An Alternate Rules Supplement For
An Alternate Rules Supplement For
An Alternate Rules Supplement For
"Tunnels & Trolls" and "T&T" are trademarks of Flying Buffalo Inc.
Wizardawn™ is not affiliated with Rick Loomis, Kent St. Andre, or Flying Buffalo Inc.
Table of Contents
INTRODUCTION............................................................................................................. 1
CHARACTER KINDRED ................................................................................................. 2
CHARACTER TYPES .................................................................................................... 11
Barbarian ................................................................................................................. 11
Bard ........................................................................................................................ 12
Hunter ..................................................................................................................... 13
Rogue ...................................................................................................................... 15
Thief ........................................................................................................................ 15
Warrior .................................................................................................................... 16
War-Wizard .............................................................................................................. 16
Wizard ..................................................................................................................... 17
CHARACTER LEVELS .................................................................................................. 17
Level Advancement Table .......................................................................................... 17
LANGUAGES ................................................................................................................ 18
EQUIPMENT ................................................................................................................ 19
Weapons .................................................................................................................. 19
Armor ...................................................................................................................... 23
Items ....................................................................................................................... 24
COMBAT ...................................................................................................................... 29
Definitions................................................................................................................ 29
Basics of Combat ...................................................................................................... 30
Combat Rolls (CR) ..................................................................................................... 30
Damage Rolls (DR) .................................................................................................... 31
Monster Conversion .................................................................................................. 32
Ranged Attacks ........................................................................................................ 32
Group Formation ...................................................................................................... 33
Battle Breakdown ..................................................................................................... 34
MAGIC ......................................................................................................................... 36
Bard Songs............................................................................................................... 37
MONSTERS.................................................................................................................. 39
ADVENTURES .............................................................................................................. 39
CHARACTER SHEET ................................................................................................... 40
Introduction
This supplement is a collection of alternate rules and extra options that
can be used for the Tunnels & Trolls™ 5th edition role-playing game. You
can get Tunnels & Trolls™ from Flying Buffalo Inc. The 4th edition of the
rules would also suffice, as well as the rules for the Monsters! Monsters!
game. Their website is www.flyingbuffalo.com. Some local game stores
still carry copies of Tunnels & Trolls™ 5.5 edition as well.
Within this book are new kindred and character types to play as
characters. There is also a more condensed and simplified weapon and
armor listing, along with a comprehensive list of equipment items for
adventuring. There are also some modifications to the level advancement
system and how adventure points are gained.
Another change with these rules is the combat system. Along with this,
weapons and armor behave differently and ranged attacks are handled
like melee attacks. This different system requires less dice to roll and yet
remains simple to perform. Values for weapon dice and adds, along with
armor hits, remain the same but work differently. This makes the new
combat system easy to implement into a current campaign if you desire.
1
Character Kindred
This is a listing of the different types of kindred available, and is derived
from the Monsters of Wizardry & Warriors supplement. These kindred
are sized enough to fit into the dungeons and tunnels of the
world. Unlike the monster counterparts of the few, some of these
creatures simply decided to join society for one reason or another. All
kindred below can choose whatever character type they want to be, but
must also qualify for it. Some kindred are limited to what they can
choose, but that information is included below.
Each kindred has a type (human, fey, etc.), movement rate per turn,
languages they know automatically, and an average size. There are also
adjustments listed that are applied during the character creation
process. There is also a brief description about the kindred, along with
any special abilities they may have.
Human
Type: Humanoid Size: M (6`)
Move: 120` Language: Common
STR: 1 / CON: 1 / DEX: 1 / INT: 1 / LCK: 1 / CHR: 1 / HGT: 1 / WGT: 1
Humans are the most common civilized race in the world. They average in ability
and size, but have a natural tendency to grow, civilize, conquer, and learn. This
allows humans to succeed at any SR if they fail by 1 point. They can use any
item that they are 1 point shy of doing so (EXAMPLE: if they have an 18 STR, but
the item requires a 19 STR, then they are actually able to use the item). They have
the most settlements and are generally welcome in most other civilized places.
Brownie
Type: Fey Size: S (1.5`)
Move: 120` Language: Brownie
STR: 0.33 / CON: 0.5 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 1 / HGT: 0.25 / WGT: 0.25
Brownies are short forest dwellers that are generally friendly toward the common
races of the land. They are generally roguish in their behavior and most
commonly choose that profession. They get a +6 to any SR`s involving hiding in
the forest. If they are unnoticed, they can make an L1SR vs. INT to try and
distract a creature with ventriloquism. The brownie must also have an INT higher
than the opponent.
2
Centaur
Type: Fey Size: L (7`)
Move: 180` Language: Centaur
STR: 1 / CON: 1.5 / DEX: 2 / INT: 0.75 / LCK: 1 / CHR: 0.5 / HGT: 1.5 / WGT: 1.5
These creatures have the lower body of a horse but an upper torso of a human.
They are generally friendly toward other civilized races and make great rangers.
They are naturally skilled with bows and can use any bow no matter the DEX
requirement. They obviously cannot ride any type of mount, but they mostly
don`t need to. Due to their hooves, they can never wear boots.
Cyclops
Type: Giant Size: L (9`)
Move: 120` Language: Giant
STR: 2.5 / CON: 2.5 / DEX: 0.5 / INT: 0.5 / LCK: 0.75 / CHR: 0.25 / HGT: 1.5 / WGT: 2
These brutish one-eyed look like very muscular humans with hair ranging in the
same colors as humans, along with skin tone. These creatures often make their
homes in the crags of the mountains. They are too large to ride horses so must
ride something elephant-size when traveling by mount.
Daklafar
Type: Humanoid Size: M (5`)
Move: 120` Language: Elven
STR: 1 / CON: 0.67 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 0.5 / HGT: 1 / WGT: 0.67
These dark cousins to elves live deep within the ground and dabble in the arts of
dark magic. They often make homes and businesses in cities and will often have
tunnels leading to such places. Although their businesses might appear
legitimate, they are often shady in their dealings...dabbling in crime and
assassination. Their skin is often varying shades of black with white hair. Their
bright white eyes allow them to see perfectly in non-magical darkness. If they
become wizards, they have a 1.5x for their INT. If they decide to become rogues,
then they will have a 1.5x for their LCK.
Dwarf
Type: Humanoid Size: S (4`+)
Move: 60` Language: Dwarvish
STR: 2 / CON: 2 / DEX: 0.75 / INT: 1 / LCK: 0.67 / CHR: 1 / HGT: 0.65 / WGT: 1
Born within the mountains, dwarves often follow the ways of the warrior. Due to
mining for gems in the tunnels of mountains of the world, they get a +6 to any
SR`s where they try to identify gems and jewels and the values of such things.
They can see perfectly in non-magical darkness.
