Tunnels & Trolls Rules Version 5

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Sandeep Mehra (Order #15786906)

Sandeep Mehra (Order #15786906)


v

a Svvord-and-Sorcery
Fantasy Role-Playing Came

written by
K E N ST. A N D R E

edited by
L IZ DANFORTH

illustrations by
ROB CARV E R
L IZ DAN FORTH
V ICTO R IA POYSER

F I FTH E D I T IO N

PUBLISHED BY
R I C K LOOM I S
F LY I N G B U F F A LO I N C.

Sandeep Mehra (Order #15786906)


D E D ICAT ION
T h is Fifth E d ition of T u nnels & T ro l l s is d ed icated to L iz Danforth, who d id the work;
and to Bear Pete rs, w ithout whom the gam e wou ld be very d ifferent.
-Ken St. Andre
August, 7979

Text Co py rig ht © 1 9 75 , 1 97 7 , 1 9 79 Ken St. And re


A rt Copyright © 1 979 F l y ing B uffalo I nco A l l rights revert to the original artists.

No part of this book may be re prod uced or transmitted in any fo rm or by any


means, e lectronic or mechan ical , i n cl u d i ng photocopying or record i ng, or by any
information sto rage and retrieval system, without perm ission in writing fro m the
pub l isher: F ly ing Buffa lo I nc . , P.O. Box 1 467, Scottsdale, Arizona 85 25 2.

First Printing August 1979


Second Printing January 1980
Third Printing October 1980

Certa in minor erro rs h ave been corrected since the first printing of t h is ed ition.

Pri nted i n U.s.A. by Co ntempo G raph ics


Printed in U n ited K ingd om u nder l i cense t h rough C h ris Harvey, 11 Woodside Way ,
A ld ridge, Walsa l l , West M id lands.

Sandeep Mehra (Order #15786906)


CO ITII ITS
(AND �ALCO�TE�TS)
1. I NTRODUCTIO N & BASIC R U L ES
1.1 T roll Talk
1.2 The Basic Game
1.3 Creating Characters
1.4 Equ i p p i ng Characters
1.5 Provisions and Equ ipment
1.51 General S u p p l ies
1.52 Weapons Charts
1.53 Armor & S h ields
1.6 C reat i ng Monsters
1.7 Com bat
1.8 Sav ing Rol ls
1.9 Adventu re Points

2. NAT U RA L D EV ELOPM E NTS : the game as it is played


2.1 Characters
2.11 Character Ty pes
2.12 Character K i n d reds
2.13 Height & We ight Charts
2.14 Character Levels
2.2 Magic
2.21 The Logic of M agic
2.22 The S pell Book
2.3 Sequence of Events:
2.31 Com bat Turn Sequence
2.32 Magic in Combat
2.33 M issile Weapons
2.34 Unarmed Combat
2.35 Too- Heavy Weapons
2.36 S peed & M ovement
2.37 Unusual Combat S ituat ions
2.4 More Abou t Monsters
2.41 Personaliz ing Monsters
2.42 Wandering M onsters
2.5 H ow to Be a GM
2.6 "Do T h is W hen You Get O u t"
2.7 Trollstone Caverns: a GM d ungeon

Sandeep Mehra (Order #15786906)


(Contents, continued)

3. E LABORATIONS
3.1 M ore about C ity , World & D u ngeon Build ing
3.2 T reasu re Generator
3.3 M in iatu res in T&T
3.4 L anguages
3.5 C harisma Effects
3.6 A l ternate Humanoid Characters
3.7 A ux il iary C haracters
3.8 Berserker F ighting
3.9 Time & Ag.eing
3.10 G u nnes
3.11 Marksmansh ip and Accu racy
3.12 Other Materials for Weapons & A rmor
3.13 Weapons G lossary

4. INDEX

Sandeep Mehra (Order #15786906)


INTRODUCTION
&

BASIC UL\£\S

Sandeep Mehra (Order #15786906)


TALK
I n Apr i l 1975 when I sat d own to write a set membersh ip of the Phoenix Cosm ic C i rcle for the
of ru les for. fa ntasy-gam ing i n reaction to (what energy, time and support that encouraged me to
seemed to me) the excessively complex and print the first ed ition. H u ndred s of hou rs (nay,
exp ensive best-k nown fantasy game, I had no idea thousands by now ) of playing time went i nto the
' ,
it wou l d catch on the way it has - I j u st wanted creation of these rules, and the resu lts of that
someth i ng I cou ld play with my friends at a experience shows up in the ru Ie changes between
'
reasonab le price, w ith rea sonab le eq u ipment. I t that first ed ition and this one. Especially he lpfu l
seems others d id too. Now, years later, Tu nnels & have been Steve McA l l ister, J ames ("Bear") Peters,
Trolls is in a completely rew ritten Fifth Ed ition. I t L iz Danforth, Mark Anthony, Rob and Dan ("Ugly
has spawned a spinoff game, Monsters! Monsters! Joh n " ) Carver, and G reg B rown. Perhaps the
It has generated, and continues to d o so, a series of person m ost responsible for the success of T & T has
so l i ta ire d u ngeons - 11 now and more on the way, been Rick Loomis, the ind efat igable masterm ind
excel lent entertainment for those u nab le to m uster beh ind Fly ing B uffa lo I nc. W ithout his presence as
large groups of players, or who only want a short pri nter, d istributor, and critic, T&T wou l d have
session of play. TLhere are fou r T & T d u ngeons with been total l y forgotten long since. Thanks, Rick.
map and key for u se b y GMs. T & T is p u b l ish ed in The people who created the game t hat T & T
England - first b y Games & Puzzles, and now by reacts against d id the whole gam i ng world a
Ch ris Harvey in an ed it ion to match th is one. There tremendous favor in their pioneering of certai n
is Sorcerer's A pprentice, a professional magaz ine to original concepts that ro le-playing is based on. I
keep you i nfo rmed of the latest i n T & T t heory and have chosen to use t hose co ncepts in d ifferent
play, lavish w ith articles, professionally writte n ways than they have, so T &T can not be considered
fiction, and fine art . Not bad for N u mber Two! strictly an im itation or variant of the other game
Fantasy role-play gam i ng satisfies a great need any more than Chevrolet can be consid ered a
in most of us - to escape temporarily ( if only in derivative of Ford . (Those people prefer t hat we d o
the imagination) i n to a simpler cosmos. I n this not mention their names i n T & T ) . T hey have made
game we engage in a form o f story-te l l i ng, w ith their game i n to a lmost a b ig b usiness, w h i le T &T
elements of joint part icipat ion that are norm a l l y remains a sideline w ith F ly ing B u ffa lo. B ut despite
m issing from other forms o f entertainment. a l l o u r d ifferences of opi n io n (and they are many!)
Tu nnels & T rolls w i l l req u i re that you actively �se they perfo rmed a tremendous service, and I wou l d
your imagination, not slav ish ly fol low a set of ru les l ike t o offer my sincere gratitude and appreciation
around a world not of your own making. A lthough for their ach ievements.
there are many "ru les" in the book that follows, At any rate, th is ga me is what you make it.
please remember th is: they are largely i n�ended as To a very real ex tent you are al l co-creators with
guideli nes to spare you the effort of re-creating me and my associates at Fly ing B uffa lo in the
everyth i ng you rself from scratc h . I f you find continu ing evolution of T u n nels & T ro l ls. Happy
someth ing you wou ld l ike to change to make the h u nting and d eep d elv ing; may the monsters be
game more to you r l i k i ng, then go ahead and friend Iy and the magic ben ign !
'
change it. There is no "right" or ''wrong'' way to
play, only suggest ions. This F ifth Ed it ion is an -Ken S t . And re
atte mpt to clarify and exempl ify the mean ing of -July 7979
the playing "rules," and to expand w ith such new
material which w i l l h e lp the wh ole system . I n some
cases the new ru les and tab les contrad ict those
printed in the previous fou r ed itions. I feel that the
new ru les improve the game, lend ing it m ore
p layab i l ity and "rea lism," b u t the card inal ru le
rema ins : adj ust the system as you see fit to suit
you r own style of play.
Many people have contri b u ted to what T & T
has become today. F irst, I want to thank the entire

Sandeep Mehra (Order #15786906)


...----

1�2 THE BASIC GAME


I t is i m p orta n t to explain the basic concept of in m i nd . D raw your own maps if you m ust, or feel
the game as briefly as possible. Here it is. I n an free to ask the GM to d raw you a rough map of
alternate world where fantasy is alive and magic what the im med iate environment looks l i ke.
works (a world somewhat b u t not exactly sim i lar
to Tolk ien's M id d le Earth) there ex ist numerous C haracters and p layers shou ld speak for
enchanted tunnel complexes (call them D u ngeons themselves. B u t, with everyone try ing to ta lk at
or Underworlds if you wish) that are l i bera l ly once a game can rap id ly degenerate into a shouting
loaded w ith many types of treasu re, and match (that can be fu n sometimes, too), so it is
ab u ndantly guard ed by every imaginab le form of recom mended that the GM keep the n u m ber of
monster, magic, and trap. Genera l l y speaking, players in his party sm all - two or th ree players
the greater treasures and m ost powerfu l monsters with u p to fou r characters ap iece is idea l . When it
are fou nd fu rther below the su rface . B rave men is necessary for a GM to try and cope with more
and women arm themselves and ventu re within the than three players, it m ay be necessary to l im it the
tu n ne ls at risk of bod y and sou l to seek treasure nu mber of characters they can use at one time,
and experience. T hose who su rvive and retu rn and/or to invoke some form of parliamenta ry
from su ch ex ped itio ns w i l l increase in ex perience proced u re to determ ine who gets to talk when.
and wealth to h itherto u n d reamed-of heights of H int to the Game Maste r : do not allow one
power and glory over a long period of time . Every playe r to dom i nate p lay, even if that p layer has all
time your character escapes from a tu n nel al ive, the best characters - that w i l l m ake the game less
you may consider you rself a winner. The h igher interesting for the other players. The game will be
the level and the more wealth your character more enjoyab Ie for a l l if everyone in it participates.
attains, the better you are d oing in comparison to When there is d oubt about h ow the delving party is
all the other p layers. arrayed or what they wou ld do, the GM shou ld
q uery each p layer separately for each character. If
In order to play the game, it is necessary to a situatio n arises where the GM wants the
do the following things first: spontaneous reactions of each p layer or character,
1 ) Someone m u st create (d ig) and stock a he may ask them to write out their next set of
du ngeon with monsters, magic , and treasu re . The orders and give it to h i m without consu lting any
person who does that has god l i ke powers over h is other player. The occasional use of su ch devices
or her own d u ngeons, b u t is expected to be fair to keeps the players on their menta l "toes" and ad ds
the other players. T he Game Master, or GM (also a b it of suspe nse and su rprise to the game.
referred to from time to time as the D u ngeon
M aster, or D M ) may not play as a character inside
h is or her own d u ngeon .
2 ) Create and name the fan tasy characters who
w i l l exp lore the du ngeon.
3 ) A rm and prov ision these characters so that
they w i l l have some kind of chance of getti ng
d own i n to the du ngeon and back out alive.
I nstructions for the above operations, and for
combati ng monsters and com p i l i ng experience
( in points) fol low.

Tunnels & T ro l ls is a game of l i m ited


information. I nd ivid ual players cannot see the
w ho le board (or du ngeon map). O n l y the GM
k nows what is on h is map, and te lls the players
what they can see and observe around them . T hey,
in tu rn, te ll the GM what actions they take, what
special search p roced u res they use, and anyth i ng
e lse that may be relevant to the situation . U n less
you have a GM who is k in d enough to set every­
t h ing u p for you in m i n iatu res, it is vita l l y
im portant t o keep a good idea o f your su rrou nd ings

Sandeep Mehra (Order #15786906)


1.3 CREATIN6
CflARACTERS
I n order to be a p layer i n T&T you w i l l need After you have rol led u p the prime attrib utes
one or more ( probably more) p layer characters. of the characte r, you need to give it a name and
Yo u create these characters yourse lf in a sem i­ sex - Fang is named Fang, and male, so I w il l refer
ra ndo m fashion - that is, their begi n n i n g attributes to "h i m " for the remai nder of this exp lanation.
are randomly arrived at, but you determ i ne such After this you wou ld usually determ ine what kind
th i ngs as character ty pe , k indred, sex, name, choice or TYP E of character you have rol led. I n a u n iverse
of weapons, and all those sma l l deta i ls that w i l l where magic is a viab le force there w i l l naturally be
individualize y o u r character. wizards. However, to keep th i ngs simple, we are
There is a genera l form to character-creation reserving the magicians for a separate section (2.1 1 ,
which, once mastered, will enab le you to create Character Ty pes) . T he vast majority of c lassical
dozens of tu n nel-travell ing characters very q u ickly. heroes may have had magical aids, but they were
You will need: 3 ordinary six-sided d ice, a pen or basically warriors of the type who bash fi rst and
pen c i l , and some paper to write on (3x5 cards ask q u estions later. These warriors are mode l led on
work q u ite we l l for th is) . Make a character card Robert E . Howard's Conan and under most
that l ooks l i k e th is: circumstances they are com pletely u nab le to

H E LP F U L
TUNNELS & TROLLS Sam p le Character Card
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ABBR E VIAT IONS
NAME fW'r TIIf::Vdt.CTAI5Le:
... TYPE ___ KIN LE VEL --
ST or STR: Strength
IQ: I nte l l igence
ST IQ LK ____ Height: __ Weight: ___
L K : Luck
CON __ D E X __ C H R __ ADDS __ Weight Possible: _____ CON: Constitutio n
Weight Carried: _____ D E � : Dexterity
CH or C H R: Charisma
GO LD: ______ ADVENTURE POINTS: ______ __

WEAPONS:
AP: Adventu re Poi n ts
or
ARMOR: EP : Ex perience P'oi n ts
LANGUAGES: G P : Gold Pieces
MAGIC:
MA[ E: 0
OTHER: F EMA L E: 9

Strength, Intelligence, Luck, Constitution, work m agic. They may use enchanted devices to
Dexterity, a nd Charisma are k nown as the their advantage, however, if they can acqu'i re such .
character 's Prime A ttributes. They determ i n e its However, warriors can never learn t o use m agic -
i n n ate ab i l ities: what weapons it can use ever. It is like being color-bl i nd - T & T magic is
effectively , h ow many languages it can spea k , how considered to be a psi-talent, and warriors are psi­
much p u n ishment it can take i n combat, etc . Each deficient. Al though a character can not change h is
attribute w i l l be explained fu lly below. type once created, if you are creating your first
character or help i ng a friend begin the game, a
Fi rst you need to k now h ow to determ i ne warrior is a good first choice. Warriors get twice
these prime attributes. T hat ' s what the th ree dice (2x) the l isted protection for any arm or or shield
are for. For each of the prime attrib utes roll 3 dice they may h ave.
and w rite down the total obta ined. You wou l d be
well advised to write them down in penci l , as the K I N or Kindred does not refer directly to the
n u mbers are variab le and may change as the character's u n cles, sisters, or grandpare nts. It refers
character h as adventu res. to what breed of being he is. Fang is human , as are

Sandeep Mehra (Order #15786906)


Creating Characters 7.3. 2
the vast b u l k of bei ngs in the world of T & T. LUCK i s the ab ility to b e i n the r ight p lace at .
However, the world is a b ig p lac� and there are the righ t time, or to put somet h i ng else i n the right
also e lves, dwarves, hobb its, fair ies, and pJace at the right time. It is usefu l in avoid i ng
leprechauns who l ive there . (See the Pete rs­ traps, strik ing lucky blows with weapons, and
M cA l l ister chart for creating man-l ike characters, gam b l ing of all sorts. Luck is typically used i n
in sectio n 2 . 1 2 , Character Kind reds.) making saving ro l ls (fu l l y exp lained i n its own
sectio' n , 1 .8 , Saving Ro l ls).
LEVE L refers to Fang's ex perien ce and
expert ise . Everyon e starts as a 1 st level character. CONSTITUTION is the general measu re of a
This will be d iscussed in more deta i l in section character's health. It is also the measure of
2.1 4, Character Leve ls. end urance and how m uch p u n ish ment the bod y
can absorb before it dies. H its taken in combat are
Your character card should n ow look subtracted from Constitution. If CON ever goes to
someth ing l i k e this: 0, the character dies .

. . . .. . . - . . ..... ....... ..... .. ... . .


. . . . . . . . . . . . . . . . . . . . . .

�l!�.����.� ��� ��� ...... ..... ... . ���p�� �� ��a.c. t:� ����
. . . . . . .

NAME ,.. TIIk Df/ACrA/aLe TYPE WU. KINHlM!Ml61EVEL {� .

ST 13 IQ Ib LK /0 Height: __ Weight: ___

CON � DEX -'-- CHR. 1"2.. ADDS __ Weight Possible: _____

Weight Carried: _____

GO LD: ______ ADVENT URE POINTS: ________

WEAPONS:

ARMOR:

LANGUAGES:

MAGIC:

OTHER:

Now, to go d own the list and point out what D EXTE R ITY refers to man ual dexterity and
the n u m bers attached to those Prime Attrib utes general agil ity. Fang is terribly inept, no d oubt
refer to . about it. I n fact, he's a real k l utz, very c l u m sy, so
m uch so that he actually h i nders h i mse lf in
STR E NG TH is p rimarily the ab i l ity to exert combat. Dexterity is also used to calcu late
force - l ift i ng, shovi ng, p ushing down , etc . I t marksmansh i p for the use of m issile weapons. (See
shows how m u c h j u n k (measu red i n we ight u n its, the marksmansh i p tab le in section 2 . 3 3 , M issi le
see be low) the c haracter can move aro u n d . Weapons, and section 3 . 1 1 , Marksmansh i p a nd
Provided h e i s dexte rous e nough, Fang c a n use a n y Accuracy. )
weapon tirelessly a s long a s t h e strength
req u irement of the weapon is 1 3 or less (ST and CH A R I SM A is the measu re of one's personal
DEX req u i rements are l isted with the Weapons attractiveness and leadersh ip ab il ity. I t is not
Tab les, q .v . ) . If h is str�ngth is ever d ep leted u ntil it necessarily sy nonymous with personal beauty,
goes to 0, h e is dead . although there is often a h igh correlation . Charisma
is the o n ly attribute which can fa l l to 0, or even go
I NT E L L IG E NC E i s the measu re of a negat ive, w ithout resu l t i ng i n death. Genera l l y
character's ab ility to reason clearly, solve speaki ng, characters with charism as less than 7 are
problems, rememb er we l l , etc. I t is also a factor i n u napp reciated i n h u m an society, and anyth ing less
language ab il ity. A l l h u mans start out k n owing the than 3 is positively un we lcome. Mo nstrous
Common Tongue. For every i ntel l igence point over characters, when rated with attributes, have
1 2 , a character may learn another language ( Fang negat ive charismas.
cou ld learn 4 more). You can ch oose these for
yourse lf, or ro ll 4 times on the Language'Ta Ie COM BAT A D D S, also called Personal Adds,
( 3 .4) in the E laborat ions sectio n . shou ld be mentioned briefl y at this po int. When
Sandeep Mehra (Order #15786906)
1.3.3 Creating Characters
fighting, a character receives a bon�s for sudde nly developed th e ab i l ity to be flu ent i n 1 0
exceptional ST, L K, and/or DEX. 'Exceptional ' more languages. The La nguage Chart (3.4) i n the
i s a n y attribute over 1 2 ; the bonus is o ne point for Elabo rat ions is a som ewhat more logical means of
each attrib u te point over 1 2 (Le., Fang's Stre ngth find i ng time and means to learn languages. Fang
of 1 3 gets h i m +1 for h is perso na l adds). However, rol led 4 times on the Language Chart and rol led
if ST, L K, or DEX is exceptionall y low (any Common twice. However, sometime in his past he's
attribute less than 9) a c haracte r has what is also managed to p ick up E lvish and Orcish.
known as Negative A dds, or 'subtracts' ( Fang's
poor dexterity of 6 gives h i m a -3 in personal M AG IC: Characters sho uld have l i sted here
adds). Note that a character can h ave both negative any magical implements they manage to pick u p,
and positive add s that cance l 'out to a single and w hat they do. At the start, Fang has none.
nu mber wh ich ind icates h is overa l l u nusual ab i l ity.
In the case of Fang, h is tota l Personal Adds are - 2 OTH E R: Here you write anyth i ng else the
( h is average L u c k of 1 0 doesn 't alter th i ngs e ither character buys (steals, finds, or is given) to eq u ip
d i rect io n ) . How these add s affect h is combat w i l l h imself before go ing i nto a d u ngeon. You may
b e expla ined i n section 1 .7, Com ba, t. choose to write these th ings on the back of the
card i nstead, but be sure it is written in before the
To continue the explanation of the head i ngs active part of the game begins - you m ay k now
on the card s, we m ove to: that you 're wearing alligatorsk in th igh-h igh boots,
GOLD, or G.P. (short for "gold p ieces"). but if you don't have it written down, the Game
This is the measu re of a character's personal wealth Master has every right to treat you as if you were
at any time. When starting a fresh character you barefoot i n h is cactus room . . . A lso, a character's
have some money w ith w h ich to b u y weapons, belongings may alter d u ri ng the cou rse of p lay, so
armor, and other p rovisio ns. Roll the 3 d ice aga in be su re to keep an accu rate accou nting of whatever
and m u ltiply b y 1 0 for the n u mber of gold p ieces he p icks u p or loses.
your character possesses at the moment he first
comes to your attention. The character w i l l You may also w ish to add a few other items
probab ly spend most of th is cap ital eq u ip p ing to your character card that w i l l help define h i m i n
himse lf for h is first d u ngeon trip, b ut if h e's l u cky, you r m ind, l i ke he ight and weight.
he'll come back home with more . Th e n u m ber
u nder G O LD coul d easily b e negative if the For H E I G HT and W E IG H T rol l 3 d ice agai n,
chara cter owes money. A character need not carry and consu lt the S ize and We ight Chart (2. 1 3 ) . I
all h is wealth on h i m at a ll ti m es. He can leave it rol l ed an 1 1 for Fang's height and a 9 for h is
with a friend, b u ry it in a secret location, p ut it we igh t. Co nsu lting the chart for h u m ans, I learn
in a bank or whatever h e chooses. A l l things that Fang is 5'8 " and 1 60 Ibs.
considered , it is better to be rich than poor i n this
game . I n eed to k now how m uch weight Fang can
carry - I d o n 't wa nt to eq u i p h im w ith plate armor
A DV E NT U R E PO I NTS (a lso cal led Experience and find he can not move. Therefore it is a good
Points) is of course blank at the start; these points idea to note W E I G H T POSS I B L E and WEI G H T
are awarded by the Game Master d u ri n g the cou rse CA R R IED.
of the character's adventu res. T he experience
points acc u m u late from game to game, a nd are the W E IG HT POSS I BL E is a simple fu nction of
real i n d i cator of you r success i n T&T. Strength - a character can l ift and carry 1 0 t i mes
as many pounds as h e has Stre ngth poi nts (or
W E APONS: L ist here a ll the weapons your 1 00 we ight u n its per Stre ngth point, as 1 0 weight
character owns. It also helps to keep track of how u n its equal 1 l b . ) . Fang's capacity is 1 30 I bs.
many d ice the weapon gets, its range if It I S a ( 1 300 weight u n its) . At fu l l load he coul d carry
missi le weapon, and if there is anything special that m uch weight for as many game turns as he h as
about it, l i ke an e nchantment. Constitution points; then he w i l l col lapse from
exhaustion. Half that m uch ( 65 I bs.) he cou l d
A R M O R: L ist by type or p iece the armor carry twice as long. Characters seldom need to
and/or shields a c haracter is using, and how many carry that m uc h we ight for a long time period
h its it w i l l take. S h ields count as armor although without a rest. U nwou nded characters can lift u p
they req u i re a m i n i m u m Stre ngth and Dexterity to tw ice their max i m u m weight possib le for one to
to wield. six m i n utes (the time m ight be determ i ned by the
rol l of 1 six-sided d ie).
LANGUAGES: L ist a ll the languages your
character can speak. I n earl ier ed itions of T &T, if a WE IG HT CA R R I E D is the total i n weight
character got an IQ boost of 1 0 points, h e u n its or Ibs. (choose w h ichever you prefe r to work
.
Sandeep Mehra (Order #15786906)
Creating Characters 1.3.4
in, b ut be consistent) w h ich the character is silver, or copper - we ighs exactly one we ight u n it,
actua lly carrying arou nd w ith h im . Fang hasn 't Fang is carry i ng 80 weight u n its.
pu rchased any weapons or armor yet, so the only
weight he has w ith him is the 80 gold p ieces he Your characte r card should now look
came into be ing w ith . S i nce every coin - gold, someth i ng l ike this:

�'='�����.l!' :':��.��� . ... . . . . .. .. . ..... . .�� �p ! e . ����a.c.tt;� ����


NAME !*• .,.. J)f1HD.4Lt: TYPE WILlI.. KIN IIIJMA/!I61 EVEL I�
I I
ST 13 IQ 110 LK
/0
Height: 5 8
"
Weight: I b 0 tt-
CON � DEX � CHR � ADDS - 'l. Weight Possible: (3cro
Weight Carried: 80
GOLD: __ "-
8 D....,�I'-t-2
- .r>--· __ ADVENTURE POINTS: ______ _

WEAPONS:

ARMOR:

LANGUAGES: CohtJt\o� £LVr5#, O�<:"/5H-.

