-
fect attempting a pummelling
attack.

Grappling
This type of attack involves grab-
bing and holding a defender, like
wrestling or in a bear-hug. Grap-
pling is directed at holding an
opponent and subduing them. The
attacker rolls a D20 as normal, and
adds strength and basic to hit bo-
nus modifiers. The opponents
armour class is increased (or re-
duced) for grappling attacks by his
strength modifier (if he has one). If
the resulting armour class of the
opponent is equalled or beaten by
the total roll plus modifiers of the
attacker, then he has successfully
grappled his opponent. The defend-
er is held and cannot act except to
attempt to break free. The defender
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can break free by making his own
grappling attack.

Pummelling
This involves the use of fists, feet,
knees and elbows to inflict damage
on an opponent, with the intention
of knocking them out or otherwise
incapacitating them. As usual the
attacker rolls D20 to hit adding,
strength and to hit modifiers. If the
total exceeds the defenders armour
class, the pummelling inflicts d2 hit
points of subdual damage. Damage
is modified by strength.

Overbearing
This type of attack is used to knock
an opponent down. This tactic is
used in wrestling and other types of
hand-to-hand combat as well as
when an animal charges into some-
body. As usual, the attacker rolls
D20 and adds appropriate modifi-
ers. If a hit is successful, the
defender gets to make a strength
saving throw to remain on his feet.
If not successful, he is knocked
prone for the remainder of the
round. In addition, the defender
takes D2 points of subdual damage.
An attacker making an overbearing
attack is at 2 to his armour class
for the combat round as he is more
exposed than usual.

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Situational modifiers are nebulous
and, for the most part, those that
the TM deems appropriate. There
are often situations that crop up
where it is impossible to set a rule
or the rules would be unwieldy. In
these circumstances, the TM must
use reason, common sense or nar-
rative development to determine
what modifier should be applied the
to hit roll. It is even possible to
ask the players what modifier they
think might be appropriate in the
circumstances and to explain their
reasoning for it. It depends on your
group though, how often you use
this approach.

In general, combat to hit modifiers
can be broken down into three cat-
egories: easy, difficult and heroic.
For tasks that are easy, up to a +/-
5 modifier could be applied. Diffi-
cult tasks would range from +/-6 to
10 and heroic would range from +/-
11 and higher.

Some situational modifiers can be
applied with regularity as they can
occur quite frequently. These are
listed below and can be used as a
guide to help in making decisions
about other unusual situations.
Concealment includes those cir-
cumstances where nothing
physically blocks the attack but
there is something that interferes
with the attackers view and/or ac-
curacy. The modifiers are
cumulative. In all instances, the
attacker must know of the defend-
ers presence, even if the exact
location is not known. The TM
should add to the list as new situa-
tions crop up, to maintain
consistency in the game.

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Situational modifier table


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Armour class is representative of
the type of armour the defender is
wearing as well as his ability to
avoid being hit in combat. It results
from a combination of agile avoid-
ance of incoming attacks or even an
ability to absorb the shock of a
damaging blow, or to roll with it.
Armour class begins at 10 for all
characters. A person with an aver-
age dexterity and wearing no
armour is automatically armour
class 10. Armour class can increase
through a high dexterity and
through buying better armour. Ar-
mour class modifiers are detailed
below.

Shields
Each type of shield adds +1 or +2 to
armour class whilst being used.
The shield size determines how
many opponents the +1 modifier
applies against. Bucklers are useful
only against one opponent. Small
shields against two and large
shields are useful against up to
three opponents. Shields are no use
against attacks from behind.

Dexterity
Dexterity modifies a characters
armour class if that character can
physically react to the attack.
Characters lose their dexterity mod-
ifier when they are surprised,
unaware of an attacker or when
they are restrained or otherwise
rendered immobile. Dexterity does
not apply when attacked from the
rear, unless the character knows
the attacker is there and about to
attack him.

Armour
Metal armour provides better pro-
tection than lighter armour, such as
leather or padded cloth. The better
the armour protection, the higher
the armour class modifier. Plate
armour provides the best protec-
tion, but this isnt generally
available to characters until they
have been adventuring for a while
as it is very costly.

Cover
Cover confers an armour class bo-
nus as follows:



Si tuat i on Modi fi er
Defender prone or blind +5
Defender prone & defence-
less
+10
Defender at lower elevation +1
Defender stunned or cow-
ering
+2
Defender invisible or at-
tacker blinded
-10
Melee attack from mount
or unstable platform
-2
Ranged attack from mount
or unstable platform
-4
Defender 1/4 concealed*
(light fog or smoke)
-2
Defender 1/2 concealed*
(dense fog or smoke)
-4
Defender 3/4 concealed*
(near darkness)
-6
Defender completely con-
cealed (total darkness)
-10

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Type of cover
Armour class
bonus
1/4 cover +2
1/2 cover +4
3/4 cover +6
full cover +10

Although cover is used primarily
against ranged weapons and thrown
spears, knives and so on, it can oc-
casionally be used in melee combat.
In some cases, the TM may rule
that the character seeking cover
may not attack.

Situation and circumstance: There
may be occasions when the TM feels
that an armour class adjustment is
appropriate. When applying addi-
tional modifiers, common sense and
fairness must be exercised. If in
doubt, err in favour of the player
characters.

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Characters can attempt all sorts of
additional actions in combat other
than just shooting their missile
weapons or attacking and so on.
There cannot be rules for everything
that a character will do, but a TM
can make judgements based on
some of the manoeuvres set out be-
low and what seems reasonable in
the circumstances.

Dodge
The character sacrifices his normal
action to use his best means to
dodge up to three attacks in that
combat round. It can be used
against only those attackers that
the character is facing and aware
of. The character gains +2 to his
armour class while dodging. A
dodge can be declared at any time
in the combat round as long as the
character hasnt taken any other
action.

Disengage
Disengaging is an attempt to get out
of a hand-to-hand combat situa-
tion. This is dangerous as it exposes
the character to attacks. If disen-
gaging a character can take no
other action. He may move as far as
possible away from his enemy, but
suffers a 2 to his armour class and
the opponent gets a free attack as
the character tries to get away. The
armour class adjustment applies to
all attempts against the character
in the round, ranged or melee.

Disarm
A fighter, cleric, barbarian or thief
can attempt to disarm an opponent
in melee combat. The attacker must
successfully hit an armour class of
18 plus the level of the defender to
successfully disarm them. For ex-
ample, a fighter would need to hit
an armour class equivalent of 23 to
disarm a 5th level character. The
defender can add his dexterity bo-
nus (if any) to his effective armour
class.

Evade
This is a desperate attempt to get
out of the way of an attack. This
allows a one-off defence bonus
against one opponent of +4.

Flank attack
This is a side attack that is not di-
rectly behind the defender. This
confers a bonus of +1 to hit, as it is
harder to defend against.
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Rear attack
Attacking from be-
hind give the
attacker a +2 bonus
to hit; either with
melee weapons or
with bows.

Two-Weapon
fighting
Characters can at-
tempt to fight with
two weapons, such
as a sword in one hand and a dag-
ger in another. This is not a
common fighting style at this time,
but it is an option. This is very diffi-
cult. When using two weapons, the
character must state which is his
primary hand, meaning that the
other is referred to as his off-hand.

The character is able to use both
weapons in a round, but the attack
with the primary hand is at -3 to hit
and the attack with the off-hand is
at -6 to hit. The characters dexteri-
ty modifier affects these attacks,
but strength will only be used to
determine damage (for melee at-
tacks). This can be used with the
fighters combat dominance and
extra attacks.

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Hit points represent the amount of
damage, physical and mental, that
a character or non-player character
can take before passing out or dy-
ing. A characters hit points are a
mere abstraction. It is generally a
representation of the overall health
of the individual. The higher the hit
points, the healthier the character
is.

Hit points are determined by the
characters hit die and level. The
character class tells you the type of
die to use to determine how many
hit points a character has. At each
level, the hit die type is rolled and
added to the previous total. The
constitution modifier is added to or
subtracted from the die roll. At 1st
level, characters automatically
begin with the maximum hit points
for their class. At 11th level, all
classes simply acquire hit points at
a specified rate without a die roll.
Constitution modifiers are applied
to this. In all cases, characters gain
at least 1 hit point at each level.

Hit points can be reduced by weap-
ons, exhaustion, poisons, fire and
other things. These are covered in
greater detail in the following sec-
tion. Once damage has been taken,
healing is needed for hit points to
be restored. Hit points can never
exceed the level they were at before
taking the damage.



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Healing
In general, hit points heal at a rate
of one point per day as long as the
character is resting, well fed, kept
warm and comfortable and the
wounds have been cleaned and
tended to. After seven days, the rate
of healing speeds up to include the
characters constitution bonus, if
any (but not penalty). After 14 days
the rate of healing doubles and after
thirty days, it triples. Rates of heal-
ing can be improved by medicines,
diet, and level of care or other fac-
tors that the TM deems applicable.

Falling to 0 hit points
In general, when 0 hit points is
reached, the character passes out.
The character is not dead, but in-
capable of acting due to blood loss
and damage. The character will re-
cover consciousness after 1D6
hours after which, they can move at
half their normal move rate but
cannot participate in combat or
take any other strenuous action.

Falling below 0 hit points
When a character falls below 0 hit
points, the character is severely
wounded and loses 1 hit point per
combat round from blood loss after
the round in which he or she was
damaged. The character requires
immediate medical attention and
provided aid is administered before
the damage reaches 10, the char-
acter is stabilized. Once stabilized,
the character stops losing hit points
but then requires 24 hours of bed
rest and the attention of a doctor
before the actual healing process
can begin. With appropriate rest
and medical attention, the charac-
ter will recover back to 0 hit points
after 24 hours. Then he begins to
recover in accordance with the rules
for falling to 0 hit points, above.

Dying
A character that reaches -10 hit
points is dead through trauma and
blood loss. The character is then
buried at the local graveyard, at his
family crypt or in a burial pit. It is
then time for the player to create
another character. Hopefully this
wont happen too often.

Damage
When characters successfully hit
their opponents they cause them
damage, which comes directly from
the foes hit points. When characters
are themselves struck in combat,
the damage caused to them comes
of their own hit points. The damage
caused depends upon the type of
weapon used and this is detailed in
the equipment section of these
rules. The damage is applied imme-
diately. For some characters, the
damage from a weapon will be
enough to kill straight away but for
others the same amount of damage
might leave them with plenty of hit
points remaining, especially where
one character is of a higher level
than another.

Weapon damage
The amount of damage inflicted is
determined by the weapon being
used and can be seen of the equip-
ment (weapons) table. Damage from
melee weapons is adjusted by the
strength modifier of the character
using the weapon. Some animals
use their claws, hooves, horns and
teeth to cause damage. The amount
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of damage is listed in the Monsters
& Treasure chapter.

Subdual damage
Subdual damage is not usually fa-
tal. It represents the bludgeoning
damage that a person might receive
when struck in a fistfight or a
brawl, rather than the type of dam-
age knives, swords and arrows
might cause. It probably hurts and
may knock a person out but only
sometimes draws blood and usually
heals quite quickly.

Fists, feet and some of the impro-
vised weapons cause subdual
damage.

An attacker can use weapons (apart
from bows and crossbows) to deliver
subdual damage rather than regu-
lar damage. This would be where
the blunt end of the spear, a club or
a quarterstaff is being used. In this
case, the damage is rolled for nor-
mally but applied as subdual
damage rather than normal dam-
age. For every 5 points of subdual
damage caused though, 1 point is
always regular damage.

Subdual damage heals faster than
normal damage, as it is not normal-
ly fatal. It heals at a rate of 1 hit
point per 10 minutes. At a TMs dis-
cretion, a character who takes
enough subdual damage to reach
10 hit points has taken so much
punishment to cause damage to
their internal organs, resulting in
death. If not, they still require 24
hours of bed rest and do not begin
healing until they regain con-
sciousness.

Falling damage
When a character falls from a
height of 5 feet or more, he suffers
falling damage (or more specifically
hitting the ground hard damage).
Falling from heights can be particu-
larly deadly.

If a character falls from a height of
6 to 10 feet, he needs to make a
dexterity check. If the check is suc-
cessful, the character lands safely.
If the check fails, the character suf-
fers 1D6 points of damage. From
heights of greater than 10 feet,
damage is 1D6 extra per 10 feet
fallen. The damage for each 10 feet
fallen is cumulative. For example, if
a character falls 18 feet, he takes
1D6 for the first 10 feet and 2D6 for
the second 10 feet, for a total dam-
age of 3D6. If a character falls from
a height of 45 feet, he takes 1D6 for
the first 10 feet, 2D6 for the next,
3D6 for the next and 4D6 for the
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last 10 feet, for a total damage of
10D6.

Drowning damage
When a character is in water and
fails a swim check, he can hold his
breath for a number of rounds
equal to his constitution. After that
time, if he fails another swim check
to get his head above water, he
starts to drown. Damage is 1D6 hit
points per round under the water
and is considered subdual damage.
If the character reaches -10 then he
has drowned.

Infection
Every wound
a character
receives that
is the maxi-
mum for that
type of weap-
on, (e.g. a
natural 4 re-
ceived from a
dagger) has a
chance of in-
fection. Make
a constitution
saving roll,
with a chal-
lenge rating based on the amount of
damage received less 6. So, with the
dagger, the modifier will be -4 (as-
suming no damage bonus from a
high strength) +6, = +2.

If infection sets in, the day following
receiving the wound, the character
immediately gets a fever and loses 3
from all attributes. He needs
warmth, bed rest, plenty of liquids,
clean bandages and constant atten-
tion. Without these things he or she
is likely to die. At the end of each
day, make a further constitution
saving throw (based on the reduced
score). For each one of the above
requirements he or she is receiving,
he gets a positive modifier to the
check. So, for example if he is being
well cared for with every possible
convenience, he gets +5 to his roll.
The presence of a cleric or healer,
especially one of high level, will add
to his or her chances of surviving
the infection.

For a success, he has thrown off the
fever. Improve all attributes by 1.
Thereafter,
his attributes
will increase
by 1 each day
until the fever
is gone. Then
the wound
will begin to
heal, in ac-
cordance with
the healing
rules.