3
Dwurman
Type: Humanoid Size: S (4`)
Move: 60` Language: Dwarvish
STR: 2 / CON: 2 / DEX: 1 / INT: 1 / LCK: 0.67 / CHR: 0.25 / HGT: 0.65 / WGT: 1
Born within the deepest parts of the world, dwurman often follow the ways of the
warrior. Unlike their dwarf cousins, dwurman are rarely seen on the surface.
Their skin is dark grey and their hair is a dull white. Due to living in the tunnels
deep underground, they get a +6 to any SR`s where they try to determine more
about the stone that makes up tunnels and dungeons. They can see perfectly in
non-magical darkness.
Elf
Type: Humanoid Size: M (5`+)
Move: 120` Language: Elven
STR: 1 / CON: 0.67 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 2 / HGT: 1 / WGT: 0.67
Elves live in the lush forests of the world and are generally one with nature. They
make their homes high in the tree tops of the biggest trees and grow up learning
how to use bows so they get a +3 to their CR roll when using them.
Fairy
Type: Fey Size: S (1`)
Move: 60`/Fly 120` Language: Fey
STR: 0.25 / CON: 0.25 / DEX: 2 / INT: 1 / LCK: 2 / CHR: 1 / HGT: 0.165 / WGT: 0.1
Fairies are very small humanoids with insect like wings that live in the forests of
the world. They can emit a small amount of light varying in colors from blue,
white, green, or yellow. This light can help when in the darkest of underground
areas, but only up to about 6 feet. This light can also confuse an opponent for a
number of combat rounds equal to their level (per day ) if they can make an L1SR
vs. INT. The fairy must also have an INT higher than the opponent. This
confusion causes the opponent to use only half of their dice (rounded up) during
the next combat round.
Falcoran
Type: Humanoid Size: M (5`+)
Move: 60`/Fly 360` Language: Falcoran
STR: 1.5 / CON: 1 / DEX: 1.5 / INT: 0.75 / LCK: 1 / CHR: 1 / HGT: 1 / WGT: 1.25
These bird-men often make their homes high in the trees. They look like
humanoid eagles where the males have white feathered heads, while the
females do not...which make them look more like humanoid hawks.
4
Fruglum
Type: Humanoid Size: S-M (4`+)
Move: 30`/Swim 150` Language: Fruglum
STR: 1.5 / CON: 1 / DEX: 1.5 / INT: 0.75 / LCK: 1.25 / CHR: 0.25 / HGT: 0.8 / WGT: 0.8
These frog men are generally green, dark-green, or blue-green in color. They are
able to jump 12 feet across and 6 feet high. They can breathe underwater for an
hour before needing air.
Gnome
Type: Humanoid Size: S (3`+)
Move: 60` Language: Dwarvish
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1.5 / LCK: 1 / CHR: 1 / HGT: 0.5 / WGT: 0.75
Gnomes look similar to dwarves but are not as stocky. They also live
underground and often tinker with machines and generally trying to automate
their daily chores. They often build iron golems or clockwork creatures to aid
them. Most gnomes tend to be magically inclined and thus become wizards. They
can see perfectly in non-magical darkness.
Goblin
Type: Humanoid Size: S (4`)
Move: 60` Language: Goblin
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 0.5 / HGT: 0.65 / WGT: 0.5
These creatures often have reddish-green skin and large yellow eyes that allow
them to see perfectly in non-magical darkness. They spend their younger ages
mining in the mountains of the world. They get a +6 to any SR`s where they try to
identify metals or coins and the values of such things.
Gremlin
Type: Planar Size: S (1`+)
Move: 60`/Fly 120` Language: Gremlin
STR: 0.25 / CON: 0.33 / DEX: 2 / INT: 1 / LCK: 2 / CHR: 1 / HGT: 0.165 / WGT: 0.1
These small winged creatures are often dark green in color. They survive solely
on the blood of others and are often untrusted when seen in the settlements of
the world. They often act as spies as they are hard to notice, allowing them a +6
to any SR`s that involve hiding.
5
Greyling
Type: Fey Size: S (1.5`)
Move: 120` Language: Brownie
STR: 0.33 / CON: 0.5 / DEX: 1.5 / INT: 1.5 / LCK: 0.75 / CHR: 0.5 / HGT: 0.25 / WGT: 0.25
Unlike their brownie cousins, these creatures often live in abandoned buildings
in the dead forest regions of the world. Their skin is a shade of grey (from light to
dark) and their hair color ranges from white, black, or grey. They are believed to
be brownies that were corrupted by magic, which may hold true since these
creatures almost always become wizards.
Hobgoblin
Type: Humanoid Size: M (6.5`)
Move: 90` Language: Goblin
STR: 1.33 / CON: 1.33 / DEX: 1 / INT: 0.75 / LCK: 0.5 / CHR: 0.75 / HGT: 1 / WGT: 1.5
These large, hair covered, goblins mostly live underground and have dark red fur.
They have faces of deep red with yellow eyes. They normally pursue the life of a
warrior, seeking constant battle. They can see perfectly in non-magical darkness.
Hobling
Type: Humanoid Size: S (3`+)
Move: 90` Language: Hobling
STR: 0.5 / CON: 1.25 / DEX: 1.25 / INT: 1 / LCK: 1.5 / CHR: 1 / HGT: 0.5 / WGT: 0.5
A sturdy and peaceful race, hoblings live in the hills of the land...building their
homes in burrows. They often don`t wear shoes and have hair growing on the
tops of their feet which help keep their feet warm. They have a natural poison
resistance and can add an extra die when rolling an SR for poison. They are
trained at a young age on how to use slings so they get a +3 to their CR roll when
using them.
Imp
Type: Planar Size: S (2`)
Move: 60`/Fly 180` Language: Devlish
STR: 0.5 / CON: 0.5 / DEX: 1 / INT: 1.5 / LCK: 1 / CHR: 0.25 / HGT: 0.35 / WGT: 0.35
These winged creatures look like short devils with their red skin and long pointy-
ended tails. Their eyes are usually white to yellow in color and they have two
small horns on the top of their heads. They can ignore the effects of a spell if they
can make an L3SR vs. INT.
6
Kobold
Type: Humanoid Size: S (3`)
Move: 60` Language: Goblin
STR: 0.5 / CON: 0.5 / DEX: 1.5 / INT: 1 / LCK: 2 / CHR: 0.75 / HGT: 0. 5 / WGT: 0.5
These creatures look like small dog-men but are covered in scales that ranges
from light brown to dark brown in color.
Leprechaun
Type: Fey Size: S (2`)
Move: 150` Language: Fey
STR: 0.5 / CON: 0.5 / DEX: 1.5 / INT: 1.5 / LCK: 1.5 / CHR: 2 / HGT: 0.35 / WGT: 0.25
These small humanoids are generally troublesome creatures that get +6 to any
SR`s involving tricking another creature, which allows them to outwit one into
doing something that the leprechaun wants them to do (like go down a different
passage or walking into a trap).
