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UPNCT!!
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OLD SCHOOL
FANTASY ROLE PLAYING
2010 by Simon Washbourne

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
DPOUFOUT
1 What is Role Playing? 1
The Core Mechanic 2
Dice 2
What is Tombs & Terrors? 3
2 Creating a Character 4
Attributes 4
The Six Attributes 5
Generating attribute scores 6
Primary, secondary & tertiary attributes 7
Attribute checks 8
3 Character Races 9
Dwarf 9
Elf 11
Giant-kin 12
Half-elf 12
Human 13
4 Character Classes 14
How to read the class descriptions 15
Cleric 16
Fighter 17
Mage 19
Thief 21
Barbarian 23
Troubadour 25
Complete your character 27
5 Skills 29
Skill descriptions 30
Languages & literacy 35
6 Equipment 36
Equipment tables 36
Encumbrance 40
7 Playing the Game 41
The system 41
Combat overview 42
Combat rounds 43
Combat actions 44
Situational modifiers 48
Armour class 49
Combat maneuvers 50
Hit points & wounds 51
Narrative of combat 57
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
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
DIBQUFS;!2!
XIBU!JT!SPMF!
QMBZJOH@!

A
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- You can play RPGs freeform, that is
take adventures, just the same as to say without rules or with very few
characters in a novel or a movie. rules and without dice or any other
Only rather than the scenes and method of randomly determining
dialogue being predetermined, the the results of actions that charac-
players get to speak for their char- ters might take. This makes the
acters and decide what their game closer to impromptu theatre
characters will do and dont need to or storytelling. However, most RPGs
write it down it all happens, de- have rules for character creation
velops and grows as the game is and for determining the course of
played. actions through the use of dice. The
Tombs & Terrors RPG uses this lat-
The situations that the characters ter method.
become involved in are usually set
up by one of the other players who Thus, a RPG is a game in which the
takes the role of the Tomb Master players assume the roles of charac-
(TM). The TM designs the adven- ters that have all sorts of
tures, details the towns and areas adventures, the outcomes of which
where the adventures take place are subject to a degree of chance. In
and populates it by creating and these games there is no winner like
speaking the parts of the people there is in a board game. The only
that the characters meet during the aim of the game is to create your
course of their adventures.

1
TOMBS & TERRORS

own epic story of wonder and ex- ceeds. If the result is lower than the
citement and to have fun doing so. target number, you fail.
There isnt even necessarily an end-  A natural 20 on the die is al-
ing to the game because even as ways a success. Sometimes this
you complete an adventure, another can also be a special success,
one might arise in which the same called a critical success
cast of characters can feature. In  A natural 1 on the die is always
this way, characters can grow with a failure. Sometimes this can be
their experiences and develop in a particularly bad failure, called
skill and depth. a fumble in combat

Ejdf!
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
Uif!dpsf!nfdibojd!
Uif!dpsf!nfdibojd! D2 and D3 respectively, both of
which can be made by rolling a D6
and dividing by 2 or 3 and dropping
Whenever you attempt an action the fraction. To roll a D2 using a 6-
that has some chance of failure, sided die, the results 1-3 would be
you roll a twenty-sided die (D20). To a score of 1 and the results 4-6
determine if your character suc- would equal 2.
ceeds at a task you do this:
 Roll a D20 When the rules require it, rolls of
 Add any relevant modifiers more than one die will be expressed
 Compare the result to a target by a number in front of the d, rep-
number resenting the number of dice to be
rolled. For example in character
If the result equals or exceeds the creation you need to roll three six-
target number, your character suc- sided dice, which would be shown
as 3D6.

2
WHAT IS ROLE PLAYING?

A notation after the type of dice ancient crypts for their hidden
would represent either an addition treasures, stalking through old ru-
to, or a subtraction from, the num- ins that might hold caches of gold
ber generated by the dice. So, 2D6- and silver or following dusty old
2 would mean you roll two six-sided treasure maps to long-lost islands
dice and take 2 from the result. across the ocean in search of hid-
1D4+1 would mean that you roll a den pirate hoards.
four-sided dice and add 1 to the re-
sult. Your character could be a fighter,
armed with a sword and spear
ready to do combat with whatever
Xibu!jt!
Xibu!jt!! beasts are guarding the treasure
vaults. Or your character could be a
Upnct!boe
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boe!Ufsspst@!
Ufsspst@! magic user, with his book of spells
and his esoteric knowledge, ready to
utter the words that will unleash a
Tombs & Terrors is a fantasy role-
mighty fireball or turn your oppo-
playing game set in a wondrous
nent into a toad. You might prefer
world of imagination and adventure.
to play a nimble thief, sneaking up
If youve ever read the books of
on a guard to relieve him of the
J.R.R Tolkien, Michael Moorcock,
keys to the dungeon or stab him
Robert E Howard, Fritz Leiber,
between the shoulder blades. Alter-
Raymond Feist, Terry Brooks, Terry
natively, you might favour playing
Goodkind, Tad Williams, David Ed-
the partys cleric, with his healing
dings or any one of the dozens of
and protective spells and ability to
fantasy authors out there, you al-
combat the undead creatures that
ready have an inkling of the kind of
infest every olden vault and musty
adventure to expect
tomb.
from this game. If
youve played anoth-
Whatever you decide,
er fantasy role-
the ordinary life of
playing game, you
farming, trading or
know exactly what to
labour is not for you;
expect. The rules
you are destined for
might be a little dif-
glory and fortune
ferent to what you
and failing this, an
are used to, thats
early grave. At least
all.
this is just a game
and if your character
In Tombs & Terrors,
does meet his end
you are an adventur-
before his time at
er seeking his or her
least you can create
fame and fortune.
another one and get
You brave great per-
straight back into the
ils and face many
game of Tombs &
dangers; wandering
Terrors!
across the lands on
quests, breaking into

3
DIBQUFS;!3! Buusjcvuft!
Buusjcvuft!
DSFBUJOH!B! Attributes represent a characters
physical and mental traits. All
characters in Tombs & Terrors have
DIBSBDUFS! six attributes: Strength (Str), Dex-
terity (Dex), Constitution (Con),
Intelligence (Int), Wisdom (Wis) and
Charisma (Cha). Each attribute has

E
ach player in Tombs & Terrors
a numeric score ranging from 3 to
needs to create a character to
18. Each attribute also has a corre-
use during the game. The TM
sponding modifier, which is a bonus
doesnt need just one, he needs sev-
or penalty added to or subtracted
eral or more, but well come on to
from certain die rolls during the
that later in these rules. To start
game. The times these details are
with, you need to think about the
type of character you want to play. used are set out throughout the
You may want to base your charac- rules.
ter on a favourite character from a
movie, TV series or book; you may There are three types of attributes:
already have a picture in your head Primary, secondary and tertiary. Of
the six attributes, the first primary
of the type of person you want to
attribute is determined by the play-
play, or you may simply like the
ers choice of race; the second by
look of one of the classes from the
his choice of character class. The
character classes section.
player can then choose two as sec-
ondary and two as tertiary. The
Once you have your idea, you need
to roll dice to generate your six at- distinction is important when de-
tributes. These attributes are termining the outcome of many
important in defining your charac- actions in the Tombs & Terrors
ter, his strengths, weaknesses and RPG.
outlook. Once you have generated
When a character uses a class abil-
scores, you assign the numbers to
ity or a chosen skill, such as a thief
the attributes. Naturally, it makes
stalking silently along a dusty cor-
sense to place the scores in a man-
ridor or a troubadour performing
ner that reflects your character
before a crowd for a few coins, an
concept and character class.
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

4
CREATING A CHARACTER

primary attributes, the character one-half the characters


has a greater chance of successfully strength bonus, while two-
completing the task. handed attacks receive one
and a half times the
The same principle holds true for strength bonus
attribute checks and are explained  Strength checks (for break-
in greater detail later. For now, just ing down doors and the like)
remember that the selection of pri-
mary, secondary and tertiary Dexterity (Dex)
attributes significantly affects the Dexterity measures hand-eye coor-
possibility of success for many ac- dination, agility, reflexes and
tions in the game. Those attribute balance. It is useful for getting out
checks associated with a primary of the way of attacks, for hitting
attribute are more likely to succeed things with bow fire and for many
than those actions performed with a other abilities where speed and
secondary attribute and even more nimbleness are most important.
so than those performed with a ter-
tiary attribute. You apply your characters dexterity
modifier to:
 Ranged attack rolls, includ-
Uif!tjy!buusjcvuft!
Uif!tjy!buusjcvuft! ing those for attacks made
with bows, crossbows,
Each ability partially describes your throwing axes, and other
character and affects some of his or ranged weapons
her actions.  Armour Class (AC) provided
that the character can react
Strength (Str) to the attack
Strength measures your characters  Saving throws, for avoiding
muscle and physical power. rock falls, traps, and other
Strength also limits the amount of attacks that you can escape
equipment your character can car- by moving quickly
ry, your characters ability to make
powerful attacks or lift and move Constitution (Con)
heavy objects. The modifier affects Constitution represents your char-
melee combat and damage and all acters health and stamina, the
checks for which strength is the characters ability to withstand
primary influence. Characters can pain, suffer physical damage, avoid
military press 10x their strength fatigue and fight off sickness or poi-
and dead lift 15x their strength. son.

You apply your characters strength You apply your characters consti-
modifier to: tution modifier to:
 Melee attack rolls  Each roll of a Hit Die
 Damage rolls when using a (though a penalty can never
melee weapon or a thrown drop a result below 1 - that
weapon. (Exceptions: Off- is, a character always gains
hand attacks receive only

5
TOMBS & TERRORS

at least 1 hit point each time wisdom represents being in tune


he or she advances in level) with and aware of ones surround-
 Saving throws, for resisting ings.
poison and similar threats
If a characters constitution score You apply your characters wisdom
changes enough to alter his or her modifier to:
constitution modifier, the charac-  Saving throws where will-
ters hit points also increase or power is important
decrease accordingly.  Checks made to spot hidden
or distant things
Intelligence (Int)  Checks made to hear distant
Intelligence determines how well or slight sounds
your character learns and reasons.
It represents mental aptitude, the Charisma (Cha)
characters ability to learn quickly, Charisma measures a characters
apply that learning effectively and force of personality, persuasiveness,
the capacity of a character for de- personal magnetism, ability to lead,
ductive reasoning. and physical attractiveness. This
ability represents actual strength of
You apply your characters Intelli- personality, presence or spirit, not
gence modifier to: merely how one is perceived by oth-
 The number of languages ers in a social setting.
your character knows at the
start of the game You apply your characters charis-
 Intelligence determines ma modifier to:
whether a character has ex-  Checks that represent at-
tra skills beyond those tempts to influence others
normally available for his or  Saving throws against fear
her class at the start of the or morale effects
game
An animal has an Intelligence score
of 1 or 2. A creature of humanlike
intelligence has a score of at least 3.
Hfofsbujoh!buusjcvuf!
tdpsft
tdpsft!
sft!
Wisdom (Wis) Attribute scores
Wisdom de- are generated by
scribes a rolling 3D6. The
characters will- player adds the
power, common totals on all
sense, percep- three dice to-
tion, and gether to create a
intuition. While total score of be-
Intelligence rep- tween 3 and 18.
resents ones The process is
ability to analyse repeated six
information,

6
CREATING A CHARACTER

times. Once the six scores are gen-


erated, you assign one score to each
attribute. The scores may be as-
Qsjnbsz-!tfdpoebsz!boe!
signed in any order or to whichever
attribute you like until all six at-
ufsujbsz!buusjcvuft
tributes have a score.
There are three types of attributes
in Tombs & Terrors: Primary, sec-
A second option for Tombs & Ter-
ondary and tertiary. Primary
rors character creation is to
attributes are those physical or
distribute a set of scores between
mental abilities a character is par-
the attributes. This way, every play-
ticularly well trained, disciplined or
er starts with the same set of
experienced in using. Secondary
scores. The recommended set of
attributes are those where the
scores for this method of character
character is less experienced or dis-
creation is 15, 14, 13, 12, 10 and 8.
ciplined and tertiary ones are those
that a character is only average at
In Tombs & Terrors, attribute
using. After generating attribute
scores dont change very often. At
scores, you need to decide which of
4th level and every four levels
your attributes will be primary,
thereafter, one of the characters
which will be secondary and which
attribute scores increases by 1. The
are tertiary.
player chooses which attribute goes
up. Sometimes an attribute might
Characters have two attributes of
fall, as a result of disease or injury.
each type; primary secondary and
If an attribute changes to a point
tertiary. Each class provides one of
where the modifier also changes,
your characters primary attributes.
the modifier changes straight away.
Each race provides the other. Hu-
Attributes in Tombs & Terrors
mans get to choose the other. These
sometimes exceed 18, especially
cannot be changed, so a cleric play-
amongst high level characters.
er character always has wisdom as
Many monsters start with much
one of his primes, for example.
higher attributes than the player
Then the player chooses two attrib-
characters.
utes to be secondary and the

7
TOMBS & TERRORS

remaining two are his tertiary at- For example, a thief is following a
tributes by default. merchant through the marketplace,
using his notice skill. The player
rolls a D20 (getting 15), adds the
Buusjcvuf!difdlt!
Buusjcvuf!difdlt! thiefs level (2) and the attribute
modifier (1) for a total of 18. The
The distinction between attributes challenge base is 15 as wisdom is
is important. Almost all non-combat the thiefs secondary attribute (in
related actions in Tombs & Terrors this example) and there are no oth-
that have a chance of failure and for er modifiers, in this instance, so the
which the TM deems a roll is neces- thief is keeping well on the mer-
sary to resolve, require an attribute chants tail.
check to determine the outcome.
Attribute modifier table:
Every check has an associated at-
tribute. Whenever one of these Attribute Modifier
checks is made, the player rolls a 1 -5
D20. The attribute (and level) modi- 2-3 -4
fier is added to the result. If the 4-5 -3
final result is equal to or greater 6-7 -2
than a number generated by the 8-9 -1
TM, called the challenge class, then 10-11 0
the attribute check is successful. 12-13 +1
The challenge class is determined 14-15 +2
by two factors. The first is the chal- 16-17 +3
lenge base. This depends on 18-19 +4
whether the attribute being checked 20-21 +5
is primary, secondary or tertiary. 22-23 +6
24-25 +7
 If the attribute is primary, 26-27 +8
the challenge base is 12 28-29 +9
 If the attribute is second- 30-31 +10
ary, the challenge base is Etc. Etc.
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.

8
cal makeup of the race. When you
DIBQUFS;!4! select your race, you immediately
apply the modifier(s) as set out in
DIBSBDUFS!SBDFT! the racial description. Humans
dont get any attribute modifiers.

Favoured class

H
aving generated your attrib- Dwarves are a martial race and
utes, you need to decide what elves are inherently magical. All
race you want your character races are therefore noted for a par-
to be. There are five player charac- ticular class, which the race is best
ter races in Tombs & Terrors and suited to or best noted for. A char-
these are: Dwarf, Elf, Giant-kin, acter that starts out in his favoured
Half-elf and Human. class receives an immediate bonus
of 200 experience points, counting
Some races have higher or lower as prior experience. Humans dont
attributes, depending on the physi- have a favoured class.
cal makeup of the race. When you
select your race, you immediately Restricted class
apply the modifier as set out in the Giant-kin are not very stealthy and
racial description. dwarves do not make good spell-
casters. A restricted class means
characters of that race may choose
Ipx!up!sfbe!uif!sbdf! the class but the maximum level
that characters of that race can
eftdsjqujpot!
eftdsjqujpot! achieve in that class is 8th level.
Humans have no such restrictions
on class.
Prime attribute
Each character race has one prima-
ry attribute that is most closely Racial abilities
associated with that race. This is These are the special abilities that
the primary attribute. It cannot be are natural for members of that
changed. If a player chooses a class race.
which has the same prime as his
racial prime, he can choose his se-
cond prime. Humans dont have a Exbsg
racial prime attribute so they have
the advantage of choosing one. Dwarves are on average a good deal
shorter than either men or elves
Attribute modifiers averaging around 46 to 5 tall.
Some races have higher or lower They have ruddy complexions and
attributes, depending on the physi- usually have dark hair, although
red hair is not uncommon. Their

9
TOMBS & TERRORS

clothing style tends to be practical thousands of years of conflict with


and colours range from browns, these other underground races.
through grey and black. Dwarves have a natural distrust of
elves but appreciate the strength of
They are ideally suited to the tun- Giant-kin and generally get on with
nels in which they live and work. men.
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 Dwarf traits
a dwarf to cut off or even trim his Prime attribute: Constitution
beard. Attribute modifiers: Con +2, Str
+2, Cha -2
Female dwarves are very rarely seen Languages: Dwarvish & Common
outside the dwarf realm, which has Favoured class: Fighter
led many people to believe that Restricted class: Mage
dwarf women also have beards. This Racial abilities: Darkvision (see in
is not the case. the dark) 60, Stonecunning (+2 on
search checks to notice unusual
Dwarves are a martial race hard- stonework, secret doors, stonework
ened by thousands of years of traps, unstable passages, etc.), +4
constantly defending their holds saves vs. poisons, alcohol and pa-
from would be invaders both above ralysis, +2 to saves vs. spells, +2 to
and below the ground. They will any check to appraise, knowledge,
fight with a mixture of axes and craft or profession involving stone,
hammers, often being passed down metal or gems. They are automati-
through a family line for genera- cally proficient with warhammers,
tions, and gird themselves in heavy hand-axes and battle-axes irrespec-
armour, often with a large shield. tive of character class. Dwarves
receive a +1 bonus to hit against
Dwarves hate goblins, hobgoblins goblins, hobgoblins and bugbears.
and orcs with an intensity born of

10
CHARACTER RACES

Fmg
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.
Elf traits
Elves also do not age as other crea-
Prime attribute: Wisdom
tures; their race is to all intents
Attribute mods: Wis +2, Dex +2,
immortal and their physical ap-
Con -2
pearances remain unchanged once
Languages: Elvish and Common.
they hit maturity. Favoured class: Mage
Restricted class: Cleric, barbarian
Elves build their cities in woodlands
Racial abilities: Nightvision (they
and deep forests and tend to live
can see twice as far as a human in
harmoniously with the natural life
poor light), immune to sleep spells,
around them, using magics to en-
aging effects and spells of enchant-
hance their surroundings. Their
ment. Woodlore (+4 to stealth
forestry skills are notable and their
checks whilst in woodland and +2
bowmanship legendary. Like dwa-
to track, notice or listen whilst in
rves, elves detest orcs and goblins.
woodland). Elves are proficient with
They distrust Giant-kin and dwa-
longbow and shortbow irrespective
rves but get on fairly well with of character class and receive +1 to
humans.
hit with these weapons.

!
11
TOMBS & TERRORS

many have taken to wandering;


Hjbou.
Hjbou.Ljo!
Ljo! 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
At an average of 7 to 8 tall and same time).
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-
Ibmg.
Ibmg.fmg!
fmg!
ants, giant-kin arent necessarily
Half-elves are the offspring of men
ugly or brutish. They are somewhat
and elves and as such share some
slow of thought and this leads to
of the features of each race. Half-
the belief that they are a simple
elves look like elves to humans and
race but that isnt necessarily so.
like humans to elves (hence their
elven description as "half-human").
Giant-kin are a fervently religious
race and therefore clerics feature
Their skin tends to be paler than
highly in their society. Not neces-
human skin and they are taller and
sarily warlike, Giant-kin are
bigger than elves. Half-elves have
nevertheless very strong and this
long ears like elves. They live about
alone makes them tough opponents
180 years.
in combat.

Giant-kin live in old cities that were


built by an earlier giantish race
thousands of years ago, although

12
CHARACTER RACES

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.

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
Human traits
Restricted class: None Prime attribute: None (choose one)
Racial abilities: Nightvision (as Attribute mods: +2 to any attribute
elves), +2 to diplomacy, gossip and Favoured class: None
sense motive checks, +2 to saves vs. Restricted class: None
sleep spells, aging effects and spells Racial abilities: +1 extra skill of
of enchantment. choice as a class ability at 1st level

13
and less a warrior, scholars or even
DIBQUFS;!5! nobles. Your choice of character
helps get an immediate handle on
DIBSBDUFS! the characters abilities, but it is up
to you as a player to breathe some
life and personality into the num-
DMBTTFT! bers and statistics.

