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PME!TDIPPM!GBOUBTZ!SPMF!QMBZJOH!
DPSF!SVMFCPPL!
CZ!TJNPO!XBTICPVSOF!
UPNCT!!
BOE!!
UFSSPST!
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.
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.
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
Upnct!boe!
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
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
6
CREATING A CHARACTER
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
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.
!
11
TOMBS & TERRORS
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.
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.
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.
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-
15
TOMBS & TERRORS
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).
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.
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
19
TOMBS & TERRORS
20
CHARACTER CLASSES
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
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.
24
CHARACTER CLASSES
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
26
CHARACTER CLASSES
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.
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
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).
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
33
TOMBS & TERRORS
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.
36
EQUIPMENT
Weapons; Melee
Weapons; Ranged
37
TOMBS & TERRORS
Armour
38
EQUIPMENT
39
TOMBS & TERRORS
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
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:
45
TOMBS & TERRORS
46
PLAYING THE GAME
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
48
PLAYING THE GAME
49
TOMBS & TERRORS
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.
51
TOMBS & TERRORS
52
PLAYING THE GAME
53
TOMBS & TERRORS
54
PLAYING THE GAME
55
TOMBS & TERRORS
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
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
60
MAGIC
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
62
MAGIC
63
TOMBS & TERRORS
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.
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
66
MAGIC
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.
69
TOMBS & TERRORS
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
Special
If the creature has any special
abilities, like poison fangs or level
drain, it is noted here.
73
TOMBS & TERRORS
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
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
77
TOMBS & TERRORS
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
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
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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
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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
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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
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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:
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UPNCT!BOE!UFSSPST! CHARACTER SHEET
PLAYER NAME________________________________________
CHARACTER NAME__________________________________ CHARACTER SKETCH/NOTES
Class__________________________________________________
Level____________________ Gender_____________________
Age__________ Height____________Weight_____________
Features______________________________________________
________________________________________________________
___________________________________________________________
ENC______PENALTY_____MOVE____
PRODUCT IDENTITY
Tombs & Terrors Old School Fantasy Role Playing
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BARBARIANS OF LEMURIA (BoL)
The sword & sorcery role playing game, with rules that really do reflect
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MEDIEVAL MYSTERIES
Sleuthing in the Middle Ages
Old School Role Playing inspired by Brother Cadfael
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