Mantaran
Type: Insect Size: M (6`)
Move: 180` Language: Mantaran
STR: 2 / CON: 2 / DEX: 1 / INT: 1 / LCK: 0.5 / CHR: 0.25 / HGT: 1 / WGT: 0.75
These insect-like humanoids look similar to an ant and are black in color. They
generally make their cities in giant hills of sand and can see perfectly in non-
magical darkness.
Minotaur
Type: Beast Size: L (8`)
Move: 120` Language: Minotaur
STR: 2 / CON: 2 / DEX: 0.75 / INT: 1 / LCK: 0.5 / CHR: 0.5 / HGT: 1.25 / WGT: 1.5
These furry humanoids have the head of a bull, hooves for feet, and often roam
the labyrinths of world. Because of this, they get a +6 when making any SR`s
involving determination of which direction they may be headed. They are believed
to be human once but now suffer a curse that turned them into what they are
today. They can see perfectly in non-magical darkness. They are too large to ride
horses so must ride something elephant-size when traveling by mount. Due to
their hooves, they can never wear boots.
7
Neptar
Type: Humanoid Size: M (6`)
Move: 120`/Swim 180` Language: Neptar
STR: 1 / CON: 1.5 / DEX: 1 / INT: 1 / LCK: 1 / CHR: 0.5 / HGT: 1 / WGT: 1
These humanoid fish-men have webbed feet and hands, with a fin on their head
that stands about 6 to 8 inches high. Their scales are bright green or bright blue
in color, often with a shine to them. They have huge bulbous eyes and fight really
well with spears (allowing them add their level to your weapon adds while using
such weapons). They can breathe indefinitely underwater and swim twice as fast
as others walk. They can roam the land with others but must submerge
themselves in water at least once a week to keep their scales from hurting.
Ogre
Type: Giant Size: L (8`)
Move: 90` Language: Ogrish
STR: 2 / CON: 2 / DEX: 1 / INT: 0.75 / LCK: 0.75 / CHR: 0.5 / HGT: 1.35 / WGT: 1.75
These muscular creatures look like a muscular human except their heads have
very thick, almost neanderthal looking, skulls. They have two large teeth that
protrude from the lower jaw and they are almost always bald. Their skin tone is
usually pale to a dirty yellow color and they often make their homes in caves.
They often find work in cities as guards for the more shady businesses. They are
too large to ride horses so must ride something elephant-size when traveling by
mount.
Orke
Type: Humanoid Size: M (6`+)
Move: 90` Language: Orkish
STR: 1.25 / CON: 1.25 / DEX: 1 / INT: 0.75 / LCK: 0.75 / CHR: 0.25 / HGT: 1 / WGT: 1.25
Orkes are a green-skinned warrior race that has huge lower fangs and reddish
eyes. They can see perfectly in non-magical darkness due to the fact that live
underground. Many orkes become mercenaries or bandits, while some others
become members of the city guard.
Pixie
Type: Fey Size: S (2.5`)
Move: 60`/Fly 120` Language: Fey
STR: 0.5 / CON: 0.75 / DEX: 1.25 / INT: 1.25 / LCK: 1.25 / CHR: 1 / HGT: 0.4 / WGT: 0.25
These humanoids stand about 2 feet tall and have insect like wings. They are
able to turn invisible for a number of combat round equal to their level (per day )
and only if they make an L1SR vs. INT.
8
Rattanu
Type: Humanoid Size: S-M (4`+)
Move: 120` Language: Rattanu
STR: 0.5 / CON: 0.75 / DEX: 2 / INT: 0.75 / LCK: 2 / CHR: 0.5 / HGT: 0.8 / WGT: 0.8
These humanoid rats often live in abandoned buildings or under the city streets.
They have dark brown to black fur and yellow eyes ranging from dull to bright.
They have a tendency to become rogues and they can see perfectly in non-
magical darkness. They can fit through spaces that are just a tad too small for a
human to fit though.
Satyr
Type: Fey Size: M (6`)
Move: 180` Language: Fey
STR: 1 / CON: 1 / DEX: 1.5 / INT: 1 / LCK: 1 / CHR: 2 / HGT: 1 / WGT: 1
Satyrs have the legs and hooves of a goat but the upper body of a human. They
have small antlers on their heads and their flesh is a darker brown color. Satyrs
have an ability with instruments and never need to worry about any dexterity
requirements when using them. Due to their hooves, they can never wear boots.
Sauriman
Type: Reptile Size: M (7`)
Move: 60`/Swim 120` Language: Sauriman
STR: 1.33 / CON: 1.33 / DEX: 1 / INT: 0.75 / LCK: 0.5 / CHR: 0.75 / HGT: 1.25 / WGT: 1.5
These lizardmen often live in the jungles and swamps of the world. They have
dark green to greenish-blue scales and are strictly carnivores. Their tails range
from 3 to 4 feet long. They can breathe underwater for an hour before needing
air.
Slitheran
Type: Reptile Size: M (6`)
Move: 90` Language: Slitheran
STR: 1 / CON: 1 / DEX: 1.5 / INT: 1.5 / LCK: 0.5 / CHR: 0.33 / HGT: 1 / WGT: 1.25
The slitheran are a race of serpent men with two arms, but have no legs but
instead slither around. This means that they cannot wear any type of boots or
leggings. Their scales are usually golden to dull-yellow in color and they have
fangs that will inject a venom once a day on whoever they successfully bite. This
bite must be declared during that combat round, before dice are rolled, and the
slitheran`s side must win that combat round for the bite to take effect. This
venom will decrease the victim`s combat adds [ or damage ] (at the rate of the
slitheran`s level_x_5).
9
Sprite
Type: Fey Size: S (2`)
Move: 90`/Fly 180` Language: Fey
STR: 0.5 / CON: 0.75 / DEX: 1.25 / INT: 1.25 / LCK: 1.25 / CHR: 1 / HGT: 0.35 / WGT: 0.25
These humanoids stand about 2 feet tall and have insect like wings. They are
able to cause an opponent to fall magically fall asleep for a number of combat
round equal to their level (per day ) and only if they make an L1SR vs. INT. The
sprite must also have an INT higher than the opponent.
Suvart
Type: Humanoid Size: S (3`)
Move: 90` Language: Dwarvish
STR: 0.75 / CON: 0.75 / DEX: 1.5 / INT: 1 / LCK: 1.5 / CHR: 0.25 / HGT: 0.5 / WGT: 0. 75
Unlike their gnome cousins, suvarts deal more in illegal ways of making a living.
They often visit the cities on the surface world but often to make shady deals
with criminal organizations and the thieves guild. They have an almost black
skin color and pure white eyes. They generally have no hair on their head but do
have large moustaches that are bright white in color. They can see perfectly in
non-magical darkness.