For a failure,
attributes fall
by 1 and the
fever is wors-
ening. The
next day, he can get another attrib-
ute check and so on. If a physical
attribute (strength, constitution,
dexterity) falls to 0, the character
will die. If a mental attribute falls to
0, (Intelligence, Wisdom or Charis-
ma) the character will go mad.

Stunning
A character will suffer a potential
stun if a hit exceeds his constitu-
tion attribute. First of all, make a
constitution saving throw (add level)
to avoid being stunned. Failure
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means the character is knocked
over and stunned for D6 rounds.

Fumbles
These occur in combat when a nat-
ural 1 is rolled on the D20. If this
happens, you automatically miss
the target and need to roll the dice
again. To avoid a mishap, you need
to roll an 8 or higher. Add your dex-
terity modifier and level to the roll.
Another 1 is always a fumble. If the
result is a fumble, consult the table
below:

Fumble results table:

Critical hits
A critical hit is a hit that strikes a
vital area of the targets body. This
results in additional damage over
and above that of the normal dice
roll made for damage. Critical hits
potentially occur on a natural roll of
20. That is to say, when rolling to
hit, the die itself comes up with a
20 on its face. If this happens the
player rolls the die again. If the re-
sult of the second roll is a hit, then
a critical hit results. If the second
die roll results in a miss, then dam-
age is simply the maximum for the
weapon.

Critical hits result in the damage
caused being the maximum for the
weapon and the critical hit will also
cause an extra effect, which is de-
termined from a further D20 roll on
the Critical Hit table, below. Note
that because damage from critical
hits is automatically the maximum
for the weapon, the wound is also
potentially infected too.

D20
Roll
Effect of fumble
1-4 You drop your weapon. It is
near enough to retrieve.
5-7 Your weapon breaks. It is no
longer useable.
8-12 You stumble and are at -1
to your armour class until
your next initiative round.
13-14 You slide and are at 2 to
your armour class until
your next initiative round.
15-16 You slip and fall over.
17-18 Your weapon flies out of
your hand, landing 20
away.
19 If you are within 5 of a col-
league, you knock into him
or her, putting them off
their next attack. If not, you
stumble. Refer to the result
for 8-12 above.
20 If you are within 5 of a col-
league, you could actually
hit him or her. Roll to hit
and damage as normal.
Otherwise drop weapon as
in 1-4 above.
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Critical hit table


D20
Rol l

Effect of cri tical hi t
1 Hand hit, finger broken. Drop anything in hand. Cannot use for 2 weeks.
2 Hand hit. D4 fingers sliced off. Dexterity reduced by 1 per finger lost.
3 Arm hit, and broken. Drop anything in that hand. Cannot use for 4 weeks.
4 Arm hit, artery severed. Drop anything in that hand. Lose 1 hit point per
round until staunched, with a heal check.
5 Leg hit and broken. Drop to the ground and cant for 4 weeks. Reduce
move rate by 5 permanently.
6 Leg hit and artery severed. Drop to floor and unable to move until
staunched with a heal check.
7 Body hit, ribs broken and knocked out. - 4 attack penalty, reducing to -3
the next week and so on until recovered. Any armour worn is damaged
and needs repairing at 25% of the full cost of the armour.
8 Body hit, bleeding internally, -1 hit point per round until tended to, with a
heal check. Any armour is damaged and will cost 25% of the full cost of
the armour to repair.
9 Body hit, serious internal injuries. -2 hit points per round until staunched
with a heal check at -2. Constitution reduced by 1 permanently. Any ar-
mour worn is destroyed.
10 Spine damaged, knocked to the ground. Cannot walk until healed (4
weeks). - 1 strength, permanently. Armour is damaged costing 25% of full
cost to repair.
11 Groin hit. The pain is such that you can do nothing for an hour. You wont
be having (more) children.
12 Internal organs ruptured and blood pouring out of stomach wound.
Knocked to ground and cannot do anything. Suffer 3 points of damage per
round until attended to. Armour suffers severe damage and is beyond re-
pair.
13 Head hit. Will result in a nasty scar. -1 charisma, permanently.
14 Head hit. Addled your brain a bit. -1 intelligence, permanently.
15 Head hit. Lose sight in one eye. -2 on any future notice or search checks.
16 Head hit. Lose hearing in one ear. -2 on any future listen checks.
17 Head hit. Knocked completely senseless. It will take a full day to come
around. -1 intelligence permanently and suffer forgetfulness. -1 wisdom,
permanently.
18 Head hit. Skull cracked and knocked to the ground. Bleeding badly. Lose
1 hit point per round until attended to.
19 Head hit. Loosens quite a few teeth. -1 to any persuasion related checks,
permanently.
20 Killed outright in a completely nasty way -heart pierced, neck severed,
guts sliced open, brain bashed in, etc.

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It helps greatly if all of the players
know how combat works, but it is
not strictly necessary for them to.
The TM does need to have a clear
understanding of the rules though
and a good judgement for those oc-
casions (and there will be lots of
them) where the rules dont cover a
specific point.

Combat is some-
thing that occurs in
Tombs & Terrors
quite frequently.
You would feel
short-changed if
you watched a
western movie and
there wasnt a sin-
gle gunfight or
saloon brawl in it,
or a space opera
movie without a
spaceship battle.
You might have
several game ses-
sions where combat
doesnt occur and
that can be fun,
but most of the
time you want to
have a good old
scrap that could result in injury or
possibly death.

Whilst it is incumbent upon the TM
to set things up so that the players
can have fun, the players them-
selves should also share in this
responsibility. The rules are not
there to get in the way of a good
story and so the TM must engage
the players and the players
(through their characters) should
likewise maintain a sense of drama
and try not to get too bogged down
in the nitty-gritty.

There are several ways to engage
the players and keep up the sense
of drama and excitement. You can
use ideas gleaned from movies, fic-
tion and even historical records to
give the combat a sense of danger
and action. You can even allow the
players to take over some of the de-
scription of what happens, if this
doesnt overstep the
success or other-
wise of their die
rolls. If the players
start describing
things, then it
means they are in-
volved in what is
going on. If the
players are describ-
ing parts of the
action that relate to
their own charac-
ters, that means
less work for the
TM and more time
to consider what
happens next as a
result. If a player
describes his in-
tended action with
a sense of style,
drama and within the tone of the
game you are playing, the TM could
even consider giving a bonus to the
dice roll for whatever action the
character is attempting.

Running a combat in a narrative
fashion can be tricky at times but it
is fun. Engaging the players and
keeping their attention is one of the
most rewarding experiences a TM
can have.
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58
DIBQUFS; 9
NBHJD


This chapter is all about magic in
the world of Tombs & Terrors. To
start there are spell lists for each
magic-using class (Clerics, Mages
and Troubadours), followed by de-
scriptions of those spells. Then
there are details of various magic
items that characters can find in
hidden caches or that powerful
mages can create for themselves.

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Cleric spell list

Level 0
1. Cure Minor Wounds
2. Detect Magic
3. Detect Poison
4. Light
5. Read Magic
6. Purify Food & Drink

Level 1
1. Bless Water
2. Command
3. Cure Light Wounds
4. Detect Evil
5. Hide from Undead
6. Sanctuary


Level 2
1. Bless
2. Cure Moderate Wounds
3. Delay Poison
4. Hold Person
5. Silence
6. Speak with Dead

Level 3
1. Continual Light
2. Cure Disease
3. Cure Serious Wounds
4. Dispel Magic
5. Locate Object
6. Remove Curse

Level 4
1. Blessed weapon
2. Circle of Protection
3. Cure Critical Wounds
4. Divine Power
5. Neutralize Poison
6. Sticks to Snakes

Level 5
1. Commune
2. Dispel Evil
3. Flame Strike
4. Greater Command
5. Insect Plague
6. Raise Dead

Mage spell list

Level 0
1. Dancing Lights
2. Detect Magic
3. Disrupt Undead
4. Light
5. Mage Hand
6. Mending
7. Read Languages
8. Read Magic
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59
Level 1
1. Alarm
2. Charm Person
3. Hold Portal
4. Identify
5. Magic Missile
6. Protection from Magic
7. Sleep
8. Summon Demon I

Level 2
1. Continual Light
2. Detect Invisibility
3. Invisibility
4. Knock
5. Levitate
6. Locate Object
7. Web
8. Wizard Lock

Level 3
1. Dispel Magic
2. Fireball
3. Fly
4. Hold Person
5. Invisibility, 10 radius
6. Lightning Bolt
7. Protection from Missiles
8. Water Breathing
9. Summon Demon II

Level 4
1. Charm monster
2. Confusion
3. Dimension Door
4. Globe of Invulnerability
5. Massmorph
6. Polymorph
7. Summon Demon III
8. Wall of Fire or Ice
9. Wizard Eye

Level 5
1. Animate Dead
2. Cloudkill
3. Conjure Elemental
4. Hold Monster
5. Passwall
6. Telekinesis
7. Teleport
8. Transform Rock to Mud
9. Wall of Stone or Iron
10. Summon Demon IV

Level 6
1. Anti-Magic Shell
2. Create Undead
3. Control Weather
4. Death Spell
5. Disintegrate
6. Invisible Stalker
7. Move Earth
8. Move Water
9. Project Image
10. Transform Stone to Flesh


Troubadour spell list

Level 0
1. Dancing Lights
2. Detect Magic
3. Ghost Sound
4. Lullaby
5. Read Languages
6. Read Magic

Level 1
1. Charm Person
2. Disguise Self
3. Hypnotism
4. Silent Image
5. Sleep
6. Ventriloquism

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Level 2
1. Enthrall
2. Heroism
3. Hold Person
4. Locate Object
5. Minor Image
6. Mirror Image

Level 3
1. Charm Monster
2. Confusion
3. Crushing Despair
4. Deep Slumber
5. Dispel Magic
6. Major Image

Level 4
1. Break Enchantment
2. Dimension Door
3. Dominate Person
4. Hallucinatory Terrain
5. Hold Monster
6. Shout


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Here are all the spells of clerics,
mages and troubadours set out in
alphabetical order. Descriptions in-
clude the spell level and spellcaster
class, the range and duration. Oth-
er information, such as damage or
numbers affected is set out in the
description.

Alarm
Spell level: M1
Range: 20 radius
Duration: 2 hours/level
Alarm sounds a mental or audible
alarm each time a creature enters
the warded area. A password can be
set so that friends entering do not
trigger the alarm.
Animate Dead
Spell level: M5
Range: TMs discretion
Duration: Permanent
This spell animates dead bodies in-
to skeletons & zombies. 3D6 (3-18)
undead are thus created, +1D6 per
level of caster over 9th level.

Anti-Magic Shell
Spell level: M6
Range: Caster
Duration: 2 hours
The mage creates an invisible bub-
ble of force around him that is
impenetrable to magic. Spells or
other magic effects cannot pass into
or out of the shell.

Bless
Spell level: C2
Range: All within 20 of caster
Duration: 1 hour
The recipients gain +1 to hit, to ar-
mour class and to all saves for the
duration.

Bless Water
Spell level: C1
Range: Touch, 1 flask
Duration: 1 day
A flask of ordinary water is blessed
so that it will cause harm to undead
and demonic creatures. Damage
from the water is 1D8 + the clerics
level if it hits the target.

Blessed Weapon
Spell level: C4
Range: Touch, 1 weapon
Duration: 1 hour
Any ordinary weapon can be given a
blessing, conferring a +1 bonus to
hit and damage. Against undead
creatures and demons, it will cause
an additional 2D6 damage if it hits.

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Break Enchantment
Spell level: T4
Range: 30
Duration: Instant
The spell frees the victim from en-
chantments, transformations and
curses.

Charm Monster
Spell level: M4, T3
Range: 60
Duration: Until dispelled
The spell operates like Charm Per-
son, only it can work on any non-
humanoid.

Charm Person
Spell level: M1, T1
Range: 120
Duration: Until dispelled
The spell affects humans, goblins,
orcs and similar human-like crea-
tures. If the spell succeeds (a save
is allowed), the creature or person
is bespelled and carries out the
casters instructions.

Circle of Protection
Spell level:
Range: 20 radius around caster
Duration: 1 hour
This spell creates a warded area
that prevents undead and demons
from crossing.

Cloudkill
Spell level: M5
Range: 20+
Duration: 1 Hour
The caster creates a 15 radius
cloud of poisonous vapours from
thin air, 20 away from himself. The
cloud moves away from the caster
slowly (10 per minute) killing any-
thing of 5HD or less caught up in it
and causing other creatures to
make their poison save or die.

Command
Spell level: C1
Range: 30
Duration: 1 round
You give the target a single (one
word) command and it has to obey
it to the best of its ability, if it fails
to save.

Commune
Spell level: C5
Range: Caster
Duration: 3 questions
The caster seeks and receives the
answers from his deity (the TM) to
up to three questions.

Confusion
Spell level: M4
Range: 120
Duration: 2 hours
This spell affects 2D6 creatures,
plus 1 for every caster level above
7th. Creatures of 3HD or fewer are
automatically affected by the spell.
Creatures of 4HD or more must
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make a save or become confused for
the duration of the spell. Roll 1D20:
1-2 = they attack the caster and his
allies, 3-8 = they stand baffled and
inactive, 9-14 = they mill around
bumping into things generally mov-
ing away, 15-20 = they attack each
other.

Conjure Elemental
Spell level: M5
Range: 240
Duration: Until dispelled
The caster summons a 16HD ele-
mental (any kind) and binds it to
his control. The caster must con-
centrate to ensure the elemental
continues to obey his will.

Continual Light
Spell level: C3, M2
Range: Touch
Duration: Permanent
The caster touches an object which
emits light equivalent to a torch.

Control Weather
Spell level: M6
Range: TMs discretion
Duration: TMs discretion
The caster can summon up winds,
rain, hail, snow, sunshine, breeze,
hot, cold, tornadoes and thunder.

Create Undead
Spell level: M6
Range: 120
Duration: Instant
This spell allows the caster to bring
forth and command more powerful
undead than animate dead. Ghouls
(D6), wights (D3), wraiths (D2) or
liches (1) can be summoned up.
This spell can only be cast at night.