MAGIC: ( tiltrn E: )
OTHER:

Now, it's time to fi l l i n th ose b lanks after Weapons and Armor, so Fang w i l l take h i s 80 gol d p ieces and
set out to equ ip h im self.

Sandeep Mehra (Order #15786906)


1�4 EQUIPPING
CltARACTERS
Once the att rib utes of a character have been p roperly, it m ust be of such we ight that he has the
determined , he w i l l need such su ppl ies as wil l h e l p strength to use it without tiring, and it m ust be
him safe ly th rough h is adventu ring. Although (as i n balanced correctly for a person of h is height and -
real l i fe) there i s p robab l y m ore to b u y than there l et's face it - c l u msin ess! I t won't do if h i s weapon
is money to b u y it with, Fang w i l l need some basic s l i ps and does more damage to h i m than it d oes to
food and provisions, a pack to carry th ings around h i s op ponents.
in, possibly some spare clothing, and certa i n l y
som eth ing w i t h which t o bash in hosp itab le Th ink ing he'd look flashy with a spear in
monsters. If he were rich enough, he'd probab ly hand, Fang goes to the spear merchant.
l i ke to get something to protect h i s bod y with, a U n fortu nately, the only th ing he can carry wit hout
sh ield or armor, especially becau se h i s warrior tripping over it every time he tries to use it is the
train ing gives h im excel lent use of it (twice the oxtongue, wh ich the merchant te l ls h i m is best
l isted value). At th is point it is suggested that you used from h orseback. Unfortu nate ly, it costs 80
look over the tab les of Provisions and E q u ipment GP, rather m ore than he can spe nd . Everyone can
( 1 .5 ) to get an idea of what i s genera l l y availab le in handle a sword , he thin ks, and fi n d i ng a merchant
the marketp laces. Fang is no t exactly wealthy he is again d isappoi nted at h is l i m ited poss i b i l ities.
when he first comes to our attentio n, whi ch is A stra ight sh ort sword or a short sab re req u i re l i ttl e
perhaps why he 's decid ed to go i nto the dangerous d exterity, and he can afford the m . But first he
career of de lving. He will have to spend h is m oney checks out a shop where he can get some heavy
we l l to make it m ost effective. bash ing weapons. On the whole, it is easier to use a
weapon that doesn 't req u ire you to use the edge -
Th ere are severa l item s that alm ost any you just pou nd away. A b lu dgeon or a crowb ar
beginn ing ch aracter will need to p u rchase. He can wou l d s u it his need s n ice ly, b u t they don't go far
get cloth i n g and a pack fo r 5 GP. He probab ly in damaging trolls and d ragons. The merc hant
hasn 't been wal k i ng the streets of h is hometown suggests some of the ax es and p ie rcing weapons -
com p lete ly naked a ll h i s l ife, but those clothes an ad ze, or a taper axe.
aren 't qu ite su itab le for c l i m bing d own narrow
cave-l ike passages, nor are they the slightest pro­ These are Fang's best possib le choices, a l l to l d :
tection from the d am p c h i l l of d eep tunnels. I n any
Short sword . . . gets 3 dice . . cost 35 . . weighs 30 weight units.
case, Fang w i l l need that pack to carry away the Short sabre. . . . gets 3+ 1 . . . cost 40 .
.

. weighs 30 weight units.


.

mounds of treasu re h e envisions as merel y awa iting Taper axe . . . . gets 3 dice . . cost 50 . . . weighs 70 weight units.

h is prese nce in the tunnels and caverns below. Adze . . . . . . . gets 3 dice . . cost 50 . . . weighs 100 weight units.

Mitre . . . . . . . gets 3 dice . . cost 50 . . . weighs 90 weight units.


Bludgeon . . . . . gets 3 dice . . cost 15 . . . weighs 50 weight units.
Fang wou ld also be wise to p u rchase a d ay 's
p rovisions to susta in h i m self for the time he
expects to spend u nd erground . Knowing that most The b ludgeon is b y far the cheapest, and has
tu nnels te nd to be rather dark and dan k , h e w i l l about as m uch dam age pote ntial as any other
also b u y 1 0 torches ( h e can 't afford a lantern right (measu red in d ice ). But Fang's pride can't stand
now) . These p u rch ases will cost him 1 0 G P for the it - a c l u b is no weapon for a true warrior!
provisions and 1 G P fo r the 1 0 torches. He's now T h i n k ing he'd rather weigh h i m self down with loot
spen t 26 of h i s 80 G P, and feels he'd better c heck to take out than with heavy weapons to take in, he
into the p rices of weapons and armor before he ignores the adze and m itre, and fina l l y decides on
comm its h i m se lf to the l u x u ries of b oots or rope. the short sabre, wh ich inc identa l l y gets s l ightly
Note that of the 1 30 Ibs. Fang can carry, the above more possible dam age than any other weapon he
items amount to only 1 2 Ibs. can ch oose from . He she l l s out the 40 GP and takes
the sword.
Each character you rol l w i l l p resent d iffere nt
com b i nat ions of strength and dexterity, and you He now considers whether to buy a back-up
w i l l have to p ick and ch oose h is opt i m u m weapon ( i n case anyth ing shou l d happen to his
weapon(s) accord ingly. Fang h as a ST o f 1 3, b u t a s hiny new sword ) or provide h i m se lf with a l itt le
D E X of only 6 . He wants the b est, m ost effective armor or a sh ield. He recalls two shie lds (the mad u
weapon he can p roperly use. To u se a weapon a n d t h e Vi king S p i ke S h ie l d ) w h i c h m ight g ive h i m

Sandeep Mehra (Order #15786906)


Equipping Characters 1.4. 2
some offense and defense , so he stops in to check - I s the weapon one the character can be
out prices. Alas, the mad u is more complex than expected to be ab le to use in a narrow tu nnel, if
his dexterity perm its h im to h and le, an d the V i k i ng that's where he's actual ly head i ng ?
spi ke shield is too cost ly . Stil l , he sees a b u ck ler - I f he' l l b e going in alone, or without a back-up
that appeals to h i m , and only costs 1 0 GP, so he weapon, w i l l he be able to figh t at close quarters?
buys that and goes out. With only 4 G P left in h is (A n oxtongue lance is a good weapon , but it's 6'
pocket, he retu rns to the ge neral merchand ise r, long and not very good if Fang need s to pu nctu re a
with intent to b u y a n ice pair of b oots. Even for gob l i n that pops up from a trapdoor h idden at
calf-h igh b oots, he is too poor, so he sett les for 40' h i s feet) .
of hemp ro pe - h eavy stu ff, but it may serve h i m - I f the ch aracter's D E X is so low that he can't
we l l . h it th e b road side of a barn, i t isn't logical to give
h i m a projectile weapon u n ti' l such time as h i s
Dead b roke, b u t armed a n d arm ored , Fang is Dexterity i m p roves a l i ttle.
as read y as he ever w i l l be to begi n h is fi rst -By the sam e token, try to i magine how a
d u ngeon tri p . Let's see what Fang's card wou l d c haracter cou l d carry a n u m ber of weapons at the
look l i ke n ow, w it h eve ryth ing possible fi l led i n . sam e time - eve n if Fang had had the money,

�l;J�����.� :':��.��� .......... ..........��f!1p!� �����c��� ���


NAME ,.. zw- 'iWfCf:Allf= TYPEWU.. JUN�c!1EVEL I'?"
I " �
ST 13 IQ Ib LK 10 Height: 5 S Weight:...!.Jz.E..:

CON -1...JL DEX � CHR � ADDS -"2- Weight Possible: {3ero


I

Weight Carried: 151


_____

GOLD:
-- 0 - ADVENTURE POINTS: __ ---"-
0 ___ _

WEAPONS: sl...ot.t SoiofU!: (�t 1.)


ARMOR: C.� "3> �+s X 2. � �R..)
\ov..e.k.\e...R. �

LANGUAGES: ee,�/'I\ow" ZLV/5#.1 ()�<!/5H-.

MAGIC: (Nlrnf:)

OTHER: 40' �p, 10�) 1.� {>I-O-As{OI>\.«; I"f-'G'-c.k £, do-tt..!"'5

Fang is no great h ero material , perh aps, b u t h i s l ife strength and d exterity to buy and carry a b ig
or death wou l d depend on what dangers h e faces, double-bitted axe, a th row ing franc isca, a war
and how wel l the player (who rolled h im u p in the scythe, a two-h anded broad sword , a p i ke and two
first place) ran h im . jave l i n s (with atl-atl ) , a crossbow , and th ree spare
daggers - where wou l d he put them ? By the time
You as the player w i l l have to han d le the he has figu red out which weapon to grab for, the
eq u i p ping of your characters as you see fit - Fang monster he was supposed to be fighting w i l l have
is doomed to l ife as an ex am p le, and li ttle else. ri pped h i m to sh reds. Kee p you r arm ing tactics
Your fi rst character may h ave m ore dexterity, or at reasonab le, and there shou l d be no such p rob lems.
least m ore gold . When eq uip ping a character there
are several th ings to keep in m i n d .
- I s you r charac ter actu al l y able t o u se a weapon
you want to get h i m ?
-Wi l l he get maximum u se of h is weapon ( i .e.,
does it get a good num ber of d ice, perhaps with
add s) ? Or perhaps you w i l l w ish to ch oose a lesser
weapon to fit your early concept of what k i nd of
person you want the ch aracter to be - Fang wou ld
have been as wel l-eq u i p ped w ith a clu b as with h is
sword , b u t for m y idea of Fang, a b lu dgeon j ust
wou l d n ' t d o.

Sandeep Mehra (Order #15786906)


1�5 PROVISIONS
AND EQUIPMENT
I n many large tow n s, and in every large c ity, 1�51
GENERAL
there can be fou nd m erchants w h o sell su pplies and
equ ipment to d ungeon d e lv ers; sometimes a k i nd
of general store. is opened near the e ntrance to a
popu lar d u ngeon. I n these shops and stores the
arrant ad venture r can buy alm ost anyth i ng he has
the cash to p u rchase. W ith the exception of m agic
staffs for w izards, these shops carry virtually no
SUPPL,IES
magic equ ip me nt - they are stocked with
weapons, armor, and sim p l e provisions. O n
occasion specia l items can b e- fou nd, so alm ost ITEM We ight Cost
anyth ing w ithin reason may be b ought here . I f you (in G P )
w ish to buy someth ing w h ic h isn 't listed here, ask Warm d ry c loth i ng & pack 10 5
you r friend ly GM and he w i l l tell you w h ether it is
avai lab le, a nd if so for w h at p rice. Provisions for 1 day
(food, drink, matches) 20 10
A note t o shopkeepers - almost anyth i ng that
Delver's Package
would have b een available b efore the invention of (small b ronze mirror, a few
gun powder shou ld b e allowed, for a price. H erbs sticks of wax,_ some chalk,
like wolfsbane and garl ic (for u se against salt, short length of twine,
werewolves and some u ndead, for example) shou ld and more matches) 20 20
be available. Chem icals that m ight b e p roduced b y
Ord inary torch
alchemy, such a s su lfu r o r chloroform, should (lasts 70 turns) 10 1 SP
be obtainab le in small quantities at reasonab ly
high prices. Rope, s i l k 1 p e r ft. 1 GP/ft.

The basic u n it of exchange is the gold p iece. Rope, h e m p 5 p e r ft. 1 S P/ft


The gold pie ce (abb rev iated G P ) is also the basic Lantern & oil
we ight u n it, as all coins are m i n ted to weigh (twice the light of a
exact ly the same : 1 w eight u n it, w h ich is 1110th torch, lasts 50 turns) 25 20
of a p ou n d . Th e other coins i n common u se are the
silver piece (SP) a nd the copper p iece (<;:P ) . Ten S P S pare skin of oil 15 10
are worth 1 G P; ten C P are worth 1 S P, o r 1/1 OOth
Magnetic compass 1 5
of a G P. Th e final equatio n is th is:
Boots, k nee h igh 40 10
1 GP = 10 SP = 100 CP
Boots, calf h igh 20 5
However, they all we igh 1 GP. Most jewels we igh
Sandals 2 2
not more than 1 GP, although a jade statue or
a crystal skull w i l l we igh m ore, accord ing to size. 10 P itons
J ewels are accepted for barter w ith i n the market­ (fo r climbing walls) 25 10
places, but it m ay not be possib le to get fu ll value
for them u nless they are first converted to cash at a P iton hammer 25 4
gem d ealer's shop.
Ord inaire magic staff 30 100

Deluxe magic staff 30 5 000

Sandeep Mehra (Order #15786906)


liEAPON'S. CHARTS
Below are the vast range of weapon s available to the delver. Many of the names will probably be strange,
so we have included a Glo ssa ry (section 3.13) fo r you in the back of this edition. Remember that your
cha racter mu st have the required D EX to u se a weapon, and should have the required strength. It is possib le
. � to u se a weapon that is too heavy, but the- character will tire very quickly. (For a complete discussion of this.

see 2.(35, Too -Heavy Weapons). A ll weapons listed are made of the finest material which is generally
available (usually steel, unless specified otherwise).

SWORDS
Swords were one of the commonest weapons in the pre-gu n powder era, and sl ight variations in
construction led to h undreds of d ifferent names for essentially the same swords. We have separated the swords
listed'be low into c lasses by shape and lengt h .
If you wa nt a particu lar t yp e of sword , say a hojiu (Japanese tem p le sword ) and you know i ts form
.

(fairly long, straight, one-handed h ilt, two sharp edges) g ive it the same requ i rements and n u m ber of d ice as its
Rearest equ ivalent l isted below ( B roadsword ) .
Swords mark ed w ith a t req u ire 2 hands to wield, regard less of ST o r DEX req uirements or ratings.

Class I: Straight Swords Dice + A dds ST req. DEX re q. Cost Weight


tG reat Sword (6') l \ 6 21 18 120 170
tTwo-handed b�oadsword (5 ')- 5 + 2 17 14 110 160
H and-and-a-h-alf sword (4') 5 16 12 90 150
Broadsword ( 3 ' -' , 4') 3 + 4 15 10 70 '. 120
G l ad ius (2W - 3') 3 + 2 10 7 50 70
S hort sword (2' '2W) - 3 7 3 35 30
Class I I: Curved Swords
tG rand Sh am sh eer (No-diJfc h i ) (6') 6 + 2 22 18 135 150
tG reat S hamsheer {4W - 5 ') 5 15 - 15 100 130
Falch ion (4') -- 4 + 4 12' 13 75 110
Scim itar ( 3 ' ) 4 10 11- 60 100
Sabre ( 3 ' ) 3 + 4 9 10 55 60
S hort sabre (2' - 2W) 3"-- +-- 1 7 5 40 30
Class I I I: y,nusual Swords
t F lam berge ( 6') 6 + 21 18 125 165
Pata ( Iol)g katar) ( 3 ' - 4') 4 14 - 14 100 90
(because of extensive arm and hand guard, will take 1 h it)
S hote l ( 3 ' - 4') 3 t 3 10 17 50 75
M anople 1 (2' -3') 2 + 2 10 10 85 80
Class IV: Gentleman's or Towne Swords
Rapier ( 3 ' - 5 ') 3 + 4 10 14 80 20
Epee (3' 5 ')
- 3 + 2 9 15 75 25
Foil ( 3 ' - 4') 2 + 1 7 14 50 15
Sword Cane (2' - 3 ' ) 3 10 12 50 10
Class V: Bizarre Swords
Terb u tje 3 + 5 6 10 65 35
Estok (thrus ti�eapon only - no edges) 3 12 10 80 75

1 Manople: I f u ser's DEX and ST are 16 or b etter, may be used to d isarm a beweaponed foe u nder these
cond itions: u ser is on p u re d efense ( Le ., even if he "w ins" com bat rou nd, he infl icts no h i ts) and user's
DEX is greater than that of h is opponent. I n this case, there is a 5 0% chance the opponent's weapon w i l l
break. I f t h e u ser " loses" the combat rou nd , there i s n o o pportu n ity to b reak the opponent's weapon.

Sandeep Mehra (Order #15786906)


7. 52. 2 Weapons Charts
HAFT E D W EAPO N S
Those who u sed h afted weapons were often forced to use both hands to insure max i m u m im pact. I n the
interest of "rea lism ," no c haracter shou ld be allowed to u�e two of the follow ing weapons of m ore than
2 d ice, and all weapons m arked w ith a t abso l u tely req u i re two h ands to use, forfe iting a second weapon or
sh ield . T h is is regardless of extreme ST or D EX ratings or requ i rements. Cost l isted is in GP.
Class I : Sl icing Heads Dice + A dds ST req. DEX req. Cost Weight
tDoub le-b lad ed b road axe 6 + 3 21 10 1 40 220
tG reat axe (single blade) 5 + 3 20 10 1 1 (j 1 90
tB u l lova 4 + 3 16 9 1 00 200
B roadaxe (single blade) 4 17 8 1 00 1 50
Sickle (3') 4 + 1 11 7 110 1 30
B huj 3 + 4 15 7 1 00 1 60
Francisca 3 + 2 9 5 70 60
(can be thrown - if srJ, DEX req. = 72, range 25 yards)
=

Taper axe 3 8 4 50 70
Class I I: Stabb i ng H eads
tBec de Corb in 6 18 10 1 25 1 75
Zaghnal 3 + 4 10 8 85 1 70
Adze 3 9 5 50 1 00
Pick axe2 3 15 10 15 1 60
Class I I I: M ash ing Heads
tHeavy Mace 5 + 2 17 3 1 20 200
War Hammer 5 + 1 16 3 85 300
M o rn i ngstar 5 17 11 1 40 110
Heavy Flail 4 + 4 20 15 55 1 60
Light F lail 3 + 4 19 13 70 1 40
M itre 3 8 3 50 90
B l u dgeon (club) 3 5 2 15 50
B aton (weighted stick) 2 2 1 10 20
P iton Ham mer 1 5 1 4 25
Crowbar 2 10 1 5 35

POLE W EAPONS
A l l the weapons l i sted below h· ave long shafts. As such, they all req u ire two hands to operate, regard less
of ST or D E X ratings or req u i reme nts. F u rther, they are worth only h alf their rol l in restricted spaces ( l i ke
you r average 1 0' or even 20' tu nne l). They are d ifficu l t to carry in 1 0' w ide tu n nels, and im possible to carry
or use in twisting c rawlways. They a re-most effective when fighters have a lot of room in which to maneuver.
TYP E Approx. Length Dice + A dds ST req. DEX req. Cost Weight
Po leaxe 1 0' 7 14 13 2W 300
Chauves sou ris 1 2' 6 + 5 15 12 250 1 90
Ranseur (run ka) 1 2' 6 + 4 15 10 1 70 1 80
Halba rd 1 0' 6 16 12 200 250
Pike 1 2' 6 15 12 1 60 1 00
Demi-Iune (h alfmoon) 1 2' 5 + 4 12 20 1 00 1 50
Vou lge 1 0' 5 + 1 15 9 1 60 200
Fauchard 1 2' 5 13 10 1 60 1 80
Partizan 8' 4 + 5 15 9 1 40 200
G u isa rme 9' 4 + 4 14 10 1 35 . 200
-
Scythe (long) 6' 4 + 2 11 7 80 1 50
B il l hook 11' 4 14 8 1 20 1 90
K u made ( rake) 5' 3 + 3 10 12 75 90
B randestock 6' 3 + 1 17 10 200 1 50
-Extended B randestock 9' 4 19 12 280 200

2 M ay be u sed to cut th rough stone at 5 '/turn ( i n/the h ands of a dwarf, 1 O '/tu r n) .


i

Sandeep Mehra (Order #15786906)


Weapons Charts 7.52.3
SPEA R S
Spears and lances are thru sting weapons; some are also capab le of b e i ng th rown . A t means t h e weapon
requ i res 2 hands to u se , regard less of ST or D E X req u irements or ratings. Cost l i sted is in G P.

TYPE Length Dice + A dds ST req. DEX req. Cost Weight Range
Pilum (5 ' - 8 ') 5 12 8 75 1 00 20 yard s
Trident 6' 4 + 3 10 10 60 75 1 0 yard s
Hoko 6' 4 + 10 12 55 90 0
Oxtongu e ( hasta) 6' 4 10 5 80 70 0
(best used from horseback - if so, add 2 dice to its roll)
tS pontoon 8' 3 + 3 9 9 30 1 00 0
Com mon S pear 6' 3 + 1 8 8 22 50 40 yards
Assegai 6' 2 + 3 7 12 .20 50 30 yard s
Javel i n 6' 2 5 7 10 30 40 yard s

Atl-atl (spearthrower) 8 10 5 10
(Can be used only with j ave l i n s. Doubles effect of dice, and increases range 1 0 yards. )

DAGGERS
All daggers are one-h anded weapons. Some may be t h rown , others m ay not . Therefore , in the DEX req.
col u m n th ere are two l isti ngs: the fi rst is the D E X req u irement to handle the dagger, the second n u m be r i s the
DEX req u i red to throw it. W hen a d agger can not be th row n , NA ( N ot Appl icab le) is used .

TYPE Dice + A dds S T req. DEX req. Cost Weight Range


Sax 2 +5 7 1 0/ N A 30 25
Kukri 2 +5 6 6/3 0 30 20 15 yard s
Katar 2 +4 2 8/N A 18 22
Halad ie 2 +4 2 4/N A 25 15
Ban k 2 +3 1 l /NA 18 20
B ich 'wa 2 +3 1 4/23 20 33 10 yard s
Kris3 2 +3 8 5/20 1 20 50 10 yard s
J am b iya 2 +2 2 8/25 21 12 10 yard s
D irk 2 +1 1 4/ 1 0 18 16 10 yard s
M isericord e 2 +1 1 2/ 1 5 14 14 10 yard s
Main gauche4 2 10 1 2/ N A 25 25
Pon iard 2 1 3/1 4 10 10 1 0 yard s
Sword b rea ker5 2 10 1 2/NA 15 15
Stiletto 2 -2 1 1 /8 5 10 5 yard s

3 Kris: Made of m eteoric iro n , thesek.n ives w i l l d ispell 1 st th rough 3 rd level magic cast on or arou nd the
user. Th is i n c ludes "friend Iy " magic (for exam p l e , a Hidey Hole ) .
4 Main gauche: Most effective when u sed w ith one of the sh orter swo rd s i n the other hand. Vvi l l take 1 h it
i n combat, w h e n u sed as a parry ing weapon .
5
Swordbreaker: Has a serrated edge wh ich can be used to catch small sword s and daggers held b y an
opponent. I f D E X and ST are both greater than your opponent's, there is a 50% chance of catc h i ng the
weapon and snapping the b lade .

Sandeep Mehra (Order #15786906)


7 . 52. 4 Weapons Charts
P ROJ ECT I LE WEAPONS
Most projectile weapons req u i re two hands to load and/or use ; these are marked w ith t. All arba lests
and sim ilar crossbows req u i re 1 combat turn to reload , w ith the exception of the Dokyu or repeat ing
crossbow . The Dokyu w i l l only fire 1 round per combat turn , but d oes not need a tu rn to re load u ntil all 5
rou nds are fired .
Please refer to section 2 . 3 3 , Missi le Weapons, for marksmansh ip charts.
ST R req u i reme nts given are to cock or p u l l the bow.
Class I : Arbalests & Crossbows Dice + A dds ST req. DEX req. Cost Weight Range
",

tCraneq u in (rack & pinion on arbalest) 8 15 10 600 250 1 00 yard s


tA rba lest (stirrup; lever drawn) 6 + 3 17 10 400 220 1 00 yard s
tCrossbow (hand-drawn) 5 15 10 250 1 80 1 00 yard s
tLight crossbow (hand-drawn ) 4 12 10 1 70 1 20 "90 yards
tDokyu (5 shot, lever-action loading) 4 15 16 300 200 75 yard s
tProdd (pellet firing) 3 16 10 200 1 00 30 yard s
(A ll of the above except the p rodd fire quarrels; the prodd fires small stones. )
Quarrels ( 1 0) 5 10
Pouch of 1 00 stones 3 50
(see Class III: Slings)
Class I I : Bows (self)
tExtra-heavy (over 7 00 Ibs. ) 6 2� 17 200 70 1 00 yard s
tHeavy (76 - 7 00 Ibs. ) 5 20 16 1 35 60 90 yards
tM ed i u m (5 7 751bs. )
- 4 15 15 80 50 80 yard s
tLight (3 7 - 50Ibs. ) 3 12 15 60 40 70 yards
tVery l ight (7 5 - 30 Ibs. ) 2 9 15 50 30 60 yards
Class I IA: Bows ( longbows)
tExtra-heavy (o ver 7 00 Ibs. ) 6 + 3 25 17 250 80 1 60 yard s
tHeavy (76 - 7 00 Ibs. ) 5 + 3 20 16 1 75 70 1 50 yard s
tM ed ium (50 - 751bs. ) 4 + 3 15 15 1 00 60 1 40 yard s
Longbows do not come in the lighter weights.
Sheaf of arrows (24) 40 10

Self-bows (Class I I but not I I A ) may be augmented by su itab le use of materia ls. The above l isting is for
simple se lf bows. I f a se lf bow is "bu ilt" ( i .e. lam i nated wood s to increase resi l iency), the add itional cost
is 50% more of the bow ' s listed cost . T h is gives the bow +1 in adds, and an add itional 1 0 yards in range.
If a bow is "backed" or "com posite" ( i .e . various glues or elasticisers su ch as sinew, bone, gut , etc. are
appl ied ) the add itional cost is again 5 0% of the bow 's l isted cost. T h is gives the bow +2 in add s, and an
add itional 20 yard s in range. A bow may be both "bu ilt" and "back ed " - this w i l l u ltimately cost twice
the bow 's l isted cost , b u t the bow w i l l gai n +3 in add s and 30 yard s in range.