Tigran
Type: Humanoid Size: M (5`+)
Move: 150` Language: Tigran
STR: 1 / CON: 0.67 / DEX: 2 / INT: 1 / LCK: 1.5 / CHR: 3 / HGT: 1 / WGT: 0.67
Tigran are a race of humanoid cats that vary in fur color and appearance. Some
look like panthers, while others look like tigers. Others might look like a cheetah,
and some might have a leopard appearance. They live in the forests of the world
and hunt with great stealth. They make their homes from wood of the
surrounding forest, with beautiful architecture. Since they can move very quietly,
they get a +6 to any SR roll when trying to sneak. They have a tendency to
become rogues and can see perfectly in non-magical darkness.
Troll
Type: Giant Size: L (8+`)
Move: 120` Language: Trollish
STR: 2.5 / CON: 2.5 / DEX: 0.75 / INT: 0.25 / LCK: 0.5 / CHR: 0.33 / HGT: 1.4 / WGT: 1.75
These huge, green-skinned, humanoids often become warriors. They have pointy
ears that stand about 6 inches above their head. Their eyes range from red to
yellow and often make their homes in the mucky swamps of the world. They are
able to regenerate CON [ or Life ] at the rate of 2 points per level...per day. If hit
with any type of fire-based attack, they will take double the damage. They are too
large to ride horses so must ride something elephant-size when traveling by
mount.
10
Wulfan
Type: Humanoid Size: M (6`)
Move: 150` Language: Wulfan
STR: 1 / CON: 1.5 / DEX: 1 / INT: 1 / LCK: 1.5 / CHR: 1 / HGT: 1 / WGT: 1
Wulfan are a race of humanoid wolves that vary in fur color from white, gray, and
varying shades of brown. There are rare wulfan that have black fur. They live in
small villages called `packs` and they have a keen sense of smell. This gives them
a +6 to any SR related to tracking. They often become hunters by profession and
can see perfectly in non-magical darkness.
Character Types
The rules themselves cover character types such as Warriors, Wizards,
Rogues, and Warrior-Wizards. These types can fill many niches in the
fantasy world quite well, but there are varying shades of gray that one
might want to explore. Below are four brand new character types, along
with the original three character types and how they differ with these
alternate rules. Each character type begins with a bonus to their
constitution and is indicated by the character type name below. They
also get this same value added to their constitution whenever they
achieve a new level. They also have bonuses to CR and damage which
will be covered in more detail later.
11
Climbing: Living in mostly cold, mountainous regions, the barbarian
can climb many surfaces without the need for a grappling hook and/or
rope. This can be the side of a mountain, or the face of a building. This
allows them to add their level to any saving rolls involving such feats.
Music: Bards have some magical sonnets they can learn as they
progress in their profession. Their mystical tunes do not nearly number
12
the spells that wizards may ever learn. Each level, a bard may learn a
new song from a minstrel who will teach them the tune. They must have
the charisma, along with the dexterity needed to play the music on an
instrument. The minstrel teaching the song will require a fee for their
services. While singing and playing a musical instrument, the bard
cannot participate in combat. The magical songs are described in the
Magic section.
Myths: Bards have shared tales they have heard from other
adventurers, either in passing or bragging at the tavern. They have read
books about legends and fairy tales. Quite simply, they have some
knowledge about the land. Whether the knowledge is indeed fact or
simply rumor, this allows them to identify magic items by using an SR
vs. INT. The bard adds their (level x 5 ) to any saving rolls required to
determine the value and purpose of magical items.
Singing: Bards may use extra tone in their singing of magical songs,
without using an instrument. If they do this, they may fight while they
sing…but the magical songs require double the magic cost to perform.
13
Prey: This is what defines the type of hunter one is. They may hunt
dragons, or they may seek to destroy giants. Prey can be motivated by
any number of things. It may be a total hatred for the type of creature.
It could simply be the sport in such activities. Maybe revenge is being
sought due to a tragedy caused by such creatures. Below are the options
one may choose when making their hunter. Once this prey is chosen, it
is with that character forever and they cannot change it.
Enemies from within the chosen category above allow the hunter to add
their level to attack rolls against such prey. Each monster in the
Monsters of Wizardry & Warriors supplement will have the type
indicated. Hunters can ignore any restrictions to hit monsters with
magical spells or weapons (and even silver weapons ). This bonus is
separate from the Marksmen skill.
14
ROGUE 2d6 Dmg 4 Con
Rogues are very much the same as the original rules describes them.
The difference is that they can do some things that thieves can do
(appraisal, climbing, dodge, hide, locks, pilfering, sneak, and traps) but at
half the expertise (rounded down).
Bushwhack: If the thief is hidden, or can sneak upon a victim, they can
bushwhack them. The thief adds their current level to any attack rolls.
They also add their (level x 2 ) to their damage dealt when bushwhacking.
If a thief is being targeted by someone during the fight, they cannot
sneak…hence they cannot bushwhack.
15
Climbing: The thief can climb many surfaces without the need for a
grappling hook and/or rope. This can be the side of a mountain, or the
face of a building. This allows them to add their (level x 2 ) to any saving
rolls involving such feats.
Dodge: A slow thief is a dead thief. Trained to avoid dangers, thieves get
a bonus to their armor equal to their (level x 2 ).
Locks: Thieves can bypass almost any non-magical lock they encounter.
Needing quick hands, and some lock picks, they will have a door open
quickly and quietly. The thief adds their (level x 2 ) to any saving rolls
required for bypassing a mechanical lock. Locks are limited, however. If
the lock requires a key, then one can attempt to pick it.
Sneak: The ability to move without sound is what makes a thief a good
scout. The thief adds their (level x 2 ) to any saving rolls needed for any
stealthy movement they must perform.
Traps: A thief can add their (level x 2 ) to any saving rolls involving the
searching and disabling of traps. These traps can be placed in a hallway
or room, and can also be set on objects like treasure chests.
16
WIZARD 1d6 Dmg 2 Con
Unlike the original rules, wizards are able to use any weapon. The
limitation will be on the amount of damage they do with such weapons
as listed above. Otherwise, they are relatively unchanged.
Character Levels
Wizardry & Warriors uses a different approach to level progression than
the original rules. Adventure points are gained from dealing with
enemies and the gold acquired from coins and the sale of items obtained
on adventures (gems, jewels, magic items, rugs, paintings, etc.).
17
Not everything is the result of luck or fate, and that holds true in
Wizardry & Warriors. Luck can get you out of many situations, but also
being strong or quick can also save you from certain death. A spear
might thrust out from a nearby wall, due to a pressure plate triggering it.
A lucky person may avoid it, but a quick person may also avoid it since
they are highly dexterous.
With every level a character attains, they can spend a number of points
(equal to the achieved level number ) into any of their attributes. They can
spend them all on one attribute, or spread them among many different
ones. This replaces the attribute progression rate from the original rules.