Crushing Despair
Spell level: T3
Range: 30
Duration: 1 min/level
An invisible cone of despair causes
great sadness in the subjects. Each
affected creature suffers a -2 penal-
ty on all checks and weapon
damage rolls.

Cure Critical Wounds
Spell level: C4
Range: Touch
Duration: Instant
The spell cures 4D8 of damage, +1
point per level of caster.

Cure Disease
Spell level: C3
Range: Touch
Duration: Instant
The spell cures all diseases afflict-
ing the subject.

Cure Light Wounds
Spell level: C1
Range: Touch
Duration: Instant
The spell cures 1D8 of damage, +1
point per level of caster.

Cure Minor Wounds
Spell level: C0
Range: Touch
Duration: Instant
The spell cures 1 point of damage.

Cure Moderate Wounds
Spell level: C2
Range: Touch
Duration: Instant
The spell cures 2D8 points of dam-
age, +1 point per level of caster.

Cure Serious Wounds
Spell level: C3
Range: Touch
Duration: Instant
The spell cures 3D8 points of dam-
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age, +1 point per level of caster.

Dancing Lights
Spell level: M0, T0
Range: 120
Duration: 1 min
The spell creates light effects, either
like some lanterns or torches or
glowing spheres of light, like will-o-
the wisps or a faintly glowing hu-
manoid shape.

Death Spell
Spell level: M6
Range: 240
Duration: Permanent
The spell kills all creatures of up to
7HD, within a 60 radius

Deep Slumber
Spell level: T3
Range: 120
Duration: TMs discretion
This spell works like Sleep, only it
affects up to 10HD of creatures

Delay Poison
Spell level: C2
Range: Touch
Duration: 1hour/level
The subject becomes temporarily
immune to poison and the effects of
poisoning already in the subjects
system.

Detect Evil
Spell level: C1
Range: 60
Duration: 10 min/level
The caster can detect the presence
of evil creatures, such as demons or
undead and roughly what the na-
ture of the evil is.

Detect Invisibility
Spell level: M2
Range: 10/caster level
Duration: 1 hour
The caster can perceive invisible
creatures or objects.

Detect Magic
Spell level: C0, M0, T0
Range: 60
Duration: 20min
The caster can perceive the loca-
tion, direction and relative power of
magic within the range of the spell.

Detect Poison
Spell level: C0
Range: 30
Duration: Instant
The caster can tell whether an ob-
ject, creature, person or area has
been poisoned or is poisonous.

Dimension Door
Spell level: M4, T4
Range: 10 casting, 360 teleport
Duration: Instant
The caster can teleport himself, an
object or another willing person
with perfect accuracy to the stated
location, as long as it is within the
spells range.

Disguise Self
Spell level: T1
Range: Self
Duration: 10 min/level
The caster makes him and his
clothing and whatever he is carry-
ing look different (but still
essentially humanoid).

Disintegrate
Spell level: M6
Range: 60
Duration: Permanent
The caster specifies a target which
disintegrates to dust. Magical mate-
rials are not affected and living
things are permitted a save. The
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spell cannot be dispelled.

Dispel Evil
Spell level: C5
Range: 30
Duration: Instant
The caster can point at a demon or
undead being. It receives a save. If
it fails, it is returned to the pit or
the grave where it came from.

Dispel Magic
Spell level: C3, M3, T3
Range: 120
Duration: Instant
The caster can dispel most spells
and enchantments. A successful
check vs. the power of the spell
(casters level) is needed.

Disrupt Undead
Spell level: M0
Range: 60
Duration: Instant
The spell causes 1D6 damage to
undead from a ray of energy. It re-
quires a successful ranged to hit
check.

Divine Power
Spell level: C4
Range: Self
Duration: 1 round/level
This spell draws upon the casters
faith and imbues him with strength
in combat. The casters base to hit
becomes his caster level and he
gains +6 to his strength and +1
temporary hit point per level.

Dominate Person
Spell level: T4
Range: 60
Duration: One day per level
The caster can control the actions
of any humanoid creature by a tele-
pathic link, if it fails its save. The
caster can force the subject to do
anything as long as they share a
common language; otherwise only
simple commands can be given. By
concentrating fully, the caster can
perceive everything the subject per-
ceives. When not concentrating fully
the subject will go through its nor-
mal daily routines until the caster
gives further instructions (which
may entitle the subject to a save at
the TMs discretion).

Enthrall
Spell level: T2
Range: 120
Duration: 1 hour
If the caster has the attention of a
group of creatures, he can use the
spell to hold them spellbound. The
caster must perform for a full round
after which those affected give him
their undivided attention. The ef-
fects last for an hour or until the
caster stops performing.

Fireball
Spell level: M3
Range: 120
Duration: Instant
A fiery ball shots from the casters
hands to explode at the target loca-
tion in an explosion of fire. It has a
burst radius of 20 and damage is
caused to any creature within at
1D6 per level of caster. A successful
save reduces damage by half.

Flame Strike
Spell level: C5
Range: 120
Duration: Instant
The caster causes a vertical column
of divine fire to come roaring down
onto its target. The column has a
10 radius and all within suffer 1D6
damage per level of caster. Undead
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and demons get no save. Other tar-
gets can save for half damage.

Fly
Spell level: M3
Range: Touch
Duration: 2 turns per level
The spell grants the power of flight
at 120 per round.

Ghost Sound
Spell level: T0
Range: 60
Duration: 1 round per level
This spell allows the caster to create
a volume of sound of whatever noise
the caster desires, up to about that
produced by 4 humans (per caster
level).

Globe of Invulnerability
Spell level: M4
Range: 10
Duration: 1 round per level
A shimmering globe surrounds the
area. No spells of 3rd level or lower
can pass through.

Greater Command
Spell level: C5
Range: 60
Duration: 1 round per level
The spell functions like a command
but up to one creature per level may
be affected and the activities con-
tinue beyond a round. Each crea-
ture receives the same command.

Hallucinatory Terrain
Spell level: M4, T4
Range: 240
Duration: Until touched or dispelled
The caster can change the terrain to
appear to be anything he desires a
hill can disappear or a forest could
appear on a grassy plain.

Heroism
Spell level: T2
Range: Touch
Duration: 10min/level
This spell gives the target great
bravery in battle; they receive a +2
bonus to all checks to hit, to save
and ability/skill checks.

Hide from Undead
Spell level: C1
Range: Touch
Duration: 10 min per level
The subject cannot be perceived by
the undead.

Hold Monster
Spell level: M5, T4
Range: 120
Duration: 1 hour +10 mins per level
The caster can target either 1D4
creatures or a single creature who
get a -2 to its save.

Hold Person
Spell level: C2, M3, T2
Range: 120
Duration: 1 hour + 10
mins per level
The caster can target ei-
ther 1D4 persons (saving
throw applies) or a single
creature who get a -2 to
its save.

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Hold Portal
Spell level: M1
Range: TMs discretion
Duration: 1 hour
The spell magically holds a door or
gate in place.

Hypnotism
Spell level: T1
Range: 30
Duration: 2D4 rounds
The caster fascinates nearby crea-
tures with his singing or gestures
causing them to stare blankly. The
caster can then make his sugges-
tions seem plausible and can affect
2D4 HD worth of creatures.

Identify
Spell level: M1
Range: Touch
Duration: Instant
The caster can discern the proper-
ties of a magic item.

Insect Plague
Spell level: C5
Range: 400
Duration: 1 min per level
The caster summons a number of
locust swarms equal to one swarm
per three caster levels.

Invisibility
Spell level: M2
Range: 60
Duration: Until dispelled or attack
is made
The object of this spell (person,
creature or thing) becomes invisible
to both normal vision and
darkvision. An invisible creature
cannot be attacked or targeted un-
less its approximate location is
known and even then it would be -4
to hit.

Invisibility, 10 radius
Spell level: M3
Range: 60
Duration: Makes every specified
target within a 10 radius invisible
in the same way as the invisibility
spell.

Invisible Stalker
Spell level: M6
Range: Near Caster
Duration: See below
The spell summons an invisible
stalker with 8HD. It will carry out a
task commanded by the caster re-
gardless of how long it takes to do it
and how far it has to go. It cannot
be dispelled; it must be killed to
prevent it carrying out its mission.

Knock
Spell level: M2
Range: 60
Duration: Instant
The spell unlocks all doors, gates
and portals within its range includ-
ing those held or locked by most
magic.

Levitate
Spell level: M2
Range: Self
Duration: 10min/level
The spell allows the mage to levitate
himself vertically up and down. It
doesnt allow lateral movement.

Light
Spell level: C0, M0
Range: 60
Duration: 2 hours
The caster targets a person or ob-
ject which then glows with light the
equivalent of a torch.

Lightning Bolt
Spell level: M3
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Range: 120
Duration: Instant
A streak of lightning extends 120
from the fingertips of the caster.
Anyone in its path suffers 1D6
points of damage per level of the
caster, though a save reduces this
by half. The bolt always extends the
full 120 so reflects back if it
strikes something blocking its path
within this range.

Locate Object
Spell level: C3, M2
Range: 90 , 60 +10/level (M)
Duration: 1 min/level
The spell gives the caster the direc-
tion towards an object the caster
specifies. The object must be some-
thing the caster has seen.

Lullaby
Spell level: T0
Range: 120
Duration: 6 rounds
Any creature within a 10 radius of
the target area that fails its save
becomes drowsy and inattentive. It
makes all notice, search and listen
checks at a -5 penalty for the dura-
tion.

Mage Hand
Spell level: M0
Range: 60
Duration:
The caster points at an object of up
to 5lbs weight and moves it in any
direction, up to the range of the
spell, at 15 per round.

Magic Missile
Spell level: M1
Range: 120
Duration: Instant
The caster creates a bolt of magical
energy that causes 1D4+1 damage
to the target. It hits automatically.
At 3rd

level, the spell creates 2 such
bolts, with an extra bolt for each 2
levels of caster.

Major Image
Spell level: T3
Range: 400
Duration: Concentration +3 rounds
The spell functions like a silent im-
age only it includes sound, smell
and the illusion of warmth or cool if
needed.

Massmorph
Spell level: M4
Range: 240
Duration: Until dispelled
Up to 100 human or human-sized
creatures are made to appear to be
trees. The illusion is so perfect that
even those moving through them
will not have any suspicions. Elves
or dryads would get a save.

Mending
Spell level: M0
Range: 10
Duration: Instant
The caster can repair one object
that was broken.

Minor Image
Spell level: T2
Range: 400
Duration: Concentration + 2 rounds
As silent image, but this spell in-
cludes sounds.

Mirror Image
Spell level: T2
Range: Self
Duration: 1 min per level
The caster can create 1D4 dupli-
cates of himself, plus one per 3
caster levels. These figures remain
within 5 feet of the caster or each
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other, and they mimic the casters
actions. A successful attack against
an image destroys it.

Move Earth
Spell level: M6
Range: 240
Duration: Permanent
This spell allows the caster to move
hills and other raised land features
or stone at a rate of 6 per minute
for up to an hour. It can only be
used above ground.

Move Water
Spell level: M6
Range: 240
Duration: 10 turns
This spell lowers the depth of mass-
es of water to half of their normal
levels. Alternatively, the spell will
create gaps in the water to a depth
of 10.

Neutralize Poison
Spell level: C4
Range: Touch
Duration: 10 min
This spell counteracts poison but
does not bring the dead back to life.

Passwall
Spell level: M5
Range: 30
Duration: 30 min
The spell creates a hole through
solid rock, brick or stone. The hole
can be up to 10 deep and is large
enough that a man can walk
through it.

Polymorph
Spell level: M4
Range: Self or 60
Duration: 1 hour per level or until
dispelled
The caster can assume the form of
any object or creature, gaining the
new forms attributes (the use of
wings, for example) but not its hit
points or combat abilities (although
if the creature is heavily armoured,
the caster might benefit from its
armour class). This form lasts an
hour. Alternatively, the caster can
turn another being into a different
type of creature (a frog, for exam-
ple). The creature gains all of the
abilities of the new form but retains
its own mind and hit points. It has
a range of 60

Project Image
Spell level: M6
Range: 240
Duration: 1 hour
The caster projects an image of his
person to a maximum range of 240.
The image mimics the casters
sounds and gestures and any spells
he casts will appear to come from
the image.

Protection from Magic
Spell level: M1
Range: Touch
Duration: 1 min per level
Grants the subject a +2 bonus to
saving throws against magic.

Protection from Missiles
Spell level: M3
Range: 30
Duration: 2 hours
The recipient becomes invulnerable
to small, non-magical missiles,
such as bows, slings, spears and so
forth.

Purify Food & Drink
Spell level: C1
Range: Touch
Duration: Instant
The spell removes spoilage and poi-
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son from enough contaminated food
to feed up to a dozen people.

Raise Dead
Spell level: C5
Range: Touch
Duration: See below
The spell allows the caster to bring
the dead back to life, provided it
has not been dead too long. The
normal limit is 4 days but for each
caster level above 8th the time limit
extends another 2 days. Characters
with low constitution might not
survive the ordeal (con check need-
ed) and even then, 2 weeks recovery
is needed.

Read Languages
Spell level: M0, T0
Range: Self
Duration: 1 or 2 readings
The spell allows the caster to read
directions, instructions and similar
notations that are written in an un-
familiar or unknown language.

Read Magic
Spell level: M0, T0
Range: Self
Duration: 1 or 2 readings
This spell allows the caster to read
magical writings on items or scrolls.
Magical writing cannot be read
without this spell.

Remove Curse
Spell level: C3
Range: Touch
Duration: Instant
This spell removes one curse from a
person or object.

Sanctuary
Spell level: C1
Range: Self
Duration: 1 min per level
The cleric is safe from attack whilst
the spell lasts and provided he
doesnt attack or threaten anyone
(physically or via spells).

Shout
Spell level: T4
Range: 30
Duration: Instant
The caster emits an ear-splitting
yell that deafens and damages.
Creatures in a 30 cone are deaf-
ened for 2D6 rounds and take 5D6
sonic damage. A save reduces both
by half.