Class I I I : Other Projectile Weapo ns Dice + A dds S T req. DEX req. Cost Weight Range
tStaff S l ing 3 5 11 5. 1 00 1 50 yards
Com mon S l ing 2 3 :5 1 10 1 00 yards
Pou ch of 1 00 stones 3 50
African T h rowing K n ife6 4 8 15 1 80 1 25 30 yard s
Chakram (5 ) 2 4 14 40 20 30 yards
S h u rik in ( 3 ) 1 2 10 30 10 10 yards
B lowpipe + 1 1 1 10 30 35 yard s
Darts ( 30) . 5 5
H u nt ing bola 7 .5 8 35 50 30 yard s
War bola7 2 7 8 1 00 80 30 yard s

6 A frican Throwing Knife: m u ltib laded on a single h aft.


7
Hunting bola and War bola: both bolas may be used to entangle oncom ing foes (ones with l i m bs small
enough for the strings to wrap around) for 1 combat tu rn . I f D EX is 8 - 1 5 , ro l l an odd number on 1 d ie
to entangle. I f D EX is 1 6 or better, entanglement is automatic. GMs m ust determ ine that there is enough
room to sw ing and t h row the bola. The War Bola d oes no damage if it does not entangle.

Sandeep Mehra (Order #15786906)


Weapons Charts 7 . 52. 5
W E I RD W EAPONS and ACCESSO R I ES
TYPE Dice + Mds ST req. DEX req. Cost Weight
An kus8 2 + 1 2 11 27 50
B agh Nakh (tiger claws) (each) 1 2 10 30 15
tQuarterstaff 2 2 8 10 - 50
Caltrops, large (cuts mo vement in half) (J O) 2 30 200
Caltrops, small (cu ts movement in half) (50) 1 50 300

POISONS
No poison reta ins effectiveness after the 3 rd consecu tive com bat turn (whether it has reached its
destinat ion or not ) . I n order for poison to b e effective, you m u st first del iver it to the enemy. I n com bat,
determ i ne h it point totals first without adj u stments for poison. If you didn't get any hits on the enemy,
, having poisoned weapons isn ' t going to help. If you d id , then any h its - even mere scratches - w i l l help q u ite
a b it. A ugment the h its del ivered by the adj u stment for poison ( i .e. if you h it an ogre for 3 poi nts and have
cu rare on the b lade of your weapon , you shou ld get 6 points taken from h is constitu tion . I f you had d ragon ' s
venom on the b lade , the ogre shou ld subtract 1 2 points) .
I M PO RTANT : I n certain situations, poison w i l l always take effect. For example, m issile weapons which
h it their target w i l l get fu l l bonus. I f you are fighting at very c lose q uarters, or w ith a monster that can not
really parry you r b lows effectively (a giant slug, say) , then poison bonuses may be incl uded in t.he hi t poi nt
total before comparison. The G M must decide these th i ngs on an ind ividual basis; he or she may w ish to let
the poison have a delayed effect or red u ce the monster ' s constitution by the n u m ber of ind iv idual poison
h its scored .
Some monsters are i m m u ne to poiso n , either from very slow metabol isms (zomb ies) or because they l ive
w ith it on a daily basis (d ragons) . Again , th is is at the G M 's d iscretion .
The n u m ber of applications l isted below is to be appl ied to normal-sized weapons. One sheaf of arrows or
one set of b lowgu n d arts m ay be poisoned from a single v ia l of poison .

TYP E Cost Weight Effect


Curare 1 00 1 Doub led effectiveness of any edged weapon before
(J oz., 3 applications) personal add s are com puted .

S p ider venom 1 50 Temporari ly paralyzes victims. After 1 com bat turn


(J oz., 3 applications) (2 m i n . ) a poisoned creature shou ld be at half effectiveness.
After 2 combat turns, victims are u nab le to m ove. After 5
combat tu rns the poison wears off. S p ider venom is
generally not powerfu l enough to affect monsters m uch
larger than h u mans (such as trolls and dragons) . I f there is
doubt in some case, the GM shou ld rule on it.

D ragon's venom 1 000 1 Quadrup les effectiveness of edged weapons before personal
(J oz., 3 applications) add s.
I ',

Hel lfire j u ice 200 Adds half again to the weapon's effectiveness. Can be used
(J oz., 3 applications) on edged/b lad ed weapons or b l u n t weapons eq ual ly.

8
A nkus: one fam i l iar w ith th is weapon m ay contro l elephants (and sim i lar pachyderms) w ith it.

Sandeep Mehra (Order #15786906)


AR MO R <1 ·SH IELDS
TYPE Hits taken S T needed 1 Cost Weight

Comp l ete :
Plate 14 11 500 1 000
Mail 11 12 300 1 200
Lamellar 10 5 400 900
Sca le 8 7 80 750
R ing-joined p late 7 4 1 00 300
Leather 6 2 50 200
Q u ilted silk/cotton 3 1 40 1 00

Parts2 :
Chest
Back and B reast 5 3 250 200
A rming Doub let 3 1 40 75
Leather jerkin 1 1 15 \ 15

Limbs
Gauntlets (pair) 2 (7 eo. ) 1 10 25
G reaves (pair) 2 , {7 eo. ) 1 25 40

Head
F u l l helm 3. 1 20 ./ 50
G reek (open face) 2 1 15 35
Steel cap 1 1 10 25
Face mask 1 1 10 25

Shields
Tower sh ie ld 6 6 1 00 550
K n ight ' s sh ield 5 5 65 450
Target sh ield 4 5' 35 ) 300
B u ck ler 3 10 75

Odd pieces
V i k ing S p ike S h ield 4 5 90 450
(DEX req. 5, gets 2 offensive dice for spike)
Mad u (shield) 1 1 15 20
(DEX req. 75, gets 7 die + 3 adds for horns)

1 ST needed is add itive for acqu iring armor only'. For example, to wear
p late armpr and carry a tower sh ield , ST req u i red is 1 7 .

2 Parts: the sum of the parts is equal only to one of the above sets of
fu l l armor. N one of these can be added to a comp lete su it of armor, as
app ropriate versions are included i n the tota l .

Sandeep Mehra (Order #15786906)


t�6 CI\EATIN6
MONSTERS
Having good guys without bad guys wou ld be An easy way to remember the nu mber of d ice is to
pretty d u l l stuff. W hat l u rk s and slithers in you r d ivide the monster rating exactly by 1 0 and add 1 .
imagination I don ' t k now , but in m ine there are
fire-b reath i ng d ragons, crocod i les, u n icorns , snarks, I n add ition to the d ice the m onster rol ls in
sharks and booju m s , b lack hobb its, giant spiders, combat , it w i l l also have com bat adds. There are
cave l ions, pythons, centau rs, toothy non -flam ing two ways to determine this. After some years of
d ragons, wyverns, wu rms, griffins, h ip pogriffs, p lay, most GMs use half the monster's (current)
werewolves and vam p ires, balrogs, basil isks , ghosts, MR each turn in which combat occurs, (The
) ubjub b i rds, slithy toves, cave bears , sp h inx, original method was to give the monster half its
enchanted warriors, zombies, �epti le men , flame M R in add s for only the fi rst rou nd of fighting, and
fiends, harpies, orcs, ogres, g re m l ins, gob lins, trolls, ).4 thereafter. Use either method which su its you ,
giants, two-headed giants, t h ree-h eaded giants, although t h e new method i s preferred . )
mushroom monsters, cockatrices, giant slugs,
banshees, m u m m ies, barrow-wights, liv ing statues, For exam ple : Balrog Max i m u s M eany has a
shoggot hs, wra iths, demons, leopards, octopi M R of 250. He gets 26 d ice and 1 25 add s when he
{giant economy size) , gnoles, m i notaurs, fights. A single six-sided d ie will ro l l , on the
slime-m u tants, drool ing man iacs, half-orcs, hydrae, average , 3 .5 - t h is bal rog on the average w i l l
l iving skeletons, bandersnatc h i , jabberwocks, ro l l around 91 fo r h is d ice, then add 1 25 for a
p ithecanth rop i , ghou ls, mad d ogs, poisonous total attack of 2 1 6 .
vipers, b lood bats, n ight gau nts , lam iae, cannibals-,
w itches, warlocks, rab id rats (u Isios) , ch imerae , What th is all really means w i l l b e exp lained in
hags, giant slimy worms, yet i , tige rs, gorgons, t he section on Com bat ( 1 .7) . By the new method
bigfoots, invisib le stalk ers, were-c reatures of all of getting a monster's adds, however, the balrog
varieties, m isanthropes a nd m isogyn ists, manticores w i l l add 1 75 each time he fights (un less his M R
and lots more. If you want more , l ook through goes down ) . By the original method , on the next
books of mytho logies of ancient cu ltu res, or b ooks immed iate fight he gets only 88 adds (I round u p
of science fiction and heroic fantasy . I n no time' at for almost everyth ing) . If h e has time to rest
all , you ' l l be inventing you r own , too. between fights, he'll start out w ith 1 75 adds again.

Although there are several ways to give If this balrog is wounded, the h its will come
greate r personal ization to your monsters, your off h is M R . If in one rou nd of fighting he takes 5 0
average du ngeon mo nster is desc ribed most easily hits, h e starts the next rou nd w ith a M R of 200,
by a M onster Rating (M R ) . T h is nu mber with 21 d ice and 1 00 adds (by the new m ethod ) .
determ ines the nastiness of the monster in combat
and also how m uch damage it can take before it Steve M cA l l ister and J i m "Bear" Peters have
d ies. The chart be low shows how many d ice a developed a form ula and chart to create more
monster gets to ro ll i n comb at . personal ized monsters, especia lly anthropomorp h ic
ones. T h is is included in section 2.41 , Personalizing
Number o f Dice Monster Rating Mo nsters, along with other com ments on
o 0 personal ized monsters.
1 1 -9 ,
2 1 0- 1 9
3 20-29 A com mon quandary for beginning G M s is
4 30-39 assigning su itab le M Rs to their m onsters. I include
5 40-49 the, short list on the fol l ow ing page to give you
6 50-59 some idea of w hat I have done w ith a few of the
7 60-69 '
more trad itional monsters that roam my own
8 70-79
9 80-89
G ristlegrim d u ngeon. U ltimate ly the task , of
10 90-99 entertaining and d ism ay ing players depends on the
11 1 00-1 09 etc. G M , but th is may give you a start.

Sandeep Mehra (Order #15786906)


1 .6.2 Creating Monsters

MONSTE R TYP E Ratings


Level: 7 2 3 4 5 6 I Appearing

Balrog 1 00 200 300 400 500 600 1
B lack Hobb its 12 24 36 NU NU NU 3 - 20
Centa u r 29 49 1 06 NU NU NU 1 -3

D ragon (with flame) 1 10 220 330 NU NU NU 1


D ragon (without flame) 60 1 20 240 NU NU NU 1
F lame Demon 45 90 1 35 1 80 235 270 1 -5

Ghoul 28 42 56 ' 64 74 87 1 - 10
Gob lin 30 45 60 75 90 1 06 1 - 10
G iant S pider 16 32 64 NU NU NU 1 - 10

Half O rcs 74 112 1 50 1 65 204 234 1 - 10


J u bj u b B i rd 36 72 98 NU NU NU 1 -6
Leopard 34 68 1 02 1 36 1 70 204 1 -6

Ogre 26 52 1 04 208 41 6 832 1 -6


O rc 40 60 80 1 00 1 20 1 40 1 - 10
Rats 8 16 32 NU NU NU 1 - 14

Tiger 44 88 1 76 NU NU NU 1
T roll 50 1 00 200 400 650 1 000 1 - 3
U n icorn 40 80 1 20 NU NU NU 1

Vam p ire 30 60 90 1 20 1 50 1 80 1 -6
Werewolf 30 60 1 20 240 480 960 1 -6

N U means I don ' t use that m onster


on those levels. There's no reason
why you shou ldn ' t. I n add ition,
severa l of these monsters have
specia l powers that don ' t show u p
in the regu lar M R, notab ly Vampires
(aversion to holy objects) , Were­
wolves (suscepti b i l ity to silver
weapons) and D ragons (flight in
' open areas, fire or acid b reat h ) .
Also, note that monsters need n ' t be
a lo ne. One orc isn' t ve ry form idable,
but 1 0 of them w i l l give anybod y a
good fight.

Sandeep Mehra (Order #15786906)


1�7 COMBAT
Sooner or later a situation w i l l arise where TH E PROCESS OF COMBAT: The seq uence
you r player characters m u st fight. Combat is the of actions is th is :
action seq uence of m ost fantasy gam e systems, and 1 ) A l l com batants m ake the ir d ice ro lls (for
th is section w i l l explain the p rocess to you . weapons if hu manoids, or Monster Rating if
they're monsters) and add their Combat Adds
First, some definitions: to that.
2) If the re are several combatants on a side , the
WEAPONS' DAMAG E : The number of hits i n d ividual characters' totals are added together for
scored by any given weapon when it is used during a com p lete h i t point tota l .
a combat turn, expressed in dice . and adds. 3 ) The n u m bers for t h e opposi ng sides are
For example, a sax (a sword-l i k e d agger) gets 2 d ice com pared , and the lower nu mber subtracted from
+ 5 add s, wh ich gives it a range of 7 to 1 7 h its per the greater.
combat tu rn. 4) A l locate H its of Damage to the constitutions
, . (or monster ratings) of the side that garnered the
COMBAT or P E RSONAL ADDS: The extra lesser H it Point Total.
hits in combat a character gets for having superior
attributes in Stren gth, L uck, an!i Dexterity. H ITS OF DAMAG E : wounds to be assessed.
Personal add s m ay b e negative if the ·character h as T h is n umber is the remainder left after the lesser
u nu sually low Strength , L u ck , or Dexte rity. (See Hit Point Total is subtracted from the greater H it
the d iscussio n in section 1 .3 , Creating C h·a racters, Point Total. T h is n u mber comes d i rectly off a
and compare monster add s u n-der section 1 .6, character's constitu tion (or a monste r's M R ) ,
Creat ing Monsters.) al lowing for possible p rotection granted by sh ields
The harde r you can h it somebod y, the mo re and/or armor, if any.
you can h u rt the m : that's why you get add s for
Strength . I f you ' re lucky enough to land a b low i n For exam ple : Warrior X and Warrior Y are
a vita l spot, you can d o m ore d am age ; that's why figh ting. At the end of one combat rou nd, Warrior
you get add s for Luck. A nd if you're sk illfu l X has a H i t Point Total of 9 (7 for h is weapon and
enough to d e li b erate ly p lace a b low where it h u rts 2 for h is personal adds) , and Warrior Y h as a total
most , you can do sti l l m ore damage ; that's why of 6 (he rol led 7 for h is weapo n , b u t had a -1 for
there are adds for Dexte rity. The n umber 1 2 personal add s) . 9 m i nus 6 is 3 ; Warrior X scored 3
is the h igh side of average fo r th ree d ice (wh at you h its against Warrior Y. However, Warrior Y had 2
originally rolled to get these Prime Attrib utes) hits worth of arm or, and so subtracts only 1 from
wh ich is why n u m bers h igher than 1 2 are h is actual constitution. Warrior X takes no damage.
considered exceptional. Th e low side of average is
9, and attributes less than 9 are u nu sually poor. Because we are ex plaining a variab le p rocess,
it is d ifficu lt to ex press it in abstract terms. Some
H ITS or H IT POINT TOTA L ( HPT) : The examp le s shou ld clarify exactly how typ ical
total of Weapons ' Damage + Combat A dds of a comb at situat ions are hand led .
character (or monster, or team of characters, or
team of monsters) for 1 combat turn. I f several A lthough sim ple m u rd e r m ight be the
characters are fighting shoulder to shou lder against sim p lest form of k i l l i ng, Monster vs. M onster is
several oppo nents, the entire 'team ' w i l l total a l l probab ly the easiest form of combat . W h i l e it is
their d amage possible together i n to a single p robably a rare situation, the basic p rinciples of
n u m ber, the H it Point Total . hand-to-hand com bat are sti l l p resent.

COMBA T TU RN : One complete round of Situation : Rum mar Boartooth and G reyface
combat in which all combatants have had their fair the G rim are two O rcs long employed in the
opportunity to try to score hits. A lthough it is Hell hole D u ngeon . One evening after a long gam e
considered "offic ial ly" to be 2 m inu tes long, of poker (wh i l i ng away the hours w h e n no de lvers
in actual p lay the fighters are p robab ly o nly a re about) , R u m mar accuses G reyface of cheati ng.
clash ing for 1 5 or 20 seconds at a time. The rest of I n defense of h is questionab le honor, G reyface
the time may be considered sq uaring off and lau nches into an attack. Both O rcs have a M R of
testing for openings. 1 8, w h ich gives them 2 d ice in attack and 9 add s.

Sandeep Mehra (Order #15786906)


7. 7.2 Combat
F i rst Combat Turn: I t is far more com mon that monsters fight
Greyface rol l s 2 d ice, gets double 6's ( total men and their h u manoid k i nd red . L i ke monste rs,
1 2) . He also add s 9 com bat add s for a H PT of 2 1 . the player characters get d ice and adds, but both
Rummar a lso rol ls two d ice, gets a 5 and 6 are- d eterm ined d iffere ntly. The n u mber of dice
(total 1 1 ) . He add s h i s 9 combat add s for a H it rolled is dependent u pon what weapons are being
Point Total of 20. w ie lded. Com bat add s are based on the bonus (or
Result: R u m mar, with the lowe r H PT, takes lack of i t) for Stre ngth, Luck and Dexterity.
1 point of d amage. T h is is sub tracted from h is
Mo nster Rating w h ich d rops to 1 7 . H e stil l gets 2 S I NG L E COM B AT
d ice. Because I rou n d odd n u m bers u p in a l most Situation: Some days later, a party of d e lvers
every case , he also sti l l gets 9 adds : the wou n d is have ente red the H e l lhole D u ngeon . You ng Thorn
su perficial. Ripsnort has gotte n separated from the rest of the
party when he ru n s across our old friend G reyface
Second Com bat Tu rn : (who has been stay ing out of poker games in the
Greyface rol l s 2 d ice, for a total of 8 . P l u s 9 interi m ) . G reyface has been able to rest and
com bat ad ds, h is H PT is 1 7 . recuperate, so h is M R is back u p to 1 8. (Monsters
Rummar also rolls 2 d ice, th is time for a total regain their lost points at 5 per regu lar tu rn if they
of 1 0 . P lu s h is 9 combat add s, h is HPT is 1 9 . are left alone to h eal u p , thus, had th is encou nter
Result: T h is time it is G reyface who is happe ned later the same even i ng that G reyface
wou nded , for 2 poin ts worth. H is M R d rops to 1 6. k i l led Rum mar, G reyface wou l d begin the fight at
He sti l l gets 2 d ice, b u t th is affects h is combat fu l l strengt h . )
add s - he now has on ly 8 . Thorn i s a beginn ing warrior wearing a
com p lete suit of leather arm or, and carry i ng a good
Th ird Combat Turn: b road sword . H is attributes are : ST : 1 4, I Q : 1 2,
Greyface with two d ice ro lls dou b le 6's again , L K : 1 4, CON : l 0, D EX : l 0, CH R : 1 3. He gets +4
for a total of 1 2 . P l u s 8 com bat adds, h is t-Pr i s 20. personal add s (+2 each fo r ST and L K ; h is D EX is
Rummar rolls two d ice, total 4. Plus 9 = 1 3 normal) . The b roadsword gets 3 d ice + 4 adds; h is
for H PT. leather armor takes 1 2 ( 6 x 2) h its for h im .
Result: G reyface bad ly h u rts R u mmar, for 7
h its worth . R u m mar's M R goes to 1 2 . He sti l l gets F i rst Combat Turn:
two d ice, but only 6 add s. Greyface w ith 2 d ice ( M R 1 8) rol ls 1 0. Plus 9
for combat add s gives h i m a HPT of 1 9 .
Fou rth Combat Tu r n : Thorn ro lls 3 d ice for h i s sword , gets 1 0. Plus
Greyface (2 d ice) rol ls 5 . P l u s 8 = 1 3. 4 for the add on the sword , and p l u s another 4 for
Rummar ( 2 d ice) rolls 1 1 . P l u s 6 = 1 7 . h is personal add s, h is H PT is 1 8 .
Result: G reyface again takes h its 4 of the m ,
- Result: I t is evidently Thorn's inexperience
in fact, bringing h is M R down to m atch R u mmar's that al lows G reyface to slash beyond h i s d efense.
1 2 . Th ey're back on even groun d . However, thanks to his leather armor, Thorn has
the re lief of watc hing G reyface's talons slide
F ifth Combat T u rn : harm lessly off, and Thorn takes no h its to h i s CON .
Greyface ( 2 d ice) gets 1 0 . P l u s 6 = 1 6.
Rummar (2 d ice) gets 6 . P l u s 6 = ·1 2 . Second Combat Turn :
Result: Ru m mar takes another 4 h its. T h is is Greyface (2 d ice for h is M R of 1 8) ro l ls 9 .
sign ificant, b ecause h is M R h as d ropped to 8. He P l u s 9 = 1 8 for H PT.
now gets on Iy 1 d ie in combat and 4 ad ds. H is Thorn ro lls 3 d ice for sword (gets 1 1 ) + 4 = 1 5 ,
chances of b esting G reyface have p l u m meted . p l u s another 4 for personal add s for a H PT of 1 9 . .
Result: This time it is Thorn w ho lands a h it
Sixth Combat Tur n : on the arc. G reyface has no protection besides h is
Greyface (2 dice) ro lls 1 0. Plus 6 = 1 6 H PT. scaly h ide, and h i s M R therefore d rops to 1 7 . As
Rummar (1 d ie) ro lls 3. P l u s 4 = 7 . before, he w i l l sti l l get 2 d ice and 9 add s, however.
Result: Ru mmar h as to take 9 h its, w h ich i s 1 .
more th an he has Mon ster Rating left. I n a gurgle Th ird Com bat Turn:
of b lood , the accuse r d ies. Greyface (2 d ice) rol ls 5. P l u s 9 = 14 for H PT.
Thorn 's b road sword rolls 1 3, + 4, + 4 (for
T h is battle shows a n u m ber of i m portant add s) = 2 1 for H PT .
t h i ngs. First, a close ly-match ed com bat can go on Result: G reyface takes 7 h i ts. H is M R d rops
for q u ite some time. Second , some combats can to 1 0; he sti l l gets 2 d ice but only 5 add s now.
waver back and forth for a wh i le - both R u m mar He howls with rage ( not u n m ixed w ith fear) as
and G reyface took h its d u ring combat, b u t the fal l Thorn gives a yel l of glee, sensing h is first k i l l
o f t h e d ice fi nally decided i n favor o f G reyface. moments away.