They also can add an automatic number of constitution points
dependent on their character type (see the section about Character
Types ).
Languages
This is a complete listing of all the languages spoken by all of the
creatures of the land. You could essentially one day have a character
that is able to speak to almost any creature of the world. They are listed
below in alphabetical order. Each one has a number showing how many
different creatures speak the language.
There is also an SR value one must make in order to learn the language.
When someone wants to learn a new language, they must make the SR
vs. INT to see if they are able to learn the one they chose. They will then
get a book that they can take on their travels that will teach them the
language. This means another 1d6 roll determines how many weeks
needed to finish their studies. This "number of weeks" takes into
account reading during adventure rest periods and during the break
between adventures at a home, tavern, or inn. If they fail the SR, then
they cannot attempt to learn another language until that same amount of
time has passed.
All kindred begin with their language listed in the Kindred section, along
with the common tongue. Any additional language may be chosen at
character creation time, that require an L2SR or lower,
immediately...without the learning time. Any other languages, with
higher SR requirements...or after the game session begins, must be
learned by the method described above.
18
# SR Speech # SR Speech # SR Speech
87 L1SR Common 14 L14SR Amphibian 9 L2SR Antaur
28 L11SR Avian 23 L10SR Balrog 18 L12SR Bovine
8 L2SR Brownie 27 L11SR Canine 7 L2SR Centaur
10 L14SR Cetacean 7 L5SR Chimera 19 L10SR Devlish
29 L8SR Dragon 11 L1SR Dwarvish 17 L1SR Elven
17 L12SR Equine 7 L2SR Falcoran 23 L11SR Feline
16 L4SR Fey 40 L14SR Fish 7 L2SR Fruglum
8 L5SR Gargoyle 17 L3SR Giant 8 L2SR Gnoll
13 L2SR Goblin 11 L2SR Gremlin 7 L5SR Harpy
8 L12SR Hippopotamus 7 L1SR Hobling 37 L15SR Insect
7 L2SR Mantaran 7 L5SR Manticore 7 L2SR Mermen
7 L2SR Minotaur 9 L4SR Naga 7 L2SR Neptar
11 L3SR Ogrish 10 L2SR Orkish 14 L12SR Pachyderm
17 L17SR Plant 10 L12SR Porker 7 L2SR Rattanu
21 L11SR Rodent 53 L12SR Saurian 8 L2SR Sauriman
18 L13SR Serpentine 12 L4SR Simian 7 L2SR Slitheran
15 L14SR Slug 16 L7SR Sphinx 19 L13SR Spider
7 L3SR Tigran 10 L5SR Treekin 14 L3SR Trollish
39 L9SR Undead 18 L12SR Ursine 7 L6SR Vampire
7 L16SR Wisp 29 L18SR Wizard Speech 7 L3SR Wulfan
8 L7SR Zorn
Equipment
The weapons listed below include the strength and dexterity
requirements for each weapon, and how many hands needed to wield it.
Some weapons have two values indicated for dexterity requirements. The
first value is the required dexterity to use the weapon in melee. The
second value is the required dexterity if one wishes to throw the weapon.
Range weapons will have the range indicated in feet.
WEAPONS - BOW
Name Dice + Adds STR DEX Cost Hands Range
Arrow (24) - - - 40gp 1 -
Bow 5+3 20 16 175gp 2 150y
Elven Long Bow 6+5 15 18 500gp 2 220y
Long Bow 6+3 25 17 250gp 2 160y
Short Bow 4+3 15 15 100gp 2 140y
19
WEAPONS - CROSSBOW
Name Dice + Adds STR DEX Cost Hands Range
Bolt (10) - - - 5gp 1 -
Crossbow 5 15 10 250gp 2 100y
Hand Crossbow 3 8 12 150gp 1 40y
Heavy Crossbow 6+3 17 10 400gp 2 100y
Light Crossbow 4 12 10 170gp 2 90y
War Crossbow 8 15 10 600gp 2 100y
WEAPONS - DAGGER
Name Dice + Adds STR DEX Cost Hands Range
Battle Dagger 3 10 12 25gp 1 -
Dagger 2 1 3 / 14 10gp 1 10y
Dirk 2+1 1 4 / 10 18gp 1 10y
Elven Dagger 2+5 6 6 / 30 30gp 1 15y
Knife 1+2 1 1/7 3gp 1 5y
Kris 2+3 8 5 / 20 120gp 1 10y
Large Dagger 2+3 1 4 / 23 20gp 1 10y
Long Dagger 2+1 1 2 / 15 14gp 1 10y
Orkish Dagger 2+2 2 8 / 25 21gp 1 10y
Sacrificial Knife 2+3 - 7 35gp 1 -
Stiletto 2-2 1 1/8 5gp 1 5y
Throwing Knife 2+1 7 6 / 12 15gp 1 10y
WEAPONS - HAFTED
Name Dice + Adds STR DEX Cost Hands Range
Axe 3 8 4 20gp 1 -
Battle Axe 6+3 21 10 140gp 2 -
Battle Hammer 5+2 18 8 95gp 2 -
Broad Axe 4 17 8 100gp 1 -
Cleaver 3+1 8 3 5gp 1 -
Club 3 5 3 15gp 1 -
Crowbar 3+3 12 4 12gp 2 -
Dagger Mace 3+4 15 7 100gp 1 -
Dwarven Warhammer 6+1 19 6 100gp 2 -
Executioner Axe 4+4 14 11 130gp 2 -
Great Axe 5+3 20 10 110gp 2 -
Hatchet 2+3 6 6 8gp 1 -
Heavy Mace 6+4 18 4 150gp 2 -
20
WEAPONS – HAFTED (cont.)
Name Dice + Adds STR DEX Cost Hands Range
Heavy Flail 4+4 20 15 55gp 1 -
Light Flail 3+4 19 13 100gp 1 -
Mace 5+2 17 3 120gp 2 -
Morningstar 5 17 11 140gp 1 -
Orkish War Axe 6+1 23 12 160gp 2 -
Pickaxe 3 15 10 15gp 1 -
Sickle 4+1 11 7 110gp 1 -
Sledgehammer 4 15 6 90gp 2 -
Spiked Club 3+2 6 5 18gp 1 -
Spiked Warhammer 6 18 10 125gp 2 -
Throwing Axe 3+2 9 12 70gp 1 -
War Axe 6+2 25 8 180gp 2 -
Warhammer 5+1 16 3 85gp 1 -
Woodsman Axe 3 10 9 7gp 2 -
WEAPONS - POLEARM
Name Dice + Adds STR DEX Cost Hands Range
Bardiche 6+2 15 12 200gp 2 -
Halberd 6 16 12 200gp 2 -
Pike 6 15 12 160gp 2 -
Pitchfork 3+2 10 7 20gp 2 -
Pole Axe 7 14 13 210gp 2 -
Pole Cleaver 5+3 15 9 160gp 2 -
Scythe 4+3 11 7 80gp 2 -
Short Halberd 4+1 13 9 110gp 2 -
WEAPONS - RANGED
Name Dice + Adds STR DEX Cost Hands Range
Blowpipe 1+1 1 1 10gp 1 35y
Blowpipe Darts (30) - - - 5gp 1 -
Boomerang 2+3 11 11 50gp 1 60y
Sling 2 5 10 5gp 1 50y
Sling Stone (100) - - - 3gp 1 -
WEAPONS - SPEAR
Name Dice + Adds STR DEX Cost Hands Range
Forkspear 5+2 14 12 110gp 2 -
Harpoon 4+3 14 12 80gp 1 30y
Javelin 2 5 7 10gp 1 10y
21
WEAPONS - SPEAR (cont.)