Silence
Spell level: T2
Range: 400
Duration: 1min per level
The spell creates a 20 radius area
of complete silence. Conversation is
not possible and spells cannot be
cast in the area. It can be cast on a
living thing and then the area of
silence moves as it moves.

Silent Image
Spell level: T1
Range: 400
Duration: whilst concentrating
The spell creates the visual image of
a creature, object or a force. It does
not create sound or texture. The
image can move around within the
spell range.

Sleep
Spell level: M1, T1
Range: 120
Duration: TMs discretion
The spell puts to sleep up to 4HD of
creatures, with no save.

Speak with Dead
Spell level: C3
Range: 10
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Duration: 1 min per level
The caster can question a corpse
and it will answer up to 2 questions
per caster level as truthfully as it is
able. It will only understand a lan-
guage it spoke in life.

Sticks to Snakes
Spell level: C4
Range: 120
Duration: 1 hour
The caster may turn as many as
2D8 normal sticks into 1HD
snakes, each one having a 50%
chance of being venomous. The
snakes follow his commands but
turn back into sticks at the end of
the spell or if killed.

Summon Demon I
Spell level: M1
Range: 30
Duration: 1 min per level
The spell summons a single Imp to
do the casters bidding.

Summon Demon II
Spell level: M3
Range: 30
Duration: 1 min per level
The spell summons a single 3HD
Minor Demon or 1D3+1 Imps.

Summon Demon III
Spell level: M4
Range: 30
Duration: 1 min per level
The spell summons one 5HD Minor
Demon, 1D3 3 HD Minor Demons
or 1D6+1 Imps.

Summon Demon IV
Spell level: M5
Range: 30
Duration: 1 min per level
The spell summons one Major De-
mon, 1D3 5HD Minor Demon, 1D6
3 HD Minor Demons or 3D4 Imps.

Telekinesis
Spell level: M5
Range: 120
Duration: 1 hour
The caster can lift and move objects
of up to 20lbs per caster level, just
by concentrating.

Teleport
Spell level: M5
Range: Touch
Duration: Instant
This spell transports the caster or
someone he touches to a destina-
tion that the caster knows.

Transform Rock to Mud
Spell level: M5
Range: 120
Duration: 3D6 days
The spell transforms rock (and oth-
er forms of earth) to mud or mud
into rock. An area of roughly 300 x
300 becomes a deep mire (or solid
stone), reducing movement to 10%
of normal.

Transform Stone to Flesh
Spell level: M6
Range: 120
Duration: Permanent
This spell turns flesh into stone or
stone into flesh. A saving throw is
needed to avoid being turned to
stone.

Ventriloquism
Spell level: T1
Range: 60
Duration: 1 min per level
The caster can make his voice seem
to issue from someplace else.

Wall of Fire or Ice
Spell level: M4
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Range: 60
Duration: 2 hours
The caster must announce which
wall he is conjuring. Wall of fire
conjures a wall that flares into be-
ing and burns for 1D6+caster level
damage on anyone passing through.
Undead creatures or cold-based
creatures suffer twice this damage.
The caster may create a straight
wall 60 long and 20 high or a cir-
cular wall with a 15 radius. A wall
of ice creates a 6
thick ice wall 60
long and 20 high.
Creatures with
3HD or fewer
cannot affect the
wall but creatures
of 4HD or more
can attempt to
break through.

Wall of Stone or
Iron
Spell level: M5
Range: 60
Duration: 2 hours
The caster de-
cides which
option to cast. A
wall of stone cre-
ates a wall 2 feet
thick with a sur-
face area of 1,000
square feet. A
wall of iron creates an iron wall 3
feet thick with a surface area of 500
square feet. Either wall is impene-
trable by normal means.

Water Breathing
Spell level: M3
Range: 30
Duration: 2 hours
This spell grants the subject the
ability to breathe underwater.

Web
Spell level: M2
Range: 30
Duration: 8 hours
Sticky spider-like webs cover an
area up to 10x10x20. It is ex-
tremely difficult to get through the
mass of strands it takes a turn if a
torch or other flame is used. Hu-
mans and similar sized creatures
are trapped for a period up to the
TMs discretion.

Wizard Eye
Spell level: M4
Range: 240
Duration: 1 hour
The caster con-
jures an invisible
magical eye that
can move a max-
imum of 240
from its creator. It
floats along as
directed at a rate
of 120 per turn
and he can view
anything he
would be able to
see if he was
there.

Wizard Lock
Spell level: M2

Range: TMs discretion
Duration: Permanent
As with Hold Portal but this is per-
manent. A mage three levels higher
than the caster can open the portal
and a knock spell will also work.
Strong beings can just batter down
the door.

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72
DIBQUFS; :
NPOTUFST
BOE USFBTVSFT


he world of Tombs & Terrors is
one full of danger. There are
things that lurk in the crypts
and vaults; placed there long ago by
powerful magics or that moved into
them as a secure home and have
since grown and festered in the
darkness. Above ground there are
strange beasts that prowl the hills
and forests far away from the towns
and cities, although from time to
time they venture nearer to terrorize
the local populace.

Commoners
Commoners are generally the ordi-
nary NPCs that characters might
meet along the way. They are not
intended to be tough opposition in
a movie they would be the extras
that are either on screen only very
briefly or are killed early on, before
the characters get to the end of
their adventure. Commoners are
classed as 0-level. Sometimes,
commoners take on greater im-
portance in the game than the TM
originally envisaged. In this case,
they might be elevated to NPC sta-
tus.

NPCs
NPCs are special TM characters.
These characters must be worked
out as if they are player characters.
They have a character class and
may be of a level that is even higher
than that of the player characters.
They will probably have some major
importance in the game and are
likely to re-appear many times
throughout a campaign. They
should never turn out to be more
important than the characters in
terms of the overall story though
the characters are the focus of the
game not the NPCs.

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efgfbujoh gpft efgfbujoh gpft efgfbujoh gpft efgfbujoh gpft

When foes are defeated, outwitted
or killed, characters gain experience
points (XP). The number of points
gained depends on how tough the
foe is to kill or defeat. For every hit
die the foe has, there is a base XP
award, set out in the table below.
For every hit point the foe has, ex-
tra XP are awarded. Work this out
by multiplying the hit die of the foe
by the number of hit points. So a
gnoll with 12 hit points would work
out as 2 (hit die) x 12 = 24 points
added to its base of 80. For every
special ability the foe has, add the
number in the special ability col-
umn. Special abilities would be any
class abilities of NPCs, or any ani-
mal abilities, like having more than
one attack in a round. If the TM
feels the special ability is particular-
ly dangerous or not at all dangerous
or useful, add or subtract another
T
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50% for that ability. Ordinary com-
moners count as 1HD. Certain
creatures really do not provide ex-
perience, and so will not have any
points listed. XP is split between the
characters who participated.

XP Table

HD Base Special
1 40 20
2 80 40
3 160 80
4 240 120
5 360 180
6 540 270
7 800 400
8 1200 600
9 1500 750
10 1900 850
11 2400 1200
12 3000 1500
13 3700 1850
14 4500 2250
15 5400 2700
16 6400 3200
17 7500 3750
18 8700 4350
19 10000 5000
20 11400 5700

Here is just a selection of the mon-
sters that infest the fantasy world of
Tombs & Terrors. More creatures
will be included in supplemental
books, if there is sufficient demand.

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npotufs eftdsjqujpot npotufs eftdsjqujpot npotufs eftdsjqujpot npotufs eftdsjqujpot

Armour class
If the creature wears armour, this
represents the type of armour that
monster commonly wears. Other-
wise the armour class represents
the natural hide of the monster or
its natural agility or speed at avoid-
ing attacks.

Attacks
This is the number and type of at-
tack, whether with natural claws
and fangs or if using weapons
(which would be detailed in the
creature description) and the dam-
age caused.

Hit Dice
The number and type of dice used
to generate the monsters hit points.
The average hit points are included
in brackets. The number of HD is
also used as the to hit modifier for
monsters.

Move
The creatures movement is noted
here.

Saves
All monster saves are at a base of
18. The number of HD they have is
a bonus to the save check.

Special
If the creature has any special
abilities, like poison fangs or level
drain, it is noted here.


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Experience points
The experience points for an aver-
age specimen are noted here.
Increase the experience if you add a
special ability or the creature has
more hit points.

Cbtjmjtlt Cbtjmjtlt Cbtjmjtlt Cbtjmjtlt

Armour class: 15
Attacks: Bite (2D6)
Hit Dice: 6D8 (27hp)
Move: 20
Special: Petrification
XP: 972
Basilisks are great lizards whose
gaze turns to stone anyone who
meets its gaze.

Cvhcfbst Cvhcfbst Cvhcfbst Cvhcfbst

Armour class: 14
Attacks: Weapon (1D8)
Hit Dice: 3D8+1 (14hp)
Move: 30
Special: Stealth
XP: 202
Bugbears are large hairy members
of the goblin/hobgoblin family. They
are actually very stealthy, usually
able to surprise even the most alert
of opponents. They normally use
longswords in combat.

Dfoubvst Dfoubvst Dfoubvst Dfoubvst

Armour class: 15 (or 16)
Attacks: Weapon (D6)
Kick (D10)
Hit Dice: 4D8 (18hp)
Move: 50
Special: None
XP: 312
Half man, half horse; centaurs are
aggressive warriors that roam the
plains. They normally fight with
spear and shield or a shortbow.
Some centaurs have a class and
spellcasters are not unknown.

Hjbou Dfoujqfeft Hjbou Dfoujqfeft Hjbou Dfoujqfeft Hjbou Dfoujqfeft

Armour class: 10
Attacks: Bite
Hit Dice: 1D2 (1hp)
Move: 15
Special: Poison
XP: 31
Huge centipedes with a lethal poi-
son bite; it causes no damage itself,
but if the victim fails to save (with
+4 to the save) the poison will kill.

Dijnfsbt Dijnfsbt Dijnfsbt Dijnfsbt

Armour class: 15
Attacks: Fire Breath (3D8)
Bite (1D10)
Butt (2D4)
Hit Dice: 9D8 (40hp)
Move: 40/80 flying
Special: Fiery breath
Flight
XP: 3360
A chimera is a winged beast with
the body and head of a lion and two
other heads; one of a goat and one
of a dragon. The dragon breath has
a range of 50. The lions head has a
nasty bite and the goat head has a
dangerous butt.

Dpdlbusjdft Dpdlbusjdft Dpdlbusjdft Dpdlbusjdft

Armour class: 13
Attacks: Bite (1D10)
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Hit Dice: 5D8 (22hp)
Move: 20/80 flying
Special: Petrification,
flight
XP: 830
A cockatrice resembles a dragon-
winged rooster with a long, snake-
like tail. Its bite causes nasty dam-
age and can turn its victim to stone,
unless a save is made.

Efnpot- Jnq Efnpot- Jnq Efnpot- Jnq Efnpot- Jnq

Armour class: 12
Attacks: Bite (1D4)
Hit Dice: 1D8 (4hp)
Move: 20/60
Special: Flight, Spells
XP: 104
Imps are nasty little blood-red, bat-
winged creatures from the pits.
They have wicked sharp teeth and
can cast magic missile, sleep and
invisibility spells once per day.

Efnpot- Njops Efnpot- Njops Efnpot- Njops Efnpot- Njops

Armour class: 12
Attacks: 2xClaws (1D6)
Hit Dice: 3-5D8 (13-22hp)
Move: 30
Special: Damage immuni-
ty, spells
XP: 374, 560, 830
Minor demons come in all shapes
and sizes but many are vaguely
human-shaped, with vile flashy
bodies, red eyes and nasty looking
claws. They cannot be harmed by
normal weapons, requiring silvered
or magic weapons to harm them.
Many minor demons have up to
four spells from the mage 1st level
list that they can cast once per day.

Efnpot- Nbkps Efnpot- Nbkps Efnpot- Nbkps Efnpot- Nbkps

Armour class: 13
Attacks: Weapon (1D8+3)
or 2xclaws (1D6)
Hit Dice: 7D8 (31hp)
Move: 40
Special: Damage immuni-
ty, spells
XP: 2217
Major demons are able to assume
human form and will often use
magic swords in this form. Out of
human form, they can look like al-
most anything half-beast, horned
red-bodied humanoids, snake-like
entities, unimaginable blobs of flesh
and so on. They usually have a se-
lection of mage spells up to 3rd
level. They are unaffected by normal
weapons, requiring silvered or mag-
ical weapons to harm them. They
have a +4 save against magic, even
magic that normally doesnt allow a
save. Major demons can summon
1D6 Imps or 1D2 3HD minor de-
mons once per day to do their
bidding.

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Efnpot- Cbmsph Efnpot- Cbmsph Efnpot- Cbmsph Efnpot- Cbmsph

Armour class: 17
Attacks: 2xWeapons (2D6)
Hit Dice: 9D8 (40hp)
Move: 20/50
Special: Damage immuni-
ty, flight, spell
immunity, flames
XP: 4860
These vast demons resemble Mino-
taurs with great bat-like wings; they
burn with hellfire and are wreathed
in flame. The spells of casters below
6
th
level have no effect on them and
against even other spells they re-
ceive +6 to their saves (saving
against spells that ordinarily do not
offer a save). Ordinary or even sil-
vered weapons cause them no
damage at all, requiring magical
weapons to hit them. The Balrog
attacks with both a whip and a
sword. If the whip hits, the Balrog
drags its victim into his flaming
body, where he suffers 3D6 fire
damage.

Esbhpot- Cmbdl Esbhpot- Cmbdl Esbhpot- Cmbdl Esbhpot- Cmbdl

Armour class: 18
Attacks: 1xBite (2D10)
Hit Dice: 6-8D8 (31hp)
Move: 30/80 flying
Special: Flight, breath
XP: 1242, 1817, 2688
Black dragons spit deadly acid in a
line 5 wide and 60 long for 30, 35
or 40 points of damage (depending
on the dragons hit dice). They can
do this up to three times a day. A
successful save reduces the damage
by half.

Esbhpot- Hsffo Esbhpot- Hsffo Esbhpot- Hsffo Esbhpot- Hsffo

Armour class: 18
Attacks: 1xBite (2D8)
Hit Dice: 7-9D8 (36hp)
Move: 30/80 flying
Special: Flight, breath
XP: 1817, 2688, 3360
Green dragons breathe a cloud of
poisonous gas 50 in diameter. The
gas will kill in 3 rounds if the save
is not made. Damage is 20, 25 or 30
points if the save is made. They can
do this three times a day.