All of the players should consult


with each other and with the TM

O
nce you have selected a race for throughout character generation, to
your character, you need to de- ensure you have a good mix of
termine which class he belongs character classes for delving into
to. There are four traditional classes dank places or whatever else the
to choose from: Cleric, Fighter, TM has lined up for you.
Mage and Thief. If
your TM allows A group of charac-
them, there are an- ters in this
other two more roleplaying game
exotic classes to needs to be con-
choose from: Barbar- structed quite
ian and Troubadour. carefully, with regard
If there is enough to the other charac-
demand, there will ters in the group, so
be future source- that everyone knows
books with what their role is in
additional classes the group and why
available to players they all work togeth-
of Tombs & Terrors. er. For example, it is
probably best to have at least one
Each of the character classes repre- character of each class for most
sents a broad archetype of standard types of campaign.
adventurers found in fantasy fic-
tion. Whilst each class is bound by Another campaign possibility would
certain limitations and abilities, the be to have characters all of the
classes should not be viewed as re- same class, like all clerics, for ex-
strictive. Every thief isnt ample. Perhaps they are charged by
necessarily going to be an unedu- the Abbot of their church to recover
cated peasant. Some will be con relics from the ruined cities of the
men, wandering peddlers, gamblers, ancients; or maybe their task is to
muggers and even down on their go to battle against demonic hordes
luck gentry, turned to criminal ac- that are moving in from some hell
tivities to earn their crust. Some gate hidden in an ancient vault that
clerics will be more of the physician

14
CHARACTER CLASSES

has recently been opened up. They weapon that is not on the list, he
could have slightly different posi- uses it with a 4 penalty to all at-
tions within the clergy, so each tack rolls to hit.
cleric character can be constructed
slightly differently, by different skill Abilities
selections. For example one could This is a list of abilities possessed
be a monk apothecary, another by members of the character class.
could be a scholar with a good array Some abilities are not gained until a
of knowledges, there could be a friar certain level is achieved, some are
with some slightly dubious skills automatic and some require an at-
and one could be the teams strong- tribute check. The description in
arm with intimidation and battle the text tells you all about this.
tactics, for when things start to go
wrong. Skills
Besides class abilities, each charac-

Ipx!up!sfbe!uif!dmbtt! ter class has a choice of skills. Once


chosen, the skills become class
abilities and all attribute checks
eftdsjqujpot!
eftdsjqujpot! are made as appropriate for a class
ability. Each character also gains
Prime attribute an additional skill at levels 3, 6, 9
Each character class has one pri- and 12.
mary attribute that is most closely
associated with that class. This is Level
the primary attribute. It cannot be Characters advance in levels as
changed. they complete their adventures and
gain experience. As they gain levels,
Hit Die (HD) their chance to hit, hit points and
This is the type of die rolled to de- defence bonus improve. They may
termine the characters hit points. also gain new abilities or extra uses
To the number generated by the die, of an ability they already have. The
you add a modifier based on the experience required by each class to
characters constitution. You stop gain levels differs.
rolling for extra hit points after level
10 and simply add the number to Bonus to Hit (BtH)
your characters constitution modi- This is the modifier that is added to
fier for each additional level. Your a hit roll when making a melee,
character always receives a mini- ranged or firearm attack.
mum of 1 hit point per level,
whatever his or her constitution Experience point table (EPP)
modifier. This is the number of experience
points that members of that class
Weapons use to determine how many experi-
These are the weapons that can be ence points (XP) they need to go up
used without penalty by characters !
to the next level. !
of that class. If a character uses a

15
TOMBS & TERRORS

Clerics use a variety of weapons;


Dmfsjd however, the selection is limited to
non-edged weapons as clerics are
In Tombs & Terrors, clerics are war- not allowed to draw blood due to
rior-priests, making them versatile their religious beliefs. They can
figures, both capable in combat and wear any armour and use shields.
skilled in the use of divine magic. Whilst capable in combat, they are
Clerics are powerful healers due to not as skilled as fighters.
the large number of healing and
curative magics available to them. Skills
With divinely-granted abilities over Clerics can choose 3 (+Int mod)
life or death, they are also able to skills from the following list as class
repel or control undead creatures. 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.

16
CHARACTER CLASSES

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

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

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

Cleric spell & level table:


Spells/day
Lvl HD BtH EPP 0 1 2 3 4 5
1 D8 +0 0 3 1
2 D8 +1 1500 4 2
3 D8 +2 3000 4 2 1
4 D8 +3 6000 5 3 2
5 D8 +3 12000 5 3 2 1
6 D8 +4 24000 5 3 3 2
7 D8 +5 48000 6 4 3 2 1
8 D8 +6 96000 6 4 4 3 2
9 D8 +6 192000 6 4 4 3 2 1
10 D8 +7 385000 6 4 4 3 3 2
11 +2 +8 600000 6 5 4 4 3 2
12 +2 +9 900000 6 5 4 4 3 3

Fighter is a generic and broad class;


individual fighters have diverse
backgrounds and different styles.
Bodyguards, knights, mercenaries,
mariners, adventurers, former sol-
diers, invading bandit kings, or
master swordsmen are all fighters,

17
TOMBS & TERRORS

yet they come from all walks of life criteria. The fighter can split availa-
and backgrounds. ble attacks among opponents as
desired. This ability improves as the
In a group of adventurers, the fight- fighter gains levels. The fighter
ers should take the attack to the gains an additional attack for every
enemy they have the best selec- four levels gained after 4th level. So
tion of weapons and armour and an 8th level fighter is allowed a total
can generally withstand more pun- of three attacks against such oppo-
ishment than any other class. nents. In addition the fighter can
use combat dominance against op-
Skills ponents of higher level as he gains
Fighters can choose 2 (+Int mod) levels. At every four levels, the min-
skills from the following list as class imum level of opponent goes up a
abilities; climb, craft (choose any level, so at 8th level, he can use
one), gossip, heal, intimidate, jump, multiple attacks on 2nd level oppo-
language (choose any), notice, ride. nents and at 12th level he can use
it against 3rd level opponents. This
Abilities ability cannot be combined with ex-
Weapon Specialization tra attack.
At 1st level, a fighter can choose
one weapon in which to specialise. Extra Attack
Any weapon can be selected, in- At 10th level, the fighter gains one
cluding ranged weapons. The additional attack each combat
weapon selected is often endemic to round with any weapon.
the fighters culture or society,
though neednt be. The TM and Establish Stronghold
player should consult to see which At 10th level, a fighter who chooses
weapons are available for speciali- to build a castle is considered to
zation, bearing in mind culture, have the title Baron bestowed up-
social status, location and availabil- on him by the local ruler. He can
ity. Fighters can choose only one attract a body of 5D4 (5-20) loyal
weapon in which to specialize. Once men-at-arms of 1st level to his
chosen, the weapon cannot be holding. For every 5 fighters, there
changed. For fighters between 1st will be one of 2nd level.
and 6th level, this gives a +1 bonus
to hit and to the damage caused, Fighter stats:
when attacking with that weapon. Prime attribute: Strength
At 7th to 12th level, the bonus is +2 Hit Die: D10
to hit and to damage. Starting money: 3D8x10gp
Armour: Any
Combat Machine Weapons: Any
At 4th level, the fighter gains an Abilities: Weapon Specialization,
extra attack with any weapon when Combat Machine, Extra Attack, Es-
fighting opponents of 1st level (1HD) tablish Stronghold
or lower. The fighter must direct all
his attacks in a combat round to-
ward opponents that meet these

18
CHARACTER CLASSES

Fighter level table:


Nbhf!
Nbhf!
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

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.

19
TOMBS & TERRORS

Skills sufficient level to receive spells of


Mages can choose 3 (+ Int mod) that level in the first place.
skills from the following list as class
abilities; Forgery, gossip, diplomacy, Wizards Tower
intimidate, knowledge (any), lan- At 10th level (or any level thereaf-
guages (any), listen, notice, sense ter), mages can construct a tower
motive. where they can study their esoteric
grimoires and conduct their magical
experiments. They can attract a
Abilities group of 2D6 (2-12) 1st level ap-
Spell Casting prentices (for every 4 students,
The mage has all the spells he there will be one of 2nd level) look-
knows written down in his spell- ing to learn mystical secrets from
book. At 1st level, he knows all the the mage.
0-level spells and doesnt need to
memorize them or read them from
his spellbook in order to be able to Mage stats:
cast them. He also knows a number Prime attribute: Intelligence
of 1st level spells equal to his intel- Hit Die: D4
ligence modifier. At each new level, Starting money: 2D4x10gp
the mage can add 2 new spells of Armour: None
any level that he knows. Weapons: Dagger, dart, quarter-
staff, sling, crossbow
He needs his spellbook in order to Abilities: Spell Casting, Wizards
be able to cast his spells. However, Tower
rather than carry his spellbook
around with him, he can memorize Mage spell & level table:
some of his spells; he can cast
Lvl HD BtH EPP 0 1 2 3 4 5 6
his memorized spells without 1 D4 +0 0 3 1
referring to his book. The 2 D4 +1 2500 4 2
number of spells he can memo- 3 D4 +1 5000 4 2 1
rize each day is set out on the 4 D4 +2 10000 4 3 2
5 D4 +2 20000 4 3 2 1
mage level table. Once a spell 6 D4 +3 40000 4 3 3 2
has been cast, it is lost from 7 D4 +3 80000 4 4 3 2 1
memory and has to be re- 8 D4 +4 150000 4 4 3 3 2
memorized from his spellbook. 9 D4 +4 275000 4 4 4 3 2 1
10 D4 +5 525000 4 4 4 3 3 2
11 +1 +5 750000 4 4 4 4 3 2 1
Spell bonus for high intelli- 12 +1 +6 1000000 4 4 4 4 3 3 2
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

20
CHARACTER CLASSES

and dextrous. The thief also has the


Uijfg!
Uijfg! 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-
The thief of Tombs & Terrors is age. At 5th level damage is trebled
mainly a tomb robber; skilled in from a back attack and at 10th level
breaking into ancient vaults and the damage is quadrupled.
removing the contents. As such,
thieves are able to perform various Traps (Int)
skills useful to this task picking A thief may use this ability to find,
locks, disarming traps, climbing disable or set traps. Each use re-
and sneaking in particular. They quires a separate check and each
are also capable of sneaky combat check may be made only once in a
and nimble tricks, being stealthy given circumstance. To find a trap,
the thief must spend time searching

21
TOMBS & TERRORS

an area to deduce possible trap lo- Thief stats:


cations. It takes a round to find a Prime attribute: Dexterity
trap in a specific area, such as on a Hit Die: D6
lock or door handle. To disable a Starting money: 2D6x10gp
trap, the thief must first have found Armour: Leather, padded, studded,
the trap. A successful check means buckler.
that he has disabled it. Failure Weapons: Dagger, dart, club,
means that he set it off and could shortsword, sling, shortbow, cross-
suffer the effects. To set a trap he or bow
she needs to make a successful Abilities: Back Attack, Traps,
check. If the check fails, the trap Sneak Attack, Establish Thieves
will not trigger at the intended mo- Guild
ment. Resetting a previously
disabled trap gives the thief a +5 to
his or her check.
Thief level table:

Sneak Attack Level HD BtH EPP


At 4th level, a thief has learned to 1 D6 +0 0
adapt back attack skills to more 2 D6 +1 1500
general situations. When an oppo- 3 D6 +2 3000
nent or victim is aware of the thief, 4 D6 +3 5500
but unsuspecting of attack, a thief 5 D6 +3 11000
can use the sneak attack ability. 6 D6 +4 22000
For example a thief could be having 7 D6 +5 44000
a conversation with a victim while 8 D6 +6 88000
hiding a dagger up his sleeve, in- 9 D6 +6 160000
tending to knife him at some point. 10 D6 +7 300000
Or he could be waiting in a tree 11 +1 +8 500000
with a loaded crossbow, waiting for 12 +1 +9 700000
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).

22
CHARACTER CLASSES

Abilities
Cbscbsjbo!
Cbscbsjbo! 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
Barbarians are wild, rugged warri- 1 point and at 12th level by another
ors from the wildernesses of the point.
land the frozen wastes or the
wilds forests are all potential homes Fast Movement
to these berserk wildmen. A barbarians land speed is faster
than the norm for his race by +10
feet.
Skills
Barbarians can choose 4 (+ Int Rage
mod) skills from the following list as A barbarian can fly into a rage a
class abilities; Climb, handle ani- certain number of times per day. In
mal, intimidate, jump, knowledge a rage, a barbarian temporarily
(local area or nature), languages, gains a +4 bonus to Strength, a +4
listen, literacy, notice, ride, stealth, bonus to Constitution, and a +2
swim, track. morale bonus on Will saves (in-
creasing to +6, +6 and +4

23
TOMBS & TERRORS

respectively at 9th level) . The in- knives, clubs and axes) from the
crease in Constitution increases the natural materials around them.
barbarians hit points by 2 points They are not crafted, but they are
per level, but these hit points go suitable for a few days of temporary
away at the end of the rage when use.
his Constitution score drops back
to normal. A fit of rage lasts for a Establish Tribe
number of rounds equal to 3 + the At 10th level (or at any level thereaf-
characters (newly improved) Con- ter) the barbarian may establish a
stitution modifier. A barbarian may tribe in a wilderness area, of which
prematurely end his rage. At the he is the chieftain. It will attract
end of the rage, the barbarian loses 4D4 (4-16) barbarians of 1st level
the rage modifiers and restrictions (for every 5 such barbarians, there
and becomes fatigued (-2 penalty to will be one of 2nd level).
Strength, -2 penalty to Dexterity,
cant charge or run) for the duration Barbarian stats:
of the current encounter (unless he Prime attribute: Constitution
is a 6th level barbarian, at which Hit Die: D12
point this limitation no longer ap- Starting money: 1D8x10gp
plies). A barbarian can fly into a Armour: Leather, padded, studded,
rage only once per encounter. At 1st ringmail, mail shirt, all shields.
level he can use his rage ability Weapons: Any
once per day. At 4th level and every Abilities: 6th Sense, Damage Re-
four levels thereafter, he can use it duction, Fast Movement, Rage,
one additional time per day. Survival, Establish Tribe.

Survival Barbarian level table:


In the wilderness, barbarians can
provide food, water and shelter for Level HD BtH EPP
themselves and other people travel- 1 D12 +1 0
ling with them. They can find 2 D12 +2 1750
enough food for 2-8 people for 1-2 3 D12 +3 3500
days in 5-8 hours or so by a bit of 4 D12 +4 7000
foraging, trapping and hunting. For 5 D12 +5 14000
more people he must spend an ad- 6 D12 +6 28000
ditional 5-8 hours foraging. At the 7 D12 +7 50000
end of this time, the barbarian 8 D12 +8 100000
must make an attribute check to 9 D12 +9 175000
continue to find and supply food 10 D12 +10 325000
and water for others. The barbarian 11 +3 +11 575000
can only gather food for a maximum 12 +3 +12 750000
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

24
CHARACTER CLASSES

form check. Any creature within 30


Uspvcbepvs!
Uspvcbepvs! 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
Troubadours are players, poets and the ability from working. For every
entertainers, who wander the land three levels a troubadour attains
telling stories, spreading news and beyond 1st, he can target one addi-
performing for their audiences. tional creature with a single use of
They are also users of magic their this ability. To use the ability, a
specialties are spells of illusion and troubadour makes a perform check.
enchantment. If a creatures saving throw suc-
ceeds, the troubadour cannot
Skills attempt to fascinate that creature
Troubadours can choose 4 (+ Int again for 24 hours. If its saving
mod) skills from the following list as throw fails, the creature sits quietly
class abilities; Appraise, climb, dis- and listens to the song, taking no
guise, forgery, gossip, interrogate, other actions, for as long as the
jump, knowledge (choose any), lan- troubadour continues to play and
guages (any), listen, notice, perform, concentrate (up to a maximum of 1
pick lock, pick pocket, ride, search, round per bard level). Any obvious
sense motive, stealth. threat, such as someone drawing a
weapon, casting a spell, or aiming a
Abilities ranged weapon at the target, auto-
matically breaks the effect.
Countersong (Cha)
A troubadour can use his music or
Inspire Courage (Cha)
poetics to counter magical effects
A troubadour can use song or poet-
that depend on sound. Each round
ics to inspire courage in his allies
of the countersong, he makes a Per-

25
TOMBS & TERRORS

(including himself), bolstering them Spell bonus for high charisma:


against fear and improving their With a charisma bonus of +1, a
combat abilities. To be affected, an troubadour can receive an addition-
ally must be able to hear the trou- al spell of 1st level, with a charisma
badour. The effect lasts for as long bonus of +2 he gets an additional
as the ally hears him sing and for 5 2nd level spell, with +3 bonus he
rounds thereafter. An affected ally gets an additional 3rd level spell
receives a +1 on saving throws and so on. He can only cast these
against charm and fear effects and bonus spells if he is of sufficient
a +1 bonus on attack and weapon level to receive spells of that level in
damage rolls. At 8th level, this bo- the first place.
nus increases to +2 and at 12th to
+3. Establish Troupe
At 10th level (or at any level thereaf-
Inspire Greatness (Cha) ter) the troubadour may establish a
A troubadour of 9th level or higher troupe of travelling entertainers. It
can use music or poetics to inspire will attract 4D6 (4-24) troubadours
greatness in himself or a single will- of 1st level (for every 6 such trou-
ing ally within 30 feet, granting him badours, there will be one of 2nd
or her extra fighting capability. At level).
12th level, the troubadour can tar-
get one additional ally with a single Troubadour stats:
use of this ability. To inspire great- Prime attribute: Charisma
ness, a bard must sing and an ally Hit Die: D6
must hear him sing. The effect lasts Starting money: 4D4x10gp
for as long as the ally hears the Armour: Leather, padded, studded
bard sing and for 5 rounds thereaf- leather, ringmail. No shields.
ter. A creature inspired with Weapons: Club, dagger, dart, quar-
greatness gains 2 bonus Hit Dice terstaff, shortsword, rapier, sling,
(d10s), the commensurate number shortbow, crossbow
of temporary hit points (apply the Abilities: Countersong, Fascinate,
targets Constitution modifier, if Establish Troupe, Inspire Courage,
any, to these bonus Hit Dice), a +2 Inspire Greatness, Spell Casting
on attack rolls, and a +1 bonus on
constitution saves. Troubadour spell & level
Spell Casting (Cha)
table:
Troubadours are masters of misdi- Lvl HD BtH EPP 0 1 2 3 4
rection, illusion and enchantment. 1 D6 +0 0 2
They cast their spells from a specif- 2 D6 +1 1750 3 0
3 D6 +2 3500 3 1
ic list. Each day, a troubadour 4 D6 +3 7000 3 2 0
prepares his spells from the stand- 5 D6 +3 14000 3 3 1
ard list. The experience table shows 6 D6 +4 28000 3 3 2
how many spells they may receive 7 D6 +5 55000 3 3 2 0
8 D6 +6 110000 3 3 3 1
and cast each day, depending on 9 D6 +6 200000 3 3 3 2
the troubadours level. 10 D6 +7 350000 3 3 3 2 0
11 +1 +8 575000 3 3 3 3 1
12 +1 +9 800000 3 3 3 3 2

26
CHARACTER CLASSES

Does he have any strange habits or


Dpnqmfujoh!zpvs!!
Dpnqmfujoh!zpvs!! foibles? Does he like to drink, or is
he a devout churchgoer? Is he in-
dibsbdufs!
dibsbdufs! terested in money, fame or some-
something else entirely? Once you
start to add a few of these details,
Persona then you begin to get a feel for
The appearance and demeanour of whom he and what he is about.
your character is entirely up to you Dont bust a gut over it though. You
and how you picture him or her. dont need pages and pages of
Describing your character as simply background details, just one or two
a fighter, doesnt things that help
really paint a pic- to give the TM
ture of him. Say- and other players
Saying that he is an idea of what
a tall, rangy, your character is
bald-headed fel- like. Once you
low with a mean start playing, you
look in his eyes can add further
and quick to draw details actually in
his blades paints character and
a better picture. during the game
Adding to this de- itself.
scription his
usual style of Often it is worth
clothing embel- developing one
lishes the picture thing that your
further. He wears character wants
a long threadbare to do, especially if
tunic thats seen you talk this
better days, through with the
scuffed leather other players (or
boots covered in the TM, if it is
dirt and dust and supposed to be a
a couple of blades secret). This could
hang from his be something as
belt. Now you simple as a char-
can almost see him walking into acter wants to get even with some-
town after a few days out on the one who has wronged him in the
trail. past, or it could be that someone for
some reason is hunting him? It
The look of the character creates might be that the character is aim-
the initial impression. However, ing to carve out a reputation for
that isnt all there is to completing himself, seeking wealth or power by
the picture. You need to think lawful or unlawful means or any
about what he is actually like is one of a number of other goals.
he as mean and tough as he looks? These aims will give your TM some

27
TOMBS & TERRORS

ideas for scenarios and adventures was given by his father before he
in which you have a vested interest died or he might prefer it just be-
and will therefore make the game cause he read somewhere that it is
even more exciting. the fanciest or best made or for
some other reason. Think about
Name some of the reasons that you buy
A characters name is a highly evoc- one make of car over another, even
ative way to help conjure up the if one costs more or is faster or has
right image of your character. Obvi- better mileage and so on. These are
ously, you need to choose a name all decisions that your character
that suits the fantasy world that would make when buying his own
your TM has created and that is gear.
suitable for the style of game that
you are playing. If you are playing a Chapter 6: Equipment shows how
light-hearted game, or playing in a much money your character starts
Hollywood not-quite historical out with and, more importantly,
style, then you can probably get some of the stuff he can spend it
away with taking a few more liber- on.
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

28
DIBQUFS;!6! Skill list
Appraise (Int)
Climb (Str or Dex)
TLJMMT! Craft (Int) (Armourer, blacksmith, bow-
yer, carpenter, goldsmith, leatherworker,
potter, tailor)
Diplomacy (Cha)
Disguise (Cha)

E
very character class gets an Forgery (Int)
initial choice of between 2 and Gossip (Cha)
Handle Animal (Cha)
5 skills from a class list, at 1st Heal (Wis)
level. The skills selected are then Intimidate (Cha or Str)
considered class abilities and when Interrogate (Cha)
used, the characters level is added Jump (Str or Dex)
Knowledge (Int) (Battle tactics, religion,
to the D20 roll to determine suc- local area, law, nature, nobility & royalty,
cess. Each character also gains an trade & traders, the underworld, ancient
additional skill at levels 3, 6, 9 and artefacts, tombs & crypts, wounds &
12. These can come from their class corpses etc.)
Languages (Int) (Common, Dwarvish,
skills or, if they are receiving train- Elvish, Giantish, Goblin, Orcish, Ancient,
ing or tuition, can be from the main Draconic, Centaurish, Demonic etc.)
skill list. The player needs to state Listen (Wis)
that he is receiving training in the Literacy (Int)
Notice (Wis)
new skill when he reaches the level Perform (Cha)
prior to the level that he can receive Pick Lock (Dex)
the extra skill. So, upon attaining Pick Pocket (Dex)
2nd level, a fighter character might Ride (Dex)
Search (Wis)
want to take training in literacy. He Sense Motive (Wis)
is assumed to be practising and Stealth (Dex)
learning (from an NPC scholar or Swim (Str)
cleric or other player character) for Track (Wis)
the whole of the time it takes to get
the 3rd level. Circumstances can affect your
check; a character that is free to
When your character uses a skill, work without distractions can make
you make an attribute check to see a careful attempt and avoid simple
how well he or she does. The higher mistakes. A character who has lots
the result of the attribute check, the of time can try over and over again,
better. Based on the circumstances, thereby assuring the best outcome.
your result must match or beat a If others help, the character may
particular number (a challenge rat- succeed where otherwise he or she
ing or the result of an opposed would fail.
attribute check) for the check to be
successful. The harder the task, the A skill check takes into account a
higher the number you need to roll. characters training (level), natural

29
TOMBS & TERRORS

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.