Lance 5 20 18 60gp 2 10y
Long Spear 5 12 10 40gp 2 10y
Short Spear 2+3 7 12 20gp 1 10y
Spear 3+3 8 8 15gp 1 15y
Trident 4+3 10 10 60gp 1 5y
War Spear 4+2 13 8 90gp 2 -
WEAPONS - SWORD
Name Dice + Adds STR DEX Cost Hands Range
Bastard Sword 7+1 21 18 375gp 2 -
Broadsword 3+4 15 10 140gp 1 -
Cutlass 3+3 8 11 100gp 1 -
Elven Long Sword 6 21 18 240gp 2 -
Fencing Sword 2+1 7 14 25gp 1 -
Great Sword 7+2 22 18 400gp 2 -
Long Sword 5+2 17 14 220gp 2 -
Orkish Scimitar 4+4 14 12 200gp 1 -
Rapier 3+4 10 14 160gp 1 -
Saber 3+5 9 10 110gp 1 -
Scimitar 4 10 11 120gp 1 -
Short Saber 3+1 7 5 40gp 1 -
Short Sword 3 7 3 35gp 1 -
Two-Handed Sword 7+3 25 15 360gp 2 -
WEAPONS - MISC
Name Dice + Adds STR DEX Cost Hands Range
Blackjack 1+3 4 12 5gp 1 -
Brass Knuckles 2 2 3 20gp 2 -
Bullwhip (12`) 4 15 14 40gp 1 5y
Grapple Hook & Rope (30`) 1+1 3 8 15gp 2 10y
Lasso (30`) 1+2 7 15 25gp 1 10y
Net* - 8 12 8gp 1 -
Quarterstaff 2 10 8 10gp 2 -
Spiked Punching Gloves 2+2 2 3 3gp 1 -
Strangle Rope 1+3 8 14 5gp 1 -
Throwing Star (10) 1+3 10 15 50gp 1 15y
Tiger Claws 2 2 10 30gp 1 -
* This weapon does no damage, but instead wraps up an opponent. They can free themselves
if they can make an L1SR vs. STR.
22
The armor listed below reduces the choices to shields and full suits of
armor. Included are the strength requirements for each piece.
SHIELD
Name HITS STR Cost
Buckler 2 2 20gp
Dwarven Shield 4 10 90gp
Great Shield 7 14 130gp
Heater Shield 5 10 65gp
Kite Shield 6 12 130gp
Shield 3 4 80gp
Tower Shield 6 12 100gp
Wooden Shield 3 2 10gp
ARMOR
Name HITS STR Cost
Banded Mail Armor 13 13 320gp
Chain Mail Armor 12 12 250gp
Cloth Armor 1 3 20gp
Heavy Cloth Armor 3 6 50gp
Heavy Plate Mail Armor 20 19 1300gp
Leather Armor 5 7 50gp
Loincloth, Leather 1 1 10gp
Plate Mail Armor 18 16 460gp
Ring Mail Armor 8 10 210gp
Scale Mail Armor 9 13 200gp
Splint Mail Armor 13 14 435gp
Studded Leather Armor 7 8 170gp
23
The other equipment below is a greatly expanded list that should give
explorers all they need to adventure in the land and dungeons. The
listing is separated by general items, clothing, containers, provisions,
instruments, herbs, animals, traveling (boats and carts), and other
services (such as inns and stables).
24
Iron Spikes (dozen) 1gp Razor 1gp
25
Blouse 4sp CONTAINERS
Boots, Heavy 2gp Backpack, Leather 2gp
Shirt 4sp
PROVISIONS
Shoes, Common 5sp
Ale (1 gallon) 2sp
Shoes, Noble 30gp
Ale (1 pint) 1sp
Skirt 3sp
Apple 3cp
Trousers, Heavy 8sp
Apricot 4sp
Trousers, Light 3sp
Beef 9sp
Tunic, Formal 10gp
Beer (1 gallon) 4sp
Tunic, Wool 5cp
Beer (1 pint) 1sp
26
Brandy (1 pint) 2sp Flute 16gp
Peach 4sp
27
Goat 1gp TRAVEL
Grain, Horse 1sp Barge, Small 50gp
Sheep 2gp
Songbird 4cp
SERVICES
Docking (per day) 2gp
28
Combat
Wizardry & Warriors uses a very different
combat system. This is neither better nor
worse than the original rules, but a different
way at mediating battles while using less dice.
It also allows for damages by weapons and a
more personalized battle between a pair of
opponents. Before we begin, let’s quickly go
over some changes in the game’s definitions of
the original rule’s terms…and new terms.
DEFINITIONS
● Life – This is the total value of a character’s Constitution, along with any
special abilities and magical effects that enhance this value. This “Life” value
is recorded on the character sheet. Any damage taken reduces this value
and no longer reduces the Constitution value. The Constitution value simply
shows the maximum amount of “Life” a character may have. Some magical
effects can increase the maximum amount of “Life”, and may be greater than
a character’s Constitution. A good 6 to 8 hour rest will fully recover a
character’s “Life”.
● Armor – This is the total value of armor Hits, along with any special abilities
and magical effects that enhance this value. This “Armor” value is recorded
on the character sheet. Whenever damage is taken, the character subtracts
it from the “Armor” value first. Once this value is depleted, then their “Life”
will start to reduce when damage is taken. A good 6 to 8 hour rest will give
one enough time to rebuild their “Armor” value back to maximum. During
this resting period…armor is repaired or stitched up, magical effects are
recharged, and any special abilities have time to recover from the day’s
adventuring.
● Combat Rolls – This is a roll of 3d6 to determine the outcome of one’s attack
on another (also known as a CR ). This will be explained in detail later.
● Damage Rolls – This is a roll of a number of 6 sided dice determined by the
Character Type. The value determines the amount of damage dealt from a
successful attack (also known as a DR ). This will be explained in detail later.
● Dice – This is no longer the amount of dice you roll for your attack, but a
value you add to your CR. This will be explained in detail later.
● Adds – This differs from the original rules as it will determine a value you
will add to your DR. This will be explained in detail later.