Esbhpot- Sfe Esbhpot- Sfe Esbhpot- Sfe Esbhpot- Sfe

Armour class: 18
Attacks: 1xBite (2D12)
Hit Dice: 9-11D8 (45hp)
Move: 30/80 flying
Special: Flight, breath
XP: 3360, 4200, 5295
Red dragons breathe a cone of fire
90 long, 30 wide at the end of the
cone. Damage is 45, 50 or 55 points
(depending on the dragons hit
dice). Damage is halved with a suc-
cessful save. They can do this three
times per day.

Eszbet Eszbet Eszbet Eszbet

Armour class: 14
Attacks: Weapon (1D4)
Hit Dice: 2D8 (9hp)
Move: 40
Special: Charm
XP: 98
Dryads are beautiful tree-spirits
who do not venture far from their
home tree. They can cast a strong
charm that acts as a charm person
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with -2 to the saving throw. Those
who are charmed seldom return, or
are kept in the Dryads tree for a
year and a day. Dryads use a
wooden dagger or a tiny bow in
combat, but prefer not to have to
fight.

Exbswft Exbswft Exbswft Exbswft

Armour class: 16
Attacks: Weapon (1D8)
Hit Dice: 1D8+1 (5hp)
Move: 20
Special: Darkvision,
Stonecunning
XP: 65
Statistics above are for the com-
mon dwarf, with no particular
unusual characteristics. A dwarf
guard might have a full 9hp or even
class levels.

Fmfnfoubmt- Bjs Fmfnfoubmt- Bjs Fmfnfoubmt- Bjs Fmfnfoubmt- Bjs

Armour class: 17
Attacks: 1xStrike (2-4D6)
Hit Dice: 8D6, 12D6, 16D6
(28, 42 & 56hp )
Move: 360 flying
Special: Flight, Whirlwind,
missile immunity
XP: 3024, 6504, 12800
Air elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. They can
turn into powerful whirlwinds with
a diameter of 30 and a height of
over 100, hurling any creature of
1HD or less (2HD or 3HD for larger
elementals) great distances (proba-
bly killing them). Missile weapons
are ineffective against air elemen-
tals as they just blow them away.

Fmfnfoubmt- Fbsui Fmfnfoubmt- Fbsui Fmfnfoubmt- Fbsui Fmfnfoubmt- Fbsui

Armour class: 17
Attacks: 2xFists (2-4D6)
Hit Dice: 8D10, 12D10,
16D10 (44, 66 &
88hp)
Move: 20
Special: Destroy stone
XP: 3024, 6504, 12800
Earth elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. They are
hulking humanoid shapes of rock
and earth. They batter opponents
with their great fists and they can
tear down rock and stone struc-
tures, able to rip apart a solid castle
wall in 1D4+4 minutes.

Fmfnfoubmt- Gjsf Fmfnfoubmt- Gjsf Fmfnfoubmt- Gjsf Fmfnfoubmt- Gjsf

Armour class: 17
Attacks: 1xStrike (2-4D6)
Hit Dice: 8D8, 12D8 &
16D8 (36, 54 &
72hp)
Move: 40
Special: Fire immunity,
ignite
XP: 3024, 6504, 12800
Fire elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. They are
formless masses of flame; their at-
tacks cause flammable material to
ignite, as determined by the TM.
Fire elementals are immune to fire-
based attacks, even magical ones;
in fact they are restored (healed)
by fire, at the same rate as the
damage normally caused by the fire.

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Fmfnfoubmt- Xbufs Fmfnfoubmt- Xbufs Fmfnfoubmt- Xbufs Fmfnfoubmt- Xbufs

Armour class: 17
Attacks: 1xStrike (2-4D6)
Hit Dice: 16D8 (36, 54 &
72hp)
Move: 20/80 swimming
Special: Sink ships
XP: 3024, 6504, 12800
Water elementals are unintelligent
forces of nature, normally conjured
up by powerful mages. Water ele-
mentals cannot move more than
120 from a large body of water.
They can easily overturn small
boats and, with 1D4+4 minutes, big
ships too. On water, they can batter
ships to pieces within an hour.

Fmwft Fmwft Fmwft Fmwft

Armour class: 14
Attacks: Weapon (D8)
Hit Dice: 1D6+1 (4hp)
Move: 30
Special: +1 to hit with
bows, Woodcraft
XP: 64
Statistics above are for the com-
mon elf. An elf guard might have a
full 7hp or even class levels.

Hbshpzmft Hbshpzmft Hbshpzmft Hbshpzmft

Armour class: 15
Attacks: Claws x2 (1D6)
Hit Dice: 4D8 (18hp)
Move: 15/60
Special: Flight
XP: 432
Gargoyles are evil, winged, demon-
like beasts that resemble the carved
monsters that adorn churches and
cathedrals. They are vicious flesh-
eaters.

H HH Hfmbujopvt Dvcft fmbujopvt Dvcft fmbujopvt Dvcft fmbujopvt Dvcft

Armour class: 11
Attacks: Special
Hit Dice: 4D10 (22hp)
Move: 15
Special: Paralysis
Spell immunity
XP: 568
Gelatinous cubes are semi-
transparent cubes that slosh
through underground passages,
engulfing debris and carrion to di-
gest. Their entire substance is
acidic: If the cube hits successfully
(or if someone blunders into one)
the victim must save or become
paralyzed for 6 turns, during which
time the cube will attempt to devour
its victim. Most gelatinous cubes
contain various metallic treasures
or gems that they havent yet di-
gested. Gelatinous cubes are
immune to lightning and cold.

Hjbout- Gsptu Hjbout- Gsptu Hjbout- Gsptu Hjbout- Gsptu

Armour class: 15
Attacks: Weapon (2D6)
Hit Dice: 10D8+1 (46hp)
Move: 40
Special: Cold immunity
XP: 2360
Frost giants dwell in cold regions
where they build castles in remote
places. They throw boulders or
chunks of ice for 4D6 damage.
Their two-handed swords, they use
in one hand.

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Hjbout- Ijmm Hjbout- Ijmm Hjbout- Ijmm Hjbout- Ijmm

Armour class: 15
Attacks: Weapon (2D6)
Hit Dice: 8D8 (36hp)
Move: 40
Special: Throw rocks
XP: 1488
These appear to be larger versions
of ogres. They throw rocks for 2D8
of damage.

Hjbout- Tupof Hjbout- Tupof Hjbout- Tupof Hjbout- Tupof

Armour class: 15
Attacks: Weapon (2D6)
Hit Dice: 9D8 (40)
Move: 40
Special: Throw rocks
XP: 1860
Stone giants live in mountainous
areas. They throw boulders for 3D6
damage.

Hopmmt Hopmmt Hopmmt Hopmmt

Armour class: 14
Attacks: 1 (1D8)
Hit Dice: 2D8 (9hp)
Move: 30
Special: None
XP: 98
Gnolls are tall humanoids with
large hyena-like heads. They live
both above ground and under-
ground in large natural caverns.
They use longsword, scimitars and
crossbows in battle.

Hpcmjot Hpcmjot Hpcmjot Hpcmjot

Armour class: 13
Attacks: 1 (1D6)
Hit Dice: 1D6 (3hp)
Move: 20
Special: Darkvision
XP: 43
Goblins are small, green-grey, trib-
al, humanoid monsters. The tribes
vary in size from gangs of 4-9 to
tribes of up to 400. Goblins vary in
height from about 3 to 3 feet and
weigh 40 to 45 pounds. They are
sneaky, devious and nasty. They
like to live in underground areas
and fight at -1 in bright sunlight.
They use shortswords, javelins and
shortbows.

Ibsqjft Ibsqjft Ibsqjft Ibsqjft

Armour class: 12
Attacks: 2xClaws (1D4)
Hit Dice: 4D8 (18hp)
Move: 20/80
Special: Charm
XP: 432
Harpies have the upper body of a
human female (some look more like
dwarves) and the lower body and
wings of a vulture. Their song is a
charm spell that draws the victim
towards the harpy and their talons,
if they hit, also cause the equivalent
of a charm person. A save is needed
to avoid the charm.

Ifmm Ipvoet Ifmm Ipvoet Ifmm Ipvoet Ifmm Ipvoet

Armour class: 13
Attacks: Bite (1D10)
Hit Dice: 4-7D8 (18-31hp)
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Move: 40
Special: Breathe fire
XP: 432, 650, 972,
1417
Hell-hounds are great dogs with
fiery breath that lurk in the under-
world. Their breath causes 2hp
damage per hit die, at up to 10
range. Save for half damage.

Ipchpcmjot Ipchpcmjot Ipchpcmjot Ipchpcmjot

Armour class: 14
Attacks: 1 (1D8)
Hit Dice: 1D8+1 (5hp)
Move: 30
Special: Darkvision
XP: 45
Hobgoblins are large goblins. In
mixed groups, hobgoblin officers
often lead units of goblins, whom
they bully and make to feel inferior.
Hobgoblins exist in perpetual war
against all other races. They partic-
ularly hate elves and will attack
them first, if faced with a choice.
Hobgoblins tend to use longswords,
broadswords, morningstars, cross-
bows and spears in combat.
Hobgoblins fight at -1 to hit in
bright sunlight.

Ipstft Ipstft Ipstft Ipstft- Sjejoh - Sjejoh - Sjejoh - Sjejoh

Armour class: 13
Attacks: 2Hooves (1D4+1)
Hit Dice: 2D8+4 (13hp)
Move: 60
Special: -
XP: N/A
This is a good, high spirited riding
horse, bred for speed and distance.
Used for hunting or travel.

Ipstft- Eftusjfs Ipstft- Eftusjfs Ipstft- Eftusjfs Ipstft- Eftusjfs

Armour class: 14
Attacks: 2Hooves (1D3+3)
Hit Dice: 4D10+12 (34hp)
Move: 50
Special: -
XP: N/A
These are large, solid horses. This is
the archetypical knights warhorse.
They can also bite for 1D4+2 dam-
age. They are often armoured when
the rider is going into battle.

Ipstft- Obh Ipstft- Obh Ipstft- Obh Ipstft- Obh

Armour class: 11
Attacks: -
Hit Dice: 1D8+3 (7hp)
Move: 30
Special: -
XP: N/A
This is a very poor horse, pressed
into service either to pull carts or
wagons or perhaps for an extremely
poor squire, as a stop-gap until he
can afford something better

Ivnbot- Cboeju Ivnbot- Cboeju Ivnbot- Cboeju Ivnbot- Cboeju

Armour class: 13
Attacks: Weapon (1D6)
Hit Dice: 1D6 (3hp)
Move: 30
Special: None
XP: 43
Bandits are likely to be found in
wilderness areas ready to rob any-
one travelling the highways of the
land.

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Ivnbot- Cfstfslfs Ivnbot- Cfstfslfs Ivnbot- Cfstfslfs Ivnbot- Cfstfslfs

Armour class: 11
Attacks: Weapon (1D8)
Hit Dice: 1D10 (5hp)
Move: 40
Special: Berserk
XP: 65
Wild barbarians, they often forego
armour using just a shield. When
they go berserk, they add +1 to
their attacks and damage.

Ivnbot- Dpnnpofs Ivnbot- Dpnnpofs Ivnbot- Dpnnpofs Ivnbot- Dpnnpofs

Armour class: 10
Attacks: Weapon (1D4)
Hit Dice: 1D6 (3hp)
Move: 30
Special: None
XP: 43
Ordinary people, craftsmen, mer-
chants, farmers and so on. Usually
non-combatants, they might be
armed with a dagger for self-
defence.

Ivnbot- Nbo Ivnbot- Nbo Ivnbot- Nbo Ivnbot- Nbo. .. .bu bu bu bu. .. .bsnt bsnt bsnt bsnt

Armour class: 13
Attacks: Weapon (1D10)
Hit Dice: 1D8 (4hp)
Move: 30
Special: None
XP: 44
A soldier at the local lords castle or
a gate guard in the city, the man-at-
arms is often armoured in studded
leather and may have a sword,
spear or a halberd.

Ivnbo Ivnbo Ivnbo Ivnbot tt t- Tfshfbou - Tfshfbou - Tfshfbou - Tfshfbou

Armour class: 15
Attacks: Weapon (1D10)
Hit Dice: 2D8 (9hp)
Move: 30
Special: None
XP: 98
In charge of up to 20 men-at-arms,
the sergeant is better armoured
than his subordinates.

Izesbt Izesbt Izesbt Izesbt

Armour class: 14
Attacks: Bitex5-12 (1D10)
Hit Dice: 5-12D8 (22-53hp)
Move: 30
Special: No. of attacks
XP: 650 - 5136
Hydras are great lizard-like crea-
tures with between 5 and 12 heads.
Each head has a hit dice of its own
and when the head is killed, that
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head dies (reducing the number of
attacks the creature can make).
Some hydras can breathe fire or
regenerate their heads.

Jowjtjcmf Tubmlfs Jowjtjcmf Tubmlfs Jowjtjcmf Tubmlfs Jowjtjcmf Tubmlfs

Armour class: 17
Attacks: Bite (2D8)
Hit Dice: 8D10 (44hp)
Move: 120
Special: Flight, Invisible
XP: 2752
These summoned beings are only
found as a result of the mage spell.
They are invisible flying things that
carry out a specified task. They
cannot be charmed, slept or dis-
pelled.

Lpcpmet Lpcpmet Lpcpmet Lpcpmet

Armour class: 12
Attacks: Weapon (1D4)
Hit Dice: 1D4 (2hp)
Move: 20
Special: None
XP: 22
Kobolds are wicked little goblin-like,
subterranean creatures that use
small clubs, swords, slings or short
bows in combat. They fight at -1 to
hit in broad sunlight.