Tljmm!eftdsjqujpot
Tljmm!eftdsjqujpot!
qujpot!
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- Craft (Int)
terials used to make it and so on. Craft is actually a number of sepa-
All of these may involve a higher rate skills. You could have several
challenge rating at the TMs discre- crafts each purchased as a separate
tion. If you have a craft that is skill. A craft skill is specifically fo-
relevant to the item being assessed, cused on creating, making or
you can add +2 to his attribute repairing something. Having a craft
check. It normally takes at least a usually denotes that the character
minute to appraise the approximate is or has been a craftsman at some
worth of an item and rather longer point in his or her life. You can
for other details. practice your trade and make a de-
cent living, earning about 4-24gp
Climb (Dex or Str) (4D6) per week of dedicated work,
Climbing requires either dexterity or plus 1gp per level attained. You
strength (players choice). It is the know how to use the tools of your
skill of getting up a wall, tree or trade, how to perform the crafts
steep slope/cliff face without falling. daily tasks, how to supervise un-
You can climb 10 per round with a trained helpers, and how to handle
successful check. A failed check common problems. (Untrained la-
means you either made no progress borers and assistants earn about
or slipped and fell at some point, 1gp per day). The basic function of
possibly suffering some damage. the Craft skill, however, is to allow
you to make an item of the appro-

30
SKILLS

priate type. The CR depends on the 2. The TM makes the check secret-
complexity of the item to be created. ly, so the character is uncertain of
his or her success.
Diplomacy (Cha)
This skill covers the art of talking, Forgery (Int)
persuasion, mediation, listening, This is the skill of the character to
reasoning, debate and even general write (or copy) documents and
etiquette. Make a check whenever manuscripts with the intention of
you want to talk somebody out of or passing them off as the real thing.
into an alternate course of action The character may need to get hold
from one already proposed, per- of some old parchment to duplicate
suade somebody to do (or not to do) something that is old, or use meth-
something or to get across a point ods of staining and so on, to age
in a debate. It can be used to make the forgery. He may also need to get
an appeal in court, to swing the hold of coloured inks, for example,
case in a different way. If backed up to duplicate illustrated manuscripts
with a bit of hard cash, diplomacy of the type that monks write. The
can also be used to bribe someone, skill also encompasses the ability to
if they are of the type that would spot a forgery (using the notice
succumb to such tactics. skill, with a bonus of +2).

Disguise (Cha) Gossip (Cha)


You are an expert at impersonating Just about everyone likes to gossip
other individuals or characteristics in the towns, villages and cities; it is
of general types of people. This ef- one of the main ways of passing on
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)

31
TOMBS & TERRORS

and receiving news and forms a ma- gry, he can train certain animals to
jor part of the evenings do a few simple things, and he
entertainment for most people. knows how to look after them, feed
Gossip happens everywhere, in the them and give them the best care. If
tavern over a pint of ale, at the he also has the Heal skill, he also
marketplace, at the banquet in a has a few veterinary skills. The
lords manor, out in the fields and character might simply be a farmer
in the cloisters of the abbey. Some- with skills of animal husbandry, or
times the information turns out to could have a job as an ostler, fal-
be true and other times it is idle coner, master of the hounds and so
tittle-tattle. But gossip makes for a on.
useful source of information about
everything and everybody. A character may choose a type of
animal in which to specialize (dogs,
You can make a gossip check when birds of prey, horses, cattle) and
you want to know something about receives a bonus of +2 whenever
a person, place or thing that is of dealing with that type of animal.
the type that would be passed Animal handling also allows the
around in idle chatter. This repre- character to spot the good from the
sents information you just happen bad (receiving a +2 on notice checks
to know. If you fail the check or the when buying them). Characters
TM deems that your character with the handle animal skill can
wouldnt already know the infor- also gain +2 to their ride checks,
mation, you can go to a tavern or which would make +4 if they also
wherever the information might be specialize with horses.
found and see if you can find out,
by gossiping. Sometimes this might Heal (Wis)
require the expenditure of a few This is the skill of providing imme-
coins on ale in the alehouse, to diate first aid to an injured person.
loosen a few tongues. By cleaning and bandaging a
wound, with a successful check, an
A character can add a further +2 to injured character will recover 1 hit
the gossip check if the information point, will stabilize if below 0 hit
is about something that might spe- points and the wound will not be-
cifically pertain to his or her class. come infected, as long as the
So, if the gossip were about a cler- cleaning and dressing was applied
gyman, then a cleric character within an hour of the character be-
would get a +2 bonus. If it were coming injured. A character with
about something that occurred in the heal skill can add +2 to any
the seedy area of town, then a thief knowledge (wounds & corpses)
would gain a +2 to his check. checks made to assess the injuries
on a dead body.
Handle Animal (Cha)
A character with this skill has an Intimidate (Str or Cha)
affinity for dealing with animals. He By strength of personality or by
knows animals pretty well and can sheer impressive size and physique
calm them if they are afraid or an- (the players choice which), a char-

32
SKILLS

acter with this skill can intimidate Knowledge (Int)


another. There are several uses of Each time you choose a knowledge,
this skill. One might simply be to you can choose another subject
make another character back down, which you have studied, learned or
if for example he is getting aggres- just picked up and which you know
sive. Another use might be to scare quite a lot about. This is more in
someone into giving information depth than the sort of stuff you
that other, more diplomatic meth- might pick up when gossiping in
ods have failed to acquire. Another the taverns.
might be to force somebody to do
something that he or she wasnt Languages (Int)
intending to do. Depending on the Slightly different from the other
circumstances, this ability could be skills in that you can choose it mul-
used against more than one oppo- tiple times and each time adds
nent, especially those of another language to your repertoire.
significantly lower level or 0-level Common is known by most travel-
folk. lers; other languages would be
racial tongues (Dwarvish, Elvish,
Interrogate (Cha) Goblin, Orcish, Giantish, Draconic
This is a way of questioning people etc.), disused or Ancient tongue,
for specific pieces of information. It secret languages (Thieves tongue) or
differs from gossip, because gossip the languages of individual nations.
tends to be stuff that is quite well
known and has been doing the Listen (Wis)
rounds. Interrogation tends to be a The character has an acute sense of
way of getting secrets from individ- hearing and may have even trained
uals whod rather not share those him or herself to specifically take
secrets. Sometimes interrogation is notice of certain sounds and noises.
subtle and the victim isnt aware For example, a musician can tell
that he is giving away the infor- different notes and pitches. Its main
mation and other times it is clear use though is in detecting sounds
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.

33
TOMBS & TERRORS

like the footfall of an intruder about notice it or not. If specifically look-


to commit foul murder, or listening ing for something, you would use
at a door to conversation between search instead.
two people.
Perform (Cha)
Literacy (Int) This is the skill you need to enter-
Many people cannot read or write. tain, whether that is by playing an
For game purposes, all characters instrument, singing, reciting poetry
can read and write and therefore get or even dancing. You choose what
literacy for free, except barbarians your style of performance is. Using
and giants. Anyone who is literate is the perform skill successfully might
assumed to be able to read and earn you food and lodging for a
write all the languages that he night, might earn a few coins in the
knows. marketplace or might even hold a
crowds attention as a distraction, if
Notice (Wis) needed for some reason.
This is a general awareness of ones
surroundings, things that appear Pick Lock (Dex)
odd or out of place and so on. It is a You can use this skill to open any
skill that you dont use as such; it sort of mechanical lock that would
is constantly on. Whenever there is normally require a key to open. This
a chance that you might have no- ability usually requires a pin or
ticed something unusual, you can some other narrow tool. Only one
make a check to see whether you 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

34
SKILLS

and other skills on horseback. This swim around under water as need-
skill is needed to be able to fight ed. In a strong current, there might
from horseback. be higher penalties, as there would
be if you are carrying someone or
Search (Wis) something heavy.
You can examine a specific area for
clues, evidence or other things like Track (Wis)
catches on a hidden door or secret You can follow the trails and tracks
compartments in chests and of people and animals across all
drawers This skill does not general- sorts of terrain following the signs
ly enable you to find of their passage (not
complex traps un- simply boot marks,
less you are a thief. but broken twigs,
hairs caught on
Sense Motive brambles and so
(Wis) on).
You can use this
skill to tell when
someone has an Mbohvbhft!
agenda they are
hiding from you. It
is a combination of
boe!mjufsbdz!
boe!mjufsbdz!
All characters are
their body lan- presumed to speak
guage, mannerisms Common. A charac-
and speech pat- ter with an
terns that provide intelligence bonus
tell-tale clues. can also speak an-
other language for
Stealth (Dex) every point of bo-
You use this skill to nus, so with a +3
be quiet and unno- intelligence modifier
ticed when you he can speak an
dont want to be additional three
seen or heard. It is languages. Others
the art of sneaking must be chosen as
up on someone, of skills.
hiding in the shadows and of using
available cover to go unseen. You All characters are considered lit-
receive positive modifiers in the erate, except barbarians and Giant-
darkness or when there are things kin. If they want to read and write,
to use as cover, but it is almost im- they need to choose literacy as one
possible on a clear day, in the open. of their class skills.

Swim (Str)
Using this skill, you are able to
cross rivers, remain above water or

35
Class starting money table:
DIBQUFS;!7! Class
Cleric
GP
3D6x10
FRVJQNFOU! Fighter
Mage
3D8x10
2D4x10
Thief 2D6x10
Barbarian 1D8x10

F
irst of all, you need to determine Troubadour 4D4x10
how much money the characters
start with. In Tombs & Terrors,
gold is the standard currency;
called gold coins, gold pieces, gold
Uif!
Uif!frvjqnfou!ubcmft!
frvjqnfou!ubcmft!
bits or simply gp. Gold crowns (gc)
are larger gold coins for big Its not possible to list everything
transactions. Silver pieces (sp) are you could need in a game, so the
used for smaller transactions. price lists are simply to give some
examples, so that you can work out
10sp = 1gp prices yourself of other items and
10gp = 1 gc services you might want to include
in your games of Tombs & Terrors.
An average labourer can expect to All prices mentioned are
receive 2 gp a day for his hard changeable; anyone with skill in
work. Therefore, every character Diplomacy can haggle the prices
begins the game with a few gold down. In different locations or at
pieces with which to buy some stuff different times of the year prices
that their character has at the start may vary. Local conditions may lead
of the game. It is assumed that they to prices for some things to increase
begin with a set of clothing but for other products to be
appropriate to their class. 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.

36
EQUIPMENT

Weapons; Melee

Weapon Cost Damage Range* Wei ght Enc


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

Weapons; Ranged

Weapon Cost Damage Range* Wei ght Shots Enc


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

37
TOMBS & TERRORS

Armour

Ar mour type Cost Ar mour Class Wei ght Enc


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

Clothes & accessories

Item Cost Wei ght Enc


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

38
EQUIPMENT

Horses, tack & livestock

Item Cost Item Cost


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

Goods & services

Item Cost Wei ght Enc


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

39
TOMBS & TERRORS

category that level of encumbrance


Fodvncsbodf!
Fodvncsbodf! falls.

There are several ways to deal with Encumbrance


what a character can carry before category Enc
he or she is weighed down with too None 0 to 1xER
much stuff. One is to ignore set Light 1xER to
rules altogether and just leave the 2xER
Moderate 2xER to
players and TM between them to
3xER
use judgement and common sense Heavy 3xER to
to determine when a character is 4xER
getting ridiculously overloaded. Overburdened 4xER to
5xER
Most players are reasonable and if Maximum 5xER
their character has a sword, bow,
dagger, mail hauberk and clothing, The enc. value of items is a rough
then they are quite happy. Anything measure of the size, weight and how
else they can put in their horses cumbersome the object is. If you
saddlebags. Other players may need need to determine the rough enc. of
the TM to intervene from time to other items, you can simply look at
time, if using this approach. the equipment lists for a similar ob-
ject and work it out from there. The
The other method is to use the TM, as always, has the final word.
weights and encumbrance values in
the equipment listings. This is how Effects of Encumbrance
you do it. There are penalties to lugging too
much stuff around and this comes
Determining Encumbrance in the form of slower movement
Each character has an encum- rates and a reduced armour class.
brance rating (ER) of 10 + the
characters strength modifier, if The penalties are set out below:
any. All items and equipment have
an encumbrance rating (enc.). For Encumbrance
many items, this rating is in the category Penalties
equipment lists. Simply add up the None No effect
enc. value of all items carried by the Light Reduce move by
character. This is the characters 1/4 and -1 to
encumbrance rating. Dont count armour class
clothes (hat, shirt, boots etc.) that Moderate Reduce move by
1/2 and 2 to
the character is wearing, but if he is
armour class
wearing a sword, that is counted. Heavy Reduce move by
3/4 and 4 to
There are five categories of encum- armour class
brance; none, light, moderate, Overburdened Move reduced to
heavy and overburdened. The fol- 1 foot and 8 to
lowing table indicates the amount armour class
that can be carried and in which

40
Only those actions that have a sig-
DIBQUFS;!8! nificant chance of failure need to be
resolved in this way. There are plen-
QMBZJOH!UIF!HBNF! 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

T
here are many situations dur-
ing the course of a game of narrative flow of the game and is
Tombs & Terrors where the really to be avoided wherever prac-
characters will want to do things tical or possible. But sometimes,
and there is a chance that they will the dramatic tension can be height-
fail. The type of thing that we are ened by judicious use of the
talking about here are things like attribute check and a dice roll is
leafing through a set of old parch- ideal in these situations.
ments to find some inconsistencies
in the writing, a break-neck horse- The base target number
chase down a country lane, listen- When it is clear that an attribute
ing in on a conversation on the check is needed, the TM must iden-
other side of a closed door, leaping tify the attribute to be checked.
across a wide chasm, sneaking up Sometimes the player might disa-
behind an enemy to clobber him on gree and, if they can put a
the back of his head, trying extract reasonable argument for why a dif-
some information from a taciturn ferent attribute should be checked,
mercenary and so on. this is perfectly acceptable. In the
case of class abilities and skills, the
attribute is listed in the class de-
Uif!tztufn!
Uif!tztufn! scription or in the skill list. In the
case of saving throws, these are
In these situations, an attribute usually self-evident and are set out
check is used to see whether the in more detail later.
action succeeds or fails. The attrib-
ute check is made by the player The target number is determined
rolling a D20 and adding the attrib- first of all by finding the base num-
ute modifier of one of the ber. The base is always one of 12,
characters six attributes. The at- 15 or 18. The actual number de-
tribute used is the one most pends on whether the attribute
appropriate to the action that is be- being checked is the characters
ing attempted. Sometimes the primary, secondary or tertiary at-
characters level is added to the die tribute.
roll too. If the total score exceeds
the target number, the character The challenge level
succeeds. The next step is to determine the

41
TOMBS & TERRORS

challenge level. If the action is being would be used. To resist the worst
taken against an opponent, then effects of alcohol or poison, consti-
the challenge level is simply the lev- tution should be checked. If the
el of the opponent or the Hit Dice of attribute being checked is a primary
a monster. So if a character is attribute the challenge base is 12. It
sneaking up on somebody, the chal- is 15 and 18 for secondary and ter-
lenge level would be the level of the tiary attributes respectively. To this
person being snuck up on. In other challenge base the TM adds modifi-
situations where there is no oppo- ers based on the situation, the level
nent, the TM has to use a bit of of the NPC causing the saving
judgment as to the relative difficulty throw, the level of the trap or the
of the task and apply his own chal- strength level of the poison.
lenge level. As a rule of thumb,
challenge levels of 0 to 5 is suitable When a saving throw is failed, the
for easy tasks, 6 to 10 for moderate character suffers some or all of the
tasks, and very difficult tasks are effects. Some effects are described
rated 11 to 15. Truly awesome in these rules, for example damage
tasks bring about a challenge rating taken from a fire is halved when the
of over 15 but this should really be saving throw succeeds. The TM
reserved for only very spectacular could say the same thing with a
efforts. If in doubt, it is better to set rock-fall, after first determining the
the challenge level lower rather level of the rock-fall in numbers of
than higher as it is better for the D6 or d10, for example.
game to have player characters
succeed rather than fail.
Dpncbu!pwfswjfx!
Dpncbu!pwfswjfx!
Saving throws
Saving throws are similar to attrib- Much of the excitement in playing
ute checks, only they occur as a Tombs & Terrors occurs when some
result not of actions taken by the form of combat takes place. Wheth-
character but as a result of actions er this is a tavern brawl amongst a
against the character or something bunch of mercenaries just come
acting against the character, often into the town, a jousting tourna-
passively. So a saving throw is an ment between the local lord and a
attribute check for the character to foreign knight or a wagon train of
avoid damage or some other harm- peddlers and merchants protecting
ful effect, caused by specific themselves against a violent tribe of
situations or effects. goblins and hobgoblins, combat is
often the climax of very many role-
A player making a saving throw for playing sessions. Managing combat
his character rolls a D20 and adds is often a challenging affair as the
the appropriate attribute modifier, TM must not only know the rules
in the usual way. The TM selects but must also know how to apply
the appropriate attribute using the rules fluidly to maintain a sense
common sense. For example, to of excitement through description
avoid a rock-fall, you need to have and action.
sharp reflexes and so dexterity

42
PLAYING THE GAME

The combat rules in Tombs & Ter- It is important to remember that


rors have been kept deliberately each round is an abstract meas-
simple. Much room for interpreta- urement. The actions and activities
tion has been left to the TM, as that occur in a round are not meant
there cannot be rules for absolutely to take place during specific seg-
everything that might happen in a ments of time, with the rest of that
fight. The rules have been designed time the character doing nothing at
to organize the action of the combat all. The action is all happening to-
to a certain degree but to allow the gether, with characters moving,
narrative flow of the combat from talking, yelling, reaching for their
both players and TM to have an im- weapons, jumping, cursing, dodg-
portant role. ing, stumbling, getting distracted,
looking out for friends, listening,
Basic outline of combat and so on. All this happens in a
rounds round, in a fluid burst of activity
Combat is broken down into seg- and should be narrated as such.
ments called combat rounds. Each
combatant normally gets to act once Surprise
per round. Each participant acts Before combat begins, the TM de-
during a round in order established termines if one or the other party is
by the roll of a D20 (plus or minus surprised. Surprise is a situation in
modifiers). This is called initiative. which the characters happen upon
The character with the highest ini- their enemies and neither is aware
tiative acts first, and then each or expects the other. Surprise may
character in turn performs an ac- also occur where one party is delib-
tion until the last character has erately trying to surprise the others
acted. Once all participants have like in an ambush, for example.
acted, the round is over and a new
round begins, with the character Before any surprise roll is made,
that had the highest initiative from The TM determines if surprise is
the last round. possible. A group that is aware of
anothers presence cannot be sur-
prised. If a party can be surprised,
Dpncbu!spvoe!
Dpncbu!spvoe! a wisdom attribute check is made
by the individual in the group with
the best chance of succeeding at it,
One combat round is 10 seconds
or by each member of the group in-
long. During this round, all the
dividually. If the check is
characters and non-player charac-
successful, that party or individual
ters should get a chance to do
is not surprised. Failure indicates
something. Generally only one ac-
surprise.
tion is allowed, such as firing a
bow, punching someone or mount-
When a party or individual is sur-
ing a horse. The types of actions are
prised, their opponents
discussed ahead.
automatically gain the initiative for
the first round of combat. Once eve-
ry member of the party that gains

43
TOMBS & TERRORS

the surprise has had a chance to special ability allowing them to ex-
act, initiative is determined for the ceed the limitation, such as the
second and subsequent rounds. extra attack of the fighter character
class when they reach 10th level.
Initiative Attacks include melee attacks; ei-
An initiative roll determines the or- ther armed or unarmed and ranged
der of action in a combat round. attacks with throwing weapons or
Every combatant participating in already loaded crossbows.
the fight rolls a D20 to determine
their initiative at the start of the Opportunity action
combat. Once this is determined, A character with a high initiative
the order stays that way throughout can withhold his action to see what
the fight. Those with the highest happens around him before taking
initiative get to do what they want his action at a later point in the
to do first and then the next highest combat round. On his initiative, he
and so on. To the D20 roll, charac- simply states that he is awaiting his
ters add their dexterity modifier and opportunity and does nothing else.
their level (or HD). This is because At any point from then until the end
faster characters act more speedily of the round he can take his action
and more experienced characters whenever he likes or whenever an
are able to weigh up a situation opportunity presents itself. He can-
quicker and act more decisively. not alter this at the end of the
Sometimes the TM may want to round to re-focus instead. Once he
make a group initiative roll for non- has declared he is awaiting an op-
player characters, especially where portunity, he is preparing himself to
there are a lot of them, maybe only react and if an opportunity doesnt
making a separate one for the lead- arise to do anything, then he loses
er or an important NPC. his action for that round.