Sandeep Mehra (Order #15786906)


Combat 7. 7. 3
M E L E E COM BAT Result: A l l b lows were parried, and al l attack s
Situation: A l l th is howl ing and yel l i ng has blocked . N othing was accom p l i shed o n e ither side.
attracted the atte n tion of others, h owever. Rowan
R ipsnort, T horn's siste r (a lso lost from the original Th ird Com bat Turn:
party) hears and recogn izes her brother's j u b ilant Orcs: G reyface ro l ls 5, + 5 = 1 0. Sylvus rol l s
voice . She ru ns to rejoin h im j u st as G reyface's 8, + 1 1 1 9. O rcish total i s 29.
=

newest fighting companion - S y lvus Beggarsbane - Humans: Thorn rol ls 1 2 , + 4 (sword ) , + 4


com es rou nd ing the corner to help him. G reyface ( personal) = 20. Rowan rol ls 1 3 , + 7 (persona l ) =

and Thorn pause a moment, then both sides rush 20. H u man tota l 40.
=

together: a general m e lee is d eclared . No longer a Result; Orcs have to take 1 1 h its between
quest ion of single com bat, anyone on one side w i l l them . Assu m ing G reyface is slowed by his wou nds,
try to attack anyone o n th e oth er, whoever is he has to take the extra hit (6) bringing h is M R
w ithin reach of fang, claw, or sword . ( N atu rally, down to 4 ( 1 d ie and 2 add s in com bat) . Sylvus
w ith two aga inst two, th is could be hand led as two takes 5 h i ts, b r i nging h is MR to 1 7 - he loses 1 d ie
separate examples of single combat. It wou l d , in com bat and has only 9 add s.
however, take longer, and fu rtherm ore the
princ iples shown by the me lee exam p le w i l l Fourth Com bat Turn :
continue to hold tru e if two orcs are fighting six Orcs: G reyface rol ls a 4, + 2 6. Sylvus ro l ls
=

hu mans or if fifty orcs beset th irty h u mans. ) a 9 , p l u s 9 for com bat ad ds for a total of 1 8 ; total
for the O rcs 24.
=

Rowan R ipsn ort has these attributes: ST : 1 2 , Humans: Thorn rol ls 1 2 , + 4, + 4 = 20.
I Q : 1 4, L K : 1 7 , CON : 1 5 , D E X : 1 4 and CH R : 1 2. Rowa n ro l l s 5, + 7 1 2. H u mans' total is 3 2 .
=

Personal add s are therefore + 7 . Having started out Results: O rcs have to take another 8 h i ts, o r
som ewhat poorer than her b rother, sh e wears no 4 eac h . Th is is exactly enough to k i l l o l d G reyface,
armor and carri es an estok (gets 3 d ice + 0 adds) . who collapses in the m idst of battle. Sy lvus,
Sylvus Beggarsbane is sl ightly tougher than h is regretting h is hasty actions, is left alone facing
com pan ion started out at - S y lvus h as a M R of 22, two armed warriors; h is M R is now only 1 3 (2 d ice
and so gets 3 d ice and 1 1 add s. Recall that + 7 adds).
G reyface is wou nded , with a M R of only 1 0 at
this mome nt. F ifth Com bat Turn:
Ore : Sylvus stands alone, desperate ly, and
First Com bat Turn : rol l s double 6's (this is absolutely the best h e can
Orcs: G reyface ro lls dou b le 6's, insp ired by do now ) . W ith add s h is total is 1 9 .
the p rese nce of h is com patriot. P l u s h is 5 adds, h is Humans: Thorn attacks from one side, rol ls
total is 1 7 . S y lvus rol ls 3 d ice for a tota l of 1 2,. p lus 8, p l u s 4, p l u s 4 for a tota l of 1 6. Rowan's attack is
h is 1 1 adds, for a total of 23. The orcish comb ined fro m th e other side; she rol ls 1 0, + 7 1 7 . H u man
=

HPT is 40 . total is 3 3 .
Humans: Thorn ro lls 9 , + 4 (for h is sword ) = Result: Sylvus i s now hope lessly outclassed.
1 3 . He also gets + 4 for h is persona l ad d s for a He has to take another 14 hits, d ropp ing h i s M R to
total of 1 7 . Rowan ro lls 8 , gets no add s for her 3 . I f there was anywhere to ru n away to, he'd h ave
estok , but 7 add s personal l y . Her total is 1 5 . tried to do so on the last com bat tu rn ; he can see
Between the two of them , the h u mans garnered in their eyes that begging for mercy wou l d be
32 points in h its. use less.
Result: The h u mans m u st take 8 h its between
t he m . D iv ided equally, they m u st each take 4 h its. Sixth Com bat Turn:
Those h its slide h arm lessly off Thorn's armor, but Ore: Sylvus has one d ie ( ro lls 3 ) , p lus 2 add s.
Rowan takes 4 h its d irectly off her Constitu tio n, HPT = 5 .
w h ich d rops to 1 1 . T h is d oes not h arm her fighting Humans: Thorn ro lls 7 , + 4, + 4 1 5 . Rowan
=

abil ity - in the T&T system , a l l h its are considered rol ls 1 0 , + 7 1 7 . Hu man total is 32.
=

relatively superficia l until the last one, when the Result: Sy lvus can 't possi bly absorb another
character d ies. Rowan is sti l l far fro m death , 27 h i ts and sti l l l ive. W ith a gurgle he expires on
merely b leed ing. the d u ngeon floor. (T he add itional 24 h its are
usually referred to as "Overk i l l " . ) Rowan w raps
Second Com bat Turn : some spare cloth around her wou nded ribs and the
Orcs: G reyface ro l ls 4, + 5 , h is tota l is only 9 b rother-and-sister team continue, look ing for an
this time. Sylvus rol l s 1 4, + 1 1 for a total of 2 5 . ex it from the d u ngeon, or a means of re locati ng
O rcs' H PT is 3 4. the rest of their party. Rowan 's Constitution w i l l
Humans: Th orn ro lls 8, + 4 (sword ) , + 4 remain below normal ( 1 1 , from h e r usual 1 5 ) u nt i l
( pe rsona l adds) = 1 6 . Rowan ro lls 1 1 , + 7 1 8.
= she can locate a heal ing potion inside t he d u ngeon ,
H u man total is 34. a w izard w h o can heal her, o r u nt i l she can get to

Sandeep Mehra (Order #15786906)


7. 7.4 Combat
the outsid e world again where she can rest and never scratched . Rowa n had to take the same
recuperate for at least a week or two u nt i l the n um ber of h its as her b rother, but lack i ng h i s
wou n d heals on its own . H umans and h umanoids armor, s h e took it o n t h e c h in - or the ribs, a s the
do not regain Constitution i n the way that resting cctse m ight be. Fu rther, armor rated at 6 does not
monsters regain their monster-ratings. simply take 6 h its and b u rn out. I n the course of
both fights, Thorn's armor fended off a total of
You shou l d note several th ings from the only 5 h its, but it cou l d have con tinued to take
previous exa m p les of single and melee comb at. h its b y the 2's, 4's and 6's alm ost indefin ite ly ,
Aga i n , in a closely matched fight, combat can go leaving the man u nderneath u n scathed. H ad the
on for some time. If Rowan and T horn together comb at continued 1 5 or 20 com bat turns, the
had encou n tered on ly one of the orcs, thi ngs Game M aster m ight have decreed that if T horn was
wou ld have gone m u ch m ore swiftly. None of the tak ing a few h i ts each time, h i s armor was slow l y
given ro lls were doctored to give a clean , q u ic k suffe ring attrition to t he point that it wou ld no
sol u tion . longer take t he fu l l 6 h its any more . As it was, the
Second , good guys don 't always win. Here armor p robably has n o more than a few deep
they did , but had the h u mans conti n u ed to rol l scori ngs across it.
poorly, a n d the orcs w e l l , Rowan m ight h ave taken
a few more h its and ended h er d ays as monster All ord i nary com bat situations can be handled
fodder. in the m anner described above ; all add i tions
T h i rd , note the p rotective val u e of armor. mentioned later ( m issi le weapons and m agic, for
Thorn was wearing on ly leath er armor, but he was instance) are outgrowths from these basics.

Sandeep Mehra (Order #15786906)


IJ� S/iVIN6 ItOLLS
F rom time to time, characters m ay be p laced
(
in such danger by a trap, b y combat, by magic, or
)
by their own clumsiness that on ly p u re l u ck can
save the m . T h is is where the Saving Roll S R ( )
comes in . A l l important characters in this game
have a Luck rati ng - the h igher the rating, the
l u c k ie r the character. The saving rol l needed is
based on a character's L u c k .

These rolls are set u p i n levels o f d ifficu lty.


If the peril to be avoided is someth ing fairly
ord inary , l i ke dod ging a m issile or not fal l i ng i n to
a n open cesspool, o n ly a first-level saving rol l w i l l
be requ ired . B u t i f t h e peril i s someth ing
tremendous, like escaping from the center of a
b urn ing, collapsing h ou se w ith archers stationed on
all sides to p ick you off as you come out, a fou rth
....�
or fifth level saving roll at least ! wou ld ( ) 19.

reasonab Iy be requ ired .


As a character attains h igher leve ls, he or she
When making a saving rol l , you a lways u se w i l l h ave opportu n ities to improve h is or her Luck,
two d ice. However, doubles add and roll over - making the h igher level sav ing rol ls easier. Also,
i.e., if you rol l two 4's, you may ro ll again , and add GM s often let you r un across m agical treasu re
the 8 you already h ave to the new rol l , wh atever it ( )
wh ich i m p rove or worsen you r luck, so rati ngs of
is. Thus, it is possib le to k eep rol l ing and add ing 30 or even h igher are not u n h eard of.
indefin ite ly, if you can keep roll ing doub les. So
don 't despair if you find you need a saving rol l When a character m isses his sav ing rol l by a
greater than 1 2. T h e fo llowing chart gives the first narrow margin, the GM may re lent and infl ict a
6 levels of saving rolls: the p rogression shou ld be m il de r version of the original hazard. However, for
clear enough . Note that you must a lways roll h is own honor, the GM w i l l usually want to k i l l a l l
at least a 5, no matter h ow l u c ky you a re - the intru d i ng de lve rs h e can !
acc idents can always happen .
Saving rolls are usual ly used to avoid
Level Formula mechan ical traps, dodge m issiles, escape d eath after
1 20 m i n u s Luck ex posu re to poison or d isease , etc. They are usually
2 25 minus Luck not used as defense against m agic, although the GM
3 30 minus Luck may decree otherwise . A character in h i d i ng may
4 35 minus L uck need to rol l to avoid d iscovery. I n genera l , if there
5 40 m i nu s Luck is a q uestion of whether a p l ayer is lucky enough
6 45 m i nus Luck to accomp l ish someth ing the saving rol l concept
1" r. can be e mployed , whether or not actual "escape"
:
I n other word s sflbtract your luck from the is involved . Fu rthermore , GMs m ay req u i re saving
appropriate number to get you r saving rol l , rol ls on other attributes - on 10 to th row off the
which m u st never b e less than the m i n i m u m of 5 effects of a hypnotic gem , on D EX to ru n across
( although if you rol l dou ble 1 's or double 2's you shaky rope bridges and so on .
)
d o get to rol l again . A handy form u la to
remember is this: I f a non-player character req u i res a sav ing rol l ,
(
the GM w i l l rol l u p h is luck or other attribute )
( Level x 5) + 15 = :f! to shoot for ( )
and try to make the rol l .

Sandeep Mehra (Order #15786906)


Though your object in th is game is to e njoy determ ine how much daring it req u i res 1'0
p laying it, you r ch aracter's success can be penetrate h is h au nted forest, withered heath, or
measu red by the n u m ber of Adventu re Points the City of Terrors.
(also cal led Experience Po ints, or EPs) accumu lated
i n h is or her delv ings. E xperience points also U n der th is category there are experience
determ ine w hat levels the character has ach ieved. poi nts for d oing someth i ng u nusual, even
( For a lengthier d iscu ssion of E P and levels, see foolhard y. I f a character walks into a d ragon's lair
section 2 . 1 4, Character Leve ls.) to suggest a ridd l i ng contest for safe passage
As more ex perience is gained , a character through the roo m , he shou l d be given som e small
becom es more powerfu l and has possible more reward for try ing it. He's taken his l ife in his hands,
i nteresting adventu res. As long as a character not k nowing if the d ragon w i l l flame first and ask
remains al ive - regard less of h ow many adventu res q uestions later. (O n the other hand, if the d ragon is
he or sh e partic ipates in - you are " w i n ning." I f i l l a l read y k nown to have a penchant for ridd les, the
fate befalls the characte r, o r i f you overex te n d character hasn 't really risked anyth i ng, and shou ld
you rself i n p laying your character's capab il ities, get no reward in EPs. ) Actions com ing into this
the characte r d ies, and it is you r loss. Of cou rse, category tend to be those wh ich, if they fai l , are
these games allow you to p lay any number of very l ik e ly to k i l l the character outright - there
characte rs (often referred to as a "stab le of should always be the e lement of a w ild gam b le if
characte rs") and some wi ll su rv ive and advance, the characte r involved is to rece ive points for
and everyone w ins in the end. the action.
How does a character gain Ex perie nce/
Adventu re Points? He or she must participate in
som ething that can reasonab ly be called an COM BAT
adventu re , mon itored by a G M . Several classes Any character who participates in a com bat
of action come u nder th is category, and they wh ich resu l ts in a foe being e ither slain or su bd ued
are listed below w ith some guidelines for award ing gets experience points for it. Participation may be
experie nce points. relatively m inor, but if a character took part and
i n any way helped the group, then he or she shou l d
DA R I N G b e awarded the EPs. Again, there are several
Game Masters shou ld evalu ate the d ifficu lty schools: of thought as to how these points shou ld
and dange r of their tu nnel complexes, wilderness be awarded - look over the possi b i l ities, and
areas, c ities, etc. and award E Ps accord i ngly to choose one wh ich seems most su itable to you and
those player-characters who su rvive a session. A those you play the gam e w it h; if none of these
general gu ide line to this is to award 1 00 points for systems seem appropriate, work out som eth i ng
each level of dungeon or difficulty. For exam p l e , a e lse that does.
characte r who penetrates to the 3 rd leve l of
Bleem 's Blemish (a d u ngeon) and gets back out One system is to award points equal to the
al ive wou ld be award ed 300 E Ps even if he or she Monster Rating of whatever was slain equally to all
never fought a single mon ster. There a re, however, those who participated. Thus, if Fang the
two schools of thought in th is regard . Delectab le and Cand uck the Magician both took
part in offing a 300 rated G iant, both characters
An alte rnate scheme is to award pro gressively wou ld receive 300 EPs for it.
more poin ts per level for the tougher levels o f a
dungeon. I personally give 1 00 times the level Another system is to divide the total Monster
nu mber of the du ngeon for each leve l penetrated. Rating by the number of characters who fought
A trip to the th ird leve l of G ristlegrim is worth 600 and surVived, and award the result as EPs to each
points to any character who su rvives it. (T hat is, participating character. I n this instance , Fang and
1 00 for 1 st + 200 for 2 n d + 300 for 3 rd , although Canduck wou ld each get 1 5 0 poi nts for the above
go ing back up to 1 st level doesn 't win any more encou nter.
points) . A l th ou gh m ost games are l i k e ly to take
p lace undergrou nd where such assessment of level If characters are fighting a n u m ber of
is easy , the same principle applies to su rface monsters at once - ten Orcs rated at 20 each,
challe nges. H owever, only the Game M aster can perhaps - some Game Masters wou l d v iew that as a

Sandeep Mehra (Order #15786906)


A dventure Points 7.9. 2
total Monster Rating of 200, to be awarded it wou ld have taugh t him someth ing about pits.
accord ing to one of the two arrangements l isted Had he managed to rol l dou b les and in fact rol led
on the p reced ing page ( Le . , e ither give all up a 1 5 , he wou ld have m ade the saving rol l ,
partic ipants 200 poi nts, or d iv id e the 200 b y the a'Vo ided the p it, and col lected 3 0 EPs.
number of characters fighting). The altern ative
thought to this - d uring a single battle, fighting Those acq uai nted with the older editions
one of several creat u res is much like fighting a rea l ize th is is som ewhat d ifferent from the
number of them at once - leads to the conclu sion award ing of EPs for sav ing rol ls. As an alternative
that rather than considering the 1 0 Orcs as a some may w ish to continue using, we w i l l include
col lective of 200, they're really just a lot of 20's. the old system here , though the newer method is
Thus, vh aravters w h o fight th ose te n O rG5 wou ld be often p referred . Before, if a 3aving rol l Wil3 missed,
awarded 20 E Ps, period . T h is system is rare ly used a character took points equal to two times what
in conju nction with the d iv ided M R system . the rol l was m issed by. ( Exam ple: Fang, m issi ng
the 1 5 and ro l l i ng 1 1 , wou ld take ( 1 5 - 1 1 ) x 2 , or
A lthough you may wish to p lay around with 8 E Ps.) I f he made it, he wou ld take the n u mber he
these various system s to get a feel for each one, rol led as EPs ( Exam p le : need ing a 1 5 , h is doub les
o nce you have done so you shou ld p ic k one system add ed up to a total of 21 - he wou ld take 21 E Ps. )
and stick to it. I t is hard Iy fair to swi tch back and
forth with in a single game session so as to g ive the
de l vers the m ax i m y m ( o r m i n i m y m ) E PS t
CASTING MAG IC
I f the foes are clearly conquered after on ly I s also good for getting ex perience points.
one or two combat rou nds, and manage to escape Warriors can not cast magic, but those other
by ru nn ing away, the delvers shou ld get o n ly half character types who do get 7 EP for every strength
the u sual adventu re points wh ich they wou ld have point actually expended in casting a spell.
won had they k i l led their enem ies. I n the event
that it is the characters who tu rn and f l ee, they
should get no points at all . Captu ring a d efeated
foe , b ut not k i l l ing h im , is worth the same n u mber OTH E R
of p oints as if it had been sla in . The l, ;! me M ;! ster m <l y <l w ;! rrl r l <l y ers h o n l l S
Adventu re Points for any n u m be r of d ifferent
The G M should be very carefu l in award ing reasons, when he or she sees cause for it. The G M
Adventu re Points for com bat, and these p o i f) ts Ill ay d ec id e to reward you for figu ring o u l ilow to
shou ld be awarded i m m ed iate ly after any play the magic harmon ica you just fou n d , or give
particu lar com bat" is fin ish ed . I n the event that you extra points for stay ing especially we l l in
combat . takes p lace between two or more character, or for com i ng up w ith the plan that
characters who have Prime A ttributes instead of saves the party from a passl ng tri b e of Tro l l s. The
a Monster Rating, the winner should be awarded GM may award points for su rviving wou nds,
points equal to the total of the loser's Strength, solving puzz les, or whatever. Any points awarded
10, and Constitution. i n t h is catego ry shou ld be given to those p laye rs
who are doing an exceptio nal ly good job only, thus
mak ing the gam e more of a challenge to a l l .

SAV ING ROLLS


Co nsidering the fact that saving ro lls are often
the only thing between a character and horrib le TREASU R E a n d MAG ICA L ITEM S
death , they shou ld be worth someth ing in points Once u pon a time experience points were
immediate ly. ( I f you have to make a saving rol l , give n for treasure and magical items found and
you 're in a n adventu re, whether you l i ke i t o r not.) carried off, but no longer! Properly speaking, cash
Whether the sav i ng rol l is successfu l or not, is its own reward , and there is no reason why a
mu ltiply th e -C(ctual numb er thrown by th e level c h aracter who stu m b l es across a d iamon d worth
number of the savin g roll demanded; th is n u mber 1 0,000 GP, picks it up and walks off, should get
is the appropriate l1u mber of experience points to 1 0,000 ex perience poi nts. He has not especially
be awarded . For e x am p l e , if a p it opem beneath earned the points, nor learned very m u eh from it,
Fang's feet and he m u st make a Second Level a nd shou l d n 't get the level bonuses (d iscussed in
Saving Roll on Luck ( L 2S R on L K ) to avoid fa lling section 2 . 1 4, Character Leve ls) that usually go
i n , he wou ld have to ro l l a 1 5 ( h is L uck is 1 0, along w ith them . By the sam e logic, a magical iron
3u btmcted from 25 fo r il 2 n d leve l ro l l - 1 5 ) . l n ring that b estows on its wearer an add itional 1 0
fact, he ro lls an 1 1 . T hough he falls into the p it, L u ck points is also its own reward , and shou ld not
he wou ld sti l l get 22 points for the ex perience . . . give ' adventure' points as we l l .
Sandeep Mehra (Order #15786906)
7 . 9.3 Adventure Poin ts
Some final notes - adventu re points may Although acc u m u lat ion of ex perience points
only be accu m u lated d uring the course of a game is a d riving force in T & T, players may find that,
of T&T. P layers may not award themse lves points over the cou rse of time, they w i l l want to give
for everyd ay acti ons or past h i stori es i m ag i ned for ou t - a n d even receive - sm aller increments of
the character ( b u t not actu ally p layed through in points. Stinginess in this regard is not necessarily
t h e cou rse of a real gam e ) . Ad ventures i nto a b ad t h i ng. Re ce i v i ng rp s b y t h e d ou b le h an d sfu l
sol itaire d u ngeons d o coun t as real games, to be takes som e of the ' honour' out of the whole th ing,
sure - the risk is sti l l th ere . Time spent betwee n an d d efin itely d etracts from the fee li ng of having
adventures - real games - sim p ly d oes not count. earned those points.

Continued in Part II . . .

, \
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,
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,.r-<JI....·7 .. ""' _. _'1. __ __

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\

., -- -�\.._.
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----=--:-�� ----

I
I

Sandeep Mehra (Order #15786906)


ATUIf\AL
DEVELOPMENTS
THE SA ME
IT -IS PLA)(ED
This section of the rulebook is not the 'advanced'
5t:ction. fart I was separated from fart /I to make ll7iflY5
SitHplu for you, the reader, especially if this is your first
MttJUI1MJ' with dny fantasy role-playing game. Part J
should have given you a 'feel' for the nature of T& T and
what kind of game it is; it has the fundamentals needed
to introduce a friend to the game. However, to play the
game fully, Part II is as necessary as Part I. Here are the
discussions of magic and magicians, creation of elves,
dwarves, and other humanoids, what those e xperience
points are really good for, and more about combat, especi­
ally as it functions with the added dimensions of magic,
missile weapons, and unarmed combat. So keep reading. . .

Sandeep Mehra (Order #15786906)


CilARACTERS
2�11
Warriors are b ased on Robert E . Howard 's
archety pal character, Co nan - they understand

CflARAC T£R
force best, su blety last. They recogn ize the value of
magic and magical artifacts and w h i l e there may be
an u ndercu rrent of m istrust of m agicians, warriors

T)'P£S
w i l l cheerfu l l y util ize any magical artifact that
comes to hand.