Mj{bsenfo Mj{bsenfo Mj{bsenfo Mj{bsenfo

Armour class: 14
Attacks: Weapon (1D8)
Hit Dice: 2D8+1 (10hp)
Move: 20/40 swimming
Special: None
XP: 100
Lizardmen are reptilian humanoids,
normally living in tribal villages in
marshes and wetland areas. Some
lizardmen use bone spears or
swords. Others use their claws (1D4
each attack). Lizardmen can swim
and stay underwater for long peri-
ods (up to an hour).

Nboujdpsft Nboujdpsft Nboujdpsft Nboujdpsft

Armour class: 15
Attacks: 6xSpikes (1D6)
Hit Dice: 6D8+4 (31hp)
Move: 20/80 flying
Special: Flight, spikes
XP: 1266
Manticores are nasty creatures with
bat-like wings, human-like faces
and lion bodies. They have tails
tipped with 24 iron spikes, which
the creature can hurl off at 6 per
round at up to 120. In some manti-
cores, these spikes contain a
paralysis poison.

Nf Nf Nf Nfevtb evtb evtb evtbt tt t

Armour class: 11
Attacks: Bite (1D6)
Hit Dice: 6D8 (27hp)
Move: 20
Special: Petrification, poi-
son bite
XP: 1242
Medusas are horrid creatures with
a female face and hair of writhing
snakes and the body of a serpent.
The gaze of a medusa turns those
who view it to stone. Medusas
sometimes use a sword for 1D8
damage. Otherwise they bite, but if
they do their snakes also bite for no
damage, but inject poison.

Charlie O'Connor (order #5707465)
MONSTERS & TREASURE



83
Njopubvst Njopubvst Njopubvst Njopubvst

Armour class: 13
Attacks: Weapon (1D12)
Hit Dice: 5D10 (27hp)
Move: 40
Special: Butt (3D6)
XP: 495
Minotaurs are man-eating preda-
tors, with the head of a bull and the
body of a massive, shaggy-haired
man. They wield large axes or hal-
berds, but will usually go for a
charging head-butt in the first
round of combat.

Phsft Phsft Phsft Phsft

Armour class: 14
Attacks: 1 (1D10)
Hit Dice: 4D8+1 (19hp)
Move: 40
Special: None
XP: 316
Ogres are big, dumb humanoids of
up to 10 in height. Sometimes they
are used by more intelligent crea-
tures as bodyguards or shock-
troops but trying to give them or-
ders is sometimes a danger in itself.
They generally wear smelly animal
skins and use big clubs or thrown
boulders to fight with.

Psdt Psdt Psdt Psdt

Armour class: 13
Attacks: 1 (1D8)
Hit Dice: 1D8 (4hp)
Move: 30
Special: Darkvision
XP: 44
Orcs are stupid, brutish humanoids
that live in tribes of several hun-
dred. Most are underground
dwellers and fight at -1 in full sun-
light. Orc leaders are big brutes
with 2HD and magic-using sham-
ans can be found in larger tribes.
Orcs speak Orcish, a language de-
rived from older human and Elvish
languages. Orcs like to use long-
swords, battle axes, morningstars,
longbows and crossbows.

Qfhbtvt Qfhbtvt Qfhbtvt Qfhbtvt

Armour class: 13
Attacks: Hooves (1D6)
Hit Dice: 2D8+2 (11hp)
Move: 50/120 flying
Special: Flight
XP: N/A
Pegasus are fantastical flying hors-
es.

Sbut- Hjbou Sbut- Hjbou Sbut- Hjbou Sbut- Hjbou

Armour class: 12
Attacks: Bite (1D3)
Hit Dice: 1D6 (3hp)
Move: 40
Special: Disease
XP: 43
Giant rats are larger versions of
normal rats and are found in cel-
lars, dungeons, crypts and sewers.
The bite causes disease; a save is
required to avoid the effects, which
are up to the TM.

Uspmmt Uspmmt Uspmmt Uspmmt

Armour class: 15
Attacks: 2xClaws (1D10)
Hit Dice: 6D8+3 (30hp)
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84
Move: 40
Special: Regeneration
XP:
Trolls are as tall as ogres and just
as strong. They attack with their
claws and, if wounded they regen-
erate at 3hp per round. The only
way to utterly kill a troll is to sub-
merse it in acid or burn it. Some
trolls are turned to stone in sun-
light (but revert to their normal
form when the sun goes back in).

Vojdpsot Vojdpsot Vojdpsot Vojdpsot

Armour class: 17
Attacks: Horn (1D10)
Hit Dice: 4D10 (22hp)
Move: 80
Special: Teleport
XP: N/A
Unicorns are shy and benevolent
creatures that allow only a chaste
maiden to approach them. They can
teleport once per day up to 360
(with a rider). When they charge,
they can cause double damage with
their horn. The horn also has heal-
ing properties (up to TM how this
works). Unicorns save vs. magic
with a +6 bonus.

Voefbe- Voefbe- Voefbe- Voefbe- Hipvmt Hipvmt Hipvmt Hipvmt

Armour class: 13
Attacks: Claws x2 (1D4)
Hit Dice: 2D8 (9hp)
Move: 30
Special: Paralysis
Spell immunity
XP: 178

Ghouls are evil, pack-hunting un-
dead corpse-eaters. They are
immune to sleep and charm spells.
Their touch paralyzes their victim
(constitution save, or paralyzed for
3D6 turns), before they devour it
with their wicked ripping fangs.

Voefbe- Mjdift Voefbe- Mjdift Voefbe- Mjdift Voefbe- Mjdift

Armour class: 19
Attacks: Touch (special)
Hit Dice: 9-12D8 (32-54hp)
Move: 20
Special: Mage spells, spell
immunity, dam-
age immunity,
paralysis
XP: 4035-8148
Liches are the long-dead remains of
mighty mages, either made undead
by their deliberate acts or as a re-
sult of other magical forces. A lich
has the same spells as a mage of
the same level (HD). A liches touch
causes paralysis (no save) and the
very sight causes paralysis by fear
in any creature of 4HD or below.
Liches are malign and intelligent;
unaffected by normal weapons and
charm and sleep spells.

Voefbe- Nvnnjft Voefbe- Nvnnjft Voefbe- Nvnnjft Voefbe- Nvnnjft

Armour class: 16
Attacks: 2xtouch (special)
Hit Dice: 5D10+1 (28hp)
Move: 20
Special: Disease (curse),
spell immunity,
damage immunity
XP: 1040
Mummies cannot be hit by normal
weapons and silvered ones cause
only 1 point of damage per hit. Even
magical weapons only inflict half
damage. They are undead and not
affected by sleep or charm spells.
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85
Their touch causes a rotting disease
(which is actually a curse) that
causes wounds to heal at 1/10th of
normal rate. A cure disease will im-
prove healing to one half normal. It
can lifted by a remove curse spell.

Voefbe- Tlfmfupot Voefbe- Tlfmfupot Voefbe- Tlfmfupot Voefbe- Tlfmfupot

Armour class: 11 (or 12)
Attacks: Weapon (D6)
Hit Dice: 1D6 (3hp)
Move: 30
Special: Half damage*
Spell immunity
XP: 63
Skeletons are animated bones of the
dead, usually armed with the weap-
ons they died with (usually spear
and shield) and under the control of
some evil master. They take half
damage from edged weapons and
only suffer 1 point of damage from
arrows and slingstones.

Voefbe- Xjhiut Voefbe- Xjhiut Voefbe- Xjhiut Voefbe- Xjhiut

Armour class: 14
Attacks: 2xClaws (1D6)
Hit Dice: 3D8 (13hp)
Move: 30
Special: Level drain, spell
immunity, dam-
age immunity
XP: 454
Wights exist in tombs, graveyards
and barrows. They are undead and
not affected by sleep or charm. They
cannot be harmed by normal weap-
ons and require silver or magic to
harm them. If both claws hit, the
subject needs to save, or be drained
of an experience level.

Voefbe- Xsbjuit Voefbe- Xsbjuit Voefbe- Xsbjuit Voefbe- Xsbjuit

Armour class: 16
Attacks: 2xClaws (1D6)
Hit Dice: 4D8 (18hp)
Move: 40/60 on steed
Special: Level drain, spell
immunity, dam-
age immunity
XP: 672
Wraiths are powerful wights, im-
mune to non-magical weapons,
except silver (which inflict only half
damage). Wraiths drain 1 level if
they hit with their claws and the
victim fails to save. They can often
be found riding well-trained battle
steeds.

Voefbe- [pncjft Voefbe- [pncjft Voefbe- [pncjft Voefbe- [pncjft

Armour class: 10
Attacks: 1xStrike (1D6)
Hit Dice: 1D8 (4hp)
Move: 20
Special: Spell immunity
XP: 64
Zombies are walking dead; mindless
creatures under the control of some
evil master.

Voefbe- Voefbe- Voefbe- Voefbe- Cbshiftu Cbshiftu Cbshiftu Cbshiftu

Armour class: 18
Attacks: 1xBite (2D6)
Hit Dice: 6D8 (27hp)
Move: 50
Special: Spell immunity,
fear, level drain,
damage immunity
XP: 1512
Barghests are ghostly, undead
hounds. Their howl causes fear.
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Xboefsjoh n Xboefsjoh n Xboefsjoh n Xboefsjoh npotufst potufst potufst potufst

A tradition of fantasy role playing
games is that as the characters
travel around the wilderness or
within subterranean tunnels they
will happen upon monsters that are
also out and about doing whatever
it is they do.

Following on this theme, here are
some simple tables for TMs to roll
on when characters are traveling in
dangerous areas.

When do I roll?
In the wilderness, roll once during
the day and once at night. In dun-
geons, roll every hour. Roll a D6 if
a 6 comes up, an encounter has
happened.

How do I use the tables?
Simply roll on the table appropriate
to the level of the PCs.

1. Levels 1-2

*Roll D6. If 6 rolled, add a Hobgoblin
leader. Roll D6 again. If a 6 rolled, add
a Bugbear.
2. Levels 3-5

3. Levels 6-8

4. Levels 9-10

5. Levels 11-12

D20
Roll

Monsters
1-2 3-12 (3D4) Giant centipedes
3-4 3-12 (3D4) Giant rats
5-7 3-9 (2D4+1) Kobolds
8-10 3-9 (2D4+1) Goblins*
11-12 3-8 (1D6+2) Orcs
13-14 3-6 (1D4+2) Bandits
15 2-3 (1D2+1) Gnolls
16 1-4 (1D4) Dwarves
17 1-4 (1D4) Elves
18 2-8 (2D4) Skeletons
19 2-5 ()1D4+1) Zombies
20 1 Dryad
D20
Roll

Monsters
1-4 5-25 (4D6+1) Orcs
5-8 3-13 (2D6+1) Gnolls
9-12 3-13 (2D6+1) Lizardmen
13-14 2-5 (1D4+2) Harpies
15-16 1-3 (1D3) Ogres
17-18 3-6 (1D4+2) Ghouls
19 1-2 (1D2) Minor Demons
20 1 Black Dragon
D20
Roll

Monsters
1-4 20-50 (1D4+1x10) Orcs
5-8 3-13 Centaurs
9-12 1-3 (1D3) Hill giants
13-14 1-2 (1D2) Cockatrice
15-16 1-3 (1D3) Trolls
17-18 3-6 (1D4+2) Wights
19 1-2 (1D2) Barghests
20 1 Green Dragon
D20
Roll

Monsters
1-4 30-80 (1D6+2x10)Orcs
5-8 2-5 (1D4+1) Trolls
9-12 1-3 (1D3) Stone giants
13-14 1 Frost giant
15-16 1-3 (1D3) Manticores
17-18 2-5 (1D4+1) Wraiths
19 1-2 (1D2) Major demons
20 1 Red Dragon
D20
Roll

Monsters
1-4 50-140 (1D10+4x10) Orcs
5-8 1-2 (1D2) Chimera
9-12 1-3 (1D3) Stone Giants
13-14 1-2 (1D2) Frost giants
15-16 2-4 (1D3+1) Basilisks
17-18 1 Red Dragon
19 1 Balrog
20 1 Lich
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87
Usfbtvsf Usfbtvsf Usfbtvsf Usfbtvsf

The characters probably arent ad-
venturing just to kill monsters
they are adventuring to find the
treasure hoards of the kings of old,
ancient caches of gold and silver,
mystical relics of long-dead priests
and the legendary artefacts of olden
heroes. Its appropriate that these
treasures are not just lying around
in the open to be found by any
passing commoner; they are in far-
away locations, hidden and guarded
by traps and monsters.

The amount of treasure a monster
owns or guards is usually related to
how tough the monster is. Thats
not necessarily realistic, but keep in
mind that treasure is one of the
ways the game reflects what a char-
acter has done; it can be used in
awarding experience points. Too
many large treasures and the char-
acters will become powerful without
actually having done very much. Too
many monsters with small treas-
ures and the characters wont gain
levels to reflect their achievements.

For placed monsters, that is mon-
sters you have put in your
adventures to be encountered by
the PCs, you should also determine
the treasure they have or they are
guarding. Try to scale the treasure
to its guardian dont have the
characters kill a few orcs and then
find a +5 magic sword; or have to
kill a Balrog to discover that it was
guarding a pouch of 50sp. (In the
latter case, you could do this as
long as you have the real treasure
hidden in a secret chamber).

Placing treasure can be quite tricky
to get right but at least you have
control over what items the charac-
ters have access to rather than
relying on random tables and end
up with the PCs going around load-
ed up with magic items due to a few
lucky rolls.

When placing items, consider what
is the most powerful item you want
them to have and place that at the
end of the adventure guarded by
your nastiest monster. For 1st level
characters, the item might be a
magic sword +1, for example. Once
youve done that, dont place any-
thing else more powerful anywhere.
Scatter a few minor items, like po-
tions and scrolls around so that the
PCs can share some magic around
but wait until theyve got the sword,
before putting something else
someplace for the PCs to find.

Also, think about the PCs them-
selves. What classes are they? Make
sure there is something for every-
one. Theres little worse than one
PC getting everything because hes
the only one who can use it and the
others going without.

Remember, just about everyone can
use some sort of weapon and with a
lot of monsters being immune to all
but magic weapons, its handy to
place a few different +1 weapons in
places they can be found.

There are a few magic items dis-
cussed later but for those that need
more, you can easily borrow items
from other OGL products, like the
excellent Swords & Wizardry.