Move
Dpncbu!bdujpot!
Dpncbu!bdujpot! If no other action is taken, a
character can move a distance
In a combat round, characters equal to their full movement rate.
could carry out a wide variety of Full movement also includes jogging
actions. Every possible thing they (twice normal move rate) and run-
could do can be categorized in one ning (quadruple normal move rate).
of six types of action that may be
performed in combat that have a Use an ability or skill
chance of failure. The six possible A character may perform a class
actions are attack, opportunity at- ability each round. Some abilities
tack, move, use an ability, re-focus take more than a round to com-
or a non-combat action. plete. An ability may involve
movement but in most cases
Attack movement will not exceed the nor-
A character is allowed one attack mal rate. Abilities are described
each round unless they possess a

44
PLAYING THE GAME

more fully in the character class have improved results as set out in
section. the table:

Re-focus Turning results table:


As long as the character does noth-
ing at all during the round, he may Result Effect
re-roll his initiative at the beginning Below CR No effect on undead
of the next round and act according 0 to +6 Undead held back 60 as
to the new initiative roll if it is high- long as cleric holds forth
er than the original, otherwise his symbol
reverting to the original. +7 to +12 Undead flee for 2D6
rounds
+13 or more Undead are destroyed
Cast a spell
A spellcaster can cast a spell during For example, there are 4 skeletons
combat. The casting starts at the (1HD) and a ghoul (2HD) attacking
beginning of the combat round, the group. On his initiative, the
with the spellcaster readying the clerics player rolls 13, adds +1 for
spell. On the casters initiative he 1st level and +1 for charisma and
lets the spell go. If concentration is +1 for a silver symbol, making 16 in
broken before the spell is loosed (by all. The CR for the skeletons is 16
suffering damage, for example), the (15 for his charisma being a sec-
spell is lost. ondary attribute + 1HD for the
skeletons). He can hold them back
Turning Undead 60. The ghoul is CR 17 so that is
Clerics can turn the undead caus- not affected by the clerics faith.
ing them to back off, flee or become
destroyed. The cleric holds his reli- Non-combat action
gious symbol before him and These are things that a character
commands the undead to return to might do that could have a bearing
the grave. He gets +1 to his turning on the combat but are otherwise
attempt for a silver symbol. not really combat orientated nor do
they involve the use of an ability.
Clerics can attempt turnings once The action could be as simple as re-
per day at 1st level, plus their wis- loading a crossbow, standing still,
dom modifier. At 5th and 10th level talking, picking something up,
clerics gain one more turning at- watching and waiting or opening a
tempt per day. The undead to be door. Such actions typically have no
turned must be within 60 of the chance of failure, but they do take
cleric. time. No matter the type of action
attempted, it is up to the TM to de-
Make a charisma check as usual cide how long any action takes and
(roll D20 and add the clerics level whether it can be completed in a
and charisma modifier). The CR is single round.
modified by the HD of the undead
to be turned. Exceeding the CR can

45
TOMBS & TERRORS

Movement in the combat +2 bonus to the damage inflicted on


round a successful attack. However, it
Once initiative or surprise is deter- opens the character up to being hit
mined, each combatant is allowed easier and therefore it also causes a
an action. One of the allowed ac- 2 penalty on his defence bonus for
tions is movement. Most characters all attacks in the round. The charge
and other people have a standard must be announced prior to the
move rate of 30 feet. Some classes character moving.
can move further than this at high-
er levels with their class abilities. When charging, the character is
Movement, like the combat round is considered to be dashing or run-
an abstraction. It is a matter of es- ning. The character must minimally
tablishing the distance that can be move the full distance of their
moved in a given period of time. movement rate (normally 30 feet)
Movement can be in a straight line, and the charge must be in a
a curve, around a corner or twists straight line to the target.
and turns. Movement can be in-
creased by dashing (double the Melee combat
movement rate), or running (quad- Melee occurs when two or more
ruple the movement rate). people engage in hand-to-hand
combat and are wielding weapons of
An attacker can move up to half some kind. The attacker rolls a D20
their movement rate and attack. No and adds his basic to hit bonus
attack is allowed if a character ex- (from his class and level) plus any
ceeds half his or her movement strength modifier. If the total is
rate. The exception is when a greater than or equal to the defend-
charge is attempted. Charging al- ers armour class, the attacker has
lows for an attack at the end of the hit the defender and inflicts damage
full move, but there are special as determined by the type of weap-
rules for charging too. The TM can on being used. Unarmed combat is
decide to reduce movement rates considered melee combat too, but is
due to terrain, obstacles, injuries or detailed below.
other circumstances. Generally,
movement rates should not be re- A melee attack, just like all move-
duced by more than three quarters. ment and other stuff that goes on in
The TM should always allow at least a combat round is an abstraction.
a 5-foot movement in a combat Though the character usually only
round, unless the character is re- makes one melee attack in a round,
strained or otherwise unable to it should not be considered only one
move. swing or stab of his weapon. A me-
lee attack consists of a series of
Charging thrusts, parries, attempted attacks,
Charging is a way of trying to im- feints, backing off, advances and so
prove the effect of any melee or on, that sometimes results in dam-
unarmed attack on the target. A age to the defender. The damage
successful charge attack inflicts a from the blow could actually be

46
PLAYING THE GAME

seen as a series of nicks and cuts, Unarmed combat


bruising or even fatigue. Brawling is melee combat where no
weapons are being used, i.e. un-
Ranged combat armed combat. In most cases, the
When your character fires a bow, success of these attacks is deter-
sling or crossbow (or throws an axe mined as normal with a D20 roll
or some other weapon) at another, and by adding the characters to hit
the ranged combat rules apply. bonus and strength modifiers. If the
Dexterity is the attribute that modi- total is equal to or higher than the
fies a ranged attack to hit roll. If the defenders armour class, the attack-
total of the D20 roll plus the char- er has successfully hit the defender
acters basic to hit bonus and and inflicts damage as determined
dexterity modifier is greater than or by the class ability.
equal to the defenders armour
class, the attacker has successfully There are also special unarmed at-
hit the defender and inflicts damage tacks of an entirely different nature
as determined by the bow or other and effect, such as grappling,
weapon used. pummelling, and overbearing. Each
type follows the same basic princi-
Thrown weapons ple but with different modifications
Thrown weapons include knives, to the to hit roll and to the dam-
hand axes, light hammers and age inflicted. For example,
spears. The strength bonus to dam- characters that wish to punch or
age is included on all successful kick and are not trained are in ef-
hits with thrown weapons, but not fect attempting a pummelling
with firearms. attack.

Range increments Grappling


Ranged weapons have range incre- This type of attack involves grab-
ments and they have a maximum bing and holding a defender, like
effective distance equal to three wrestling or in a bear-hug. Grap-
times the listed range increment, as pling is directed at holding an
set out in the equipment (weapons) opponent and subduing them. The
table. The listed range increment is attacker rolls a D20 as normal, and
considered to be close range. Weap- adds strength and basic to hit bo-
ons fired or thrown at up to this nus modifiers. The opponents
range are used without a range armour class is increased (or re-
penalty to the to hit attack roll. At duced) for grappling attacks by his
beyond close range and up to twice strength modifier (if he has one). If
that range, is considered medium the resulting armour class of the
range and beyond that and up to opponent is equalled or beaten by
three times the close range is the total roll plus modifiers of the
counted as long range. Medium attacker, then he has successfully
range attracts a -2 penalty on to hit grappled his opponent. The defend-
attack rolls and long range attracts er is held and cannot act except to
a -6 penalty. attempt to break free. The defender

47
TOMBS & TERRORS

can break free by making his own use reason, common sense or nar-
grappling attack. rative development to determine
what modifier should be applied the
Pummelling to hit roll. It is even possible to
This involves the use of fists, feet, ask the players what modifier they
knees and elbows to inflict damage think might be appropriate in the
on an opponent, with the intention circumstances and to explain their
of knocking them out or otherwise reasoning for it. It depends on your
incapacitating them. As usual the group though, how often you use
attacker rolls D20 to hit adding, this approach.
strength and to hit modifiers. If the
total exceeds the defenders armour In general, combat to hit modifiers
class, the pummelling inflicts d2 hit can be broken down into three cat-
points of subdual damage. Damage egories: easy, difficult and heroic.
is modified by strength. For tasks that are easy, up to a +/-
5 modifier could be applied. Diffi-
Overbearing cult tasks would range from +/-6 to
This type of attack is used to knock 10 and heroic would range from +/-
an opponent down. This tactic is 11 and higher.
used in wrestling and other types of
hand-to-hand combat as well as Some situational modifiers can be
when an animal charges into some- applied with regularity as they can
body. As usual, the attacker rolls occur quite frequently. These are
D20 and adds appropriate modifi- listed below and can be used as a
ers. If a hit is successful, the guide to help in making decisions
defender gets to make a strength about other unusual situations.
saving throw to remain on his feet. Concealment includes those cir-
If not successful, he is knocked cumstances where nothing
prone for the remainder of the physically blocks the attack but
round. In addition, the defender there is something that interferes
takes D2 points of subdual damage. with the attackers view and/or ac-
An attacker making an overbearing curacy. The modifiers are
attack is at 2 to his armour class cumulative. In all instances, the
for the combat round as he is more attacker must know of the defend-
exposed than usual. ers presence, even if the exact
location is not known. The TM
should add to the list as new situa-
Tjuvbujpobm!npejgjfst!
Tjuvbujpobm!npejgjfst! tions crop up, to
consistency in the game.
maintain

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

48
PLAYING THE GAME

Situational modifier table Shields


Each type of shield adds +1 or +2 to
armour class whilst being used.
Situat ion Modifier
The shield size determines how
Defender prone or blind +5
many opponents the +1 modifier
Defender prone & defence- +10
less applies against. Bucklers are useful
Defender at lower elevation +1 only against one opponent. Small
Defender stunned or cow- +2 shields against two and large
ering shields are useful against up to
Defender invisible or at- -10 three opponents. Shields are no use
tacker blinded against attacks from behind.
Melee attack from mount -2
or unstable platform
Ranged attack from mount -4
Dexterity
or unstable platform Dexterity modifies a characters
Defender 1/4 concealed* -2 armour class if that character can
(light fog or smoke) physically react to the attack.
Defender 1/2 concealed* -4 Characters lose their dexterity mod-
(dense fog or smoke) ifier when they are surprised,
Defender 3/4 concealed* -6 unaware of an attacker or when
(near darkness) they are restrained or otherwise
Defender completely con- -10
rendered immobile. Dexterity does
cealed (total darkness)
not apply when attacked from the
rear, unless the character knows
the attacker is there and about to
attack him.
Bsnpvs!dmbtt
Armour
Armour class is representative of Metal armour provides better pro-
the type of armour the defender is tection than lighter armour, such as
wearing as well as his ability to leather or padded cloth. The better
avoid being hit in combat. It results the armour protection, the higher
from a combination of agile avoid- the armour class modifier. Plate
ance of incoming attacks or even an armour provides the best protec-
ability to absorb the shock of a tion, but this isnt generally
damaging blow, or to roll with it. available to characters until they
Armour class begins at 10 for all have been adventuring for a while
characters. A person with an aver- as it is very costly.
age dexterity and wearing no
armour is automatically armour Cover
class 10. Armour class can increase
Cover confers an armour class bo-
through a high dexterity and
nus as follows:
through buying better armour. Ar-
mour class modifiers are detailed
below.

49
TOMBS & TERRORS

Armour class armour class while dodging. A


Type of cover bonus dodge can be declared at any time
1/4 cover +2 in the combat round as long as the
1/2 cover +4 character hasnt taken any other
3/4 cover +6 action.
full cover +10
Disengage
Although cover is used primarily Disengaging is an attempt to get out
against ranged weapons and thrown of a hand-to-hand combat situa-
spears, knives and so on, it can oc- tion. This is dangerous as it exposes
casionally be used in melee combat. the character to attacks. If disen-
In some cases, the TM may rule gaging a character can take no
that the character seeking cover other action. He may move as far as
may not attack. possible away from his enemy, but
suffers a 2 to his armour class and
Situation and circumstance: There the opponent gets a free attack as
may be occasions when the TM feels the character tries to get away. The
that an armour class adjustment is armour class adjustment applies to
appropriate. When applying addi- all attempts against the character
tional modifiers, common sense and in the round, ranged or melee.
fairness must be exercised. If in
doubt, err in favour of the player Disarm
characters. A fighter, cleric, barbarian or thief
can attempt to disarm an opponent
in melee combat. The attacker must
Dpncbu!nbopfvwsft!
Dpncbu!nbopfvwsft! successfully hit an armour class of
18 plus the level of the defender to
Characters can attempt all sorts of successfully disarm them. For ex-
additional actions in combat other ample, a fighter would need to hit
than just shooting their missile an armour class equivalent of 23 to
weapons or attacking and so on. disarm a 5th level character. The
There cannot be rules for everything defender can add his dexterity bo-
that a character will do, but a TM nus (if any) to his effective armour
can make judgements based on class.
some of the manoeuvres set out be-
low and what seems reasonable in Evade
the circumstances. This is a desperate attempt to get
out of the way of an attack. This
Dodge allows a one-off defence bonus
The character sacrifices his normal against one opponent of +4.
action to use his best means to
dodge up to three attacks in that Flank attack
combat round. It can be used This is a side attack that is not di-
against only those attackers that rectly behind the defender. This
the character is facing and aware confers a bonus of +1 to hit, as it is
of. The character gains +2 to his harder to defend against.

50
PLAYING THE GAME

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- points, the healthier the character
ger in another. This is not a is.
common fighting style at this time,
but it is an option. This is very diffi- Hit points are determined by the
cult. When using two weapons, the characters hit die and level. The
character must state which is his character class tells you the type of
primary hand, meaning that the die to use to determine how many
other is referred to as his off-hand. hit points a character has. At each
level, the hit die type is rolled and
The character is able to use both added to the previous total. The
weapons in a round, but the attack constitution modifier is added to or
with the primary hand is at -3 to hit subtracted from the die roll. At 1st
and the attack with the off-hand is level, characters automatically
at -6 to hit. The characters dexteri- begin with the maximum hit points
ty modifier affects these attacks, for their class. At 11th level, all
but strength will only be used to classes simply acquire hit points at
determine damage (for melee at- a specified rate without a die roll.
tacks). This can be used with the Constitution modifiers are applied
fighters combat dominance and to this. In all cases, characters gain
extra attacks. at least 1 hit point at each level.

Hit points can be reduced by weap-


Iju!qpjout!
Iju!qpjout!boe!xpvoet!
boe!xpvoet! ons, exhaustion, poisons, fire and
other things. These are covered in
Hit points represent the amount of greater detail in the following sec-
damage, physical and mental, that tion. Once damage has been taken,
a character or non-player character healing is needed for hit points to
can take before passing out or dy- be restored. Hit points can never
ing. A characters hit points are a exceed the level they were at before
mere abstraction. It is generally a taking the damage.
representation of the overall health
of the individual. The higher the hit

51
TOMBS & TERRORS

Healing after 24 hours. Then he begins to


In general, hit points heal at a rate recover in accordance with the rules
of one point per day as long as the for falling to 0 hit points, above.
character is resting, well fed, kept
warm and comfortable and the Dying
wounds have been cleaned and A character that reaches -10 hit
tended to. After seven days, the rate points is dead through trauma and
of healing speeds up to include the blood loss. The character is then
characters constitution bonus, if buried at the local graveyard, at his
any (but not penalty). After 14 days family crypt or in a burial pit. It is
the rate of healing doubles and after then time for the player to create
thirty days, it triples. Rates of heal- another character. Hopefully this
ing can be improved by medicines, wont happen too often.
diet, and level of care or other fac-
tors that the TM deems applicable. Damage
When characters successfully hit
Falling to 0 hit points their opponents they cause them
In general, when 0 hit points is damage, which comes directly from
reached, the character passes out. the foes hit points. When characters
The character is not dead, but in- are themselves struck in combat,
capable of acting due to blood loss the damage caused to them comes
and damage. The character will re- of their own hit points. The damage
cover consciousness after 1D6 caused depends upon the type of
hours after which, they can move at weapon used and this is detailed in
half their normal move rate but the equipment section of these
cannot participate in combat or rules. The damage is applied imme-
take any other strenuous action. diately. For some characters, the
damage from a weapon will be
Falling below 0 hit points enough to kill straight away but for
When a character falls below 0 hit others the same amount of damage
points, the character is severely might leave them with plenty of hit
wounded and loses 1 hit point per points remaining, especially where
combat round from blood loss after one character is of a higher level
the round in which he or she was than another.
damaged. The character requires
immediate medical attention and Weapon damage
provided aid is administered before The amount of damage inflicted is
the damage reaches 10, the char- determined by the weapon being
acter is stabilized. Once stabilized, used and can be seen of the equip-
the character stops losing hit points ment (weapons) table. Damage from
but then requires 24 hours of bed melee weapons is adjusted by the
rest and the attention of a doctor strength modifier of the character
before the actual healing process using the weapon. Some animals
can begin. With appropriate rest use their claws, hooves, horns and
and medical attention, the charac- teeth to cause damage. The amount
ter will recover back to 0 hit points

52
PLAYING THE GAME

of damage is listed in the Monsters a quarterstaff is being used. In this


& Treasure chapter. case, the damage is rolled for nor-
mally but applied as subdual
Subdual damage damage rather than normal dam-
Subdual damage is not usually fa- age. For every 5 points of subdual
tal. It represents the bludgeoning damage caused though, 1 point is
damage that a person might receive always regular damage.
when struck in a fistfight or a
brawl, rather than the type of dam- Subdual damage heals faster than
age knives, swords and arrows normal damage, as it is not normal-
might cause. It probably hurts and ly fatal. It heals at a rate of 1 hit
may knock a person out but only point per 10 minutes. At a TMs dis-
sometimes draws blood and usually cretion, a character who takes
heals quite quickly. enough subdual damage to reach
10 hit points has taken so much
Fists, feet and some of the impro- punishment to cause damage to
vised weapons cause subdual their internal organs, resulting in
damage. death. If not, they still require 24
hours of bed rest and do not begin
An attacker can use weapons (apart healing until they regain con-
from bows and crossbows) to deliver sciousness.
subdual damage rather than regu-
lar damage. This would be where Falling damage
the blunt end of the spear, a club or 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

53
TOMBS & TERRORS

last 10 feet, for a total damage of day, make a further constitution


10D6. saving throw (based on the reduced
score). For each one of the above
Drowning damage requirements he or she is receiving,
When a character is in water and he gets a positive modifier to the
fails a swim check, he can hold his check. So, for example if he is being
breath for a number of rounds well cared for with every possible
equal to his constitution. After that convenience, he gets +5 to his roll.
time, if he fails another swim check The presence of a cleric or healer,
to get his head above water, he especially one of high level, will add
starts to drown. Damage is 1D6 hit to his or her chances of surviving
points per round under the water the infection.
and is considered subdual damage.
If the character reaches -10 then he For a success, he has thrown off the
has drowned. fever. Improve all attributes by 1.
Thereafter,
his attributes
Infection will increase
Every wound by 1 each day
a character until the fever
receives that is gone. Then
is the maxi- the wound
mum for that will begin to
type of weap- heal, in ac-
on, (e.g. a cordance with
natural 4 re- the healing
ceived from a rules.
dagger) has a
chance of in- For a failure,
fection. Make attributes fall
a constitution by 1 and the
saving roll, fever is wors-
with a chal- ening. The
lenge rating based on the amount of next day, he can get another attrib-
damage received less 6. So, with the ute check and so on. If a physical
dagger, the modifier will be -4 (as- attribute (strength, constitution,
suming no damage bonus from a dexterity) falls to 0, the character
high strength) +6, = +2. will die. If a mental attribute falls to
0, (Intelligence, Wisdom or Charis-
If infection sets in, the day following ma) the character will go mad.
receiving the wound, the character
immediately gets a fever and loses 3 Stunning
from all attributes. He needs A character will suffer a potential
warmth, bed rest, plenty of liquids, stun if a hit exceeds his constitu-
clean bandages and constant atten- tion attribute. First of all, make a
tion. Without these things he or she constitution saving throw (add level)
is likely to die. At the end of each to avoid being stunned. Failure

54
PLAYING THE GAME

means the character is knocked Critical hits


over and stunned for D6 rounds. A critical hit is a hit that strikes a
vital area of the targets body. This
Fumbles results in additional damage over
These occur in combat when a nat- and above that of the normal dice
ural 1 is rolled on the D20. If this roll made for damage. Critical hits
happens, you automatically miss potentially occur on a natural roll of
the target and need to roll the dice 20. That is to say, when rolling to
again. To avoid a mishap, you need hit, the die itself comes up with a
to roll an 8 or higher. Add your dex- 20 on its face. If this happens the
terity modifier and level to the roll. player rolls the die again. If the re-
Another 1 is always a fumble. If the sult of the second roll is a hit, then
result is a fumble, consult the table a critical hit results. If the second
below: die roll results in a miss, then dam-
age is simply the maximum for the
Fumble results table: weapon.