W IZA RDS
Wizard s (variously cal led m agicians, mages,
As mentioned earl ier, i n a world w here magic magic-u sers and sorcerers) have the tra i n i ng and
prevails th ere w i l l be th ose perso ns capab le of ab i l ity to control the forces of the m ind that
hand l i ng th e arcane forces involved . Besides power the arcane world of magic. L i ke warriors,
warriors, who are b l ind to the form and natu re of they started tra i n i ng you ng ( perhaps in the we l l­
magic , there w i l l be those to whom it is v irtually k nown S l u mgu i l io n's School of M agic, of K hosht).
l ife and b reath , and w h o h ave been tra ined in its In any case , the 'N izard s G u ild found them young
ways from a very young age. A lso there w i l l be a nd started training early. When the fu ndamentals
those who have the capab i l ities of m astering the of magic were learned , the gu i l d schools tu rned
magical a rts, but through social or economic them out to fend for themselves, to use their
misfortu ne, or perhaps sim p le circu mstances, t rain ing to the ir best advantage or perish trying.
never had the opportun ity for the ex haustive A l l the first-leve l spells in the S pe l l Book
tra i n i ng requ ired to become a true master of the ( 2 .22) are the basic heritage of magicians, and they
dark arts. And finally there are those rare, almost rep resent the groundwork in the p rinciples of
u n ique in div id uals to whom some magic and magic w h ich is needed for the future growth of the
weapons train ing we re both availab le , and w h o h ad mage. There is no fee to acqu ire these first-level
the wit to absorb some of both th roughout their spe lls, alth ough it may be that a ch i ld's parents
u pb ri nging. These categories p rovide the fo u r paid h andsomely for the instruction of their
character types typ ified w ith i n the T & T u n iverse. offspring.
Each has its ab i l ities and shortcom ings. Being a psi-power, magic is control led by the
m ind of the spe l l -caster - hence, IQ as a Prime
WA R R IORS Attrib u te takes on an add ed d imension. T he first­
Warriors have been d iscussed earl ier. These a re level spel ls req u ire a m in im u m I Q of 1 0 to learn
people who are in herently psi-deficient, and who and u se - the magic schoo ls wou l d never ac�ept
can never learn the use of m agic. I f their growing for train ing any ch ild w ith less.
years were not all spent shovel l i ng horse r:na n u re Dexterity in reference to magic also takes on
in the local stab les, perhaps they managed to get in another facet - conj u ring req u i res a certain manual
a few hours a da y in th e use of al l man ner of d exte rousness and l i mber fi ngers, and hence
weapons and arm or, taught by a veteran of the first-leve l spe l l s req u i re a dexterity not less than 8
K hazan-Ranger wars. W hen they are old e nough to (who dares ru b shoul ders with a clumsy
begin a career of d u ngeon d elving ( whether they magician ! ?) . H igher leve l spe l ls req u i re increasingly
are 1 5 or 25 when they start) , any weapon in h igh IQ and D E X .
their hands is dead Iy. T h e attribute o f S T p rovides the power or
They can also get the max i m u m m i leage out energy wh ich fires the spe lls. A l l spe l ls have a
of armor and shields. T h is is their greatest Strength req u i rement to cast the m . When th is
advantage - warriors, and warriors a lone, get two strength is use d, it temporarily disappears,
times the normal protection from armor andjor weake ning th e magic-user. ( I f a m agician uses 6 ST
shields, because only a warrior h as the tra i n i ng to points to cast a Take That, You Fiend spe l l , h is
use the arm or instead of letting it j ust h ang about Strength which was 1 5 before he cast the spe l l w i l l
him l i ke a thin metal wal l . L i k e the spells of a d rop to 9. ) However, t i m e w i l l allow th is S trength
magic ian , this s k i l l ta kes time, tra i n ing and p ractice to retu rn - at the rate of 1 ST point per fu l l tu rn
to develop. No other characte r type h as it b ecause ( not com bat tu r n) .
no other characte r type had the opportu n ity for Because t he you ng w izard spends h i s time
intensive training in j ust th is area. stu dy ing the ins and outs of magic, he never has

Sandeep Mehra (Order #15786906)


Character Types 2. 1 7. 2
the time or opportu n ity to learn the correct u se of W izards are m od e l led o n To l k ie n 's Gandalf, or
weapons. Hence, magicians can never u se the fu l l Merl i n of A rthu r's E ngland . Magic is their best
com plement of warriors' weapons, a n d are l i m ited weapon and protection , and only a w izard has an
·
to daggers and other smal l weaponry (any weapon u nderstanding of magic sufficient to create new
which gets 2 or fewer dice can be used by a spe l ls. At that, it takes a w izard at least of 5 th leve l
magician ). Th e only exception to th is rule is the to invent new spe l ls - and this shou l d only be
use of a quarterstaff. Because magic staffs done w ith the agreement of fe l l ow players as to the
(discussed fu l l y in section 2 . 2 1 , The L ogic of spe l l 's appropriateness, logic and su itable leve l and
Magic) provide an aid to concen tration for the strength cost assigned .
mage , some magicians elect to spend a short
portion of their early train ing in the correct and
efficient u se of quarterstaves i n fighting. T h is is the ROG U ES
only " large" weapon w h ich wizard s can u se Rogues are characters who have the psi-ab i l ity
(although it also gets o n ly 2 d ice) . /" to use magic, but for one reason or another never
Because magic is a d eve loped psi-power received the training for it. Their 1 0 may have
instead of a god- or goddess-give n ab il ity, w izard s begu n too l ow for acceptance by the W izards'
m a y wear "cold iron" i f they so ch oose - any Gu i l d ; they may have been street u rchins without
arm or or shield they can carry and affo rd . If a suffic ient capital to pay the entrance fees; they
wizard has to fal l back on weapons - quarterstaves may have been brough t up in a backwater v i l l age
or daggers - he or she does get appl icab le Personal too smal l to bother w ith such th ings; they may
Adds for being strong, lucky, or dexte rous. (T here have been a h igh lord 's you nger c hild too l azy to
are , of cou rse , no personal adds appl icab le for stick to the i n tense stu d ies of either weapons
magical attacks, except for Blasting Power and or magic.
Freeze Pleeze. ) Rogues have the ab il ity to use any weapon
of their choice (wh ich they have the attributes
sufficient to b e able to handle) as we l l as the
ab il ity to learn magic from anyone they can find
who will teach them how. However, rogues w i l l
never fi nd weapons and armor to serve them qu ite
as we l l as they do warriors ( rogues do not get the
"doub le" effect of arm or) and rogues m ust l earn
all their spe lls from a w izard .
The Wizard 's G u i l d w i l l never teach the m , for
any fee. Rogues shou ld only be taught spe l l s by the
wizard s of another player w ho, by rights, shou l d
charge all the market will bear, as he has fees to
pay out to the Wizards' G u i l d to learn h i s h igher
level spells h im se lf. (Of cou rse, if a rogue comes
u pon a means of learn ing spells w h i le in a d u ngeon,
this is comp letely fair.)
I n learn ing spe l ls, the rogue learn-s" the
i n d ividual skills necessary, but w i l l never have
magic b ecome second nature - thus no rogue can
invent new spe lls. F u rtherm ore, the use of magic
staffs by rogues is impossi ble, as their util ization
req u i res more u n derstand ing of the natu re of magic
than any rogue w i l l ever obta i n .
A lso, rogues must cast spe l l s at t h e full listed
strength cost, even if the rogue advances in levels.
If a rogue casts a given spe l l at a h igher leve l , he
must pay the fu l l max i m u m ST cost. In addition,
any m agic above 7th leve l becomes too
com pl icated for a wizard to teach any rogue, even
w i th magic to pound it into the rogue's head .
Above 7 th leve l , magic becomes as confu sing
to a rogue as to any warrior, although the rogue
can continue to use magic whether he h i m self is
5 th leve l or 5 0th. Magic isn 't �asy , nor is it an art
for the d i lettante, and these are the penal ties
rogues pay for lack of train ing.

Sandeep Mehra (Order #15786906)


2. 7 7. 3 Character Types
Rogues are model led on F ritz Le iber's G ray W izards' Gu ild w i l l not teach warrior-w izard s,
Mouser or J ack Vance's C ugel the C lever. Both either.
magic and weapons serve them , but they l ive b�st On the subject of weapons and armor train i n,g,
by their w it and l u c k . Due to some of the changes the warrior-w izard has partial know ledge of what
ou t l ined above, rogues can now advance to any warriors are fu l l y trained in - efficient use of
level they can attain ; they no l onger m u st choose armor. Thus, warrior-wizards may add + 7 to the '
between the vocation of warrior or mage after effectiveness of any full set of armor' and/or any
they've reached 7th level. For them there is no shield they use.
advancement to the class of warrio r-wizard ; once Warrior-w izards are what rogues tended to
a rogue, a lways a rogue. I t's a m atter of train ing ­ evolve into, u nder the old ru les of T&T, in spite of
or lack of i t. the admon ition to become wholly a warrior or' ,
wholly a w izard . The com mon question was "why
shou ld a rogue forget how to use weapons if he
WA RRIOR-WIZARDS becom es a wizard , or forfe it all the m agic learned if
Warrior-w izards are a rare b reed i n deed . T hese the decision was to become a warrior?"
are characte rs to whom a moderate amount of T h is indeed seemed a fai r q uestion. For this
magic train ing and weapons train ing were both reason we have placed some add i tional l i m its on
ava ilable in their growi ng years. It takes an rogues (wh ile al l owing them to continue to c l i m b
uncom mon characte r to be ab le to absorb both , in levels) , and ' added the class o f warrior-wizard s
and good circumstance to be in the right p lace at (but m ade them hard to acq u ire) . Were they
the right time to rece ive the train ing. com mon , the warrior-w izards cou ld outclass
A young warrior-w izard m u st have, above all everyone around them - so the d ice w i l l have
e lse, better than average attributes: all Prime to be k i nd to you before you can add one to
A ttributes (ST, IQ, L K, CON, DEX, and CHR) you r stable !
must be at least 72 when they are initially rolled
up. (Th is is before a lterations are . mad e in
attributes fo r the h u m anoid k ind red - on the Any of the h u m anoid K indred - e lves,
average , there are no more elv ish warrior-w izards dwarves, etc. - can take to any one of these
than h u man ones) . characte r types. T he fu l l discussion of the k i ndred
A character can not choose to be a warrior­ and h ow to get them- is d iscu ssed in the next
w izard . He or she m u st be "born" that way. You section (2. 1 2) .
can choose to be a warrior, a w izard , o r a rogu e,
but never a ' warrior-w izard - c ircu mstances of
b irth and t rain ing requ ired to create one are rare , Warrior-w izards are a matter of the fal l o f the'
and shou ld be so in your games. (For the curious, d ice - no one can "decide" to be a warrior-wizard .
the odds are that only 1 i n 3 60 characters w i l l be a B u t if Fate d oes not so sm ile on your new ly
warrior-w izard .) rol led-u p character, then ch oose any of the other
The warrior-w izard has enough u nderstand ing three c/1aracter types to make it: warrior, wizard,
of magic to use a staff (deluxe or ordinaire) as a o r rogue. Remember that a wizard m u st have a
too l to a id concentrat ion, b u t does not learn as m in i m u m 1 0 of 1 0 and a D E X of 8 to hand le
much from repetition as does a w izard . A warrior­ the first-level spel ls.
w izard may subtract 7 from required Strength for You can otherw ise be whatever you l i ke, b u t
every two levels he is above the level of spell he is keep in m ind th ese suggestions:
trying to cast. ( E xample: Aric Fairhair is a 5 th 1 ) if 10 is greater than LK or ST, make the
level warrior-w izard . I f he is casting a 4th level character a w izard
spe l l , he has to pay normal S trength c ost for it, 2) if ST is greater than 10 or L K , make the
although if he has a staff it w i l l take of S trength character a warrior, and
cost as a 5 th level staff (5 ST points) . If he casts a 3) if LK is greater than either ST or 1 0 , make
3 rd level spe l l , he may su btract 1 more ST poi n t the character a rogue.
for p roficiency; i f he casts a 1 st level spel l , he may Changing character types, once c reated , is
su btract 2 . ) no l onger possib le (except perhaps by G M 's fiat ! ) .
However , the invention of new spells w i l l
remain o u t of reach even for these extraord inary
people. A newly-c reated warrior-w izard comes
equ ipped w ith all 1 st level spe l ls , b u t thereafter he
o r she must buy them as a rogue does - the

Sandeep Mehra (Order #15786906)


2J 2 CflARACT£R KI ND�EDS
The k nown world of Tu nne ls & T rolls is large the two races get along moderately well
-largely popu lated b y h umans, but the world is a these days.
� pretty big p lace, after a l l . At some time in your Fairies, as cou ld be ex pected, can fly -
tu n nel trave l l i ng adventu res you may find it to there's noth ing m ore useless than a wal k i ng fairy.
you r l i k ing to create a character of some other T hat is un less you want h im or her to carry as
mythic type than H u man. much as possible - any fai ry l oaded to one
The presence of E lves, Dwarves, and the l i ke we ight-u nit more than half its carry ing capaci ty is
can add a certain spice not fou nd when playing too overb u rdened to fly. (Note that this is an
only H u m ans. To aid the Tu nne l Trekker, the alteration from ear l ier editions where any fairy
fol l owing is a l ist of recom mended method s for w ith a ST greater than 2 cou l d n 't fly. Log ically, no
for m u lating the h u manoid k ind red of m e n. creatu re b u i l t l i ke a fairy cou ld fly - i t must be
magic, so fai ries can now fl y, regard less of strength .
T H E P ET E RS-McA L L I ST E R CHART J ust don't give them too m uch to carry arou nd .)
FOR C R EATING M A N L I K E CHARACT E RS Hobb its are ge nerally good at stealth and
(x) represents the multiplication symbol. A t all h ie ing themselves effective ly, when the need arises.
times the number of dice rolled to obtain attr:ibutes As fo r Leprechauns . . .
remains 3, just as in human character creation. We l l , once Leprechau ns were the most
m isunderstood character race in T & T, and this
HUMAN No rm a l . desp ite the ir engaging presence in Western m ythos.
A l l P r i m e Attributes x 1 . We hope more playe rs w i l l find the new
DWA RV ES ST and CON x 2. Leprech auns of sufficient interest to insure their
CH R x 2/3 . presence in d u ngeons everywhere. Leprechauns are
A l l others x 1 . essentially a peacefu l people, but gold holds the
same al l u re for them as for the other races: hence
E LV ES I Q and D E X x 3/2. their desire to descend into d u ngeons.
C H R x 2. A ll Leprechau ns -should be c lassified as
CON x 2/3. wizard s - no rogues and no warriors. T hi s is not
All others x l . fro m lack of weapons training in their you th , but
because no Leprechaun wou ld have anyth i ng to d o
FA I R I E S S T and CON x 1 /4. w i t h a weapon larger than a cobbler's awl o r a
L K and D E X x 3/2. d inner kn ife. (T herefore Leprechau ns fu nction
CH R x 2 . under the same ru les for weapons-use as tra ined
I Q normal. w izard s - noth ing larger than two-die weapons i n
HOBBI TS ST x 1 /2 . com bat.) Leprechau ns are i nherently magical ,
CON x 2 . however, and it is part of their ge netic heritage to
D E X x 3/2. be ab le to perform a spell akin to the Wink- Wing
All others x l . (See section 2.22, The S pell Boo k , Leve l 4) for a
strength cost of only 5 . However there are no
LEPRECHAUNS ST x 1 /2. wizard s' schools in the land of the Leprechauns
D E X , 10 and LK x 3/2. (and they encou rage none) , so Leprechau ns m ust
All others x 1 . purchase all other spells they w ish to learn , just as
a rogue is compel led to (the W izard s' Gu i l d won't
The hu manoid k indred s give evidence of the teach Leprechau ns becau se the Le prechau n lords
unusual ab i l it ies mostly by their u nusual Prime won 't al low the Gu ild to open branch offices in
. Attributes. However (and it m ay only be rumor) , their area . . . ) .
Dwarves do seem to have an u ncann�' ab i l ity to
determine the valu e of jewe ls and gems by simply W E R ES
looking at them ; some say D warves can even sn iff Be nevolent were-types were also a pOSSi bi l ity
out large concentrations of gold if they can get as du ngeon delving characters. Their attrib u tes
near enough in the first p lace . wou ld be changeab le - one set for their were-form
The pointy-eared E lves m ight be ab le to hear and one for the ir h u m an form (elv ish weres, or any
just a l ittle better than a H u man, b u t ru mors that other race but h u m an , is virtual ly unth i n kab le) .
they can see to the farthest h orizon, or see i n the I n were-form , ST and CO N u ndergo a
dark are entirely unfou nded . A lthough E lves and noticeab le change, and Dexterity d rops to 3 i n all
Dwarves once were b itter enem ies and som e cases ( paws aren't much good for hold i ng
ind ividuals still keep old hatreds b u rn ing, by and weapons) . Other attributes remain the same, w ith

Sandeep Mehra (Order #15786906)


2. 7 2. 2 Character Kindreds
Charisma largely dependent o n the were-fo rm and q u ite beyond u s, so the m u l tip lier for that and
the part y 's accepta nce thereof. If the party is more b izarre types wou ld have to be determ ined.
particularly fond of wolves, x 1 is probab ly fine, w ith the aid of a fair-m inded G M .
but a were-crocod ile is best rated at 7 . Note that Note that were-types m u st b e ab le to shuck
were-types figh t as if i n U narmed Com bat (section all their clothing, packs, and weapon ry to effect
2.34) . their form-ch ange. Change a H u man in plate armor
As a rule of t h u m b , werewolves m ay m u ltiply into h is wolfish form w ithout first removing the
ST and CON x 3 , weretigers and werebears x 7/2 . armor, and what you w i l l get is a term inal ly
Why anyone would want to create a werech icken is cram ped wolf . . .

2 �lS·
tf[EI6HT & �EI6HT CHARTS
T h is chart was developed to d eterm ine the he igh t and weight of H u man characters. I f your character is
one of the h u manoid k indred , adj u st the numbers derived by the multipl iers given on the K i nd red Tab le
below. To get height and weight, roll 3 six-sided dice (just l i ke you d id to obtain the Prime Attrib u tes) ,
once for height and once for weight. I f you get a ridicu lous com b ination , you are free to simply rol l again.
HE IGHT W E I G HT ( Ibs)
3 4' 75
4 4' 3 " 90
5 4' 5 " 1 05
6 4' 8 " 1 20
7 4' 1 0" 1 35
8 5' 1 " 1 50
9 5 ' 3" 1 60
10 5 ' 6" 1 70
11 5 ' 8" 1 80
12 5' 11" 1 90
13 6' 1 " 200
14 6' 4" 225
15 6' 6" 250
16 6' 9 " 280
17 6' 1 1 " 310
1� 7 ' 2" 350
The above chart is for h u man m ales,
primari ly. If you want to be chauvi n istic about it,
you can su btract 2" and 1 0 Ibs. to arrive at typ ical
we igh ts for fem inine characters, but we have
always played our Amazon warriors j ust as b ig and
heavy as the d ice make them .

KI N D R ED C H A RT
To obta in ap prop riate sizes and weights for
the h u manoid k indred s of H u m ans, m u l tiply the
resu lts obtained in the chart above by the fractions
given below.
TYP E SIZE W E IG H T
Dwarves 2/3 7/8
"Tl-l €. \-IlW.A.Joro \(ItJt>R€1>
E lves 1 1 /10 1
ANt> -nt€\,R RE.LA1WE:o �ru.� (A�) . Hobbits 1 /2 1 /2
'c)ar)��. Fairies 1 /1 0 1 /200
Leprechau ns 1 /3 1 /4

Sandeep Mehra (Order #15786906)


CflARACTER LEVE LS
Watc h i ng you r characters grow and p rosper is
one of the m ajor p leasu res of th is game. Earlier, we
noted how one accu m u lates experience/adventure
points (section 1 .9 ) . This section w i l l tel l you
what those points w i l l do for you. T & T is a game
of ' growth as we l l as destruction (although
occasionally growth by destruction) and i t is hoped
that as your paper alter-egos grow in power and
w isd om, so, too, w i l l you .

Below are l isted the experience points


. req u i red to attain each leve l . Obviously a character
should have to go th rough qu ite a number of
adventu res before he or she w i l l reach 5 th , 9 th or
h igher levels - if th is isn 't so, then the G M is \
being too generous w ith E Ps, w h ich can u ltimate ly
spoil the game for a l l . Be fa ir, but not overly
generous.

LEVEL Experience Points


1 0
2 1 ,000
3 3 ,000
4 7 ,000

5 1 5 ,000
6 25 ,000
7 45 ,000
8 70,000

9 1 00,000 Every time a character advances to a h igher


10 140,000 leve l, he or she may exercise any one of the
11 200 ,000 options listed below to i m p rove Prime Attrib utes.
12 280,0 00
A. Add the new leve l n u m ber to ST.
13 400 ,000 B. Add }1 the new level n u m ber to I Q.
14 5 5 0 ,000 e. Add tw ice the new level number to LK.
15 750,000 D . Add the new leve l n u m ber to CO N.
16 1 ,000,000 E . Add }1 the new level n u m ber to D E X .
F. Add }1 the new level n u m ber to C H R.
17 2 ,000 ,000 G. Add }1 the new level n u m ber to S T an d }1
18 4,000,000 to CON .
19 8 ,000,000
20 1 6,000,000 W i th the GM 's agreement, characte rs may
raise IQ, L K , D EX or CH R w h i le inside a du ngeon
As can be seen, after the 1 6th level, the adventu re (options B, C, E, or F) if they cross the level then.
points req u i red double every time. T h is is a lso the Options involving ST or CO N (A, D, and G)
way to com p u te level poi n ts requ i red above the should only be used when the character retu rns
20th level : 2 1 st leve l takes 3 2 m i l l ion, 22nd level safe ly to the su rface.
takes 64 m i l l ion, etc . Od d n u m bers rou nd down.

Sandeep Mehra (Order #15786906)


req u i res years o f study plus a certain amount of
menta l matu rity to master the art. So don't c reate

2�2t
any six-year-o ld w izard s . . .

THE LOG I C
Magic costs Strength to cast. Th is cost is listed
in The S pell Book (section 2.22, which fo l lows) .
Staffs w i l l lessen this cost, as w i l l increased

OF ��6I C
p rofic iency , for w izards and warrior-w izard s at
least (rogues do not get this be nefit) . No means
of reduction w i l l get a spell for you for free - al l
spells cost a m in i m u m of 1 strength point.
After a magic-user, rogue, or warrior-wizard
has cast a spe l l , on the following full turn he w i l l
There are those who wou ld say that magic begin to regain h is lost strength at one point per
sim ply is not logical. T hen again , there is the fu l l tu rn . S trength w i l l not be regai ned if the spe ll­
concept that magic is sim p ly a 'd ifferent' sort of caster is doing anyth ing more stren uous than fast
sc ience, and any tech nology created a ro u nd it and walking. Strength can not be regained du ring
far advanced fro m it would look l i ke magic. com bat , or if the character is m oving at a dead ru n
T & T magic is assu med to be some k ind of psi­ ( in fl ight or in pu rsu it) . Logic shou ld d ictate t h is
factor - perhaps matrices arranged within the for the G M . However, a mage does not have to be
m ind of the magic-u ser, or an alte red state of at com p lete rest (sitting or lying down ) to be
consc iousness, all powe red by i n ner strength . recu perating strength; by the same token, l y i ng
Some spells are of the "flash-b ang" ty pe, and do w n or sleeping w i l l not speed the recovery of
are over alm ost as soo n as they are begu n ( Take Strength.
That You Fiend, Oh Go A way and Hellbomb Burst
are exam p les). Characters of a given level m ay find they have
Others effect a change wh ich fades away after the requ ired IQ, D EX and ST to cast spel ls l i sted
a given length of time has passed (Protective at levels h igher than their own . The Wizard 's G u i ld
Pentagram, Mind Po x, and Rock-o-Bye, for w i l l not teach or se ll spe l ls to characters that have
exam ple ) . not attained what they feel is the req u i red
There are sti l l others wh i c h effect some matu rity ( they w ill not se ll a 5th leve l w izard the
change that remains long after a wizard has gone 6th leve l spells). .
un less' action is taken to reverse the occu rrence H owever, if a w izard , rogue or warrior-w izard
( Wall of Iron, Dum-Dum and Curse You, for can learn spe lls h igher than h is or her own level by
instance). Some say these type of spells only last any means, he or she can in fact cast the spe l l , w ith
for 1 00 years, a year and a day - but considering th is add itional note: for each level of spell above
the time span of m ost T & T games, th is may be the caster's level, add 7 to the strength cost.
considered alm ost forever. (E xam ple: if a 5 th leve l w izard were trying to cast
a 6th level spell w ith a l isted strength cost of 20, he
Depending on in nate psi ab il ity, there are wou l d h ave to use 2 1 strength poi nts to cast it. )
those who can m an ipu late magic , and those who
cannot, among the T & T popu lace. Warriors cannot; M agicians and warrior-wizards of h igher than
rogues, wizards and the rare warrior-w izard can. 1 st leve l w i l l sti l l wish to cast spe lls of lower levels
T h is holds true regard less of the species of the than the ir ow n . As their profic iency and practice
character involved , be it H u man , E lf, Dwa rf, increase, the cost of cast ing spe lls is red uced. For
O rc or Tro l l . W izards, the red uction in cost is equal to 1 strength
point for each leve l that the spel l is below the
A true wizard has been trained from a ve ry caster's leve l ; for warr ior-w izards it is 1 ST point
young age by som e man ifestation of the W izards' for each two levels. I n other words, if a 5 th level
Gu ild (a nearly u n iversal , qu ietly powerfu l and magician were to cast a 2nd level spe l l that had a
h ighly conservative organization t h roughout the l isted strength requirement of 1 0 , the mage wou l d
T & T world). There are certa in mental states-of­ need o n l y 7 strength po ints t o cast the spe l l . Again,
m i nd and fo rmu lae necessary in the casting of no red uction will bring the cost be low 1 - there
even the si m plest enchantments , and it genera l l y must always be some power to get the spell started.