Charlie O'Connor (order #5707465)
TOMBS & TERRORS



88
Wandering monster treasure
table:
























Using the treasure tables
Simply select the rows for the wan-
dering monster table and roll a D20
3 times, once for coins, once for
goods and once for items. Coins are
easy simply roll the number of
dice indicated and multiply by the
number indicated to get the number
of coins in the monsters cache.
Goods, you need to determine on
the gems or art table. Items, you
need to determine on the mundane
or minor magic items tables.

With gems and art, try to be crea-
tive describe the item as a
superbly blue sapphire or a golden
crown studded with rubies. For art,
there are statuettes, paintings,
sculptures, fantastic carvings, tap-
estries and rugs.


























Gem table








Art table










D20 Roll Gem/jewellery value
1-5 D6 gp
6-9 D6 x 10gp
10-12 D6 x 100gp
13-15 D6 x 250gp
16-17 D6 x 500gp
18-19 D6 x 1,000gp
20 10,000gp
D20 Roll Art value
1-5 2D4 gp
6-9 2D4 x 10gp
10-12 2D4 x 100gp
13-15 2D4 x 250gp
16-17 2D4 x 500gp
18-19 2D4 x 1,000gp
20 1D4 x 5,000gp
Tabl e D20 Coi ns D20 Goods D20 It ems
1 1-3 None 1-18 None 1-17 None
4-6 1D6 10 sp 19 1 gem 18-19 1 mundane
7-10 1D6 10 gp 20 1 art 20 1 minor
11-19 2D8 10 gp
20 2D4 10 gc
2 1-3 None 1-16 None 1-10 None
4-5 1D6 100 sp 17-19 1D3 gems 11-17 1 mundane
6-9 3D4 10 gp 20 1D3 art 18-20 1 minor
10-19 4D10 10 gp
20 4D6 10 gc
3 1-2 None 1-14 None 1-9 None
3-4 1D4 1,000 sp 15-19 1D3 gems 10-16 1D3 mundane
5-8 3D10 10 gp 20 1d3 art 17-20 1 minor
9-19 1D6 100 gp
20 1D4 100 gc
4 1-2 None 1-13 None 1-8 None
3-4 2D6 1,000 sp 14-19 1D4 gems 10-15 1D4 mundane
5-7 1D6 100 gp 20 1D3 art 16-20 1 minor
8-18 4D10 100 gp
19-20 2D6 100 gc
5 1-2 None 1-12 None 1-7 None
3-4 1D4 10,000 sp 13-18 1D4 gems 9-14 1D4 mundane
5-7 3D10 100 gp 19-20 1D4 art 15-20 1D3 minor
8-18 1D6 1000 gp
19-20 1D4 1000 gc

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Mundane items table

Minor magic items table

Potion table

Scroll table

*Of one level higher than the high-
est level spell that the PCs can cast
themselves. Choose 3 spells from
appropriate list.
Ring table

Cloak table







Weapon table

*Choose a monster. The weapon
scores double damage against mon-
sters of that type.

Shield table

*Roll again for shield AC bonus

Armour table

*Roll again for armour bonus

D20 Roll Item type
1-5 Random selection of
goods from equipment
lists
6-8 1D6 melee weapons
9-11 1D6 ranged weapons
12-14 1D3 shields
15-16 1D3 suits of leather
17-18 1D3 chain shirts
19 1 suit of half plate
20 1 suit of full plate
D20 Roll Item type
1-5 Potion
6-8 Scroll
9-10 Ring
11 Cloak
12-14 Weapon
15-17 Shield
18-20 Armour
D6 Roll Potion type
1 Poison
2 Flying
3 Healing
4 Polymorph
5 Invisibility
6 Shrinking
D6 Roll Scroll type
1 Cursed
2 3 Cleric spells*
3 3 Mage spells*
4 3 Troubadour spells*
5 Protection, Demons
6 Protection, Undead
D6 Roll Ring type
1 Cursed
2 Regeneration
3 Spell Storing
4 Protection +1 AC/saves
5 Protection +2 AC/saves
6 Protection +3 AC/saves
D6 Roll Cloak type
1 Strangulation
2 Elven
3 Invisibility
4-5 Protection +1 AC
6 Protection +2 AC
D6 Roll Weapon type
1 Cursed -1
2-3 Magic +1 to hit/dam
4 Magic +2 to hit/dam
5 Magic +3 to hit/dam
6 Bane*
D6 Roll Shield type
1 Cursed -1 AC
2-3 Magic +1 AC
4 Magic +2 AC
5 Magic +3 AC
6 Protection vs. fire +4*
D6 Roll Armour type
1 Cursed -1
2-3 Magic +1 AC
4 Magic +2 AC
5 Magic +3 AC
6 Lighter weight & enc*
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90
DIBQUFS; 21
SVOOJOH
BEWFOUVSFT


he TM has a bit of a job on his
hands. He must prepare the
game session so that the char-
acters have plenty to do. The tradi-
tional way to begin is You all meet
in a tavern which is sometimes
fun but pales after the 100th time.
Instead, he might decide to start
with a simple caravan guarding job
for a merchant in a small town or
village. Or, he could put all of the
characters together in a prison,
where the first goal is to escape and
find their gear. This could be a way
of bringing the characters together
and giving them a common goal.
One of the better options is to tell
the players that their characters
already know one another and then
leave it up to them to explain how
so.

Qmboojoh bewfouvsft Qmboojoh bewfouvsft Qmboojoh bewfouvsft Qmboojoh bewfouvsft

Some TMs like to wing their adven-
tures completely and others like to
have everything planned out in the
finest detail. In Tombs & Terrors, it
is probably best to do some pre-
planning. You might want to draw
out a crypt for the characters to ex-
plore; youll also need to add traps
(if appropriate) and populate it with
monsters so that there are plenty of
things for the characters to defeat
before they reach their goal. Youll
need to leave yourself some room
for manoeuvre, because inevitably
the players will follow a different
course than the one youve meticu-
lously prepared. They may even
jump to some conclusions that you
T
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91
hadnt thought about, but that you
prefer to the one you have written.
The difficulty is always how much
to pre-prepare and how much to fill
in the gaps as you go. This partly
depends on how comfortable or ex-
perienced you are as a TM, how well
you know your players and what
you would expect them to do in a
situation, and how familiar you are
with the game world. If the game
worlds is one of your own invention,
then this should be straightforward,
but if you are using one of the many
commercial settings out there, this
could be a little more difficult. It
may take a few gaming sessions be-
fore you find your own level. If there
is sufficient interest, Tombs & Ter-
rors will have its own setting
sourcebook for your adventures.

Xibu jt uif bewfouvsf@ Xibu jt uif bewfouvsf@ Xibu jt uif bewfouvsf@ Xibu jt uif bewfouvsf@

In Tombs & Terrors, most adven-
tures will revolve around breaking
into old tombs and subterranean
vaults to find long-lost treasures.
Many of these dark places are
guarded by traps and evil monsters;
placed there by wizards and priests
long ago to guard the dusty passag-
es and burial chambers. Those that
arent guarded were looted long ago.

One of the problems for adventurers
is finding out where these treasure
hoards are and this can be an ad-
venture in itself. Perhaps there are
rumours of the long-lost burial
mound of a king, hidden deep with-
in a dark forest several days ride
out of town. Maybe a wandering
peddler has a treasure map that
hes willing to sell for the right
price. There could be a tribe of gob-
lins that have unearthed an under-
ground temple whilst digging more
chambers to expand their subterra-
nean realm.

Although most adventures are
about venturing into dark dungeons
and defeating monsters, sometimes
you might want to change the for-
mat a little.

You could have a secret cult of de-
mon worshippers meeting beneath
the city in their hidden temple.
They might be planning to summon
something big and nasty so that
they can subjugate the citizens and
take over the rule. The characters
could stumble upon this plot and
maybe join it or seek to stop it.

Opo Opo Opo Opo. .. .qmbzfs qmbzfs qmbzfs qmbzfs
dibsbdufst dibsbdufst dibsbdufst dibsbdufst

Non-player characters (NPCs) are a
highly important feature of Tombs
& Terrors. These are the characters
that the players can interact with
during the course of their adven-
tures. Some will go on to become
firm friends and may even occa-
sionally help the characters out in
some tricky situations. Others will
drift in and out of game sessions
and some may appear only once,
perhaps because something bad
happens, like they get killed.

Most often though, NPCs are the
characters enemies. They are dan-
gerous and often of a higher level
than the player characters. Some-
times they will have followers of
their own (generated as common-
ers). A fighter could be a mercenary
Charlie O'Connor (order #5707465)
TOMBS & TERRORS



92
officer with a sergeant and a few
spearmen and archers, an outlaw
could be a thief with a gang of ban-
dits, a merchant could be a
weapons trader with a couple of
heavies or swordsmen for protec-
tion.

The TM should try to give his NPCs
as much attention as the players
give to their own characters. NPCs
shouldnt be pushovers either. If
youve gone to the trouble of creat-
ing them, you dont want them
killed the minute they meet the
player characters! It is much better
for them to get away and become a
thorn in the side of the characters
someone who the characters can
begin to hate or at least respect.

These NPCs can also go up in level
too. If one has been around as long
as the characters and they have
gone up levels, it is likely that their
enemies will have had adventures of
their own in the meantime. The
characters could even hear about
the NPCs exploits during their ad-
ventures, even if they dont meet up
in that particular session. It all
helps to create a believable and
evolving, rather than static envi-
ronment and gives the illusion that
the world exists beyond the charac-
ters escapades. There are some
sample NPCs that the TM can use
directly or as inspiration for ones of
his or her own creation later in this
chapter.

Sfxbset Sfxbset Sfxbset Sfxbset
As characters complete their
quests, win their battles, bring
treasures out of the vaults, outwit
their opponents, bring their infor-
mation to their patrons, survive
their adventures, defeat their ene-
mies and garner the spoils of war,
they gain experience. They end the
adventures stronger, wiser and
more capable. To reflect this, the
TM awards experience points to the
players on an individual basis or as
a group.

Experience points
After characters defeat the bad (or
good) guys, collect gold and do oth-
er adventurous things they earn
experience points (XP). The TM can
award these points as he sees fit,
but the following suggestions are
recommended:

Foes
The TM adds the value of all foes
overcome during the adventure. The
points for monsters and NPCs are
set out in the appropriate descrip-
tion in the Monsters & Treasure
chapter.

Money
Although not all TMs will award ex-
perience for making money some
will. This is especially important to
characters for whom earning loot is
particularly important trouba-
dours could get experience
whenever they perform to a large or
important audience, thieves get ex-
perience for loot made from
robberies and mercenaries from
looting and so on. The amount of
the award is up to the TM and will
depend on how much money he has
available to his characters, but it
should be something like an experi-
ence point per gold piece.

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RUNNING ADVENTURES



93
Story
The TM should assign an experi-
ence point value to each adventure
and award that total to each char-
acter who completed the adventure.

Role-playing
The TM can also award specific ex-
perience point bonuses to
characters for good role-playing, in
a specific situation or over the
course of the adventure. 50 to 500
points is a good base, depending on
the characters current level.

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Characters can gain a level if they
earn enough experience points. This
equates to becoming better and
more experienced at the characters
career. With new levels, the charac-
ter gains more abilities and a
greater chance of success at those
he already has. Hit points increase
as does the bonus to hit.

To gain a level, the character must
accumulate enough experience
points to meet the number of points
required for the next level. The ex-
perience table used is set out in the
character class descriptions. A
character starts off at 1st level with
0 experience points. To reach se-
cond level he needs to amass
between 1500 and 2500 depending
on his class. This may take one ad-
venture or may take several,
depending on the length of the
adventure, the overall goals and
how well the characters do. The TM
should ensure that enough experi-
ence is available for characters to
advance in levels after one to three
adventures, certainly at lower lev-
els, just to give the players a feeling
that their characters are advancing
and becoming a little more reputa-
ble.

Once a character has the required
number of experience points, he
immediately gains his new level and
with it increased hit points (by
rolling the appropriate die and
adding constitution modifiers), and
any increase to BtH. He also gains
any new abilities or skills. At every
four levels, he can also choose an
attribute to increase by one point.

Bo bmufsobujwf tztufn Bo bmufsobujwf tztufn Bo bmufsobujwf tztufn Bo bmufsobujwf tztufn

As usual Tombs & Terrors is a game
about choices and what works for
the players. Some players cant
stand keeping track of their
experience points and find it a
chore that detracts from their
enjoyment of the game. If this is the
case, or simply if the TM prefers to
do things this way, the TM can
simply award a new level gain
whenever he feels it would be
appropriate for the characters to
advance. This can be based on a set
number of adventures, say after
every three completed adventures
or, it can be based on something
less defined. The TM might want to
throw some higher-level opponents
at the characters or might have a
storyline that needs the characters
to advance at a certain rate so that
they can continue to be effective.
This is a much more story-based
system than the mechanical system
presented above and will suit some
groups more than it suits others.

Charlie O'Connor (order #5707465)
TOMBS & TERRORS



94
Bewfouvsf; Bewfouvsf; Bewfouvsf; Bewfouvsf;
Uif Nbhf Uif Nbhf Uif Nbhf Uif Nbhft Nbotf t Nbotf t Nbotf t Nbotf

TMs overview
This is a traditional style adventure.
The PCs meet up in an inn where
they hear about the old wizards
house up in the wooded hills to the
north of the city. They learn some
rumours about the place, some of
which are true and some are false.
They then have to fight their way
through the goblin infested forests
that surround the building. Once
there they have to explore the build-
ings behind the gated walls, to
discover the hidden underground
vaults containing the treasures of a
presumed dead wizard.

The Dragons Nest Inn
The PCs are all in the inn, having
arrived here following rumours and
stories of adventure and treasure to
be found in the nearby Whispering
Woods. Here is the opportunity for
them to introduce themselves to
one another; also to ask around in
the tavern (making Gossip checks
as appropriate) to collect any ru-
mours or other information about
the Manse and the woods sur-
rounding it.