D20 Effect of fumble


Roll
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. Critical hits result in the damage
17-18 Your weapon flies out of caused being the maximum for the
your hand, landing 20
weapon and the critical hit will also
away.
19 If you are within 5 of a col- cause an extra effect, which is de-
league, you knock into him termined from a further D20 roll on
or her, putting them off the Critical Hit table, below. Note
their next attack. If not, you that because damage from critical
stumble. Refer to the result hits is automatically the maximum
for 8-12 above. for the weapon, the wound is also
20 If you are within 5 of a col- potentially infected too.
league, you could actually
hit him or her. Roll to hit
and damage as normal.
Otherwise drop weapon as
in 1-4 above.

55
TOMBS & TERRORS

Critical hit table

D20
Rol l Effect of cr i 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.

56
PLAYING THE GAME

likewise maintain a sense of drama


Obssbujwf!pg!dpncbu!
Obssbujwf!pg!dpncbu! and try not to get too bogged down
in the nitty-gritty.
It helps greatly if all of the players
know how combat works, but it is There are several ways to engage
not strictly necessary for them to. the players and keep up the sense
The TM does need to have a clear of drama and excitement. You can
understanding of the rules though use ideas gleaned from movies, fic-
and a good judgement for those oc- tion and even historical records to
casions (and there will be lots of give the combat a sense of danger
them) where the rules dont cover a and action. You can even allow the
specific point. players to take over some of the de-
scription of what happens, if this
Combat is some- doesnt overstep the
thing that occurs in success or other-
Tombs & Terrors wise of their die
quite frequently. rolls. If the players
You would feel start describing
short-changed if things, then it
you watched a means they are in-
western movie and volved in what is
there wasnt a sin- going on. If the
gle gunfight or players are describ-
saloon brawl in it, ing parts of the
or a space opera action that relate to
movie without a their own charac-
spaceship battle. ters, that means
You might have less work for the
several game ses- TM and more time
sions where combat to consider what
doesnt occur and happens next as a
that can be fun, result. If a player
but most of the describes his in-
time you want to tended action with
have a good old a sense of style,
scrap that could result in injury or drama and within the tone of the
possibly death. game you are playing, the TM could
even consider giving a bonus to the
Whilst it is incumbent upon the TM dice roll for whatever action the
to set things up so that the players character is attempting.
can have fun, the players them-
selves should also share in this Running a combat in a narrative
responsibility. The rules are not fashion can be tricky at times but it
there to get in the way of a good is fun. Engaging the players and
story and so the TM must engage keeping their attention is one of the
the players and the players most rewarding experiences a TM
(through their characters) should can have.

57
3. Delay Poison
DIBQUFS;!9! 4.
5.
Hold Person
Silence
NBHJD!! 6. Speak with Dead

Level 3
1. Continual Light
This chapter is all about magic in 2. Cure Disease
the world of Tombs & Terrors. To 3. Cure Serious Wounds
start there are spell lists for each 4. Dispel Magic
magic-using class (Clerics, Mages 5. Locate Object
and Troubadours), followed by de- 6. Remove Curse
scriptions of those spells. Then
there are details of various magic Level 4
items that characters can find in 1. Blessed weapon
hidden caches or that powerful 2. Circle of Protection
mages can create for themselves. 3. Cure Critical Wounds
4. Divine Power
5. Neutralize Poison
Tqfmm!mjtut!
Tqfmm!mjtut! 6. Sticks to Snakes

Level 5
Cleric spell list
1. Commune
2. Dispel Evil
Level 0
3. Flame Strike
1. Cure Minor Wounds
4. Greater Command
2. Detect Magic
5. Insect Plague
3. Detect Poison
6. Raise Dead
4. Light
5. Read Magic
6. Purify Food & Drink Mage spell list

Level 1 Level 0
1. Bless Water 1. Dancing Lights
2. Command 2. Detect Magic
3. Cure Light Wounds 3. Disrupt Undead
4. Detect Evil 4. Light
5. Hide from Undead 5. Mage Hand
6. Sanctuary 6. Mending
7. Read Languages
8. Read Magic
Level 2
1. Bless
2. Cure Moderate Wounds

58
MAGIC

Level 1 5. Passwall
1. Alarm 6. Telekinesis
2. Charm Person 7. Teleport
3. Hold Portal 8. Transform Rock to Mud
4. Identify 9. Wall of Stone or Iron
5. Magic Missile 10. Summon Demon IV
6. Protection from Magic
7. Sleep Level 6
8. Summon Demon I 1. Anti-Magic Shell
2. Create Undead
Level 2 3. Control Weather
1. Continual Light 4. Death Spell
2. Detect Invisibility 5. Disintegrate
3. Invisibility 6. Invisible Stalker
4. Knock 7. Move Earth
5. Levitate 8. Move Water
6. Locate Object 9. Project Image
7. Web 10. Transform Stone to Flesh
8. Wizard Lock

Level 3
1. Dispel Magic
2. Fireball
3. Fly
4. Hold Person
5. Invisibility, 10 radius
6. Lightning Bolt
7. Protection from Missiles
8. Water Breathing
9. Summon Demon II Troubadour spell list
Level 4 Level 0
1. Charm monster 1. Dancing Lights
2. Confusion 2. Detect Magic
3. Dimension Door 3. Ghost Sound
4. Globe of Invulnerability 4. Lullaby
5. Massmorph 5. Read Languages
6. Polymorph 6. Read Magic
7. Summon Demon III
8. Wall of Fire or Ice Level 1
9. Wizard Eye 1. Charm Person
2. Disguise Self
Level 5 3. Hypnotism
1. Animate Dead 4. Silent Image
2. Cloudkill 5. Sleep
3. Conjure Elemental 6. Ventriloquism
4. Hold Monster

59
TOMBS & TERRORS

Level 2 Animate Dead


1. Enthrall Spell level: M5
2. Heroism Range: TMs discretion
3. Hold Person Duration: Permanent
4. Locate Object This spell animates dead bodies in-
5. Minor Image to skeletons & zombies. 3D6 (3-18)
6. Mirror Image undead are thus created, +1D6 per
level of caster over 9th level.
Level 3
1. Charm Monster Anti-Magic Shell
2. Confusion Spell level: M6
3. Crushing Despair Range: Caster
4. Deep Slumber Duration: 2 hours
5. Dispel Magic The mage creates an invisible bub-
6. Major Image ble of force around him that is
impenetrable to magic. Spells or
Level 4 other magic effects cannot pass into
1. Break Enchantment or out of the shell.
2. Dimension Door
3. Dominate Person Bless
4. Hallucinatory Terrain Spell level: C2
5. Hold Monster Range: All within 20 of caster
6. Shout Duration: 1 hour
The recipients gain +1 to hit, to ar-
mour class and to all saves for the
duration.
Tqfmm!Eftdsjqujpot!
Tqfmm!Eftdsjqujpot! Bless Water
Here are all the spells of clerics, Spell level: C1
mages and troubadours set out in Range: Touch, 1 flask
alphabetical order. Descriptions in- Duration: 1 day
clude the spell level and spellcaster A flask of ordinary water is blessed
class, the range and duration. Oth- so that it will cause harm to undead
er information, such as damage or and demonic creatures. Damage
numbers affected is set out in the from the water is 1D8 + the clerics
description. level if it hits the target.

Alarm Blessed Weapon


Spell level: M1 Spell level: C4
Range: 20 radius Range: Touch, 1 weapon
Duration: 2 hours/level Duration: 1 hour
Alarm sounds a mental or audible Any ordinary weapon can be given a
alarm each time a creature enters blessing, conferring a +1 bonus to
the warded area. A password can be hit and damage. Against undead
set so that friends entering do not creatures and demons, it will cause
trigger the alarm. an additional 2D6 damage if it hits.

60
MAGIC

Break Enchantment Circle of Protection


Spell level: T4 Spell level:
Range: 30 Range: 20 radius around caster
Duration: Instant Duration: 1 hour
The spell frees the victim from en- This spell creates a warded area
chantments, transformations and that prevents undead and demons
curses. from crossing.

Charm Monster Cloudkill


Spell level: M4, T3 Spell level: M5
Range: 60 Range: 20+
Duration: Until dispelled Duration: 1 Hour
The spell operates like Charm Per- The caster creates a 15 radius
son, only it can work on any non- cloud of poisonous vapours from
humanoid. thin air, 20 away from himself. The
cloud moves away from the caster
Charm Person slowly (10 per minute) killing any-
Spell level: M1, T1 thing of 5HD or less caught up in it
Range: 120 and causing other creatures to
Duration: Until dispelled make their poison save or die.
The spell affects humans, goblins,
orcs and similar human-like crea- Command
tures. If the spell succeeds (a save Spell level: C1
is allowed), the creature or person Range: 30
is bespelled and carries out the Duration: 1 round
casters instructions. 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

61
TOMBS & TERRORS

make a save or become confused for Range: 30


the duration of the spell. Roll 1D20: Duration: 1 min/level
1-2 = they attack the caster and his An invisible cone of despair causes
allies, 3-8 = they stand baffled and great sadness in the subjects. Each
inactive, 9-14 = they mill around affected creature suffers a -2 penal-
bumping into things generally mov- ty on all checks and weapon
ing away, 15-20 = they attack each damage rolls.
other.
Cure Critical Wounds
Conjure Elemental Spell level: C4
Spell level: M5 Range: Touch
Range: 240 Duration: Instant
Duration: Until dispelled The spell cures 4D8 of damage, +1
The caster summons a 16HD ele- point per level of caster.
mental (any kind) and binds it to
his control. The caster must con- Cure Disease
centrate to ensure the elemental Spell level: C3
continues to obey his will. Range: Touch
Duration: Instant
Continual Light The spell cures all diseases afflict-
Spell level: C3, M2 ing the subject.
Range: Touch
Duration: Permanent Cure Light Wounds
The caster touches an object which Spell level: C1
emits light equivalent to a torch. Range: Touch
Duration: Instant
Control Weather The spell cures 1D8 of damage, +1
Spell level: M6 point per level of caster.
Range: TMs discretion
Duration: TMs discretion Cure Minor Wounds
The caster can summon up winds, Spell level: C0
rain, hail, snow, sunshine, breeze, Range: Touch
hot, cold, tornadoes and thunder. Duration: Instant
The spell cures 1 point of damage.
Create Undead
Spell level: M6 Cure Moderate Wounds
Range: 120 Spell level: C2
Duration: Instant Range: Touch
This spell allows the caster to bring Duration: Instant
forth and command more powerful The spell cures 2D8 points of dam-
undead than animate dead. Ghouls age, +1 point per level of caster.
(D6), wights (D3), wraiths (D2) or
liches (1) can be summoned up. Cure Serious Wounds
This spell can only be cast at night. Spell level: C3
Range: Touch
Crushing Despair Duration: Instant
Spell level: T3 The spell cures 3D8 points of dam-

62
MAGIC

age, +1 point per level of caster. Duration: 1 hour


The caster can perceive invisible
Dancing Lights creatures or objects.
Spell level: M0, T0
Range: 120 Detect Magic
Duration: 1 min Spell level: C0, M0, T0
The spell creates light effects, either Range: 60
like some lanterns or torches or Duration: 20min
glowing spheres of light, like will-o- The caster can perceive the loca-
the wisps or a faintly glowing hu- tion, direction and relative power of
manoid shape. magic within the range of the spell.

Death Spell Detect Poison


Spell level: M6 Spell level: C0
Range: 240 Range: 30
Duration: Permanent Duration: Instant
The spell kills all creatures of up to The caster can tell whether an ob-
7HD, within a 60 radius ject, creature, person or area has
been poisoned or is poisonous.
Deep Slumber
Spell level: T3 Dimension Door
Range: 120 Spell level: M4, T4
Duration: TMs discretion Range: 10 casting, 360 teleport
This spell works like Sleep, only it Duration: Instant
affects up to 10HD of creatures The caster can teleport himself, an
object or another willing person
Delay Poison with perfect accuracy to the stated
Spell level: C2 location, as long as it is within the
Range: Touch spells range.
Duration: 1hour/level
The subject becomes temporarily Disguise Self
immune to poison and the effects of Spell level: T1
poisoning already in the subjects Range: Self
system. Duration: 10 min/level
The caster makes him and his
Detect Evil clothing and whatever he is carry-
Spell level: C1 ing look different (but still
Range: 60 essentially humanoid).
Duration: 10 min/level
The caster can detect the presence Disintegrate
of evil creatures, such as demons or Spell level: M6
undead and roughly what the na- Range: 60
ture of the evil is. Duration: Permanent
The caster specifies a target which
Detect Invisibility disintegrates to dust. Magical mate-
Spell level: M2 rials are not affected and living
Range: 10/caster level things are permitted a save. The

63
TOMBS & TERRORS

spell cannot be dispelled. caster can force the subject to do


anything as long as they share a
Dispel Evil common language; otherwise only
Spell level: C5 simple commands can be given. By
Range: 30 concentrating fully, the caster can
Duration: Instant perceive everything the subject per-
The caster can point at a demon or ceives. When not concentrating fully
undead being. It receives a save. If the subject will go through its nor-
it fails, it is returned to the pit or mal daily routines until the caster
the grave where it came from. gives further instructions (which
may entitle the subject to a save at
Dispel Magic the TMs discretion).
Spell level: C3, M3, T3
Range: 120 Enthrall
Duration: Instant Spell level: T2
The caster can dispel most spells Range: 120
and enchantments. A successful Duration: 1 hour
check vs. the power of the spell If the caster has the attention of a
(casters level) is needed. group of creatures, he can use the
spell to hold them spellbound. The
Disrupt Undead caster must perform for a full round
Spell level: M0 after which those affected give him
Range: 60 their undivided attention. The ef-
Duration: Instant fects last for an hour or until the
The spell causes 1D6 damage to caster stops performing.
undead from a ray of energy. It re-
quires a successful ranged to hit Fireball
check. Spell level: M3
Range: 120
Divine Power Duration: Instant
Spell level: C4 A fiery ball shots from the casters
Range: Self hands to explode at the target loca-
Duration: 1 round/level tion in an explosion of fire. It has a
This spell draws upon the casters burst radius of 20 and damage is
faith and imbues him with strength caused to any creature within at
in combat. The casters base to hit 1D6 per level of caster. A successful
becomes his caster level and he save reduces damage by half.
gains +6 to his strength and +1
temporary hit point per level. Flame Strike
Spell level: C5
Dominate Person Range: 120
Spell level: T4 Duration: Instant
Range: 60 The caster causes a vertical column
Duration: One day per level of divine fire to come roaring down
The caster can control the actions onto its target. The column has a
of any humanoid creature by a tele- 10 radius and all within suffer 1D6
pathic link, if it fails its save. The damage per level of caster. Undead

64
MAGIC

and demons get no save. Other tar- tinue beyond a round. Each crea-
gets can save for half damage. ture receives the same command.

Fly Hallucinatory Terrain


Spell level: M3 Spell level: M4, T4
Range: Touch Range: 240
Duration: 2 turns per level Duration: Until touched or dispelled
The spell grants the power of flight The caster can change the terrain to
at 120 per round. appear to be anything he desires a
hill can disappear or a forest could
Ghost Sound appear on a grassy plain.
Spell level: T0
Range: 60 Heroism
Duration: 1 round per level Spell level: T2
This spell allows the caster to create Range: Touch
a volume of sound of whatever noise Duration: 10min/level
the caster desires, up to about that This spell gives the target great
produced by 4 humans (per caster bravery in battle; they receive a +2
level). bonus to all checks to hit, to save
and ability/skill checks.
Globe of Invulnerability
Spell level: M4 Hide from Undead
Range: 10 Spell level: C1
Duration: 1 round per level Range: Touch
A shimmering globe surrounds the Duration: 10 min per level
area. No spells of 3rd level or lower The subject cannot be perceived by
can pass through. the undead.

Greater Command Hold Monster


Spell level: C5 Spell level: M5, T4
Range: 60 Range: 120
Duration: 1 round per level Duration: 1 hour +10 mins per level
The spell functions like a command The caster can target either 1D4
but up to one creature per level may creatures or a single creature who
be affected and the activities con- 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.

65
TOMBS & TERRORS

Hold Portal Invisibility, 10 radius


Spell level: M1 Spell level: M3
Range: TMs discretion Range: 60
Duration: 1 hour Duration: Makes every specified
The spell magically holds a door or target within a 10 radius invisible
gate in place. in the same way as the invisibility
spell.
Hypnotism
Spell level: T1 Invisible Stalker
Range: 30 Spell level: M6
Duration: 2D4 rounds Range: Near Caster
The caster fascinates nearby crea- Duration: See below
tures with his singing or gestures The spell summons an invisible
causing them to stare blankly. The stalker with 8HD. It will carry out a
caster can then make his sugges- task commanded by the caster re-
tions seem plausible and can affect gardless of how long it takes to do it
2D4 HD worth of creatures. and how far it has to go. It cannot
be dispelled; it must be killed to
Identify prevent it carrying out its mission.
Spell level: M1
Range: Touch Knock
Duration: Instant Spell level: M2
The caster can discern the proper- Range: 60
ties of a magic item. Duration: Instant
The spell unlocks all doors, gates
Insect Plague and portals within its range includ-
Spell level: C5 ing those held or locked by most
Range: 400 magic.
Duration: 1 min per level
The caster summons a number of Levitate
locust swarms equal to one swarm Spell level: M2
per three caster levels. Range: Self
Duration: 10min/level
Invisibility The spell allows the mage to levitate
Spell level: M2 himself vertically up and down. It
Range: 60 doesnt allow lateral movement.
Duration: Until dispelled or attack
is made Light
The object of this spell (person, Spell level: C0, M0
creature or thing) becomes invisible Range: 60
to both normal vision and Duration: 2 hours
darkvision. An invisible creature The caster targets a person or ob-
cannot be attacked or targeted un- ject which then glows with light the
less its approximate location is equivalent of a torch.
known and even then it would be -4
to hit. Lightning Bolt
Spell level: M3

66
MAGIC

Range: 120 to the target. It hits automatically.