Sandeep Mehra (Order #15786906)


The Logic of Magic 2. 2 1 . 2
Any spell that wizard s, rogues, or warrior­ takes the form of a staff, alth ough there are also
w iz ards can cast on themse lves can also be cast on such things as crystal or meta l l ic globes, caste
another person unless by d o ing so the mage is marks, and enchanted jewe ls am ong the Phoenix
actually using another spe ll (such as the various players. The latter were all encou ntered w it h i n a
teleport spe l ls or the M u tatu m spe lls). Only a GM 's fantasy, and all have vary ing capab i l i ties
carefu l reading through the spel l b ook w i l l sh ow a wh ich cannot be reasonab ly d iscussed here.
player this. M agic staffs (or staves, for the gram matical)
all reduce the cost of casting a spell by the same
Spe l ls can o n ly be cast once p�r combat tu rn , number as the level o f the magic-user. ( For
or 5 times in the space of a regular turn. O n ly instance, a 1 st leve l mage with her ord i nary staff in
wizards have the knowledge necessary to invent hand may su btract 1 from the cost of the spell ; a
spells, and these shou l d be of l i m ited effect 5 th level mage m ay su btract 5 . ) S taffs w i l l not
and subject to the approval of one or more fe llow red uce the cost be low 1 , though.
players. I n magic, where v irtually anything goes, S taffs may look very d ifferent - wands,
it is sim ply too easy for a w izard to have magic wal k i ng sticks, stu rd y quarterstaves, or even
do everyth ing for h i m . For the playab i l ity of the ri ngs - but aside from their outward form there
game , it is to the players' advantage to l i m it h ome­ are 3 basic kinds of staffs: makeshift, ordinaire,
brewed spells. Should a spel l be created on the spot and deluxe.
d u r i ng the cou rse of an ongoing gaM � , fhe effo rt A ma k esh i ft staff IS any p iece o f wood p i c k e d
w i l l req u ire the expend iture of 90% of the m agic­ u p and used to cast m agic. It requires 7 ST point to
user's strength and can only be atte m p ted by enchant it into being. Not all wood is su itable, so
wizard s w ith at least 10 ST points ava ilab le. No the first time such a staff is used to cast m agic , the
magic can be invented by w izard s less than 5th level . mage shou ld make a first level saving roll to see if
I f the G M gives consent, two magic-u sers the makeshift staff explodes. (T h is is in add i tion to
(and no more) may work together and pool their the l -ST point enchantment spe l l , which reveals
strength to cast a spell beyond the ir indiv idual nothing, but wh ich m ust be done.) If the makesh ift
powers. However, b oth m u st alread y know the spe l l . staff d oes not exp lode, then the mage can cast u p
If two exhausted appre ntices with strengths o f only t o twice h is 1 0 i n ST poi nts used through the staff
6 ap iece need to cast a Hidey-Hole to escape before i t burns out and is no l onger of any use.
detection by an approaching Troll , they h old h ands The staff ord inaire is wood already tested
and each contributes 5 Sf poi n ts. The pair becomes and enchanted ; it is of permanent use , b u t has
invisible (and a lso too weak to do anyth ing b u t no other spec ial ab i l i ties or attributes other than
collapse in a corner and h ope for the best) . to red uce the cost of spel l-cast ing by
A sudden d rop i n S T t o 2 o r be low i s apt to d irectional izing one's concentration. These cost
cause disorientation , u n consc iousness, or at least a 1 00 GP each.
severe weakness, u n ti l some strength is rega ined . A deluxe staff costs 5000 GP. It has a name,
( Because a character can be created w ith a ST of 3 , is sem i-sentient, and is alm ost indestructible. It also
although h e may h ave muscles wh ich rese m b le remembers every spell ever cast through it. (T he
water he is obv iously a v iab le character. ) Stil l , theory here is that some supernatural creatu re h as
shou ld a mage w ith a 67 S T suddenly cast a spell been bou nd forever i nto the substance of t he
req u iring 60 of those strength points, t h e G M is staff - or is the substance of the staff - and it is
within rights to i nsist the character is badly this being that is named and which remembers the
weakened and may not be ab le to remain stand ing spells.) These staffs are created by a sm al l secret
w it hout some help for a moment or two. A Saving clan of w izard s who rigorously and jealously guard
Roll on ST or CON m igh t be req u i red to maintain the secret of their construction ; some say these
consciousness, especially if the c haracter has been wizard s are only 1 7th leve l , but it is l i kely they are
wounded . If a character m iscalcu lates and atte mpts more powerfu l than that.)
to cast a spell req u iring more strength points than If the first owner of a deluxe staff is slain or
there are availab le , h e suffers an i m med iate stroke the staff is stolen and comes into the possession of
and d ies, and no spel l w i l l be fort hcoming. If, a lesser mage, it may take com mand of the magic­
however, spe ll cost is calcu lated exactly , and the user. I n effect, the staff m ay use i ts new owner as a
magic-u ser realises that casting the spell w i l l drop battery to provide power for the cast ing of spel ls.
h is ST to exactly 0, the character w i l l d ie but the A t the GM 's option, such spel l-casting m ight not
spe ll w i l l take effect. always be appropriate or desired by the mage who
holds the staff, and in some instances coold be fatal
shou l d the staff drain off all the character's ST i n a
MAGIC STAFFS m isgu ided effort to cast a h igher-level version of a
I t h a s been fou nd that hav ing a n aid to desired spe l l . I n circu mstances l ike these, the G M is
concentration helps greatly in the casting of fu l l y within rights to ' p lay' the staff as a separate
enchantments and spel ls. T h is aid m ost often character u nder h is own contro l .

Sandeep Mehra (Order #15786906)


Baol(
The spe lls on the fol l ow i ng pages are those character can find a way to learn a spel l of h igher
registered with the W izard s' G u i l d , and availab le level than h is own (and has the ST, 10, and D E X to
for sa le by the G u i l d to w izard s (and w izard s only) handle i t) he may cast the spel l , w ith the prov'iso
of th e requ ired proficiency. Once m ages reach that it w i l l cost 7 more ST point for each level th e
5 th leve l , they shou ld be of suffic ient wisd om and spell is above the character 's level. No rogue may
experience to start inventing new spells in add ition learn spells greater than 7th leve l , and m u st always
to those l isted here , but only spells on levels lower cast a spel l at the m ax i m u m ST cost.
than their own. A l l new spe lls shou l d be justifiab le
b y its inventor to h is frie nds and fel low G M s , and On these tab les , Range has been ad ded as an
shou ld meet w ith their agree ment before use in any optional note . By and large , m agic is a l i ne-of-sight
gam e . phenomenon (you can 't cast a Take That, You
Fiend at a tro l l you know to be stand ing be h i n d
W ith d u ngeon delvers coming back from their t h e door) . I f a GM w ishes t o enforce the ranges
adventures with a rm l oads of gold - thereby perm i tted, he may do so - the d istances given are
altering the l ocal economy somewhat - the those we feel to be reasonab le. "- -" i t:! the Range
W izards' G u ild has of late increased its prices. Once col u m n means that the spe ll m ust be cast w i th in
a g iven sum would buy a fu l l leve l 's worth of spells; touch ing d istance of people or situations i nvolved .
that same su m will now buy one spel l at a tim e .
T h is shou ld also encourage p layers' w izards to I n the charts that fol l ow, there are two
charge sign ificant su m s for teaching rogues and notations next to spe l l names wh ich w i l l perm i t a
warrior-w izard s any new magic - they'l l need the spe l l to be cast at a h igher level than that which it
money themse lves. F u rther, the W izard s' G u ild h as is l i sted at.
sl ightly altered the com position of the spell charts.
Some old spells, present in earl ier ed itions, have • m eans the spel l m ay be e mpl oyed as a h i gher
been de leted ; some new spells have been added . l evel spell for greater effect.
Many o f the spells wh ich remain h ave been more The original spe l l 's ST cost is added for each
c learly defined or slightly l i m ited . Powerfu l as level the spe l l is raised , but the effect is genera l l y
magic obviously is, there do seem to be laws w h ich doubled each t i m e . (Exam p l e : Wink- Wing, a Levei
contro l it - spells wh ich are singu larly beneficial 4 spe l l , costs 1 4 ST po ints and teleports you 5 0 '.
usually cost qu ite a b i t i n Strength ex pended and If raised to a 5 th leve l spe l l , it w i l l cost 28 ST
are of h igher levels; b eneficial spells of lowe r levels points and te leport 1 00'. If a 6th level spel l , it w i l l
tend to have d rawbacks and/or l i m itat ions. cost 4 2 ST points and te leport 200 ' . )
T h e exception to t h is i s the Take That, You
The G u ild w i l l not teach spells to characters Fiend spel l in wh ich the ST cost is added, but the
of insuffic ient level (as noted earlier) , but if a effectiveness is m u lti pl ied by the level n u m ber.
( Exam ple: A TTYF, or Take That, You Fiend,
is a 1 st level spe l l costing 6 ST poi nts. A raise to
2nd level costs 6 more ST points and the mage gets
twice h is 10 for attack . A raise to 5th level costs 3 0
ST points and gets 5 ti mes the m age 's 1 0 in attack.)

• m eans that e m p l oy ing the spel l at h igher l evels


d ou bles the du rat ion of the spe l l for eac h l evel
h igher.
( Exam p l e : a Vorpal Blade, Level l , costs 5 ST
points and doub les the b l aded weapon's attack for
1 com bat round. I f cast at Leve l 2, the spell w i l l
last for 2 com bat rounds, b u t w il l not quad ruple
the weapon 's attack.)

T hose spe lls wh ich can be raised i n time or


effect cannot be raised in both time and effect
simu ltaneously. The spe ll-caste r m ust specify
wh ich h e desi res u pon casting the spe l l .

Sandeep Mehra (Order #15786906)


The Spell Book 2. 22. 2

L EV E L 1 S PE L LS
Name Descripti o n Cost/Strength Range

Detect Magic I n herent power of m agic-users, detects good /bad o for wizard s 30'
m agical v ibes. o for War-wiz
1 for rogues

Lock Tight Locks and holds any door sh u t for 3 tu rns u n less 1 0'
h igher level m agic is used to open it.

Will-a-wisp L ights up finger or staff in l ieu of torch , 1 cand lepower


wort h . Can not be projected onto anyth ing, but can
t h row u p to 2 5 ' away. M u st be renewed each tu rn for
continu ing effect.

Knock Knock Opens locked d oors ( usually) 2

Oh There It 15 U sually detects invisible or concealed doors or th ings 4 1 0'


by su rrou n d i ng tl l�m wi th a p u rple glow wh ich fades
slowly .

. • Take That, You Fiend U ses 1 0 as a weapon against foes, infl icting h its equal to 6 25 0'
the 1 0 of i.:�e caster. On h igher leve ls, m U ltiply the 1 0 rating
by the leve l of the spell to get total h its infl i cted. It is a
singu lar spell and m ust be d irected against a single foe.
I t h as no effect u pon inan im ate objects .

• Vorpal Blade Doubles basic attack d ie roll for sword s and daggers 5
for one com bat tu rn .

Oh-Go-A way Co mb ines totals of 1 0, Luck and Charisma ratings of user 5 50'
t o drive away m on sters/foes wi th a l ower Monste r R at ing.
M u st be decided u pon before M R is an nou nced . If it fails,
the mo n ste r chases the magic-user to the exc lusion of h i s
o r her com rades.

Teacher U sed to teach rogues (only) 1 spel l of teacher's choice 3

Hocus Pocus E n chan ts an ord i nary p iece of wood i nto a m ake-sh ift
magic staff. Does n ot test wood 's su itab il ity ( m ust m ake 1 st
leve l Sav ing Roll on Luck when fi rst used ) . No m akesh ift staff
. lasts beyond bu rn-out; it cannot be re-enchanted .

First level spel l s req u i re a m i n i m u m 1 0 o f 1 0 and a m i n im u m D E X of 8 to cast. They are t h e basic


heritage of all first-level wizard s and warrior-wizards. A l l h igher level spe lls cost the wizard s ever- increasing
amou nts of m oney as the ch aracter ascends i n level. After a magic-using character casts a spell (be it w izard ,
rogue, or warrior-w izard ) he regains h is ST ex pended at the rate of 1 point per regu lar tu rn.

Sandeep Mehra (Order #15786906)


2.22. 3 The Spell Book

L EV E L 2 S PE L LS
Name Description Cost/Strength Range

Omnipotent Eye Determi nes nature of spe l l and/or level of spe l l on 5


perso ns/objects (at d iscretion of Game Maste r ).

Yassa-Massa Can be cast o n ly o n p reviously-su bd ued monste rs/foes. 8


W i l l permanently enslave if v icti m 's total ST, 10 and CH R
are less than that of wizard , or if M R is less (and rem ains so ).

A Hidey Hole Makes u ser and h is part-y invisible for 3 tu rns. One magician 10
cannot h ide m o re than 1 0 beings i nclud ing h imse lf. Mage
may can ce l h is own spe ll at any time, but cannot negate
someone e lse 's w ithout the use of d ispe l l i ng magic. Persons
leaving the area of a H H retu rn to visib il ity. People covered
by the same H H are visib le to each other, but not visible
to those i n a second H H .

j. Cateyes A l lows one t o see i n the dark for 3 tu rns. 6

• Glue- You I m pedes m ovement/travel of victi m 's speed by }j for 1 tu rn. 8 30'
I n combat , this means you get 2 combat rou nds to their one.

A Littie Feets Rapid travel. Doubles speed for 1 tu rn. I n com bat you get 8
two rou nds to opponen t's one.

Mirage Projects visual, non-aud itory, u n moving image as a 8 1 00'


halluc inatio n . Destroyed by physical contact . Cannot make
someth ing ' invisib le' by a m irage of ' not being there . '

Poor Baby Magical heal i ng of wou nds or inju ries. Can not raise 2 ST p o i n t s
level above original. for 1 h ea l i n g
CO N po i n t .

Whammy Trip les d ice roll for any weapon for 1 com bat turn. 10

Magic Fangs Change a belt or staff (q uarterstaff, ord inaire or per combat
make-sh ift staff, n o t d e l u xf) i n to a small poisonous ro u n d
serpent w i th M R not greater than m agician 's CH R.
Cannot ' co m mu n icate' w ith mage , but d oes obey m age 's
com mands. Lasts as long as mage p u ts ST i n to it at time
of creation (i. e. for 5 ST to create , will last 1 regu lar tu rn ) .
Does not work on spare tw igs o r torches u n l ess they are
first e nchanted i n to a m akesh ift staff.

Secon d level spells cost the w izard 5 00 G P eac h , payab le to the Wizards' G u i l d . They require a m i n i m u m
1 0 o f 1 2 a n d a m i n im u m D E X o f 9 t o u se .

Sandeep Mehra (Order #15786906)


The Spell Book 2. 22. 4

L EV E L 3 S PE L LS
Name Desc ription Cost/Strength Range

• Curses Foiled Removes evil spe lls and cu rses of lower orders. 7

• or A Slush Yuck Co nverts rock to m u d or q u icksand for 2 tu rns, u p 15 40 '


to 1 000 c u b ic feet. Can ad just d imensions as desi red ,
but m u st be a regu lar geometric sol i d , and not req u i re
more than 1 000 c u b ic feet.

• or A Hard Stuff Does the reve rse of a Slush Yuck, with the same 15 40'
param eters and I im i ts.

Rock-a-Bye Puts mo nsters/foes to sleep for 1 - 6 turns if user's 11 50'


ST, I Q and C H R ex ceed the M R (or op ponent 's ST,
IQ, and CH R if rated ) .

• Dis-Spell Negates magic o f same or l ower orders. 11 50'

Blasting Po wer Th rows b o l t of fire (on ly) at foes. Th is b last gets 8- 70'
same n u mber of d ice as user's level n u m ber, plus
caste r's combat adds.

Freeze Pleeze Th rows sheet of ice at foes. T h i s b last of ice gets 8 70 '
same n u m ber of d ice as user's leve l n u m ber, p l u s
caster's com bat adds.

A Fly Me A l lows u ser to fly at ru n n ing speed for 1 turn. 7

Healing Feeling Cu res any kind of d i sease 14

T h i rd leve l spells cost 1 000 G P eac h to learn , and req u i re an I Q of 1 4 and a D E X of 1 0 to use.

L EV E L 4 S PE L LS
Name Descri ption Cost/Strength Range

Too-Bad Toxin Cu res the effec t of any poison and n u l l ifies if from 7
fu rther effect. Does not heal wou nd fro m the weapon/
fang that del ivered the poison ( requ ires Poor Baby ) .

• Wink- Wing A l lows you to transport you rse lf (o n ly) u p to 5 0 ' in 14


d irection of choice w ithout crossi ng i ntervening space.

Smog E nab les you to p roject a cloud of poison gas at foes. 11 50'
If they b reathe, they lose at least half power, and may
d ie at GM 's option .

Sandeep Mehra (Order #15786906)


2. 22. 5 Th e Spell Book

Dum-Dum Redu ces foe's 1 0 to 3 , or if spe l l fai ls for any reason , 8 20'
your 1 0 is red uced to 3 .

A Double-Double C a n d o u b le any one prime attri bute of a n y characte r for 18


up to 5 tu rns, at caster's option . W hen spe l l wears off,
attribute is h alved for the same nu mber of tu rns.

• Protective Pentagram Puts up a p rotective barrier 3' i n d ia mete r ( p rotects 12


2 people ) for 2 tu rns that no spe l l or weapon w i l l
penetrate (going i n o r out) . H igher leve ls increase
the size.

• or A Upsida isy A l lows you to levitate and m ove objects/b e i ngs up to 9


your own we igh t for 1 tu rn.

Fou rth level spe l l s cost 1 5 00 G P each , and requ ire a n 1 0 of 1 6 and a D E X of 1 1 to use.

L EV E L 5 S PE L LS
Name Description Cost/Stre n a t h Range

Mind Pox Causes m e n ta l confusion so the ensorce lled b e i ng 39 1 00 '


can not attack or d efe nd itse lf. Wears off after 3 tu rns.
W i l l affect any n u m b er of be i ngs equal to or less than
the level n u mber of the caster.

• Zingum A l lows one to transport dou b le one's we ight 50' in 6 50'


any d irecti o n . Works on non-l iv i ng m atter o n ly .

Dear God A l lows one to ask 3 yes-or-no questions of the GM 0


wh ich h e m u st answer trut hfu l l y .

ESP Detects th e true in tent o f a man or m onster. W o n ' t revea l _0 20'


k nowledge or concrete i nformation, j ust em otions and/or
i n te ntions. Won't work on creatu res without a l iv i ng b rai n .

A Second Sight A l lows a person to d ist i ngu ish between i l lu sion and rea lit Y 1 00 '
for 1 tu rn , and to see th i ngs a re they ' rea l l y are . '
r
Breaker Breaker Shatters a weapon o r piece o f armor by causing i t to b e c o m e 3 50'
as b rittle as glass (though not as dangerous as glass) so i t
w i l l b reak u pon fi rst i m pact. Any m agic o n i tem w i l l p ro-
tect it ( i. e. Vorpal Blade, or any i n herently m agical b lade) .

Fifth level spe l l s cost 2000 G P each , and req u ire a n 1 0 of 1 8 and a D E X of 1 2 to u se

Sandeep Mehra (Order #15786906)


,

The Spell Book 2. 22. 6

L EV E L 6 S PE L LS
Name Description Cost/Strength R ange

"Porta VIsion S i m i lar to Mirage spe l l , allows some movement of image 30 1 00'
p rojected . N o sou n d , however, and movement for only
short d istances. Can determ ine i ts u n real ity by the fact
it can't be touched , b u t touch w i l l not cause it to van ish .
Lasts u p to 5 tu rns, at caster's option.

Mystic Visions Clairvoyance spe l l . A l lows one to see w hat is happening 15


anywhere e lse b y getting a mental pictu re of it. M u st have
some k nowledge of an object, person, or the p l ace to key
i n to - o ne cannot see i n to a total ly strange p lace. V ision
is l ike a sti l l p hotograph; cannot scan a whole area.

The Wall S pells (see note below)

• Wall of Fire Puts sheet of flames between you and foe. To pass through 26
m u st be i m m u ne to flame or take h its equal to 10 ti mes
u se r's level n u m ber.

• Wall of Ice Pu ts wall o f ice between you and foe. To pass through 26
m u st melt o r cut t h rough. To cut through, m ust be able
to d e l iver h its equal to 10 times user's level nu mber.

• Wall of Thorns Pu ts wall of thorns between you and foe. Can safe ly be 14
cut or b u rn, b u t to walk t h rough , m u st make Sav ing Roll
o n L K a t caster's level to avoid fal l ing asleep for 1 - 6 days.

Wall o f Stone Wall of stone between you and foe. I m passible u n less 20
one can penetrate or chop th rough stone.

Wall o f Iron Pu ts wa l l of i ron between you. and foe. I m passible u n less 23


one h as the power to melt, change, or destroy iro n .

A ll the Wall Spells are im m ob ile once c reated . All appear at the im med iate d istance of the m agicker's
r�ach (i. e. the end of h is fi ngertips o r staff) . Can only be formed in the shape of a regu lar geometric sol id,
such a s a rectangle o r square. Ca n be d ispelled , b u t if not the w all w i l l d i sappear after 1 day. I ts size cannot
su rpass 1 000 cubic feet.

A l l S ixth level spells cost 25 00 GP each to learn, and requ ire an 10 of 20 and a D E X of 1 3 to use.

Sandeep Mehra (Order #15786906)


2.22. 7 The Spell Book

L EV E L 7. S PE L LS
Name I)escription Cost/Strength Range

• Invisible Wall A l lows you to erect a force fie l d from floor to ce i l i n g 27 50'
that noth ing b u t h igher level magic can penetrate. Can not
be moved once created , nor shaped to specifications.

li. Zappathingum E n chants any weapon to 3 times its ord inary effectiveness. 24
Effect lasts 1 6 hours ( ro l l 1 d ie to determ i ne) .
-

• or Ii. Wind Whistle Calls u p a b reeze w i th a speed u p to 1 0 m . p . h . , lasts 1 tu rn. 14 1 00'


H igher levels increase veloc ity of wind or d u rat ion (not
both ). Caster m u st spec ify w i nd d i rection w h i l e cast i ng
the spel l . Op posing w inds of equal velocity w i l l cancel
each other ; a stiffe r b reeze w i l l be partially negated by a
lesser one b u t not com p lete l y n u l l ified .

Seventh level spells cost 3 000 G P each to learn , and req u i re an IQ of 22 and a D E X of 1 4 to use.

L EV E L 8 S PE L LS
Name Description Cost/Strength Range

li. Zapparmor E n chants any armor or sh ie ld to 3 times ord i nary 30


protection . Lasts for 1 6 hours.
-

Zombie Zonk Makes zomb ies of any corpses wh ich are u nder user's 36
control. Have double previous ST and CON (or M R) ,
b u t no I Q, L K o r C H R . Can not be slain but can b e stopped
by d ismem berm e n t. Effect lasts 5 turns. Zomb ies die
if the maste r is sla i n .

Mutatum Mutandis E nab les you t o change yourself i n to any other form 24
of being/creatu re w ith a M R no h igher than your comb ined
prime attrib u tes. G ives you all the powers and ab i l it ies of
that c reatu re . Only lasts 1 6 tu rns at user's option , at
-

wh ich time c reatu re retu rns to original shape before the


enchantment. Any h its taken to ' M o nster Rati ng' must
be taken proportionate ly on original constitution.

A l l E igh th level spells cost 3500 G P each to learn , and req u i re an I Q of 2 4 and a D E X of 1 5 to cast.

Sandeep Mehra (Order #15786906)


The Spell Book 2. 22. 8

L EV E L 9 S P.E L LS
Name Descriptio n Cost/Strength Range

Mutatum Mutandorum E n ab les you to change others i n to any form wi th a 26 20'


monste r rating no h igher than comb ined prime attributes
(as m u ch lower as you wish but not less than 5 ) .
Lasts 1 - 6 t u rn s (caster's option) , whereupon being reverts
to original form . A n y h its taken on M R must be taken
proportio nate ly on original CON .

Pygmalion Changes stone beings, statues, etc . to l iving flesh . 28 40'


G M shou ld dete rm ine attributes for such, accord ing to
the Peters-M c A l l ister chart or Monster Tab le, if possible.

Medusa Ch anges flesh to u n l iving sto ne. Can be restored to l ife 30 40'
with the Pygmalion spe l l .

Death Spell #9 W i l l k il l an yth ing wh ich m isses its 9 t h level Saving Roll 40 1 00'
o n L u c k . O n ly works on one being at a time.

N in th level spe l ls cost 4000 G P each to learn , and req u i re a m i n i m u m 10 of 26 and a m i n i m u m D E X


o f 1 6 to cast.

L EV E L 1 0 S PE L LS
Name Desc ription Cost/Strength Range

• Hellbomb Bursts D isintegrates up to 1 00 cubic feet of anyth ing. 36 1 50 '


Releases a lot of heat when doing so.

Blow me to . . . Te leports you a nd a we ight of up to 2000 un its to any 28


spec ific place you wi sh to go . Range l i m ited to world you 're on.

Smaller is Smarter D ecreases size a nd value of any creature or object. Roll 1 die 33 50'
and add 1 , then d ivide cu rrent attributes by that n u m ber.
If a being with Prime Attribu tes is being decreased , only
d iv ide h is or h e r ST, CO N , and size. May not be used c u m u lative ly.
Lasts 1 day o nly.

"Hollow Vision L ike M irage spe l l , creates hal l uc ination . Perm its movement, 50 1 00 '
aud itory senses t o be i n c l uded. Touch w ill determ ine u n real ness,
but w i l l not cau se the vision to van ish. Lasts up to 5 tu rns.

Tenth leve l spe l ls cost 4500 G P each to learn , and req u i re an 1 0 of 28 and a r) E X of 1 7 to use .

Sandeep Mehra (Order #15786906)


2. 22. 9 The Spell Book

L EV E L 1 1 S PE L LS
Name Description Strength/Cost Range

Ghostly Going Astra l projection a la D r. Strange : 45


Leave you r bod y comatose beh i nd you and roa m i n
a n i m m aterial form , sti l l ab le to cast spel ls.

Blow You to . . . A l lows you to te leport one other person plus a weight of 35 1 0'
u p to 2000 u n its t o a n y place you specify . I f the c haracter does
not w ish to go, he or sh e shou ld try to make a Saving R o l l on
I Q ; determ ine the level of the rol l by the diffe ren ce betwee n
the victi m 's leve l and that of the caster . ( Example: a 1 2th l e v e l
magic ian tries to Blow A way a 4th level character; to prevent this,
the 4th level character m u st make an 8th level rol ! . ) If the v ictim
conse n ts to being sen t, no rol l is req u i red . Range l i m ited to the
world you are o n .

