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)
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)
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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 Charlie O'Connor (order #5707465)
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 Charlie O'Connor (order #5707465)
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
Charlie O'Connor (order #5707465)
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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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
2 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.
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. Charlie O'Connor (order #5707465) WHAT IS ROLE PLAYING?
3 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! Charlie O'Connor (order #5707465)
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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. Buusjcvuft Buusjcvuft Buusjcvuft Buusjcvuft
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 E Charlie O'Connor (order #5707465) CREATING A CHARACTER
5 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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
6 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
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 Charlie O'Connor (order #5707465) CREATING A CHARACTER
7 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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
8 remaining two are his tertiary at- tributes by default.
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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
10 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. Charlie O'Connor (order #5707465) CHARACTER RACES
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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. Charlie O'Connor (order #5707465) CHARACTER RACES
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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. Ivnbo Ivnbo Ivnbo Ivnbo
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 Charlie O'Connor (order #5707465)
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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 Charlie O'Connor (order #5707465) 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. Charlie O'Connor (order #5707465) TOMBS & TERRORS
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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.
Charlie O'Connor (order #5707465) 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.
18 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 Charlie O'Connor (order #5707465) 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
20 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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
22 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
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
24 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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
26 (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).
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
28 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.
Charlie O'Connor (order #5707465)
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) Charlie O'Connor (order #5707465) TOMBS & TERRORS
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.
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- Charlie O'Connor (order #5707465) SKILLS
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
32 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- Charlie O'Connor (order #5707465) SKILLS
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
34 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 Charlie O'Connor (order #5707465) SKILLS
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. Charlie O'Connor (order #5707465)
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
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 Charlie O'Connor (order #5707465) EQUIPMENT
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.
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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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
42 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.
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.
Charlie O'Connor (order #5707465) PLAYING THE GAME
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.
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
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.
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 Charlie O'Connor (order #5707465) PLAYING THE GAME
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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46 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 Charlie O'Connor (order #5707465) PLAYING THE GAME
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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
48 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.
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.
Charlie O'Connor (order #5707465) PLAYING THE GAME
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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50
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.
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. Charlie O'Connor (order #5707465) PLAYING THE GAME
51 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.
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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52 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 Charlie O'Connor (order #5707465) PLAYING THE GAME
53 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
54 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 Charlie O'Connor (order #5707465) PLAYING THE GAME
55 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. Charlie O'Connor (order #5707465) TOMBS & TERRORS
56 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. Charlie O'Connor (order #5707465)
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.
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
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.
Charlie O'Connor (order #5707465) MAGIC
61 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
62 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- Charlie O'Connor (order #5707465) MAGIC
63 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
64 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 Charlie O'Connor (order #5707465) MAGIC
65 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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66 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 Charlie O'Connor (order #5707465) MAGIC
67 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
68 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- Charlie O'Connor (order #5707465) MAGIC
69 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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
70 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 Charlie O'Connor (order #5707465) MAGIC
71 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.
Charlie O'Connor (order #5707465)
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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.
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 Charlie O'Connor (order #5707465) MONSTERS & TREASURE
73 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.
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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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.
Charlie O'Connor (order #5707465) TOMBS & TERRORS
74 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.
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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.
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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.
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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.
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.
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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.
75 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.
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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.
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.
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.
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.
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.
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.
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.
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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 Charlie O'Connor (order #5707465) MONSTERS & TREASURE
77 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.
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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.
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.
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.
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.
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.
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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.
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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.
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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.
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.
Charlie O'Connor (order #5707465) MONSTERS & TREASURE
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.
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.
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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.
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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.
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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.
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Armour class: 13 Attacks: Bite (1D10) Hit Dice: 4-7D8 (18-31hp) Charlie O'Connor (order #5707465) TOMBS & TERRORS
80 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.
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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.
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.
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.
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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
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.
Charlie O'Connor (order #5707465) MONSTERS & TREASURE
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.
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.
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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.
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.
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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 Charlie O'Connor (order #5707465) TOMBS & TERRORS
82 head dies (reducing the number of attacks the creature can make). Some hydras can breathe fire or regenerate their heads.
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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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.
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Armour class: 15 Attacks: 2xClaws (1D10) Hit Dice: 6D8+3 (30hp) Charlie O'Connor (order #5707465) TOMBS & TERRORS
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).
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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.
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.
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.
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. Charlie O'Connor (order #5707465) MONSTERS & TREASURE
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.
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.
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.
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.
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.
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. Charlie O'Connor (order #5707465) TOMBS & TERRORS
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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
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.
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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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89 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* Charlie O'Connor (order #5707465)
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.
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 Charlie O'Connor (order #5707465) RUNNING ADVENTURES
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.
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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.
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.
Charlie O'Connor (order #5707465) 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.
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.
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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.
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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) Charlie O'Connor (order #5707465) RUNNING ADVENTURES
95 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 Charlie O'Connor (order #5707465) 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- Charlie O'Connor (order #5707465) 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 Charlie O'Connor (order #5707465) 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 Charlie O'Connor (order #5707465) RUNNING ADVENTURES
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 _______ ______ ______
WEAPON BONUS TO HIT DAMAGE SPECIAL ______________________ __________ _________ __________________________________ ______________________ __________ _________ __________________________________ ______________________ __________ _________ __________________________________ ______________________ __________ _________ __________________________________ ______________________ __________ _________ __________________________________ ______________________ __________ _________ __________________________________ CHARACTER SKETCH/NOTES MONEY SP GP GC EXPERIENCE Charlie O'Connor (order #5707465)
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PRODUCT IDENTITY Tombs & Terrors Old School Fantasy Role Playing
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