Duration: Instant At 3rd level, the spell creates 2 such
A streak of lightning extends 120 bolts, with an extra bolt for each 2
from the fingertips of the caster. levels of caster.
Anyone in its path suffers 1D6
points of damage per level of the Major Image
caster, though a save reduces this Spell level: T3
by half. The bolt always extends the Range: 400
full 120 so reflects back if it Duration: Concentration +3 rounds
strikes something blocking its path The spell functions like a silent im-
within this range. age only it includes sound, smell
and the illusion of warmth or cool if
Locate Object needed.
Spell level: C3, M2
Range: 90 , 60 +10/level (M) Massmorph
Duration: 1 min/level Spell level: M4
The spell gives the caster the direc- Range: 240
tion towards an object the caster Duration: Until dispelled
specifies. The object must be some- Up to 100 human or human-sized
thing the caster has seen. creatures are made to appear to be
trees. The illusion is so perfect that
Lullaby even those moving through them
Spell level: T0 will not have any suspicions. Elves
Range: 120 or dryads would get a save.
Duration: 6 rounds
Any creature within a 10 radius of Mending
the target area that fails its save Spell level: M0
becomes drowsy and inattentive. It Range: 10
makes all notice, search and listen Duration: Instant
checks at a -5 penalty for the dura- The caster can repair one object
tion. that was broken.

Mage Hand Minor Image


Spell level: M0 Spell level: T2
Range: 60 Range: 400
Duration: Duration: Concentration + 2 rounds
The caster points at an object of up As silent image, but this spell in-
to 5lbs weight and moves it in any cludes sounds.
direction, up to the range of the
spell, at 15 per round. Mirror Image
Spell level: T2
Magic Missile Range: Self
Spell level: M1 Duration: 1 min per level
Range: 120 The caster can create 1D4 dupli-
Duration: Instant cates of himself, plus one per 3
The caster creates a bolt of magical caster levels. These figures remain
energy that causes 1D4+1 damage within 5 feet of the caster or each

67
TOMBS & TERRORS

other, and they mimic the casters any object or creature, gaining the
actions. A successful attack against new forms attributes (the use of
an image destroys it. wings, for example) but not its hit
points or combat abilities (although
Move Earth if the creature is heavily armoured,
Spell level: M6 the caster might benefit from its
Range: 240 armour class). This form lasts an
Duration: Permanent hour. Alternatively, the caster can
This spell allows the caster to move turn another being into a different
hills and other raised land features type of creature (a frog, for exam-
or stone at a rate of 6 per minute ple). The creature gains all of the
for up to an hour. It can only be abilities of the new form but retains
used above ground. its own mind and hit points. It has
a range of 60
Move Water
Spell level: M6 Project Image
Range: 240 Spell level: M6
Duration: 10 turns Range: 240
This spell lowers the depth of mass- Duration: 1 hour
es of water to half of their normal The caster projects an image of his
levels. Alternatively, the spell will person to a maximum range of 240.
create gaps in the water to a depth The image mimics the casters
of 10. sounds and gestures and any spells
he casts will appear to come from
Neutralize Poison the image.
Spell level: C4
Range: Touch Protection from Magic
Duration: 10 min Spell level: M1
This spell counteracts poison but Range: Touch
does not bring the dead back to life. Duration: 1 min per level
Grants the subject a +2 bonus to
Passwall saving throws against magic.
Spell level: M5
Range: 30 Protection from Missiles
Duration: 30 min Spell level: M3
The spell creates a hole through Range: 30
solid rock, brick or stone. The hole Duration: 2 hours
can be up to 10 deep and is large The recipient becomes invulnerable
enough that a man can walk to small, non-magical missiles,
through it. such as bows, slings, spears and so
forth.
Polymorph
Spell level: M4 Purify Food & Drink
Range: Self or 60 Spell level: C1
Duration: 1 hour per level or until Range: Touch
dispelled Duration: Instant
The caster can assume the form of The spell removes spoilage and poi-

68
MAGIC

son from enough contaminated food The cleric is safe from attack whilst
to feed up to a dozen people. the spell lasts and provided he
doesnt attack or threaten anyone
Raise Dead (physically or via spells).
Spell level: C5
Range: Touch Shout
Duration: See below Spell level: T4
The spell allows the caster to bring Range: 30
the dead back to life, provided it Duration: Instant
has not been dead too long. The The caster emits an ear-splitting
normal limit is 4 days but for each yell that deafens and damages.
caster level above 8th the time limit Creatures in a 30 cone are deaf-
extends another 2 days. Characters ened for 2D6 rounds and take 5D6
with low constitution might not sonic damage. A save reduces both
survive the ordeal (con check need- by half.
ed) and even then, 2 weeks recovery
is needed. Silence
Spell level: T2
Read Languages Range: 400
Spell level: M0, T0 Duration: 1min per level
Range: Self The spell creates a 20 radius area
Duration: 1 or 2 readings of complete silence. Conversation is
The spell allows the caster to read not possible and spells cannot be
directions, instructions and similar cast in the area. It can be cast on a
notations that are written in an un- living thing and then the area of
familiar or unknown language. silence moves as it moves.

Read Magic Silent Image


Spell level: M0, T0 Spell level: T1
Range: Self Range: 400
Duration: 1 or 2 readings Duration: whilst concentrating
This spell allows the caster to read The spell creates the visual image of
magical writings on items or scrolls. a creature, object or a force. It does
Magical writing cannot be read not create sound or texture. The
without this spell. image can move around within the
spell range.
Remove Curse
Spell level: C3 Sleep
Range: Touch Spell level: M1, T1
Duration: Instant Range: 120
This spell removes one curse from a Duration: TMs discretion
person or object. The spell puts to sleep up to 4HD of
creatures, with no save.
Sanctuary
Spell level: C1 Speak with Dead
Range: Self Spell level: C3
Duration: 1 min per level Range: 10

69
TOMBS & TERRORS

Duration: 1 min per level 3 HD Minor Demons or 3D4 Imps.


The caster can question a corpse
and it will answer up to 2 questions Telekinesis
per caster level as truthfully as it is Spell level: M5
able. It will only understand a lan- Range: 120
guage it spoke in life. Duration: 1 hour
The caster can lift and move objects
Sticks to Snakes of up to 20lbs per caster level, just
Spell level: C4 by concentrating.
Range: 120
Duration: 1 hour Teleport
The caster may turn as many as Spell level: M5
2D8 normal sticks into 1HD Range: Touch
snakes, each one having a 50% Duration: Instant
chance of being venomous. The This spell transports the caster or
snakes follow his commands but someone he touches to a destina-
turn back into sticks at the end of tion that the caster knows.
the spell or if killed.
Transform Rock to Mud
Summon Demon I Spell level: M5
Spell level: M1 Range: 120
Range: 30 Duration: 3D6 days
Duration: 1 min per level The spell transforms rock (and oth-
The spell summons a single Imp to er forms of earth) to mud or mud
do the casters bidding. into rock. An area of roughly 300 x
300 becomes a deep mire (or solid
Summon Demon II stone), reducing movement to 10%
Spell level: M3 of normal.
Range: 30
Duration: 1 min per level Transform Stone to Flesh
The spell summons a single 3HD Spell level: M6
Minor Demon or 1D3+1 Imps. Range: 120
Duration: Permanent
Summon Demon III This spell turns flesh into stone or
Spell level: M4 stone into flesh. A saving throw is
Range: 30 needed to avoid being turned to
Duration: 1 min per level stone.
The spell summons one 5HD Minor
Demon, 1D3 3 HD Minor Demons Ventriloquism
or 1D6+1 Imps. Spell level: T1
Range: 60
Summon Demon IV Duration: 1 min per level
Spell level: M5 The caster can make his voice seem
Range: 30 to issue from someplace else.
Duration: 1 min per level
The spell summons one Major De- Wall of Fire or Ice
mon, 1D3 5HD Minor Demon, 1D6 Spell level: M4

70
MAGIC

Range: 60
Duration: 2 hours Web
The caster must announce which Spell level: M2
wall he is conjuring. Wall of fire Range: 30
conjures a wall that flares into be- Duration: 8 hours
ing and burns for 1D6+caster level Sticky spider-like webs cover an
damage on anyone passing through. area up to 10x10x20. It is ex-
Undead creatures or cold-based tremely difficult to get through the
creatures suffer twice this damage. mass of strands it takes a turn if a
The caster may create a straight torch or other flame is used. Hu-
wall 60 long and 20 high or a cir- mans and similar sized creatures
cular wall with a 15 radius. A wall are trapped for a period up to the
of ice creates a 6 TMs discretion.
thick ice wall 60
long and 20 high. Wizard Eye
Creatures with Spell level: M4
3HD or fewer Range: 240
cannot affect the Duration: 1 hour
wall but creatures The caster con-
of 4HD or more jures an invisible
can attempt to magical eye that
break through. can move a max-
imum of 240
Wall of Stone or from its creator. It
Iron floats along as
Spell level: M5 directed at a rate
Range: 60 of 120 per turn
Duration: 2 hours and he can view
The caster de- anything he
cides which would be able to
option to cast. A see if he was
wall of stone cre- there.
ates a wall 2 feet
thick with a sur- Wizard Lock
face area of 1,000 Spell level: M2
square feet. A
wall of iron creates an iron wall 3 Range: TMs discretion
feet thick with a surface area of 500 Duration: Permanent
square feet. Either wall is impene- As with Hold Portal but this is per-
trable by normal means. manent. A mage three levels higher
than the caster can open the portal
Water Breathing and a knock spell will also work.
Spell level: M3 Strong beings can just batter down
Range: 30 the door.
Duration: 2 hours
This spell grants the subject the
ability to breathe underwater.

71
These characters must be worked
DIBQUFS;!:! out as if they are player characters.
They have a character class and
NPOTUFST! may be of a level that is even higher
than that of the player characters.
They will probably have some major
BOE!USFBTVSFT! importance in the game and are
likely to re-appear many times
throughout a campaign. They
should never turn out to be more

T
he world of Tombs & Terrors is
important than the characters in
one full of danger. There are
terms of the overall story though
things that lurk in the crypts
the characters are the focus of the
and vaults; placed there long ago by
game not the NPCs.
powerful magics or that moved into
them as a secure home and have
since grown and festered in the
darkness. Above ground there are Fyqfsjfodf!qpjout!gps!
strange beasts that prowl the hills
and forests far away from the towns efgfbujoh!gpft!
efgfbujoh!gpft!
and cities, although from time to
time they venture nearer to terrorize When foes are defeated, outwitted
the local populace. or killed, characters gain experience
points (XP). The number of points
Commoners gained depends on how tough the
Commoners are generally the ordi- foe is to kill or defeat. For every hit
nary NPCs that characters might die the foe has, there is a base XP
meet along the way. They are not award, set out in the table below.
intended to be tough opposition in For every hit point the foe has, ex-
a movie they would be the extras tra XP are awarded. Work this out
that are either on screen only very by multiplying the hit die of the foe
briefly or are killed early on, before by the number of hit points. So a
the characters get to the end of gnoll with 12 hit points would work
their adventure. Commoners are out as 2 (hit die) x 12 = 24 points
classed as 0-level. Sometimes, added to its base of 80. For every
commoners take on greater im- special ability the foe has, add the
portance in the game than the TM number in the special ability col-
originally envisaged. In this case, umn. Special abilities would be any
they might be elevated to NPC sta- class abilities of NPCs, or any ani-
tus. mal abilities, like having more than
one attack in a round. If the TM
NPCs feels the special ability is particular-
NPCs are special TM characters. ly dangerous or not at all dangerous
or useful, add or subtract another

72
MONSTERS & TREASURE

50% for that ability. Ordinary com-


moners count as 1HD. Certain
creatures really do not provide ex-
Ipx!up!sfbe!uif!!
Ipx!up!sfbe!uif!!
perience, and so will not have any
points listed. XP is split between the
npotufs!eftdsjqujpot!
npotufs!eftdsjqujpot!
characters who participated.
Armour class
If the creature wears armour, this
XP Table
represents the type of armour that
monster commonly wears. Other-
HD Base Special wise the armour class represents
1 40 20 the natural hide of the monster or
2 80 40 its natural agility or speed at avoid-
3 160 80 ing attacks.
4 240 120
5 360 180 Attacks
6 540 270 This is the number and type of at-
7 800 400 tack, whether with natural claws
8 1200 600 and fangs or if using weapons
9 1500 750 (which would be detailed in the
10 1900 850 creature description) and the dam-
11 2400 1200 age caused.
12 3000 1500
13 3700 1850
14 4500 2250
Hit Dice
The number and type of dice used
15 5400 2700
to generate the monsters hit points.
16 6400 3200
The average hit points are included
17 7500 3750
in brackets. The number of HD is
18 8700 4350
also used as the to hit modifier for
19 10000 5000
monsters.
20 11400 5700
Move
Here is just a selection of the mon-
The creatures movement is noted
sters that infest the fantasy world of
here.
Tombs & Terrors. More creatures
will be included in supplemental
books, if there is sufficient demand. 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.

73
TOMBS & TERRORS

Experience points Half man, half horse; centaurs are


The experience points for an aver- aggressive warriors that roam the
age specimen are noted here. plains. They normally fight with
Increase the experience if you add a spear and shield or a shortbow.
special ability or the creature has Some centaurs have a class and
more hit points. spellcasters are not unknown.

Cbtjmjtlt Hjbou!Dfoujqfeft!
Hjbou!Dfoujqfeft!
Armour class: 15 Armour class: 10
Attacks: Bite (2D6) Attacks: Bite
Hit Dice: 6D8 (27hp) Hit Dice: 1D2 (1hp)
Move: 20 Move: 15
Special: Petrification Special: Poison
XP: 972 XP: 31
Basilisks are great lizards whose Huge centipedes with a lethal poi-
gaze turns to stone anyone who son bite; it causes no damage itself,
meets its gaze. but if the victim fails to save (with
+4 to the save) the poison will kill.

Cvhcfbst Dijnfsbt
Armour class: 14
Attacks: Weapon (1D8) Armour class: 15
Hit Dice: 3D8+1 (14hp) Attacks: Fire Breath (3D8)
Move: 30 Bite (1D10)
Special: Stealth Butt (2D4)
XP: 202 Hit Dice: 9D8 (40hp)
Bugbears are large hairy members Move: 40/80 flying
of the goblin/hobgoblin family. They Special: Fiery breath
are actually very stealthy, usually Flight
able to surprise even the most alert XP: 3360
of opponents. They normally use A chimera is a winged beast with
longswords in combat. the body and head of a lion and two
other heads; one of a goat and one
of a dragon. The dragon breath has
Dfoubvst a range of 50. The lions head has a
nasty bite and the goat head has a
dangerous butt.
Armour class: 15 (or 16)
Attacks: Weapon (D6)

Hit Dice:
Kick (D10)
4D8 (18hp) Dpdlbusjdft
Move: 50
Special: None Armour class: 13
XP: 312 Attacks: Bite (1D10)

74
MONSTERS & TREASURE

Hit Dice: 5D8 (22hp)


Move:
Special:
20/80 flying
Petrification,
Efnpot-!Nbkps!
Efnpot-!Nbkps!
flight Armour class: 13
XP: 830 Attacks: Weapon (1D8+3)
A cockatrice resembles a dragon- or 2xclaws (1D6)
winged rooster with a long, snake- Hit Dice: 7D8 (31hp)
like tail. Its bite causes nasty dam- Move: 40
age and can turn its victim to stone, Special: Damage immuni-
unless a save is made. ty, spells
XP: 2217
Major demons are able to assume
Efnpot-!Jnq!
Efnpot-!Jnq! human form and will often use
magic swords in this form. Out of
Armour class: 12 human form, they can look like al-
Attacks: Bite (1D4) most anything half-beast, horned
Hit Dice: 1D8 (4hp) red-bodied humanoids, snake-like
Move: 20/60 entities, unimaginable blobs of flesh
Special: Flight, Spells and so on. They usually have a se-
XP: 104 lection of mage spells up to 3rd
Imps are nasty little blood-red, bat- level. They are unaffected by normal
winged creatures from the pits. weapons, requiring silvered or mag-
They have wicked sharp teeth and ical weapons to harm them. They
can cast magic missile, sleep and have a +4 save against magic, even
invisibility spells once per day. magic that normally doesnt allow a
save. Major demons can summon
1D6 Imps or 1D2 3HD minor de-
Efnpot-!Njops!
Efnpot-!Njops! mons once per day to do their
bidding.
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.

75
TOMBS & TERRORS

Efnpot-!Cbmsph!
Efnpot-!Cbmsph! Esbhpot-!Hsffo!
Esbhpot-!Hsffo!
Armour class: 17 Armour class: 18
Attacks: 2xWeapons (2D6) Attacks: 1xBite (2D8)
Hit Dice: 9D8 (40hp) Hit Dice: 7-9D8 (36hp)
Move: 20/50 Move: 30/80 flying
Special: Damage immuni- Special: Flight, breath
ty, flight, spell XP: 1817, 2688, 3360
immunity, flames Green dragons breathe a cloud of
XP: 4860 poisonous gas 50 in diameter. The
These vast demons resemble Mino- gas will kill in 3 rounds if the save
taurs with great bat-like wings; they is not made. Damage is 20, 25 or 30
burn with hellfire and are wreathed points if the save is made. They can
in flame. The spells of casters below do this three times a day.
6th 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
Esbhpot-!Sfe!
Esbhpot-!Sfe!
offer a save). Ordinary or even sil- Armour class: 18
vered weapons cause them no Attacks: 1xBite (2D12)
damage at all, requiring magical Hit Dice: 9-11D8 (45hp)
weapons to hit them. The Balrog Move: 30/80 flying
attacks with both a whip and a Special: Flight, breath
sword. If the whip hits, the Balrog XP: 3360, 4200, 5295
drags its victim into his flaming Red dragons breathe a cone of fire
body, where he suffers 3D6 fire 90 long, 30 wide at the end of the
damage. cone. Damage is 45, 50 or 55 points
(depending on the dragons hit
dice). Damage is halved with a suc-
Esbhpot-!Cmbdl!
Esbhpot-!Cmbdl! cessful save. They can do this three
times per day.
Armour class: 18
Attacks: 1xBite (2D10)
Hit Dice:
Move:
6-8D8 (31hp)
30/80 flying
Eszbet
Special: Flight, breath Armour class: 14
XP: 1242, 1817, 2688 Attacks: Weapon (1D4)
Black dragons spit deadly acid in a Hit Dice: 2D8 (9hp)
line 5 wide and 60 long for 30, 35 Move: 40
or 40 points of damage (depending Special: Charm
on the dragons hit dice). They can XP: 98
do this up to three times a day. A Dryads are beautiful tree-spirits
successful save reduces the damage who do not venture far from their
by half. home tree. They can cast a strong
charm that acts as a charm person

76
MONSTERS & TREASURE

with -2 to the saving throw. Those


who are charmed seldom return, or
are kept in the Dryads tree for a
Fmfnfoubmt-!Fbsui!
Fmfnfoubmt-!Fbsui!
year and a day. Dryads use a Armour class: 17
wooden dagger or a tiny bow in Attacks: 2xFists (2-4D6)
combat, but prefer not to have to Hit Dice: 8D10, 12D10,
fight. 16D10 (44, 66 &
88hp)
Move: 20
Exbswft Special: Destroy stone
XP: 3024, 6504, 12800
Armour class: 16 Earth elementals are unintelligent
Attacks: Weapon (1D8) forces of nature, normally conjured
Hit Dice: 1D8+1 (5hp) up by powerful mages. They are
Move: 20 hulking humanoid shapes of rock
Special: Darkvision, and earth. They batter opponents
Stonecunning with their great fists and they can
XP: 65 tear down rock and stone struc-
Statistics above are for the com- tures, able to rip apart a solid castle
mon dwarf, with no particular wall in 1D4+4 minutes.
unusual characteristics. A dwarf
guard might have a full 9hp or even
class levels. Fmfnfoubmt-!Gjsf!
Fmfnfoubmt-!Gjsf!
Armour class: 17
Fmfnfoubmt-!Bjs!
Fmfnfoubmt-!Bjs! Attacks: 1xStrike (2-4D6)
Hit Dice: 8D8, 12D8 &
Armour class: 17 16D8 (36, 54 &
Attacks: 1xStrike (2-4D6) 72hp)
Hit Dice: 8D6, 12D6, 16D6 Move: 40
(28, 42 & 56hp ) Special: Fire immunity,
Move: 360 flying ignite
Special: Flight, Whirlwind, XP: 3024, 6504, 12800
missile immunity Fire elementals are unintelligent
XP: 3024, 6504, 12800 forces of nature, normally conjured
Air elementals are unintelligent up by powerful mages. They are
forces of nature, normally conjured formless masses of flame; their at-
up by powerful mages. They can tacks cause flammable material to
turn into powerful whirlwinds with ignite, as determined by the TM.
a diameter of 30 and a height of Fire elementals are immune to fire-
over 100, hurling any creature of based attacks, even magical ones;
1HD or less (2HD or 3HD for larger in fact they are restored (healed)
elementals) great distances (proba- by fire, at the same rate as the
bly killing them). Missile weapons damage normally caused by the fire.
are ineffective against air elemen-
tals as they just blow them away.

77
TOMBS & TERRORS

cathedrals. They are vicious flesh-


Fmfnfoubmt-!Xbufs!
Fmfnfoubmt-!Xbufs! eaters.