Bigger is Better I ncreases size a n d value of a n y creatu re or object. Ro l l 33 50'


one d ie and add 1 , then m U ltiply b y that n u m ber ( if a
being with Prime Attributes is enlarged , m u ltiply only
ST, CON and size) . May not be used cumu lative l y .
Lasts o n ly 1 d ay.

Level E leven spe lls cost 5 000 G P each to learn , and req u i re an IQ of 30 and a D E X o f 1 8 to u se .

L EV E L 1 2 S PEL LS
Name Desc ription Strengt h /Cost Range

Nefarious Necromancy Te mporarily restores the dead to l i fe. A person 60 1 5 0'


b rought back to l i fe t h is way l ives fo r as many
t u rns as the restorer's L u ck rat ing.

Seek Ye M ay be used to force any sen tient being to go on a q u e st 30 50'


a t t he wizard ' s com m and. GM m u st agree that t h e q u est i s
a reaso nab le o ne and fu lfi l lab le w i th i n th e cond itions specified .

Level Twelve spells cost 55 00 G P each to learn , and req u ire an IQ of 3 2 and a D E X of 1 9 to use .

Sandeep Mehra (Order #15786906)


The Spell Book 2. 22. 7 0

L EV E L 1 3 S PE L LS
Name Description Cost/Strength Range

Invisible Fiend I nvokes a demonic fiend w ith a M R equal to your 50


com b ined Pri m e Attr i b u tes + 25. F ights with poisoned
teeth and claws u n less given a weapon. I f the F iend gets
any h its on a c haracte r, rol l 1 d ie for every 1 0 points of
CON ; the resu lt is the n u m ber of turns the character has to
obtain a Too-Bad Tox in before dyi ng. The G M shou ld 'p lay'
the F iend as devi9us, treacherous, and double-deal ing. Tasks
set for a n I nv isible- F iend should always include b lood -letting.
Each time the F iend comp letes a task , its master m u st m ake
a 1 3th level S R o n C H R to avoid attack . If the SR is made,
its master can send it away or set another task .

Wizard Speech The U n iversal Tran slator. S pell al lows w hoever it is cast 90 1 00'
upon to u nderstand, and be u nderstood i n , al l the H igh
and Low Languages. Lasts 6 tu rns.

T h i rteenth Level spells cost 6000 G P each to lear n , and req u i re an 10 of 34 and a DEX of 20 to cast.

L EV E L 14 S PE L LS
N:tme Description Cost/Strength Range

Force Shield Wall of colored l ight that cannot be penetrated by any 42 1 00 '
lower-level magic or weapons. W izard can shape and
move the Force Shield. If a being trapped beh i nd or w ith i n
o n e can make a 1 4th leve l Saving Ro l l on S T or 1 0 (GM 's choice) ,
he or she can sh atter it.

Fou rteenth Level spe lls cost 6500 each , and req u i re an 1 0 of 36 and a DEX of 21 to cast.

L EV E L 1 5 S PE L LS
Name Description Cost/Strength Level

A ir, Earth, Fire and Water A l l ows you to conj u re an eleme ntal to use as a 42
servant for 5 tu rn s . I ts M R w i l l equal the total of
your attri b u tes, times two . E lementals can be fought,
b u t can be easil y n u l l ified by sending the opposite type
against it (fire vs. water, earth vs . air).

The F ifteenth l eve l spel l costs 7000 GP to learn , and requ ires an 10 of 38 and a D E X of 22 to cast .

Sandeep Mehra (Order #15786906)


...
2.22. 7 7 The Spell Book

L EV E L 1 6 S PE L LS
N am e Description Cost/Strength Range

£, An ti-Magic Spell Can b e u sed selective ly to n egate and cancel any 65 500'
lower level magic in the w izard 's area of v iew . Lasts ( m ax . )
3 turns once set i n moti o n .

Exorcism The caster may u se t h i s spe l l to n egate the power of M R o f b e i n g to 1 50 '


the U nd ead . I t w i l l d issipate ghosts , slay vam p i res, b e e x orc ised , or
w it h d raw the power of m ovem e n t from zom b ies, et c . total of creat u re's
Wo rks o n ly o n u n dead forms, however. M R shou l d P r i m e A ttri b u tes
n ot b e revealed prior to spel l 's u se .

S ix teenth l evel sp e l l s cost 7500 GP each to learn , and req u ire a n 10 of 40 and J D F X of 23 to use.

L EV E L 1 7 S PE L L S
N am e Description Cost /Stre ngth R ange

Summoning S u mmons a d e mo n w i th a M R e q u a l to the magicia n 's 1 00


com b i ned ST, L K , 1 0 and C H R . I f the d em o n is u sed s i m p l \'
as a m onster, the M R w i l l suffice. I f h e i s u sed as a c haracte r ,
however, the M R shou l d b e d istrib uted among 6 attri butes.
A demon's form m ust be specified u pon the S u m mo n i ng ,
a n d if h e is asked t o change form t h e spel l w il l be b roken
and the d em o n w i l l be rele ased . Demons w i l l se rve from 1 .- 6
h o u rs ( ro l l 1 d ie ) . D e m o ns k n ow and can cast any spe l l th e i r
1 0 , D E X and S T w i l l p erm it them to, b u t they suffer the sam e
S T loss as a w izard for d o i n g so ; h owever , they rec u per a t e S T
a t l a/tu rn .

• Banishing Ret u rns d em o n s , i n v is i b le fiend s, i m ps and the l i ke 1 50 5 00 '


back where they came fro m . The Banishing m u st be at the
level of the p erson who orig i n a l l y su m m o n ed the demon .
to b e effective.

Deluxe Staff T h is is a spe l l you can 't d o , fol k s . Y o u may b u y d e l u x e staves


from the G u i l d (5 000 G P ) , b u t they are made by a smal l , very
sec retive clan of w izards who l ike the i r p r ivacy . There is"no
suc h t h i n g as "d e l u x e staff mate r i a l " for weapo ns or arm or.

Seve n teenth l evel spells cost 8000 G P each t o learn , a n d req u i re an 1 0 of 4 2 a n d a D E X o f 2 4 to use.

Sandeep Mehra (Order #15786906)


The Spell Book 2. 22. 72

L EV E L 1 8 S PE L LS
Name Description Cost/Strength Range

Shattersta ff U sed to destroy deluxe staves. Requ ires twice the Dou b le the 1 00'
total attributes of the wizard whose staff you are total attributes
try ing to d estroy . To atte m pt t h is spell (with its of the victi m .
variab le cost) is fatal if the caster doesn 't have the
ST to su cceed .

Slyway Robbery E nab les caster to d ra in attrib ute points from a victim 5 S T per 1 00'
and add th ose points d irectly to h is own (of the sam e attribute point
attribute) . Only 1 attribute may be affected per spe l l .
I f the o n e d ra ined h as a M R instead o f attri butes, the
d ra in comes off the M R but can on ly go onto ST or
CO N (at caste r's choice ) . Effect lasts 1 - 6 turns.
V ictim d oes not get h is poi nts back.

Hidey Soul A l lows wizard to h ide h is l ife force i n any object, and 42
send h is spirit out to take over any weaker l iving be ing.
Though h is vehicle is slain or destroyed , the w izard can
o n ly be harm ed if the foe finds the rece ptacle for h is l ife force .

E ighteenth leve l spells cost 8 500 G P each to learn , and req u ire an 1 0 of 44 and a D EX of 25 to use.

L EV E L 1 9 S PE L LS
Name Description Cost/Strength Range

Omnif/ex Perm its user to rearrange h is own (or another being's) 1 86


attributes as dec ided u pon , so long as the total of all
6 attributes remains the same (neither h igher or lower) .
No attribute may be put below 1 . ST cost occu rs before c hange.

N i net�enth level spells cost 9000 GP each to learn , and req u i re an 1 0 of 46 and a D E X of 26 to use.

L EV E L 2 0 S PE L LS
N<:!me Descrjption Cost/Strength Range

Born Again A l lows magic-user to re incarnate h im self or another in 208


a new (but p re-prepared ) bod y . Does not occur w here you
d ied . Spell is triggered by personal deat h. No items or i m plements
fol low the spirit bod y , only attributes, k n ow ledge, and EPs.

The Twentieth level spe ll costs 9500 GP to learn , and req u i res an 10 of 48 and a D E X of 27 to use.

Sandeep Mehra (Order #15786906)


2. 22. 73 The Spell Book
O n ly characters h igher than 1 7th level may invent spe l l s h igher than 1 7th leve l . As players they must
sub m it their spells to the GM befo re try ing to use them in a game; the GM may d isal l ow the i r use categorically.
U nder no circu mstances shou ld any GM perm it the use of time fugue, time alteration, or time travel
spe l l s ! T he past is a set fact, and the futu re only a range of possib i l i ties - travel into the past w i l l re-align itself
to fit facts (to the e l i m ination of the mage attem pting th is) and going into the fu tu re w i l l only adj ust o ne of
an infin ite series of possibil ities - and not one the mage who went to the futu re w i l l move into, after he
has retu rned .

I
V

:-'� .. ' . .�
• '.,1', _ .

,..r .""! '. : '

Sandeep Mehra (Order #15786906)


SEQ,UENCE
OF r
L y'£
-
� f/ � : N'T7Sf
r. "· i
= - �
� l

Th is section is i n c l u ded to h e lp you d eterm ine or th e other. W hen com bat ends, or if there is no
what occu rrences take p lace in sequence with in com bat, go to Phase 4.
each tu rn . However, do not be m isled by what
see m to be stringent ru les here - in actua l p lay, the P hase 4. Recovery
occu rrences take p lace i n an easy flow of T h i s is mostly an accou nting phase , where
conversation and narrative between the G M and c haracte rs regai n strength lost (from casting magic,
the players , ofte n in the form of the players or whatever) and where monsters (those with
wal k i ng and/or exp loring u ntil they come u pon Monster Rati ngs) rega in 'constitution' - their
som et h i ng of interest - o r so meth ing of interest MR points return at 5 per tu rn . Ord i nary
comes upon them, at wh ich point the more characters cannot regain the i r Co nstitutions
detai led turn seq uencing of com bat is l i kely to except th rough magic or le ngthy rec uperation
take place . outside the d u ngeons. Note that no recovery
takes place d uri ng com bat itse lf, and that
healing spells, etc. are not used du ring this phase
Phase 1 . M ovement/Action but rath er du ring Phase 1 where the party is not
The characters te ll the G M what d irection engaged in v iolent activity. Record the recovered
they go , what exploratory o r arm ing actions they Stre ngth on you r character card s and then go back
take, what orde r they 're moving in , etc. As they to P hase 1 .
progress, the GM te lls them w h at they see , hear,
o r otherw ise sense . The characters can q u est ion the
GM for fu rther details, and may elect to take
alternate acti'o ns based on the information they
get. (You may find it conve n ient if the gam e is
large fo r one playe r to act as Ca ller or Leade r
for the w hole party. H owever, i f th e game is kept
relatively sma l l 3 o r 4 p layers w ith a single G M -
-

this shou ld not be necessa ry , and everyone w i l l


have a bette r ch ance to h o p into active
partic ipation .) T h is phase contin ues u ntil the G M
determ i nes that one tu rn's worth of m ovement has
occurred ( see section 2 .3 6, S peed and M ovement) .

P hase 2. Wandering Monsters


After the genera l outline of occu rrences is
made in Phase 1 , the GM should ro l l to see w hether Com bat sequencing begins as soo n as one side
any Wand ering Monste rs happen u po n the party, opens hostil ities. A com bat turn is assu m ed to last
and if so , how they react. (See section 2.42, 2 m in utes, so if there are add itional factors (such
Wand ering Monsters ). I f the G M ro lls a 1 on a as characters flee ing, fly ing .or w hatever) figu re
six-sid ed d i e , the monsters w i l l put in an accord ingly. W hen com bat ends, resu m e regu lar
appearance. (S ince the presence or abse nce of seq uenc ing at Phase 4, above. You m ay need the
Wandering Monsters in a d u ngeon is optio nal, it recovery . (Note however that a m agician's lost
sho u l d be obv ious that th is tu rn p hase is, also . ) strength w i l l not begin to return u nt i l the following
time Ph ase 4 is reached - having j ust b een i n
P h ase 3 . Combat com bat, h is stre ngth req u i res at least 1 0 m i n utes to
T h is has its own seque nce , covered in section start regenerating.)
2 .3 1 . It is m entio ned here because it is l i kely to Because com bat can take any nu m ber of
start either d u ring movement (shou ld the party d ifferent details, and every com bat may be
enter a monster's lair) or when a Wandering d ifferent from every oth er, this sect ion is agai n
Monster appears. W hen com bat is j o ined , start the to be used as a general outl ine - not hard and
Com bat T u rn Seq uence and conti nue u ntil com bat fast ru l i ngs. Neverthe less, there w i l l always be som e
ends through d eat h , captu re , or fl ight by one side things w h ich w i l l occ u r before others.

Sandeep Mehra (Order #15786906)


2.3 1 . 2 Combat Turn Sequenee
1 . Surprise attack. C haracters can on Iy engage i n ane of these
I f a monster w h i ps around a corner w ith a three types of attack on any given com bat turn.
bow pu l led and read y to fire , it may d o so without
giv ing the party chance to reta l iate o n that same 6. Score total.
com bat tu rn . H owever, if a monster rushes i n to a Total all scores - d ice and add s - for each
small room w here the party is b u sy looting a chest, side. If there are two or more fights goi ng on
and im med iately engages i n m elee , the party may ( rather than general me lee) they shou l d be treated
of cou rse fight back . separate ly. Com pare the total scores; the side w iih
the h igher total w i ns that ro und , and the loser wtll
2. Magic. have to take the h its. I f the scores are identical,
The p layers specify any magic their characters not h i ng is accom p l ished but the passage of time.
w i l l use ; the G M does the same for h is characters. N ote that m issile weapons cannot usually be
You may w ish to do th is s i m u ltaneously in writing cou nted as part of a melee combat. (See the
to ach ieve m u tu al surprise . d iscussion of M issi le Weapons, section 2 . 3 3 . )

3. Missile weapons. 7. Figure hits.


Players specify the u se of m issi le weapons, The difference i n the scores (totalled i n p hase
and the i r targets. The G M m u st real ize that m issi les 6) is the n u mber of h its w h ich m u st be taken b y
traverse the space between the shoote r and h is t h e losi ng side. I f there is more than o n e character
target. Thus, if a character at the rear of a party on the losing side, they must d iv ide the h i ts to be
prepares to shoot at a snake on the floor in front taken as equally as possible. Magic-u sers are usual l y
o f t h e first me mb er of the party - we l l , that h it last, as they tend to stand at the back of a
character is going to shoot one of h is budd ies in gro u p d u ring melee . For examp le, if 4 characters
the back long b efore he'll h it the snake, regard less have to take 1 5 h its between the m , they m ust
of the shooter's marksmansh ip capab il ities. M issi les d iv ide the h i ts as 4-4-4-3. I f one of the
d on't recogn ize friend o r foe , a nd m ust h ave a clear characters is a magic-user, he or she m ay take the
fl ight path . 3 h its; otherw ise the players may d ecide who gets
to take the 3 .
4. Us vs. Them
The players spec ify wh ich characters w i l l 8. Figure the effects o f hits.
oppose what foes a n d with what weapons, i f this H its rep resent ph ysical damage. S h ie lds and
is possib l e . I f the G M fee ls com bat wou ld not armor p rotect the i r u ser by ab sorb i ng a given
occu r as stated , he may overru le the p layers . For number of h its per tu r n . A magic amu let may also
exam ple , an altru istic warrior may wish to stand protect against physical and /or magic attack, but
off a party of 1 2 o rcs w h i l e the rest of the party ord inary armor will not protect against m ag ic.
flees, b u t if this com bat occu rs in an o pen room or Those h its w h ich are not deflected som ehow count
a w id e hallway , some of the orcs are certai n to aga inst constitution in h u manoid characters, and
get arou nd the warrior and go after the others. I f against a Monster Rating in monste rs w ith suc h. I f
there i s enough room for everyone to get i nto the a character's Constitution (or a monster's Rating)
fight, general m e lee is d eclared . reaches zero, it d ies.

5. Combat occurs. 9. Figure effects of poison.


I n d istance attacks, determine the effects of (See the comp lete d i scussion of po ison i n
magic and m issi le weapons first, as these may section 1 .5 , Weapons Charts, page 1 .5 2 .5 ) .
remove some of the figh ters from fu rth er actio n . I f poison i s used o n a weapon , that weapon
( N ote that some magic and all m issi les m u st have must score on the opponent fo r the poison to take
specific targets - see p hase 1 0 , H its from magic & effect. Thus, if a character has cu rare (w hich
m issi l e weapons) . P layers w i l l usu a lly ro l l each doubles the effect of h its) and beats his opponent's
character in divid ua l l y , then give the pertinent h it point tota l by 2, then the opponent must take
figu res to one player to add together and relay to four h its to account for the poison. Po ison . does
the G M . M eanw h i l e , the G M m u st be tota ll ing the not allow you to doub le you r weapon's rol l before
attack put out by the characters he is managing. the totals are com pared .
You may w ish to keep the classes of attack
separate , as fo l l ows: 7 O. Hits from Magic & Missile Weapons.
a) D ice-ro l l or in nate score for magic, if any. U n l i ke ord inary weapons, m issiles and magic
b) D ice ro ll for m issi le-weapons, if any. can infl ict h its on mem bers of the w i n n ing sid e .
c) D ice rol l for su rv ivors' conventional weapO[ls. W here appl icab le, t he scores fro m magic -
Add or su btract for weapons ad ds, if appl icab le . but not m issi le weapons - are cou nted in
Add or su btract for personal add s (ST, L K and determ i n i ng who won a given combat rou n d .
D E X over 1 2 is pl u s, and u nd er 9 is m in u s) . (Some com bat spells may be assu med to have a

Sandeep Mehra (Order #15786906)


Combat Turn Sequence 2. 3 7. 3
jarring, shock effect wh ich m ight serve to " parry " the subsectio ns o f Magic in Combat (2.32) and
a blow b y causing th e monster(s) to pau se M issi l e Weapons ( 2 .3 3 ) , and then return here for
mome ntarily - see section 2 . 3 3 , Magic in Combat.) the exam p les w h ich uti l ize all normal comb inations
However, win or lose , characters struck by m�gic o'f fighting tech n iq ues.
or m issiles w i l l always tak e the h its infl i cted , even
if they are on the w i n n ing sid e . And if they a re on
the losing sid e, they do not share m agic or m issile EXAMP LE 1
h its wit h others, although they have to tak e their Cast of Characters
share of the h its of the con ventional weapons' -A manticore, a large beast w ith the bod y of
attack . For examp l e , fou r orcs batt le fou r men . a l ion , a scorp ion 's tai l , and a h u man face h ou si ng
The orcs' tota l is 5 0 , and that of the men 40. t hree rows of nasty teeth . T h is one has a Monster
The fou r men m u st take 1 0 h i ts between them Rating of 80 (9 d ice + 40 add s) .
( 3-3-3-1 ) . One of th e fou r men, however, was a -Higley the Westerner, male, 2nd level h u m an
magician who accounted for 1 5 worth of the warrior. Attrib utes of ST : 1 7 , I Q : 1 0, L K : 20,
men's attack . One of the orcs - the one the w izard CON : 1 5 , D EX : 1 6, C H R : 9 (+1 7 add s) . A rmed w ith
aimed at - m u st tak e those 1 5 h its on the nose . a h eavy mace (5 + 2 ) , wearing leather armor (takes
( I f the orc cou ld on ly take 1 0 before d ying, the 6 h its and carry ing a V ik ing S p i k e sh ield ( takes 4
other 5 are n ot passed o n to anothe r orc.) h its and can de l iver an add itional 2 d ice worth of
h its for the sp ike). Because h e is a warrior, h is
7 1 . Changes in CON and ST. armor w i l l take dou ble the h its for h im , 2 x 1 0,
Write in the changes i n CON and ST for all or 20 h its.
characters. S ubtract u nd eflected h its as outl i ned Rethe Tigersc/aw, 4th level female e lf rogu e ;
above. Wizards, rogues and warrior-wizards lose attributes: ST: 26, I Q : 24, L K : 1 7 , CON : 1 8 ,
Strength for fighting w ith magic ; rogu es, warriors D E X : 20 , CH R : 24 (+25 add s) . Somewhere along
and warrior-w izard s lose Stre ngth for fighting w ith the l ine she learned to throw a Take That, You
oversized weapons. A character is out of confl ict Fiend spe l l . S h e is armed w i th a glad ius ( Roman­
if he or she d ies or collapses from exhaustion sty l e short sword , 3 + 2) , and a d i rk (2 + 1 ) . S h e
( if ST d rops be low 3 ) . also wears leather armor (takes 6 h its, period ) .

I f both sides sti l l want to fight, begin a new H igley a n d Rethe have strolled around a
comb at tu rn ; otherw ise start the seq ue nce at J>-hase corner in a corridor, as the mant icore tried to
4 of normal sequencing. turn the sam e corner. Suddenly they were face to
face ! Rethe and H igley were together, and were
One featu re of combat not mentioned in the ready to fight. M elee is initiated , the two
above sequences is the Saving Roll. T h is can be h umano ids against the manticore.
caHed for at any t im e , and rep rese n ts a ch afacter's
chance of doing someth ing u nu sual (see section F i rst Combat Turn:
2 .3 7 , U nu sual Combat S ituations) , o r escaping Rethe chooses to cast her spell first, k nowing
som e u n lucky event (such as getti ng hit i n the b ack it will take effect even if she and her partner are
of the h ead by an over-eager fe llow d elver) , and so going to lose the fight. The spel l costs her 6 ST ,
forth. The Game M aster w i l l tell the p layer when and d e l ivers her I Q worth of h its ( 24) .
to m ake a Saving Roll , and on w hat attribute , and Higley leaps into the attack. H is mace gets 1 5
at what level . I n som e circu mstances, the GM may on the rol l , p lus 2 for weapon s adds. H e b r i ngs the
need to make Saving Rolls for characters he or shield 's sp ike into play fo r another 5 worth of h its.
she is m anaging. See section 1 .8 , Saving Rolls, for Plus 1 7 for p ersonal adds, h is total is 39. Added to
a more com p lete exp lanation. Rethe's magical attac k, their total is 63.
The manticore has a M R of 80. Rolls 3 1 , p l us
Combat is frequent in T & T, but d o n 't get 4 0 for adds, t he monste r's total is 7 1 .
h u ng u p on it. Adventu ring and i n teractions Result: The warrior and the rogue must take
ultim ately can make or b reak a game. However, a tota l of 8 h i ts, or 4 each. Their armor absorbs
because every com b at can be u n iq u e, you can 't this easily. The manticore , however, m u st take al l
sim ply rol l som e d ice and look u p the resu lts on a of Rethe's spe l l ; t his d rops its M R to 5 6 ( 6 + 28) .
chart. Keep th ings loose , and if a rule d oesn 't
conform to a particu lar situ at ion warp the rules - Second Combat Tu rn :
not the situation. Rethe p refers to ex pend no more sorcerous
I f the above d iscussion of com bat seq uencing strength , and fights with sword and d agger. ( H e r
sou nds d ifficult, it is because it is: the p lay is S.T is cu rrently d o w n to 2 0 s o personal add s are
usually sim pler, once u nderstood . The easiest way o n ly + 1 9) . For the glad ius she ro lls 1 2 , +2 for
to u nderstand it is to fo l low out a few exam p les. weapons add . The d irk rol ls 6, + 1 for weapons
At th is point, it is suggested that you glance over add . P l u s 1 9 personal ad ds, her total is 40.