29
BASICS OF COMBAT
Now let’s go over the steps for a round of combat. These steps occur
after any type of surprise attacks that may have occurred.
1. One of the players will roll 1d6, while the Game Master will also roll 1d6. The
group rolling higher gets the first attack that round. Any ties should be
rerolled.
2. Anyone able to attack with a ranged weapon goes first. Melee attackers then
go next. Anyone casting spells goes last.
3. Whoever attacks, they select a target they can attack and roll an L#CR,
adding the total to any Dice they may have. If the value is equal to, or greater
than, the L#CR value of the opponent…a hit is struck. Anything else is a
miss.*
4. Effects and/or damages are then calculated. Any damage is subtracted from
the character’s Life (or monster’s MR ), while any other effects are applied.
5. Steps 1-4 keep repeating until the battle is finished. This may be due to a
side being slain by another, a side surrendering, or even a side running away.
* If one happens to roll snake eyes (at least two 1’s), then the attack is an automatic miss.
If one were to roll two 6’s, then the attack is an automatic hit.
A CR level cannot be lower than 1. Once you have this value, then you
know the CR value that needs to be rolled for. The attacker rolls 3 dice
and adds them together. Then they can add any Dice points they have to
this attack value. If the total is equal or higher to the needed roll, then
the attack is successful. The table below shows the various CR levels
and the corresponding rolls needed to achieve success.
NOTE: If one happens to roll snake eyes (at least two 1’s), then the attack is an
automatic miss. If one were to roll two 6’s, then the attack is an automatic hit.
30
CR Roll CR Roll CR Roll CR Roll
1 16 11 26 21 36 31 46
2 17 12 27 22 37 32 47
3 18 13 28 23 38 33 48
4 19 14 29 24 39 34 49
5 20 15 30 25 40 35 50
6 21 16 31 26 41 36 51
7 22 17 32 27 42 37 52
8 23 18 33 28 43 38 53
9 24 19 34 29 44 39 54
10 25 20 35 30 45 40 55
Monsters deal damage differently. They roll 1d6 and add any Adds
bonus using the table above, but they also add their Dice value to the
31
damage giving them the total value of damage they dealt that attack. The
example below shows a Tunnels & Trolls monster and how it is quickly
converted to Wizardry & Warriors. Each of the giant spiders below give
80 adventure points if dealt with.
Some monsters have special abilities that are triggered during certain
events. This is most commonly a determined number of 6’s rolled on
their combat dice in T&T. In Wizardry & Warriors, this is determined
when the monster rolls their 1d6 for damage. If the dice rolls up a “1”,
then the special ability they have will take effect. Notice the giant spider
above and compare the two special abilities, paying attention to how
each one is triggered.
RANGED ATTACKS
Ranged attacks are no longer performed by a saving roll, but instead a
combat roll just like melee attacks. The one difference is that they are
performed first in any round of battle. They use the same Dice and Adds
just as melee attacks were described above. Because of this, the
distance and target size modifiers are different than the original rules.
The tables below show the new modifiers for such situations.
NOTE: The below table is optional and can be omitted from the game if the Game
Master chooses.
32
Category Distance in Feet CR Modifier
Pointblank 0 – 15 +2
Near 16 – 150 0
Far 151 – 300 -2
Extreme 301 + -4
GROUP FORMATION
While traveling in caves, dungeons, or on the surface…it is important to
let the Game Master know what order the group is traveling. The ones
who will fight with melee weapons usually travel in the front. The spell
casters and ranged attackers normally travel in the rear. Anyone in the
front will be susceptible to melee attacks, unless the group is attacked
from behind. Anyone with spells or ranged weapons can attack either
the front or rear ranks of the group. There may also be situations where
the Game Master may have a melee attacker close the distance to one of
the characters in the rear. Any character who decides to attack with a
melee weapon will be assumed to have moved to the front ranks. Along
with this, any character that decides to use a ranged weapon is assumed
to move to the back of the group.
33
BATTLE BREAKDOWN
As you have read, the Wizardry & Warriors combat system behaves quite
differently than the original rules. This different system works within
somewhat different bounds which will be explained in more detail below.
Armor soaks up damage initially taken by the victim. The Hits value for
armor is recorded in the “Armor” field on the Wizardry & Warriors
character sheet (along with any other magically armor enhancing effects).
As a fighter gets pummeled in his plate mail, the plate mail will take a
number of damage before it needs to be repaired. If he has some type of
hammer, he can knock out dents during the period in which the group
rests. If leather armor gets too damaged, a sewing needle and thread can
repair it. Any magical items (an amulet with protection magic for example)
need some time to recharge and once again provide their armor
enhancements. The Game Master may decide that the group needs to
return to a settlement and have a craftsman repair such items for a
fee…or a mage to recharge protective magic items. Monsters have armor
like characters do, but their value is combined in their MR value.
Combat Rolls (CR) replace the concept of rolling many dice and puts it
into a much simpler 3 dice roll. It also is designed around a one-on-one
style of combat where no matter the character’s skill…they do have a 7%
chance to hit a target no matter how mighty the monster may be. This
also means that even the mightiest character has a 7% chance to miss a
rabbit. The number of Dice that a weapon has is now an added value to
these combat rolls as some weapons have better chances of hitting
targets than others. This value can be recorded on the Wizardry &
Warriors character sheet. In the example below, the character has a
weapon with 3 Dice, so they can add 3 to their CR’s.
34
Damage Rolls (DR) are a representation of a character’s strength,
dexterity, and luck. If they are stronger…they can swing the weapon
harder, pull bows back further, or throw weapons much harder. If they
are more dexterous…they can hit a weak spot quicker before the victim
can try and protect it. If they are lucky…they can just hit the right spot
at the right time, doing more damage. These are the reasons why the
Adds are used for damage bonuses, but only about 10% of them. Some
weapons provide Adds as well because they are constructed in a way that
provide more damage than other weapons. You would simply get your
total Adds and record it on the Wizardry & Warriors character sheet. In
the example below, the character has a total of 42 Adds. They are
recorded in such a manner (with the 10’s and 1’s separated) for easier
use as it shows you immediately what your actual damage bonus is.
Below you can see this character has +4 to their damage rolls.
Character Types also have their own set of dice they roll to determine
this DR value. Wizards roll 1 die as warriors would roll 4 dice. This is a
representation of warriors being more deadly than a wizard swinging a
sword. These damage rolls also allows wizards to use any weapon in the
game. All weapons will do a minimum damage of “1”.
The new combat rules for Wizardry & Warriors add a couple of new
elements to the game and redefine some original elements, but they are
still easy to adjudicate. It provides a system with less dice, a more one-
on-one style combat, and some chances for any character or monster to
strike a blow. The values used throughout are more consistent thus
allowing for better adventure design through naturally progressive
values…and limits the need to constantly change things on the fly to
make they work.