Armour class: 17
Attacks: 1xStrike (2-4D6) Hfmbujopvt!Dvcft!
fmbujopvt!Dvcft!
Hit Dice: 16D8 (36, 54 &
72hp) Armour class: 11
Move: 20/80 swimming Attacks: Special
Special: Sink ships Hit Dice: 4D10 (22hp)
XP: 3024, 6504, 12800 Move: 15
Water elementals are unintelligent Special: Paralysis
forces of nature, normally conjured Spell immunity
up by powerful mages. Water ele- XP: 568
mentals cannot move more than Gelatinous cubes are semi-
120 from a large body of water. transparent cubes that slosh
They can easily overturn small through underground passages,
boats and, with 1D4+4 minutes, big engulfing debris and carrion to di-
ships too. On water, they can batter gest. Their entire substance is
ships to pieces within an hour. acidic: If the cube hits successfully
(or if someone blunders into one)
the victim must save or become
Fmwft paralyzed for 6 turns, during which
time the cube will attempt to devour
Armour class: 14 its victim. Most gelatinous cubes
Attacks: Weapon (D8) contain various metallic treasures
Hit Dice: 1D6+1 (4hp) or gems that they havent yet di-
Move: 30 gested. Gelatinous cubes are
Special: +1 to hit with immune to lightning and cold.
bows, Woodcraft
XP: 64
Statistics above are for the com- Hjbout-!Gsptu!
Hjbout-!Gsptu!
mon elf. An elf guard might have a
full 7hp or even class levels. Armour class: 15
Attacks: Weapon (2D6)
Hit Dice: 10D8+1 (46hp)
Hbshpzmft Move:
Special:
40
Cold immunity
Armour class: 15 XP: 2360
Attacks: Claws x2 (1D6) Frost giants dwell in cold regions
Hit Dice: 4D8 (18hp) where they build castles in remote
Move: 15/60 places. They throw boulders or
Special: Flight chunks of ice for 4D6 damage.
XP: 432 Their two-handed swords, they use
Gargoyles are evil, winged, demon- in one hand.
like beasts that resemble the carved
monsters that adorn churches and

78
MONSTERS & TREASURE

Hjbout-!Ijmm!
Hjbout-!Ijmm! Hpcmjot
Armour class: 15 Armour class: 13
Attacks: Weapon (2D6) Attacks: 1 (1D6)
Hit Dice: 8D8 (36hp) Hit Dice: 1D6 (3hp)
Move: 40 Move: 20
Special: Throw rocks Special: Darkvision
XP: 1488 XP: 43
These appear to be larger versions Goblins are small, green-grey, trib-
of ogres. They throw rocks for 2D8 al, humanoid monsters. The tribes
of damage. 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
Hjbout-!Tupof!
Hjbout-!Tupof! weigh 40 to 45 pounds. They are
sneaky, devious and nasty. They
Armour class: 15 like to live in underground areas
Attacks: Weapon (2D6) and fight at -1 in bright sunlight.
Hit Dice: 9D8 (40) They use shortswords, javelins and
Move: 40 shortbows.
Special: Throw rocks
XP: 1860
Stone giants live in mountainous Ibsqjft
areas. They throw boulders for 3D6
damage. Armour class: 12
Attacks: 2xClaws (1D4)
Hit Dice: 4D8 (18hp)
Hopmmt!
Hopmmt! Move:
Special:
20/80
Charm
Armour class: 14 XP: 432
Attacks: 1 (1D8) Harpies have the upper body of a
Hit Dice: 2D8 (9hp) human female (some look more like
Move: 30 dwarves) and the lower body and
Special: None wings of a vulture. Their song is a
XP: 98 charm spell that draws the victim
Gnolls are tall humanoids with towards the harpy and their talons,
large hyena-like heads. They live if they hit, also cause the equivalent
both above ground and under- of a charm person. A save is needed
ground in large natural caverns. to avoid the charm.
They use longsword, scimitars and
crossbows in battle.
Ifmm!Ipvoet!
Ifmm!Ipvoet!
Armour class: 13
Attacks: Bite (1D10)
Hit Dice: 4-7D8 (18-31hp)

79
TOMBS & TERRORS

Move: 40
Special:
XP:
Breathe fire
432, 650, 972,
Ipstft-!Eftusjfs!
Ipstft-!Eftusjfs!
1417 Armour class: 14
Hell-hounds are great dogs with Attacks: 2Hooves (1D3+3)
fiery breath that lurk in the under- Hit Dice: 4D10+12 (34hp)
world. Their breath causes 2hp Move: 50
damage per hit die, at up to 10 Special: -
range. Save for half damage. XP: N/A
These are large, solid horses. This is
the archetypical knights warhorse.
Ipchpcmjot!
Ipchpcmjot! They can also bite for 1D4+2 dam-
age. They are often armoured when
Armour class: 14 the rider is going into battle.
Attacks: 1 (1D8)
Hit Dice: 1D8+1 (5hp)
Move:
Special:
30
Darkvision
Ipstft-!Obh!
Ipstft-!Obh!
XP: 45 Armour class: 11
Hobgoblins are large goblins. In Attacks: -
mixed groups, hobgoblin officers Hit Dice: 1D8+3 (7hp)
often lead units of goblins, whom Move: 30
they bully and make to feel inferior. Special: -
Hobgoblins exist in perpetual war XP: N/A
against all other races. They partic- This is a very poor horse, pressed
ularly hate elves and will attack into service either to pull carts or
them first, if faced with a choice. wagons or perhaps for an extremely
Hobgoblins tend to use longswords, poor squire, as a stop-gap until he
broadswords, morningstars, cross- can afford something better
bows and spears in combat.
Hobgoblins fight at -1 to hit in
bright sunlight. Ivnbot-!Cboeju!
Ivnbot-!Cboeju!
Ipstft-!Sjejoh
Ipstft-!Sjejoh Armour class: 13
Attacks: Weapon (1D6)
Hit Dice: 1D6 (3hp)
Armour class: 13 Move: 30
Attacks: 2Hooves (1D4+1) Special: None
Hit Dice: 2D8+4 (13hp) XP: 43
Move: 60 Bandits are likely to be found in
Special: - wilderness areas ready to rob any-
XP: N/A one travelling the highways of the
This is a good, high spirited riding land.
horse, bred for speed and distance.
Used for hunting or travel.

80
MONSTERS & TREASURE

Ivnbot-!Cfstfslfs!
Ivnbot-!Cfstfslfs! Ivnbot
Ivnbot-!Tfshfbou!
-!Tfshfbou!
Armour class: 11 Armour class: 15
Attacks: Weapon (1D8) Attacks: Weapon (1D10)
Hit Dice: 1D10 (5hp) Hit Dice: 2D8 (9hp)
Move: 40 Move: 30
Special: Berserk Special: None
XP: 65 XP: 98
Wild barbarians, they often forego In charge of up to 20 men-at-arms,
armour using just a shield. When the sergeant is better armoured
they go berserk, they add +1 to than his subordinates.
their attacks and damage.

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

Ivnbot-!Nbo.
Ivnbot-!Nbo.bu.
bu.bsnt!
bsnt!
Armour class: 13
Attacks: Weapon (1D10)
Hit Dice:
Move:
1D8 (4hp)
30
Izesbt
Special: None
Armour class: 14
XP: 44 Attacks: Bitex5-12 (1D10)
A soldier at the local lords castle or Hit Dice: 5-12D8 (22-53hp)
a gate guard in the city, the man-at-
Move: 30
arms is often armoured in studded
Special: No. of attacks
leather and may have a sword,
XP: 650 - 5136
spear or a halberd.
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

81
TOMBS & TERRORS

head dies (reducing the number of normally living in tribal villages in


attacks the creature can make). marshes and wetland areas. Some
Some hydras can breathe fire or lizardmen use bone spears or
regenerate their heads. swords. Others use their claws (1D4
each attack). Lizardmen can swim
and stay underwater for long peri-
Jowjtjcmf!Tubmlfs!
Jowjtjcmf!Tubmlfs! ods (up to an hour).

Armour class: 17
Attacks: Bite (2D8) Nboujdpsft
Hit Dice: 8D10 (44hp)
Move: 120 Armour class: 15
Special: Flight, Invisible Attacks: 6xSpikes (1D6)
XP: 2752 Hit Dice: 6D8+4 (31hp)
These summoned beings are only Move: 20/80 flying
found as a result of the mage spell. Special: Flight, spikes
They are invisible flying things that XP: 1266
carry out a specified task. They Manticores are nasty creatures with
cannot be charmed, slept or dis- bat-like wings, human-like faces
pelled. and lion bodies. They have tails
tipped with 24 iron spikes, which
the creature can hurl off at 6 per
Lpcpmet round at up to 120. In some manti-
cores, these spikes contain a
Armour class: 12 paralysis poison.
Attacks: Weapon (1D4)
Hit Dice: 1D4 (2hp)
Move: 20 Nfevtb
Nfevtbt
evtbt
Special: None
XP: 22 Armour class: 11
Kobolds are wicked little goblin-like, Attacks: Bite (1D6)
subterranean creatures that use Hit Dice: 6D8 (27hp)
small clubs, swords, slings or short Move: 20
bows in combat. They fight at -1 to Special: Petrification, poi-
hit in broad sunlight. son bite
XP: 1242
Medusas are horrid creatures with
Mj{bsenfo a female face and hair of writhing
snakes and the body of a serpent.
Armour class: 14 The gaze of a medusa turns those
Attacks: Weapon (1D8) who view it to stone. Medusas
Hit Dice: 2D8+1 (10hp) sometimes use a sword for 1D8
Move: 20/40 swimming damage. Otherwise they bite, but if
Special: None they do their snakes also bite for no
XP: 100 damage, but inject poison.
Lizardmen are reptilian humanoids,

82
MONSTERS & TREASURE

that live in tribes of several hun-


Njopubvst dred. Most are underground
dwellers and fight at -1 in full sun-
Armour class: 13 light. Orc leaders are big brutes
Attacks: Weapon (1D12) with 2HD and magic-using sham-
Hit Dice: 5D10 (27hp) ans can be found in larger tribes.
Move: 40 Orcs speak Orcish, a language de-
Special: Butt (3D6) rived from older human and Elvish
XP: 495 languages. Orcs like to use long-
Minotaurs are man-eating preda- swords, battle axes, morningstars,
tors, with the head of a bull and the longbows and crossbows.
body of a massive, shaggy-haired
man. They wield large axes or hal-
berds, but will usually go for a Qfhbtvt
charging head-butt in the first
round of combat. Armour class: 13
Attacks: Hooves (1D6)
Hit Dice: 2D8+2 (11hp)
Phsft Move:
Special:
50/120 flying
Flight
Armour class: 14 XP: N/A
Attacks: 1 (1D10) Pegasus are fantastical flying hors-
Hit Dice: 4D8+1 (19hp) es.
Move: 40
Special: None
XP: 316 Sbut-!Hjbou!
Sbut-!Hjbou!
Ogres are big, dumb humanoids of
up to 10 in height. Sometimes they Armour class: 12
are used by more intelligent crea- Attacks: Bite (1D3)
tures as bodyguards or shock- Hit Dice: 1D6 (3hp)
troops but trying to give them or- Move: 40
ders is sometimes a danger in itself. Special: Disease
They generally wear smelly animal XP: 43
skins and use big clubs or thrown Giant rats are larger versions of
boulders to fight with. normal rats and are found in cel-
lars, dungeons, crypts and sewers.
The bite causes disease; a save is
Psdt required to avoid the effects, which
are up to the TM.
Armour class: 13
Attacks: 1 (1D8)
Hit Dice: 1D8 (4hp) Uspmmt
Move: 30
Special: Darkvision Armour class: 15
XP: 44 Attacks: 2xClaws (1D10)
Orcs are stupid, brutish humanoids Hit Dice: 6D8+3 (30hp)

83
TOMBS & TERRORS

Move: 40 Their touch paralyzes their victim


Special: Regeneration (constitution save, or paralyzed for
XP: 3D6 turns), before they devour it
Trolls are as tall as ogres and just with their wicked ripping fangs.
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-
Voefbe-!Mjdift!
Voefbe-!Mjdift!
merse it in acid or burn it. Some Armour class: 19
trolls are turned to stone in sun- Attacks: Touch (special)
light (but revert to their normal Hit Dice: 9-12D8 (32-54hp)
form when the sun goes back in). Move: 20
Special: Mage spells, spell
immunity, dam-
Vojdpsot age immunity,
paralysis
Armour class: 17 XP: 4035-8148
Attacks: Horn (1D10) Liches are the long-dead remains of
Hit Dice: 4D10 (22hp) mighty mages, either made undead
Move: 80 by their deliberate acts or as a re-
Special: Teleport sult of other magical forces. A lich
XP: N/A has the same spells as a mage of
Unicorns are shy and benevolent the same level (HD). A liches touch
creatures that allow only a chaste causes paralysis (no save) and the
maiden to approach them. They can very sight causes paralysis by fear
teleport once per day up to 360 in any creature of 4HD or below.
(with a rider). When they charge, Liches are malign and intelligent;
they can cause double damage with unaffected by normal weapons and
their horn. The horn also has heal- charm and sleep spells.
ing properties (up to TM how this
works). Unicorns save vs. magic
with a +6 bonus. Voefbe-!Nvnnjft!
Voefbe-!Nvnnjft!
Armour class: 16
Voefbe-!Hipvmt
Voefbe-!Hipvmt Attacks: 2xtouch (special)
Hit Dice: 5D10+1 (28hp)
Armour class: 13 Move: 20
Attacks: Claws x2 (1D4) Special: Disease (curse),
Hit Dice: 2D8 (9hp) spell immunity,
Move: 30 damage immunity
Special: Paralysis XP: 1040
Spell immunity Mummies cannot be hit by normal
XP: 178 weapons and silvered ones cause
only 1 point of damage per hit. Even
Ghouls are evil, pack-hunting un- magical weapons only inflict half
dead corpse-eaters. They are damage. They are undead and not
immune to sleep and charm spells. affected by sleep or charm spells.

84
MONSTERS & TREASURE

Their touch causes a rotting disease


(which is actually a curse) that
causes wounds to heal at 1/10th of
Voefbe-!Xsbjuit!
Voefbe-!Xsbjuit!
normal rate. A cure disease will im- Armour class: 16
prove healing to one half normal. It Attacks: 2xClaws (1D6)
can lifted by a remove curse spell. Hit Dice: 4D8 (18hp)
Move: 40/60 on steed
Special: Level drain, spell
Voefbe-!Tlfmfupot!
Voefbe-!Tlfmfupot! immunity, dam-
age immunity
Armour class: 11 (or 12) XP: 672
Attacks: Weapon (D6) Wraiths are powerful wights, im-
Hit Dice: 1D6 (3hp) mune to non-magical weapons,
Move: 30 except silver (which inflict only half
Special: Half damage* damage). Wraiths drain 1 level if
Spell immunity they hit with their claws and the
XP: 63 victim fails to save. They can often
Skeletons are animated bones of the be found riding well-trained battle
dead, usually armed with the weap- steeds.
ons they died with (usually spear
and shield) and under the control of
some evil master. They take half
damage from edged weapons and
Voefbe-![pncjft!
Voefbe-![pncjft!
only suffer 1 point of damage from Armour class: 10
arrows and slingstones. Attacks: 1xStrike (1D6)
Hit Dice: 1D8 (4hp)
Move: 20
Voefbe-!Xjhiut!
Voefbe-!Xjhiut! Special: Spell immunity
XP: 64
Armour class: 14 Zombies are walking dead; mindless
Attacks: 2xClaws (1D6) creatures under the control of some
Hit Dice: 3D8 (13hp) evil master.
Move: 30
Special: Level drain, spell
immunity, dam-
age immunity
Voefbe-!Cbshiftu
Voefbe-!Cbshiftu!
Cbshiftu!
XP: 454 Armour class: 18
Wights exist in tombs, graveyards Attacks: 1xBite (2D6)
and barrows. They are undead and Hit Dice: 6D8 (27hp)
not affected by sleep or charm. They Move: 50
cannot be harmed by normal weap- Special: Spell immunity,
ons and require silver or magic to fear, level drain,
harm them. If both claws hit, the damage immunity
subject needs to save, or be drained XP: 1512
of an experience level. Barghests are ghostly, undead
hounds. Their howl causes fear.

85
TOMBS & TERRORS

2. Levels 3-5
Xboefsjoh!npotufst
Xboefsjoh!npotufst!
potufst! D20
Roll Monsters
A tradition of fantasy role playing 1-4 5-25 (4D6+1) Orcs
games is that as the characters 5-8 3-13 (2D6+1) Gnolls
travel around the wilderness or 9-12 3-13 (2D6+1) Lizardmen
within subterranean tunnels they 13-14 2-5 (1D4+2) Harpies
will happen upon monsters that are 15-16 1-3 (1D3) Ogres
also out and about doing whatever 17-18 3-6 (1D4+2) Ghouls
it is they do. 19 1-2 (1D2) Minor Demons
20 1 Black Dragon
Following on this theme, here are
some simple tables for TMs to roll 3. Levels 6-8
on when characters are traveling in D20
dangerous areas. Roll Monsters
1-4 20-50 (1D4+1x10) Orcs
5-8 3-13 Centaurs
When do I roll? 9-12 1-3 (1D3) Hill giants
In the wilderness, roll once during 13-14 1-2 (1D2) Cockatrice
the day and once at night. In dun- 15-16 1-3 (1D3) Trolls
geons, roll every hour. Roll a D6 if 17-18 3-6 (1D4+2) Wights
a 6 comes up, an encounter has 19 1-2 (1D2) Barghests
happened. 20 1 Green Dragon

How do I use the tables? 4. Levels 9-10


Simply roll on the table appropriate D20
to the level of the PCs. Roll Monsters
1-4 30-80 (1D6+2x10)Orcs
1. Levels 1-2 5-8 2-5 (1D4+1) Trolls
9-12 1-3 (1D3) Stone giants
D20 13-14 1 Frost giant
Roll Monsters 15-16 1-3 (1D3) Manticores
1-2 3-12 (3D4) Giant centipedes 17-18 2-5 (1D4+1) Wraiths
3-4 3-12 (3D4) Giant rats 19 1-2 (1D2) Major demons
5-7 3-9 (2D4+1) Kobolds 20 1 Red Dragon
8-10 3-9 (2D4+1) Goblins*
11-12 3-8 (1D6+2) Orcs
5. Levels 11-12
13-14 3-6 (1D4+2) Bandits
15 2-3 (1D2+1) Gnolls D20
16 1-4 (1D4) Dwarves Roll Monsters
17 1-4 (1D4) Elves
1-4 50-140 (1D10+4x10) Orcs
18 2-8 (2D4) Skeletons
5-8 1-2 (1D2) Chimera
19 2-5 ()1D4+1) Zombies
9-12 1-3 (1D3) Stone Giants
20 1 Dryad
13-14 1-2 (1D2) Frost giants
15-16 2-4 (1D3+1) Basilisks
*Roll D6. If 6 rolled, add a Hobgoblin 17-18 1 Red Dragon
leader. Roll D6 again. If a 6 rolled, add 19 1 Balrog
a Bugbear. 20 1 Lich

86
MONSTERS & TREASURE

Placing treasure can be quite tricky


Usfbtvsf to get right but at least you have
control over what items the charac-
The characters probably arent ad- ters have access to rather than
venturing just to kill monsters relying on random tables and end
they are adventuring to find the up with the PCs going around load-
treasure hoards of the kings of old, ed up with magic items due to a few
ancient caches of gold and silver, lucky rolls.
mystical relics of long-dead priests
and the legendary artefacts of olden When placing items, consider what
heroes. Its appropriate that these is the most powerful item you want
treasures are not just lying around them to have and place that at the
in the open to be found by any end of the adventure guarded by
passing commoner; they are in far- your nastiest monster. For 1st level
away locations, hidden and guarded characters, the item might be a
by traps and monsters. magic sword +1, for example. Once
youve done that, dont place any-
The amount of treasure a monster thing else more powerful anywhere.
owns or guards is usually related to Scatter a few minor items, like po-
how tough the monster is. Thats tions and scrolls around so that the
not necessarily realistic, but keep in PCs can share some magic around
mind that treasure is one of the but wait until theyve got the sword,
ways the game reflects what a char- before putting something else
acter has done; it can be used in someplace for the PCs to find.
awarding experience points. Too
many large treasures and the char- Also, think about the PCs them-
acters will become powerful without selves. What classes are they? Make
actually having done very much. Too sure there is something for every-
many monsters with small treas- one. Theres little worse than one
ures and the characters wont gain PC getting everything because hes
levels to reflect their achievements. the only one who can use it and the
others going without.
For placed monsters, that is mon-
sters you have put in your Remember, just about everyone can
adventures to be encountered by use some sort of weapon and with a
the PCs, you should also determine lot of monsters being immune to all
the treasure they have or they are but magic weapons, its handy to
guarding. Try to scale the treasure place a few different +1 weapons in
to its guardian dont have the places they can be found.
characters kill a few orcs and then
find a +5 magic sword; or have to There are a few magic items dis-
kill a Balrog to discover that it was cussed later but for those that need
guarding a pouch of 50sp. (In the more, you can easily borrow items
latter case, you could do this as from other OGL products, like the
long as you have the real treasure excellent Swords & Wizardry.
hidden in a secret chamber).