The landlord of the tavern is Hen-
nick Brewer. His wife Reema cooks
the food and their daughter Mila is
the serving maid. They are all 0-
level commoners (see p.81). Their
son Aldrick helps out behind the
bar and is the bouncer. He is a
man-at-arms (p.81) and uses a
cudgel although he also has a
sword.

There are about two dozen other
customers (commoners) eating and
drinking in the inn. Just buying
drinks for some of them will be suf-
ficient to get them talking about
anything and everything.

Also in the inn is one traveler, who
is sat on his own. This is Drago, a
3rd level thief. He is working with
the goblins, feeding them infor-
mation, which they then deliver to
the orcs at the Manse.

Drago
Armour class: 14
Attacks: 1xSword (1D6+1)
Hit Dice: 3D6 (12hp)
Move: 30
Special: Back attack, traps,
stealth, gossip, no-
tice, pick pockets,
disguise
XP: 436
Drago has a sword and dagger and
wears studded leather. His Primes
are Dex and Str and are both 13 (all
other attributes are 10). He has a
pouch of 18gp and 16sp. However
in his room at the inn is a box con-
taining 100gp (his payment for
information given to the orcs).

Successful gossip checks will reveal
the following:

Gossip (Challenge base +0)
Roll D6
1. The Mage hasnt been seen for
about 2 years (True)
2. The Mage died (True)
3. There is a fortune in gold in the
Manse (True)
4. The Manse is empty of threats,
ripe for looting (False)
5. There are evil creatures in the
woods (True)
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6. There is a slightly overgrown
trail leading to the Manse (True)

Gossip (Challenge base +2)
Roll D6
1. Orcs moved into the Manse
about 6 months ago and are
planning to launch an attack
on the village (True)
2. There is an undercroft (cellars)
at the manse, where the Mages
treasures are hidden (True)
3. A man was seen by Mila talking
to something at the edge of the
woods that looked like a goblin
(True)
4. Drago has only been in the vil-
lage for about 6 months (True)
5. Drago is gathering adventurers
to loot the Manse (False)
6. Drago has been pestering Mila
(True)

Gossip (Challenge base +5)
Roll D6
1. The Mage (Aggyx) is still at the
manse and although dead he
will come back stronger than
before (True)
2. Somebody in the village is in
league with the evil creatures in
the woods (True)
3. The Manse was built on a circle
of stones of evil power (True).
4. Aldrick is planning to kill Drago
for pestering his sister (True)
5. Drago has been asking lots of
questions: He says to prepare
for his raid on the Manse (The
first part is true)
6. There is a Troll in the woods
(False, unless met as a wander-
ing monster)

The Whispering Woods
There is a trail, of sorts, leading
through the woods. The woods are
thick, gloomy and creepy. Venturing
off the trail will incur a wandering
monster check every 2 hours. Stick-
ing to the trail will mean a
wandering monster check only
twice daily. If there are wandering
monsters, they will be D6+2 goblins
on 1-3 on a D6, otherwise roll on
the wandering monster table (p.86)
as normal.

The trail leads through the woods to
the Mages Manse. It is a two day
hike. In the afternoon of the first
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TOMBS & TERRORS



96
day, the characters will be am-
bushed by goblins. There are 2
goblins for each PC in the party.
When the party is spotted, one gob-
lin will run to the Manse to inform
the orcs, while the rest of the gob-
lins will try to stop them or hold
them off.

Besides any wandering monsters,
that is the only encounter until the
characters reach the Manse itself.

The Manse
The manse is surrounded by an 8
high foot thick wall. The main gates
are 8 wide and made of thick oak.
Interior walls are lower (6) and
thinner (6). Interior gates are about
6 wide.
Key
1 square = 5
1) Guarding the outer gate are
3 average orcs (see p.83).
2) This inner compound will
have 1D4+1 average orcs in
it on a roll of 1-2 on a D6.
The north and east gates are
unlocked but the west gate
is locked and wizard locked
(p.71)
3) A small garden area, now a
bit overgrown with weeds.
There is an ornamental pond
in the s-e corner and a
summer house in the north.
The pond has 6 fish in it (AC
14, 1hp each, razor-sharp
teeth, that will bite for 1
point of damage). At the bot-
tom of the 4 deep pond are
36gp)
4) The summer house
has been used as the quar-
ters of the outer-gate
guards (see 1 above). There
are four beds in here, and
one has a sleeping orc in it.
Hidden under and in the
beds are a total of 12gp and
34sp.
5) There is a circle of
stones in this walled area
that exude a feeling of evil.
They are each about 2 in
diameter and about 3 high,
with magical symbols in-
scribed onto them. It is here
that the Mage summoned
the demon that granted him
life eternal, in exchange for
his soul. The stones explain
the technique of summon-
ing a demon. A mage
without the Summon Demon
I spell can learn it (and cast
it) here. A mage that al-
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RUNNING ADVENTURES



97
ready knows Summon De-
mon I can learn Summon
Demon II. Although he cant
normally cast it until he
reaches the appropriate lev-
el, whilst he is here, he can
actually cast the spell. Un-
fortunately, the demon
summoned will immediately
break free and attack the
caster.
6) The main part of the Manse.
There are likely to be 6 aver-
age orcs patrolling the
grounds here. All of the
buildings are built of stone
and just one storey high.
The three small buildings in
the s-w corner are kennels
there are just dog bones ly-
ing in them now.
7) This room has sufficient
beds for 20 orcs. There is a
table and chairs in the cen-
tre of the room. The room
has 1D6+4 orcs in it at any
one time (most of whom will
be sleeping during the day).
8) This is a massive orc bar-
racks. There is room for 50
orcs in here, although these
orcs havent arrived at the
Manse yet.
9) These were servants quar-
ters. Now the place is given
over to an armoury. There
are orc spears, swords, axes,
bows, arrows and crossbows
all around the room.
10) The orc quartermasters
room. He is bigger than the
others (2HD, otherwise use
normal orc stats).
11) The entrance hall to the
main house is always
guarded by 2 orcs.
12) A great dining room, still
used as such by the orcs.
There is a 1 in 6 chance of
the orc cook being in here.
13) This was the library. The
shelves have been removed
(used for firewood) and the
books are piled up in the
corners gathering dust. This
room is now being used by
the orc chief Gruffmog.
There is a small chest under
his bed, which is locked. The
key is under Gruffmogs pil-
low. In the chest is 127gp,
283sp.
Gruffmog
Armour class: 15
Attacks: 1xMorningstar
(1D8+1)
Hit Dice: 3D8 (19hp)
Move: 30
Special:
XP: 179
14) This room is the kitchen. If
the orc cook wasnt in the
dining room, he will be in
here. He is a 2HD orc, with a
nasty meat cleaver (1D4+2
dam)
15) The Mages old chamber. It
is disused and locked (the
orcs are scared of it). All of a
wizards mundane para-
phernalia are around the
room, on shelves, in bottles,
in boxes, scrolls, books,
mortar & pestles, star charts
etc. An imp (p.75) guards
the room. There is a
trapdoor under a rug in the
centre of the room. The
trapdoor is bolted (from the
inside) so itll take some
work to break open. It is al-
so wizard locked. It leads
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TOMBS & TERRORS



98
down some steps to the un-
dercroft.

The Undercroft
The steps lead northwards, whilst
going down about 30 underground.
They come out into the passage on
the south edge of the map below.
Key
1 square = 5
1) The door into the room is
locked. There is a minor de-
mon (3HD p. 75) set to
guard this otherwise empty
room. There is a secret door
in the east wall.
2) This was to be used for stor-
age and there are shelves
around the walls. The room
is otherwise empty.
3) As 2) above.
4) This is where the Mage has
stored his magical treasures.
The room looks pretty much
like his room above ground
(p.97), except it looks far
more sumptuous. There are
shelves around the walls full
of books (lots of subjects,
lots of different languages,
some very old if read fully,
a book will give a +1 to the
appropriate knowledge). One
book is the Mages spell
book, but it is hidden inside
one of the mundane books
(a treatise on the potters
art). There is a large locked
chest in the room (the key is
with Aggyx). The chest con-
tains 3 robes. One robe is
magical and gives +1 pro-
tection to the wearer. The
other two are quite fancy
and are worth 30gp each.
There is also a ring of spell
storing (it enables a Mage to
place up to three of his
known spells into it), 2 po-
tions of healing, a potion of
invisibility and a dagger +1.
5) The door into the
room is locked. There are 12
skeletons in this room, set
specifically to guard the
way in to the secret cham-
ber to the south.
6) There are 2 ghouls
(p.84) in this otherwise
empty room.
7) This is a large stor-
age cellar. There are lots of
mundane items in here and
much of the foodstuffs have
rotted or been nibbled at by
rats. However, there are 2
cases of wine that would
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99
fetch 100gp each and there
are also 2 paintings that
would be worth 250gp each
to a collector. In the 4 al-
coves to the east are 4
statues. In actual fact, they
are gargoyles (p.78 alt-
hough these are smaller
than normal (2HD) and their
claws cause 1D4 damage
each) that will attack anyone
trying to take the paintings.
8) This room is empty.
9) There are hundreds of bones
and full skeletons lying on
the floor in this room. Aggyx
was intending to animate
them into undead skeletons
to serve him when he comes
back to unlife as a lich.
10) The river at this point is
fast-flowing, about 8 deep
and 10 wide. Any disturb-
ance in the water is likely
(roll 1-2 on a D6) to bring
the water serpent to investi-
gate (see 11)
11) The lair of a water serpent.
Beneath the water (which is
about 20 in here) is a small
cave where there is a skele-
ton, wearing a Helm of Water
Breathing (it didnt help
him!).
Water serpent
Armour class: 16
Attacks: 1xbite (2D4+1)
Hit Dice: 5D8 (27hp)
Move: 30
Special: None
XP: 387

12) The door to this room is
locked. At the central point,
stretched across the room is
an invisible thread. Tripping
it will release a poison gas
from holes in the ceiling, at
the same time shutting the
south door, if it is open.
13) This is where Aggyx is en-
tombed. He has an ornate
stone casket placed in the
room, which has hangings
on the walls, rugs on the
floor and unlit braziers in
the corners. Aggyx made a
pact with a demon who
agreed to help transform
him into a lich, so he could
live forever and wield great
power. Most stages have
now been completed Aggyx
must simply lie here undis-
turbed for 6 years, after
which he will be trans-
formed. Meanwhile, his
spirit, in the form of a
wraith, guards his body
(p.85).
14) There are 12 skeleton guard-
ians (p.85) in this chamber,
which is otherwise empty.
15) There is a pentagram in-
scribed on the floor to this
room. There are candle
stands at the five points of
the star and braziers with a
mixture of essences in them.
A chest in the corner con-
tains a fancy mage robe
(worth about 75gp), a
Mages Staff (+1 to hit and
damage, stores up to 5
spells of up to 2nd level (it
contains 2 Magic Missiles,
Knock, Summon Demon I
and Continual Light) a
pouch of 20gp and 50sp and
a potion of healing). This is
where Aggyx intends to do
some summoning when he
returns to unlife).
Charlie O'Connor (order #5707465)


UPNCT BOE UFSSPST
CHARACTER SHEET

PLAYER NAME________________________________________
CHARACTER NAME__________________________________
Class__________________________________________________
Level____________________ Gender_____________________
Age__________ Height____________Weight_____________
Features______________________________________________
________________________________________________________
___________________________________________________________

[ATTRIBUTE CHECK = D20 + ATTRIBUTE MOD + LEVEL]
ATTRIBUTES SAVING THROWS
P/S/T MOD TN
[ ] STR _______ ______ ______
[ ] INT _______ ______ ______
[ ] WIS _______ ______ ______
[ ] DEX _______ ______ ______
[ ] CON _______ ______ ______
[ ] CHA _______ ______ ______


DEFENCE CLASS HIT POINTS HIT DIE TYPE






CLASS ABILITIES & SKILLS EQUIPMENT
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________

ENC______PENALTY_____MOVE____


WEAPON BONUS TO HIT DAMAGE SPECIAL
______________________ __________ _________ __________________________________
______________________ __________ _________ __________________________________
______________________ __________ _________ __________________________________
______________________ __________ _________ __________________________________
______________________ __________ _________ __________________________________
______________________ __________ _________ __________________________________
CHARACTER SKETCH/NOTES
MONEY
SP
GP
GC
EXPERIENCE
Charlie O'Connor (order #5707465)


THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS
LICENSE IS MADE BY WIZARDS OF THE COAST!

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast Inc.; Authors Jona-
thon Tweet, Monte Cook, Skip Williams, based on original material by Gary E Gygax and
Dave Arneson.
Legends of Excalibur, Copyright 2003, RPGObjects; Author Charles Rice
Medieval Players Manual, Copyright 2004, Green Ronin; Author David Chart
Castles & Crusades: Players Handbook, copyright 2004, Troll Lord Games; Authors Da-
vis Chenault & Mac Golden
Castles & Crusades: Monster & Treasure free pdf A guide and rules system for fantasy
role playing copyright 2004 Troll Lord Games; Authors Christian Harris, Mac Golden,
Davis Chenault, Mark Sandy and Todd Gray.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J Finch
Go Fer Yer Gun! RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
bourne
Medieval Mysteries RPG, Copyright 2005 by Beyond Belief Games; Author Simon Wash-
bourne

PRODUCT IDENTITY
Tombs & Terrors Old School Fantasy Role Playing

Charlie O'Connor (order #5707465)


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BARBARIANS OF LEMURIA (BoL)
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KIDS & CRITTERS OLD SCHOOL RPG TRILOGY
Tales from The Wood
Lashings of Ginger Beer
Its a Dogs Life


GO FER YER GUN!
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From RPGNow in pdf. Or from LULU.COM in print.

MEDIEVAL MYSTERIES
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Dogs of W*A*R
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ans of Lemuria rules. Available in PDF from RPGNow or in print from LULU.COM.

Legends of Steel (BoL Edition)
BoL setting book for the world of Erisa, by Evil DM Productions and Beyond Belief Games.
Available in print from LULU.COM, in PDF from RPGNow or direct from the Evil DM website.

Barbarians of The Aftermath
BoL setting book for post-apocalyptic role playing, by Jabberwocky Productions. In PDF from
RPGNOW or print from Cubicle 7
Charlie O'Connor (order #5707465)

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