35
Magic
The conjuration of magical forces works differently in the world of
Wizardry & Warriors. Magic is summoned through one’s intelligence and
not their strength. This brings a new term to the game called “Magic”.
This is the total value of a character’s Intelligence, along with any special
abilities and magical effects that enhance this value. This “Magic” value
is recorded on the character sheet. Any spells cast reduces this value
and no longer reduces the Strength value. The Intelligence value simply
shows the maximum amount of “Magic” a character may have. Some
magical effects can increase the maximum amount of “Magic”, and may
be greater than a character’s Intelligence. “Magic” is now only recovered
with a good 6 to 8 hour rest for meditation. Once “Magic” is depleted,
one cannot cast spells.
BARD SONGS
Minstrels are commonplace in Wizardry & Warriors. It is normal to see
one singing tales of high adventure next to the tavern fire place, all the
while sipping ale and wine. Those that fear the unknown are often
listening intently at what stories unfold. In order for bards to learn these
songs, they must have the charisma to perform song. They also need to
meet the dexterity requirements for playing the song on an instrument.
They may ignore any dexterity requirements if they choose to put forth
the effort to elegantly sing the song (which costs double the required
“Magic” points doing so ).
Where spell casters determine “Magic” with their intelligence, a bard uses
their charisma to accomplish this. Like spell casters, they spend these
36
“Magic” points to perform their songs. The recover these “Magic” points
in the same manner but instead of meditation, they usually relax and
enjoy some wine or ale next to a fire…perhaps playing a common song or
telling a tale to the group. Once they are depleted, the bard cannot
perform any more magical songs.
The songs are shown in the table below. The Level is the level the bard
needs to be to learn the song. The MAG value indicates how many
“Magic” points need to be spent to perform the song. The CHA value
indicates the charisma required to perform the song. The DEX value
indicates the coordination one needs to play an instrument with the
song. The Cost is the amount the bard needs to pay another minstrel or
bard to teach them the song.
37
Level Song MAG CHA DEX Cost
8 Tune of the Lucky Lady ● or ▲ 5 26 17 2,800gp
The lyrics of this ballad wash luck over the group where they get a +1 to their
saving rolls. This song lasts for a single turn.
9 Song of the Godly Shield ● 3 30 18 3,200gp
The lyrics to this tune get the group protected where they get a +1 to their armor.
This tune lasts for a single battle only.
10 The Healing Hymn ▲ 2 35 19 3,600gp
Restoration of life is the hidden meaning in this song. For the duration of a
single turn, the group heals 1 life point. This ballad lasts for a single turn.
11 Conjurer's Carol ● 4 40 20 4,000gp
The verses to this ballad will envelope spell casters in a meditative mood. This
allows them to spend 1 less magic point for casting spells. This tune lasts for a
single battle only.
12 The Lovely Lullaby ▲ 15 46 21 4,400gp
While this musical piece plays, it will cause a single opponent to fall asleep for
1d6 turns if they fail an INT SR that is a level equal to the bard’s level.
13 Adventurer's Anthem 20 52 22 4,800gp
This tune only affects the bard, where they are magically led toward the exit of
any caves, labyrinths, or dungeons. If sung outdoors, it will lead the bard to
nearby peaceful settlement.
14 Mage Wall Melody ▲ 18 59 23 5,200gp
Whenever this song is sung, the group has a 50% (rolling a 1-3 on a die ) chance
that a harmful spell cast at them will simply fizzle away harmlessly. This song
lasts for a single turn or a battle.
NOTE: It may not need to be written, but bards do not need any dexterity or
charisma for singing and playing simple songs that have no magical effect.
Remember, they simply like to entertain others when not adventuring.
NOTE: Nearby monsters may be warned of a groups’ presence, if they hear the
bardic music in a distance.
38
Monsters
Any monster that you have, with an MR value, can easily be made to
work with Wizardry & Warriors as demonstrated on page 32. There is
also the Monsters of Wizardry & Warriors supplement that has almost
500 monsters ready to use for your adventures.
Did you notice the giant spider on page 32 having a Level of “5”, but the
CR level is “8”? These two values are separate and the Level simply
indicates a Game Master can use this monster against level 5 characters.
As a guideline, you can use monsters against characters that are 1, 2, or
3 levels lower than the monster’s CR level…to provide a challenge.
Adventures
This supplement does not cover the art of adventure design as it can be a
lengthy subject. Others may feel they have their own vision of this
design and that is another reason it is not included within these pages.
You should be aware that with any game, adventure design should have
some thoughtfulness put into the process. Without guidance, you may
run into an adventure where characters quickly die off from dangers.
You could have the opposite effect where young warriors wield a hammer
from the gods…smashing everyone that opposes them with a single hit.
It is within the best interest of all involved in the game that things
remain challenging…but not impossible. You may need help in
determining what monsters to use and what magic items to place
without causing unneeded havoc on your game world. If you wish to
explore such topics, get yourself the Dungeons of Wizardry & Warriors
supplement.
39
Character Sheet
The character sheet included with Wizardry & Warriors has all of the
information you will need. If both pages below are printed, they will fit
on a letter sized piece of landscaped paper. Most of the fields are
explained in the original rules, and there are some new fields that were
explained in the Combat section. There are some additional fields like
the + ___ next to each attribute. This is used for any bonuses to
attributes that are not a part of the normal character build. Magical
effects that provide bonuses would have values in this type of space, as
to separate the two so you know what attribute is real…and what
enhancement they may have.
There are new fields to track the “Life”, “Armor”, and “Magic” used in
Wizardry & Warriors. There is also a space to record the character’s CR
level. Whenever a character is going to be attacked, a Game Master will
ask for their “CR” level so they will know the value the monster needs to
successfully strike that character. The last new addition is the tables for
saving rolls and combat rolls. This lets the players reference the values
they need to roll for when asked.
40
Name ______________________ Kin ____________
SR 1 2 3 4 5 6 7 8 9 10
# 20 25 30 35 40 45 50 55 60 65
SR 11 12 13 14 15 16 17 18 19 20
# 70 75 80 85 90 95 100 105 110 115
Inventory
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Notes
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Wealth
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Delve into a fantastical world where ancient dungeons have been
unexplored for centuries. Travel a land where trolls, humans, and elves
can be found sitting at the same table of the tavern…or working together
to find a long lost treasure. Explore the farthest reaches of the sea,
searching for new lands while avoiding the dangers in the murky deep.
Wizardry & Warriors is a set of optional rules for use with the Tunnels &
Trolls™ 5th edition role-playing game. This can also be used with
Tunnels & Trolls™ 4th edition, as well as the Monsters! Monsters! role-
playing game.
"Tunnels & Trolls" and "T&T" are trademarks of Flying Buffalo Inc.
Wizardawn™ is not affiliated with Rick Loomis, Kent St. Andre, or Flying Buffalo Inc.