87
TOMBS & TERRORS

Wandering monster treasure


table:

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

Using the treasure tables Gem table


Simply select the rows for the wan- D20 Roll Gem/jewellery value
dering monster table and roll a D20 1-5 D6 gp
3 times, once for coins, once for 6-9 D6 x 10gp
goods and once for items. Coins are 10-12 D6 x 100gp
13-15 D6 x 250gp
easy simply roll the number of 16-17 D6 x 500gp
dice indicated and multiply by the 18-19 D6 x 1,000gp
number indicated to get the number 20 10,000gp
of coins in the monsters cache.
Goods, you need to determine on Art table
the gems or art table. Items, you D20 Roll Art value
need to determine on the mundane 1-5 2D4 gp
or minor magic items tables. 6-9 2D4 x 10gp
10-12 2D4 x 100gp
With gems and art, try to be crea- 13-15 2D4 x 250gp
16-17 2D4 x 500gp
tive describe the item as a 18-19 2D4 x 1,000gp
superbly blue sapphire or a golden 20 1D4 x 5,000gp
crown studded with rubies. For art,
there are statuettes, paintings,
sculptures, fantastic carvings, tap-
estries and rugs.

88
MONSTERS & TREASURE

Mundane items table Ring table


D20 Roll Item type D6 Roll Ring type
1-5 Random selection of 1 Cursed
goods from equipment 2 Regeneration
lists 3 Spell Storing
6-8 1D6 melee weapons 4 Protection +1 AC/saves
9-11 1D6 ranged weapons 5 Protection +2 AC/saves
12-14 1D3 shields 6 Protection +3 AC/saves
15-16 1D3 suits of leather
17-18 1D3 chain shirts
Cloak table
19 1 suit of half plate
20 1 suit of full plate D6 Roll Cloak type
1 Strangulation
Minor magic items table 2 Elven
3 Invisibility
D20 Roll Item type 4-5 Protection +1 AC
1-5 Potion 6 Protection +2 AC
6-8 Scroll
9-10 Ring
11 Cloak Weapon table
12-14 Weapon
15-17 Shield D6 Roll Weapon type
18-20 Armour 1 Cursed -1
2-3 Magic +1 to hit/dam
4 Magic +2 to hit/dam
Potion table 5 Magic +3 to hit/dam
D6 Roll Potion type 6 Bane*
1 Poison
2 Flying *Choose a monster. The weapon
3 Healing scores double damage against mon-
4 Polymorph
5 Invisibility
sters of that type.
6 Shrinking
Shield table
Scroll table D6 Roll Shield type
1 Cursed -1 AC
D6 Roll Scroll type 2-3 Magic +1 AC
1 Cursed 4 Magic +2 AC
2 3 Cleric spells* 5 Magic +3 AC
3 3 Mage spells* 6 Protection vs. fire +4*
4 3 Troubadour spells*
5 Protection, Demons
6 Protection, Undead *Roll again for shield AC bonus

*Of one level higher than the high- Armour table


est level spell that the PCs can cast D6 Roll Armour type
themselves. Choose 3 spells from 1 Cursed -1
appropriate list. 2-3 Magic +1 AC
4 Magic +2 AC
5 Magic +3 AC
6 Lighter weight & enc*

*Roll again for armour bonus

89
the players that their characters
DIBQUFS;!21! already know one another and then
leave it up to them to explain how
SVOOJOH! so.

BEWFOUVSFT! Qmboojoh!bewfouvsft!
Qmboojoh!bewfouvsft!
Some TMs like to wing their adven-
tures completely and others like to

T
he TM has a bit of a job on his
hands. He must prepare the have everything planned out in the
game session so that the char- finest detail. In Tombs & Terrors, it
is probably best to do some pre-
acters have plenty to do. The tradi-
planning. You might want to draw
tional way to begin is You all meet
out a crypt for the characters to ex-
in a tavern which is sometimes
fun but pales after the 100th time. plore; youll also need to add traps
Instead, he might decide to start (if appropriate) and populate it with
with a simple caravan guarding job monsters so that there are plenty of
for a merchant in a small town or things for the characters to defeat
village. Or, he could put all of the before they reach their goal. Youll
characters together in a prison, need to leave yourself some room
for manoeuvre, because inevitably
where the first goal is to escape and
the players will follow a different
find their gear. This could be a way
course than the one youve meticu-
of bringing the characters together
lously prepared. They may even
and giving them a common goal.
jump to some conclusions that you
One of the better options is to tell

90
RUNNING ADVENTURES

hadnt thought about, but that you lins that have unearthed an under-
prefer to the one you have written. ground temple whilst digging more
The difficulty is always how much chambers to expand their subterra-
to pre-prepare and how much to fill nean realm.
in the gaps as you go. This partly
depends on how comfortable or ex- Although most adventures are
perienced you are as a TM, how well about venturing into dark dungeons
you know your players and what and defeating monsters, sometimes
you would expect them to do in a you might want to change the for-
situation, and how familiar you are mat a little.
with the game world. If the game
worlds is one of your own invention, You could have a secret cult of de-
then this should be straightforward, mon worshippers meeting beneath
but if you are using one of the many the city in their hidden temple.
commercial settings out there, this They might be planning to summon
could be a little more difficult. It something big and nasty so that
may take a few gaming sessions be- they can subjugate the citizens and
fore you find your own level. If there take over the rule. The characters
is sufficient interest, Tombs & Ter- could stumble upon this plot and
rors will have its own setting maybe join it or seek to stop it.
sourcebook for your adventures.

Xibu!jt!uif!bewfouvsf@!!
Xibu!jt!uif!bewfouvsf@!! Opo.
Opo.qmbzfs!
qmbzfs!
In Tombs & Terrors, most adven-
dibsbdufst!
dibsbdufst!
tures will revolve around breaking Non-player characters (NPCs) are a
into old tombs and subterranean highly important feature of Tombs
vaults to find long-lost treasures. & Terrors. These are the characters
Many of these dark places are that the players can interact with
guarded by traps and evil monsters; during the course of their adven-
placed there by wizards and priests tures. Some will go on to become
long ago to guard the dusty passag- firm friends and may even occa-
es and burial chambers. Those that sionally help the characters out in
arent guarded were looted long ago. some tricky situations. Others will
drift in and out of game sessions
One of the problems for adventurers and some may appear only once,
is finding out where these treasure perhaps because something bad
hoards are and this can be an ad- happens, like they get killed.
venture in itself. Perhaps there are
rumours of the long-lost burial Most often though, NPCs are the
mound of a king, hidden deep with- characters enemies. They are dan-
in a dark forest several days ride gerous and often of a higher level
out of town. Maybe a wandering than the player characters. Some-
peddler has a treasure map that times they will have followers of
hes willing to sell for the right their own (generated as common-
price. There could be a tribe of gob- ers). A fighter could be a mercenary

91
TOMBS & TERRORS

officer with a sergeant and a few mation to their patrons, survive


spearmen and archers, an outlaw their adventures, defeat their ene-
could be a thief with a gang of ban- mies and garner the spoils of war,
dits, a merchant could be a they gain experience. They end the
weapons trader with a couple of adventures stronger, wiser and
heavies or swordsmen for protec- more capable. To reflect this, the
tion. TM awards experience points to the
players on an individual basis or as
The TM should try to give his NPCs a group.
as much attention as the players
give to their own characters. NPCs Experience points
shouldnt be pushovers either. If After characters defeat the bad (or
youve gone to the trouble of creat- good) guys, collect gold and do oth-
ing them, you dont want them er adventurous things they earn
killed the minute they meet the experience points (XP). The TM can
player characters! It is much better award these points as he sees fit,
for them to get away and become a but the following suggestions are
thorn in the side of the characters recommended:
someone who the characters can
begin to hate or at least respect. Foes
The TM adds the value of all foes
These NPCs can also go up in level overcome during the adventure. The
too. If one has been around as long points for monsters and NPCs are
as the characters and they have set out in the appropriate descrip-
gone up levels, it is likely that their tion in the Monsters & Treasure
enemies will have had adventures of chapter.
their own in the meantime. The
characters could even hear about
the NPCs exploits during their ad-
Money
ventures, even if they dont meet up Although not all TMs will award ex-
in that particular session. It all perience for making money some
helps to create a believable and will. This is especially important to
evolving, rather than static envi- characters for whom earning loot is
ronment and gives the illusion that particularly important trouba-
the world exists beyond the charac- dours could get experience
ters escapades. There are some whenever they perform to a large or
sample NPCs that the TM can use important audience, thieves get ex-
directly or as inspiration for ones of perience for loot made from
his or her own creation later in this robberies and mercenaries from
chapter. looting and so on. The amount of
the award is up to the TM and will
depend on how much money he has
Sfxbset!
Sfxbset! available to his characters, but it
should be something like an experi-
As characters complete their ence point per gold piece.
quests, win their battles, bring
treasures out of the vaults, outwit
their opponents, bring their infor-

92
RUNNING ADVENTURES

Story adventures, certainly at lower lev-


The TM should assign an experi- els, just to give the players a feeling
ence point value to each adventure that their characters are advancing
and award that total to each char- and becoming a little more reputa-
acter who completed the adventure. ble.

Role-playing Once a character has the required


The TM can also award specific ex- number of experience points, he
perience point bonuses to immediately gains his new level and
characters for good role-playing, in with it increased hit points (by
a specific situation or over the rolling the appropriate die and
course of the adventure. 50 to 500 adding constitution modifiers), and
points is a good base, depending on any increase to BtH. He also gains
the characters current level. any new abilities or skills. At every
four levels, he can also choose an
attribute to increase by one point.
Hbjojoh!mfwfmt!
Hbjojoh!mfwfmt!
Characters can gain a level if they
Bo!bmufsobujwf!tztufn!
Bo!bmufsobujwf!tztufn!
earn enough experience points. This
equates to becoming better and As usual Tombs & Terrors is a game
more experienced at the characters about choices and what works for
career. With new levels, the charac- the players. Some players cant
ter gains more abilities and a stand keeping track of their
greater chance of success at those experience points and find it a
he already has. Hit points increase chore that detracts from their
as does the bonus to hit. enjoyment of the game. If this is the
case, or simply if the TM prefers to
To gain a level, the character must do things this way, the TM can
accumulate enough experience simply award a new level gain
points to meet the number of points whenever he feels it would be
required for the next level. The ex- appropriate for the characters to
perience table used is set out in the advance. This can be based on a set
character class descriptions. A number of adventures, say after
character starts off at 1st level with every three completed adventures
0 experience points. To reach se- or, it can be based on something
cond level he needs to amass less defined. The TM might want to
between 1500 and 2500 depending throw some higher-level opponents
on his class. This may take one ad- at the characters or might have a
venture or may take several, storyline that needs the characters
depending on the length of the to advance at a certain rate so that
adventure, the overall goals and they can continue to be effective.
how well the characters do. The TM This is a much more story-based
should ensure that enough experi- system than the mechanical system
ence is available for characters to presented above and will suit some
advance in levels after one to three groups more than it suits others.

93
TOMBS & TERRORS

Bewfouvsf;!
Bewfouvsf;! There are about two dozen other
customers (commoners) eating and
Uif!Nbhft!Nbotf!
t!Nbotf! drinking in the inn. Just buying
drinks for some of them will be suf-
ficient to get them talking about
TMs overview anything and everything.
This is a traditional style adventure.
The PCs meet up in an inn where Also in the inn is one traveler, who
they hear about the old wizards is sat on his own. This is Drago, a
house up in the wooded hills to the 3rd level thief. He is working with
north of the city. They learn some the goblins, feeding them infor-
rumours about the place, some of mation, which they then deliver to
which are true and some are false. the orcs at the Manse.
They then have to fight their way
through the goblin infested forests Drago
that surround the building. Once Armour class: 14
there they have to explore the build- Attacks: 1xSword (1D6+1)
ings behind the gated walls, to Hit Dice: 3D6 (12hp)
discover the hidden underground Move: 30
vaults containing the treasures of a Special: Back attack, traps,
presumed dead wizard. stealth, gossip, no-
tice, pick pockets,
The Dragons Nest Inn disguise
The PCs are all in the inn, having XP: 436
arrived here following rumours and Drago has a sword and dagger and
stories of adventure and treasure to wears studded leather. His Primes
be found in the nearby Whispering are Dex and Str and are both 13 (all
Woods. Here is the opportunity for other attributes are 10). He has a
them to introduce themselves to pouch of 18gp and 16sp. However
one another; also to ask around in in his room at the inn is a box con-
the tavern (making Gossip checks taining 100gp (his payment for
as appropriate) to collect any ru- information given to the orcs).
mours or other information about
the Manse and the woods sur- Successful gossip checks will reveal
rounding it. the following:

The landlord of the tavern is Hen- Gossip (Challenge base +0)


nick Brewer. His wife Reema cooks Roll D6
1. The Mage hasnt been seen for
the food and their daughter Mila is
about 2 years (True)
the serving maid. They are all 0- 2. The Mage died (True)
level commoners (see p.81). Their 3. There is a fortune in gold in the
son Aldrick helps out behind the Manse (True)
bar and is the bouncer. He is a 4. The Manse is empty of threats,
man-at-arms (p.81) and uses a ripe for looting (False)
cudgel although he also has a 5. There are evil creatures in the
sword. woods (True)

94
RUNNING ADVENTURES

6. There is a slightly overgrown the woods (True)


trail leading to the Manse (True) 3. The Manse was built on a circle
of stones of evil power (True).
Gossip (Challenge base +2) 4. Aldrick is planning to kill Drago
Roll D6 for pestering his sister (True)
1. Orcs moved into the Manse 5. Drago has been asking lots of
about 6 months ago and are questions: He says to prepare
planning to launch an attack for his raid on the Manse (The
on the village (True) first part is true)
2. There is an undercroft (cellars) 6. There is a Troll in the woods
at the manse, where the Mages (False, unless met as a wander-
treasures are hidden (True) ing monster)
3. A man was seen by Mila talking
to something at the edge of the The Whispering Woods
woods that looked like a goblin There is a trail, of sorts, leading
(True) through the woods. The woods are
4. Drago has only been in the vil- thick, gloomy and creepy. Venturing
lage for about 6 months (True)
off the trail will incur a wandering
5. Drago is gathering adventurers
to loot the Manse (False) monster check every 2 hours. Stick-
6. Drago has been pestering Mila ing to the trail will mean a
(True) wandering monster check only
twice daily. If there are wandering
Gossip (Challenge base +5) monsters, they will be D6+2 goblins
Roll D6 on 1-3 on a D6, otherwise roll on
1. The Mage (Aggyx) is still at the the wandering monster table (p.86)
manse and although dead he as normal.
will come back stronger than
before (True) The trail leads through the woods to
2. Somebody in the village is in the Mages Manse. It is a two day
league with the evil creatures in
hike. In the afternoon of the first

95
TOMBS & TERRORS

day, the characters will be am- Key


bushed by goblins. There are 2 1 square = 5
goblins for each PC in the party. 1) Guarding the outer gate are
When the party is spotted, one gob- 3 average orcs (see p.83).
lin will run to the Manse to inform 2) This inner compound will
the orcs, while the rest of the gob- have 1D4+1 average orcs in
lins will try to stop them or hold it on a roll of 1-2 on a D6.
them off. The north and east gates are
unlocked but the west gate
Besides any wandering monsters, is locked and wizard locked
that is the only encounter until the (p.71)
characters reach the Manse itself. 3) A small garden area, now a
bit overgrown with weeds.
The Manse There is an ornamental pond
The manse is surrounded by an 8 in the s-e corner and a
high foot thick wall. The main gates summer house in the north.
are 8 wide and made of thick oak. The pond has 6 fish in it (AC
Interior walls are lower (6) and 14, 1hp each, razor-sharp
thinner (6). Interior gates are about teeth, that will bite for 1
6 wide. 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-

96
RUNNING ADVENTURES

ready knows Summon De- 12) A great dining room, still


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

97
TOMBS & TERRORS

down some steps to the un- 3) As 2) above.


dercroft. 4) This is where the Mage has
stored his magical treasures.
The Undercroft The room looks pretty much
The steps lead northwards, whilst like his room above ground
going down about 30 underground. (p.97), except it looks far
They come out into the passage on more sumptuous. There are
the south edge of the map below. shelves around the walls full
Key of books (lots of subjects,
1 square = 5 lots of different languages,
1) The door into the room is some very old if read fully,
locked. There is a minor de- a book will give a +1 to the
mon (3HD p. 75) set to appropriate knowledge). One
guard this otherwise empty book is the Mages spell
room. There is a secret door book, but it is hidden inside
in the east wall. one of the mundane books
2) This was to be used for stor- (a treatise on the potters
age and there are shelves art). There is a large locked
around the walls. The room chest in the room (the key is
is otherwise empty. 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

98
RUNNING ADVENTURES

fetch 100gp each and there from holes in the ceiling, at


are also 2 paintings that the same time shutting the
would be worth 250gp each south door, if it is open.
to a collector. In the 4 al- 13) This is where Aggyx is en-
coves to the east are 4 tombed. He has an ornate
statues. In actual fact, they stone casket placed in the
are gargoyles (p.78 alt- room, which has hangings
hough these are smaller on the walls, rugs on the
than normal (2HD) and their floor and unlit braziers in
claws cause 1D4 damage the corners. Aggyx made a
each) that will attack anyone pact with a demon who
trying to take the paintings. agreed to help transform
8) This room is empty. him into a lich, so he could
9) There are hundreds of bones live forever and wield great
and full skeletons lying on power. Most stages have
the floor in this room. Aggyx now been completed Aggyx
was intending to animate must simply lie here undis-
them into undead skeletons turbed for 6 years, after
to serve him when he comes which he will be trans-
back to unlife as a lich. formed. Meanwhile, his
10) The river at this point is spirit, in the form of a
fast-flowing, about 8 deep wraith, guards his body
and 10 wide. Any disturb- (p.85).
ance in the water is likely 14) There are 12 skeleton guard-
(roll 1-2 on a D6) to bring ians (p.85) in this chamber,
the water serpent to investi- which is otherwise empty.
gate (see 11) 15) There is a pentagram in-
11) The lair of a water serpent. scribed on the floor to this
Beneath the water (which is room. There are candle
about 20 in here) is a small stands at the five points of
cave where there is a skele- the star and braziers with a
ton, wearing a Helm of Water mixture of essences in them.
Breathing (it didnt help A chest in the corner con-
him!). tains a fancy mage robe
Water serpent (worth about 75gp), a
Armour class: 16 Mages Staff (+1 to hit and
Attacks: 1xbite (2D4+1) damage, stores up to 5
Hit Dice: 5D8 (27hp) spells of up to 2nd level (it
Move: 30 contains 2 Magic Missiles,
Special: None Knock, Summon Demon I
XP: 387 and Continual Light) a
pouch of 20gp and 50sp and
12) The door to this room is a potion of healing). This is
locked. At the central point, where Aggyx intends to do
stretched across the room is some summoning when he
an invisible thread. Tripping returns to unlife).
it will release a poison gas

99
UPNCT!BOE!UFSSPST! CHARACTER SHEET

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

[ATTRIBUTE CHECK = D20 + ATTRIBUTE MOD + LEVEL]


ATTRIBUTES SAVING THROWS
P/S/T MOD TN
[ ] STR _______ ______ ______
[ ] INT _______ ______ ______
[ ] WIS _______ ______ ______
[ ] DEX _______ ______ ______
[ ] CON _______ ______ ______
[ ] CHA _______ ______ ______

DEFENCE CLASS HIT POINTS HIT DIE TYPE


MONEY EXPERIENCE
SP
GP
GC

CLASS ABILITIES & SKILLS EQUIPMENT


__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________
__________________________________________________ __________________________________

ENC______PENALTY_____MOVE____

WEAPON BONUS TO HIT DAMAGE SPECIAL


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

OPEN GAME LICENSE Version 1.0a


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

PRODUCT IDENTITY
Tombs & Terrors Old School Fantasy Role Playing
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pers game youve been waiting for. Available in PDF from RPGNow, or in
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KIDS & CRITTERS OLD SCHOOL RPG TRILOGY


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Lashings of Ginger Beer
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GO FER YER GUN!


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MEDIEVAL MYSTERIES
Sleuthing in the Middle Ages
Old School Role Playing inspired by Brother Cadfael

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CUBICLE 7 ENTERTAINMENT: www.cubicle-7.com/
BEYOND BELIEF GAMES: www.penandpapergames.com/forums/forum.php
LORDS OF LEMURIA: www.freeyabb.com/d6fantasy/portal.php

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