Sandeep Mehra (Order #15786906)


2.3 7 . 4 Combat Turn Sequence
Higley rolls 2 3 for h is mace, p lus 2 for Scenario: I n a large open room , the
weapons add . The sh ie l d 's sp i ke ro lls 9 . P l u s 1 7 d elvers located a small chest h idden w it h i n a
for personal add s, h is total is 5 1 . Added to Rethe's ped esta l . Hav ing d isposed of the snake guard i ng the
tota l attack , their com b in ed total is 9 1 . chest, they are in the process of cou nting the coins
The manticore (M R 5 6) rol ls 2 7 , p l u s 28 for that are w i th i n . M yrmar was su pposed to be
add s 5 5 .
= keeping watch , but since he can't l ook in a l l
Result: T h e manticore has to take another 3 6 d irections a t once, the two ogres have slipped i nto
h its. Th is b rings its M R t o 20 . I n a pan ic and the room u n not iced . W ithout warni ng, they lau nch
rea l iz ing it may d ie , the manticore b reaks off the their rocks (each of which we ighs a good 20 I bs.)
fight and tries to flee down the corr idor . fro m at the d e lvers some 20' away .
whence it cam e . ( H e re , the GM cou l d decide to rol l u p on the
( A t th is poi n t the G M w i l l allow t h e players spot a Dexter ity rating for each of the ogres so that
to either t ry to stop the manticore , or to l et it get a m issile accu racy savi ng ro l l cou l d be determ ined.
away . If d esired , the GM cou ld h ave h ad to make However, w i th the players' agreement, the d ecision
some saving rol l to perm i t the man ticore to b reak is mad e for the three d elvers to try to m ake L 1 S R 's
off the figh t, but because t here are only two on L u ck - anyone who m isses their S R is h i t ,
characters fighting it, I ru led that by sheer force u n l ess all three m iss, in w h ich case t h e two who
and panic, it cou ld do so . Th e p layers elect to try m issed i t by t h e most w i l l be hit by the rocks.)
to stop the man ticore .) (N ote that the ogres wou ld have to make 4th
level sav ing rol ls to h it, but in the case of the
T h ird Combat Turn : reverse - a sav ing ro l l to be m issed - the de lvers
Rethe chooses to u se her d i rk as a m issi l e have to make only L l S R 's. T h is is the k ind of
weapon and tries to b r i n g t h e animal d own . The rul e-of-t h u m b wh ich players and G M s m ust hash
manticore is a t " n ear" range a n d is a " large" out between themse lves.)
target. Rethe m ust make a 4th level saving roll on
D E X to hit it on the ru n , w h ic h in h er case is a 1 5 . F i rst Com bat Tu r n:
She rol l s an 8 instead , w h ich means the d irk flew The ogres have take n the party by surprise;
over the t h i ng's h ead , m issing i t entire ly . Before the party can not retal iate on th is same turn. The
any fu rther actio n can be taken, the animal is ogres t h row the rocks, and the party members
gone into the warre n of tu n ne ls, and Rethe must must try to make their S R 's as ou t l i ned above.
walk d own t h e corridor to retrieve h er d agger. Higley has a L uck of 20; a 1 st level sav ing rol l
i s 2 0 m inus L uck. H is rol l wou l d be 0 except savi ng
rol ls are al ways a m i n i m u m of 5 (doub les add and
rol l over, however ). H igley rol l s an 8 on h is two
EXAM P L E 2 d ice, so he is safe. .
Cast of Characters Rethe 's Luck is 1 7 ; she also need s a m in i m u m
Rethe and Higley are st i l l with us, although of 5 . She ro lls a 7 and i s safe .
some time has passed . Rethe's ST has retu rned to Myrmar the mage has a Luck of 1 0 , and so
2 6 . Somet i m e in the interven ing hou rs since we m u st ro l l 1 0 on two d ice. He ro l ls a 3 , and is h i t by
last saw th ese two, several th i ngs have happe ned : one of the fly ing rocks. (T he GM cou l d assign a
H igley has lost has mace and h ad to fal l back on a certain n u mber of d i ce for the effect of the
sc im itar (4 d ice) - h is secondary weapon , since h e rocks - 3 d ice m ight be a fa ir n u m ber - or the GM
cou l d n 't use it and t h e mace s i m u l taneously. They m ight instead prefer to let h its be assigned by the
fou n d a vial of cu rare - the poison d o u b les the amount the SR was m issed by. In th is case , the GM
effective h its of their b lad ed weapons, p rovided the assigns 3 d ice for the effects of the fly i ng roc k . )
h its can first be d e l ivere d . And final ly, t h ey p icked Result: M yrmar m ust take 1 1 h its. H is padded
u p a com panion who is . . . silk takes 4, and the other 7 h i ts com e off h is
Myrmar Oldface, a hu man first-level w izard , Const i tu tion which d rops to 3 . Considering the
male. H is attributes are : ST : 1 2 , I Q : 1 5 , L K : 1 0, severity of the wou nd , the GM asks M yrmar to
CO N : 1 0 , D E X : 9, C H R :9 (+0 for personal ad ds) . make another sav i ng rol l l i ke the first to see if he
He carries a stou t ord inaire staff wh ich d ou b les as was hit i n the h ead and k nocked u nconscious.
a q uarterstaff shou ld he need to resort to physical Th is sav ing ro l l is again on L u ck (he needs to ro l l
violence. He wears qu ilted si l k fo r arm or ( takes 1 0 or better) ; h e ro l ls doub le 3 's (6) , p icks u p t h e
4 h its) . d ice a n d conti nues to rol l , gett i ng 5 more for a
Fleabiter Longnose and Kara Rockcrusher tota l of 1 1 . He makes the rol l . He is bad ly h u rt
are two ogres, each w ith a M R of 90 ( 1 0+45 eac h ) . b u t st i l l consc ious and capab le of fighting.
T hey have been qu ietly fo llowing t h e t h ree d e lvers,
hoping to j u m p them at an opportu ne moment. Second Combat Turn (melee ) :
Each ogre is carry ing a heavy rock to heave at Higley uses h is sci m itar . w h ich rol ls 1 3 . N o
the d e lvers. weapo ns add s. S h i e l d ro l l s 1 0 . + 1 7 personal add s.

Sandeep Mehra (Order #15786906)


Combat Turn Sequence 2. 3 7 . 5
Rethe chooses to figh t with weapons. Her i nSiSt that she fal l s u n conscious im med iately.
sword rol l s 1 2 , + 2 . The d i rk rolls 7 , + 1 . Personal However, instead he perm its her to try to make a
adds, +25 . 1 st level saving rol l on her cu rrent CON - if she
Myrmar casts a Take That, You FIend at ma"kes it, she'll re main awake fo r the rest of this
F leab iter, worth 1 5 . The spell costs a basic 6, fight. Her CON is 7 , so she need s to rol l 1 3 or
but the mage su btracts 1 for the u se of h is 1 st level b etter; She rol ls an 8 and fal ls u nconscious on
staff. The party 's total is 1 02 . t he floor.
Fleabiter, w ith a M R o f 90 rolls 25 , +45 7 0 .
=

Kara has 'a M R o f 90 also a n d rol ls 1 0 d ice Fourth Com bat Turn :
wh ich total 3 8 . Her personal add s are 45 for a total Rethe and Kara are out of com bat. H igley
of 8 3 . Together the ogres rac k u p 1 5 3 . must fight F l eabiter, and m u st prevent the ogre
Result: The party of delvers m u st absorb 5 1 from doing damage to Rethe who is u nconscious
h its, or 1 7 each. M y rmar's arm or can absorb 4 h its but not dead .
for h i m , b u t h is Constitution of 3 can't with stand Higley rol ls 25 fo r h is �word . S h ie l d 's sp ike
the remaining 1 3 ; h e d ies. Rethe's armor can take gets 8 . Personal ad ds, + 1 7 .
6 h its, and the rem aining 1 1 come off her CON Fleabiter has a M R o f 65 (7 + 33 ) . H e ro l l s a
wh ich drops to 7. H igley is a warrior and gets paltry 1 5 , +33 add s, for a total of 48 .
d oub le benefit from h i s armor and sh ie l d . B etween Result: l-1 igley final ly managed to land a h it
these two he can absorb a tota l of 20 h its. S i n ce he on th e ogre ( H igley's total was 50 to the ogre 's
has to take on ly 1 7 , h e emerges u nscath ed . 48) . Fortu nate ly for H igley, this was the last rou nd
Becau se Rethe and H igley were u nable to in w h ich h is curare poison wou l d be effective.
land a decent h it , their poiso n d id n ot reach the Thus, those 2 h its take twice their effect on the
ogres. However, the slash ing of tough h ides and ogre's constitution and Fleab iter's M R d rops to 6 1 .
parrying of talons has wi ped a l ittle of the poison H igley's player states that he wants to lead
away , so t h is com bat turn cou n ts toward the rou nd the ogre away from the elf's col lapsed bod y, so
when the poison w i l l a l l be go ne and therefore no that she does not have to take any side-b l ows from
longer effective (n o poiso n lasts m ore then 3 the ogre if H igley can not beat h i m on su bseq uent
consecutive com bat tu rns) . turns.
A lthough M yrmar perished , h is spe l l took The GM feels an I Q saving rol l mad e by the
its tol l . F leab iter h as to absorb the 1 5 h its ogre sho u l d determ ine th is - if the ogre isn't led
generated by the magic. H is M R d ro ps to 65 away, he fee ls that Rethe shou I d have to take 1 /3
(7 + 33). of the h its ( i nstead of half - she's not in the thick
of figh ting, b u t if H igley is incapable of fu l l y
Third Com bat Tur n : d efend ing h i m self, he can't adeq uately p rotect
Hig/ey con tin ues to fight. Sword gets 1 7 , +0. the rogu e) . The p layers agree , but requ est that it be
S h ield gets 9. Personal adds + 1 7 . a 2nd leve l saving ro l l , not 1 st, since ogres are n't
Rethe recogn izes the severity of the situ ation k nown for their b rains. The GM agrees, rol ls 3 d ice
and real izes it is time for her max i m u m effort. to determ ine the ogre's I Q - 1 1 - and now h as to
A lthough it w i l l severe ly dep lete her Strength , she rol l 1 4 to make a 2nd level rol l (25 - 1 1 ) . The G M
decides to th row the nastiest spell she can rol ls on ly 6 , and F leab iter fol l ows H igley away
conju re - a 4th leve l Take That You Fiend. I t w i l l from the elf. He also ru les that Rethe w i l l stay
cost h e r 4x (6) ST points, leav ing h er w ith o n l y 2 u n conscious u ntil her ST reb u i ld s to 3 ( i n anothe r
points left , b u t it w i l l generage 96 h its for the 4 com bat tu rns - she is, after al l , not figh ting, and
attack . Seeing Kara as the worst opponent, she if ten m inutes go by while she is u nd istu rbed , her
throws it at the ogress. G rand tota l , 1 39 . strength w i l l come back ) .
The ogres continue their half o f the fight. To com p ress th ings, H igley loses consistently
F leabiter stil l has a M R of 65 (7 + 3 3 ) . H e ro lls for the next fou r com bat tu rns. However, h is
26, +33 for adds. Kara ro lls 3 3 , +45 . Their armor p rotects h i m in every case as F leab iter cou l d
com b ined total : 1 37 . not beat h is rol l by more than 1 1 . T h is cou l d go on
Result: The incred i b le power of the elf a very long time, but at the begin n i ng of the ninth
rogue's spe ll "shocked " the ogres enough that they combat tu rn , Reth e wakes up. Her strength is only
' lost' t h is com bat rou nd ; the delvers take no h its. 3 , mean ing she cannot w ie l d her glad ius w ithout
Kara is k i l l ed on the spot - her M R of 90 cou I d k nock ing herself out of com bat aga in. (T h e glad ius
not withstand 96 h its. ( Note that t h e ogres lost req u ires a ST of 1 0 . If Rethe w ields it wh ile her ST
the rou nd b y only 2 points, but that Kara sti l l is 3, she will overtire herse lf, having to subtract 2
has to take the fu l l 9 6 , and F leab iter d oesn't points from her ST and 5 more from her CO N to
have to take any h its at a l l . ) accou nt for using a weapon wh ich is too h eavy for
Because Reth e went from a Strength o f 26 to her cu rrent stre ngth . Thus sh e can on ly go into
2 i n one rou nd (and. also because she's taken a com bat with her d irk.) Her loss of ST h as also
severe wound in the im med iate past) the G M cou ld meant a loss of personal adds; she has only + 7 add s

Sandeep Mehra (Order #15786906)


2. 3 7 . 6 Combat Turn Sequence
right now. S h e w i l l not regain S T now that she i s u ntil h e d ies. ( I n fact, it takes them u nt i l
re-entering com bat. com bat tu rn 1 3 to acco m p l ish this.)

N inth Com bat Turn:


Higley 's total is 44 for everyth ing. Th is was an in cred i b ly long and convoluted
Rethe 's tota l is 1 5 for everyth ing. T h e ir combat, b u t once again the d ice were t hrown fairly
com b ined total : 5 9 . Reth e's d agger st i l l has c u rare and no adj u stm ents were made. ( I n sett ing i t up,
on it, remember. I rather ex pected the ogres to win. H owever, in
Fleabiter's tota l fo r everyth ing is 5 4. each case I took the actions I wou ld if I were a
Result: The d e lvers get 5 h its against the ogre . d e lver for H igley, Rethe and the dead M yrmar,
The G M perm its them to dou b le 2 h its to accou nt or if I were a GM when plan n i ng actions for the
for Rethe's poison ed dagger (assu m ing the best for ogres.)
the d e lvers here - th e theory being that H igley h as T h is does, I hope, express the give-and-take
d one h is best to d istract the ogre w h i l e Rethe gives wh ich has to occur to make a combat feasible.
all she has to land a b low.) T h is su btracts 7 fro m I n doing so, it shou ld give a fairly accu rate
the ogre 's M R w h ich now d rops to 5 4. rep resentation of a d ifficu lt com bat. T h e reader
will h opefu lly take especial note of the actions of
U n less someth ing u nusual happens, the d e lvers poiso n , the use and reason ing beh ind the many
shou l d continue to b eat down F leab iter b it by b it sav ing ro lls, and the u se of magic.

J"l)\6IC IN COMBAT
Magic is an attack and a d efense for those its max i m u m effect, even if the spe l l-caster is on
who u nderstand its man ipu lations. I n some ways, it the losing side of a fight. Furthermore , a Take That
can also be the G M 's worst headache, requ iring You Fiend ( TTYF, for short ) , is almost alone
adj u d ication beyond the d ep th of m issiles or more among the availab le spells in having what is termed
conventional weapons. T h is is because magic can a "shock effect". W hat this means is that if two
have such a variety of possible effects - the G M orcs are ch arging a party of delvers (one a wizard ) ,
may find it helpfu l to b reak combat down i n to and the orc sees h i s buddy vaporized h alfway
su btu rns for sticky situations. through the fight, it w i l l probab ly throw the first
However, it is hoped that th is section w i l l orc a l ittle off h is strid e . T h is is why the TTYF is
help provide so me gu idel ines for t h e G M a n d the i n c l u ded in a party's h i t point total .
p layers to use. If a situation is clearly v isualized, it
is u sually possible to hash out the pertinent deta ils W h e n a fight i s a close one , magic may be the
for an accu rate reso l u tion . decid i ng facto r to th row the 'win' of a com bat turn
One t h i n g cannot b e too strongly stressed h ere : one way or the other, even though the spel l w i l l
Magic , more than any other aspect of com b at, affect its h its regardless. You cannot cou nt these
requ ires appl ication of c OO1mon sense and d iscu ssion h its tw ice - that's why the " shock effect" has come
beyond strict adhere nce to rules. If a general rule into u se. Some exam ples sho u l d clarify th ings here.
does not q u ite fit a situation , adj u st it to fit - and W h en the magic-u ser is on the losing end of
remember that every such adj u stment sets a the battle, th i ngs are fairly clear. A troll m ight
precedent for fu tu re adj u d ications. generate 40 h its against a warrior and a wizard he
is fighti ng. The warrior ge nerates 20 and the w izard
The com mo n , everyday spell w h ic h magic ians casts a TTYF worth 1 5 . The warrior and the
use when faced w i th ch arging foes is the Take That wizard have to share 5 h its between them ( 3 for
You Fiend. Among P hoenix p layers it is the warrior, 2 for the wizard ) but the tro l l has to
conceptual ized as the chan ne l l i ng of a perso n 's 1 0 absorb 1 5 for the spe l l . The tro l l was affected b y
i nto a n energy bolt w h ic h may d o anyth ing from t h e spe l l during com bat in that the 1 5 worth of
d isru pting cells, j e l l ing b rain matter, to actu al "shoc k " took 1 5 from h is attack ( i.e., w hen the
matter d isru ption . Take anoth er look at the front h it point tota ls were com pared, the physical attack
cover of this book let - that's a Take That You of the tro l l was com pared agai nst the physical
Fiend. B right light, searing flame, and p robab ly a attack of the warrior and the magic attack of
certain amou nt of lou d noise accompanying the the w izard ) . Because the spe l l m ight h ave jarred
whole th ing. or frightened or m ere ly pained the tro l l , its attack
U n less there is some special reaso n w h y the was 1 5 less than it wou Id have been if the w izard
spe ll is deflected , th is kind of magic always takes wasn 't there.

Sandeep Mehra (Order #15786906)


Magic in Combat 2. 32. 2
On the other hand, say the w izard cast a com bat and the fi rst one.
TTY F worth 25 and the warrior generated 20. If
the tro l l sti l l gen erated 40 , the tro l l wou ld have I f the G M ru led that Nob the Short d id not
" lost " that combat t u rn by 5 . However, he sti l l has have time to cast h is spe l l , i t wou l d have bee n
to take all 25 worth of TTY F anyway. He shou ld perfectly fair, based on the assu m pt ion that Bone­
not have to take the losing 5 , because some of the b iter waited j u st another half-second and lept on
de lve rs' attack was generated fro m magic, and the the w izard 's back as he passed. In this case, Nob
h its shou l d not cou n t tw ice. T h u s the t ro ll cou ld wou l d have had to take the fu l l 1 3 h its ou tr igh t.
lose by u p to 25 , and it wou l d n ot take any more T h is wou l d be the case, as it was a surprise/ambush
h its than those ge nerated b y the spe l l . B u t if th e attack . If Nob su rv ived this, he cou l d then tu rn and
tro l l lost a com bat rou n d by 2 6 (assu m i ng a 25 fire h is spe l l w h i l e the gob l i n j u m ped in to do som e
TTY F ) , then the tro l l m u st take the ad d itional 1 more damage , but th is wou ld be another ' combat
h it w h ic h may safe ly be assu med to have been turn' - one w h ich wou ld probably go m uch l i ke
generated by the warrior or warriors. the second exam ple given above.
The above d escr iption holds tru e primar ily
for melee situ at io n s, where all com batants are If the n u m ber of characte rs i nvolved is greater
wit h i n re latively easy reach ing d istance. H owever, than in the exam ples give n , the situation d oes not
if there is any sign ificant d ista nce ( 'sign ificant' materially change. Exam p l e : 1 2 orcs j u m p a large
usually being determ i n ed b y the G M and p layer party ( i n c l u d ing two w izard s w ith I Qs of 1 6 eac h )
i nvolved ) the spel l acts more l i ke a d istance m issile and im med iate melee i s i n itiated . The orcs com­
attack , and does not allow the monster to fight b i ned h i t point total is 1 04. The party's h i t point
back d u ring the same com bat tu rn . total is 1 3 2 , of w h ich 3 2 is TTY F spe lls, each
For exam p le , the gob l i n BOReb iter (M R 1 2) cast at a d iffere n t arc. As the ' w i n n i ng' side, the
leaps from h is h id ing p lace 20' down the corridor delvers take no h its. But two orcs pitch over dead
in front of Nob the S hort , a m age w i th an I Q of (they had M Rs of 1 0 eac h ) . T he orcs don't take
1 0. Boneb iter yells out, "You r mother c hews any more than 32 h i ts becau se that was the magic
sweatsocks, you inenviable s l i me of a came l's effect, and the d iffe re nce i n h it point tota ls was
mouth ! " and t h i n ks fa leap the sh ort i nte rve n ing o n l y 28. By the same token, the 'overk i l l ' on the
space between them to c law out the m_�ge's t h roat. two d ead orcs (6 each - i t took 1 0 to k i l l them,
N ob may be sm a l l , b u t he's n o fDa!. I n the although the spe l l was worth 1 6 i n each case ) is
few seconds the gob l i n is gloat ing - hard ly a 'fu l l ' n ot shared w ith the other 10 orcs who are st i l l
2 m i n u te com bat t u rn - N ob cran ks off a Take attack i ng . . .
T hat You F ie n d spe l l . B oneb iter �atches it
fu l l i n the chest, and h is M R d rops b V J O points The only two oth er spe l ls w h ich have any
before h e even reach es the mage . E n d of "combat ' shock value' and are cou nted in w ith the party's
rou nd one . " I f Boneb iter sti l l sh ows any signs of. attack are the Blasting Power and Freeze Pleeze.
fight, the mage wou l d be well advised to d raw dag­ However, becau se they do not have to be 'aimed'
ger and fe nd 6ffl'he staggeri ng, scaley l ittle beggar. at a specific target (alth ough they can be, if so
Boneb iter's remain ing M R of 2 g ives h im only 1 d ie specified ) , h i ts can simply be assigned as usual i. e.
and 1 add , so even a -med iocre d agger i n the hands simply by the d iffere nce i n h it point tota ls. N e ither
of an i ncom pete n t m age sho u l d be en ough to end spe l l has to necessari ly ta ke effect against the foes,
h is pit ifu l l ife . E nd of com bat rou nd two! any more than an ord inary blast of flam e (or ice)
wou l d necessarily dam age a character.
A lternate l y , let u s say B o neb iter waited u n t i l
N o b was d irectly b y h im before the gob l i n lept As stated before, prox im ity and momentum
fro m h is h id d e n wa l l n iche. Nob has a fraction have to be taken ser iously i nto accou n t when
of a secon d 's warn ing from the scrape of c laws on dea l i ng w i th spells and their effect on the opposi ng
stone, and the GM ru les h e h as time for a spe l l . He side in combat. If you cast an Oh Go A way at a
b lasts away a t t he d iv i ng gob l i n , b u t t h e gob l i n rab id d og b ou n d i ng down the corridor toward s
can 't possibly m iss connectin g at this c lose range; you , it w i l l turn on i ts ta i l and flee as fast as it can
he has sim ply too m u ch momentu m . (Momentu m (assu m ing you have the attributes to make the
is often an im portant factor i n these c ircu mstan ces. ) spe l l effective) . On the ot her hand, if it is right i n
Because the gob l i n isn't in stantly b lasted i n to a front o f you a n d about to b i te you r k n eecap i n
red haze (a TTY F of 60 or 70 would probab ly d o two, y o u w i l l probab ly have to take a port ion of
the tric k ) , h e gets h is fu l l attack of 2 d ice p l u s 6, i ts attack before the spe l l h its and the dog flees.
against w h ich the mage h as n o protection except If a half-arc bowman fi res h is arba lest at you from
the staggering shock effect of the spel l . I f Bone­ 50 yard s away, you probab ly have a c hance to
b iter's total is 1 3 , the mage has to take 3 h its. throw a Protective Pentagram u p ; if that same half­
E nd of combat rou nd one. Prox im ity and momen­ arc is stand i ng i n arms' lengt h and is i n the process
tum are w hat made the d iffe re nce between th is of co m p leting a sw ing with h is bec d e corb i n ,

Sandeep Mehra (Order #15786906)


2.32.3 Magic in Combat
forget it. A TTY F m ight do y�u some good , but d ec ided wh ich spel l to cast. (As point of fact,
the Pentagram can not b e thrown and formed i n the it is th is ' i n stant reactio n ' which led us to suggest
m ic roseconds you h ave to th i n k about it. that people play ing the game of T & T for the very
Another factor which can he (and usual ly is) first time play warriors rather than one of the
consid ered is the speed of the p layer's reactions. character types which uses magic. Once people
The GM says, "Yo u , the w iz ard , h ave had the floor have had a chance to see magic 'in u se', thei r
d rop out from u nder you , and the chasm goes o w n magic-using c haracters tend to su rvive longer) .
down about 1 00 feet." F u rth er, th is 'off the h i p ' reaction is what
"Fly Me! " you yod el im med iate ly, and you can k i l l a careless mage who qu ite l i teral l y doesn 't
won 't decorate the rocks below. know h is own stre ngth. I f you yell out Fly Me ! b u t
On the other han d , if you fl i p th rough the don't have t h e stre ngth po ints t o succeed , the
Spell Boo k to see if you want to fly , teleport spe l l w i l l k i l l you before you crash at the end of
or cast a Protective Pentagram, the G M w i l l be you r fal l . S mall consolation , i ndeed .
we l l w ith in rights to say you smash befo re you

"
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Sandeep Mehra (Order #15786906)


ldllSSI LE WEAPONS
M issi le weapons give a character the chan ce I f the target i s a n orc 5 yard s away, a 2nd leve l
to h it someth ing before that someth ing gets c lose rol l is req u ired : Pointblank range ( 1 st leve l) at a
enough to h it back . M issile h its a lways come large target (x2) = 2nd leve l Saving Ro l l . On the
straight off constitution/monster rating, if the aim other hand , to shoot a wolf 60 yard s away a
is tru e. Dexte rity is req u ired for su ccess, and a 9th leve l rol l is needed , and to shoot a coin off
l itt le bit of good l u c k . Yo u won't even h i t the a ledge 1 30 yard s away, th e character first m u st
broad side of a barn at th ree paces if your bow­ have a weapon that fi res that far, and then m u st
string b reaks just as you re lease the arrow . make a 20th leve l S R . Note there is a lways the
I n older ed itions of T&T there was a sim p le possib il ity that the best shot w i l l m iss (you always
chart of dexte rity matched to d istance to deter­ need a m i n i m u m 5) and even at the longest odd s
m i ne h it-o r-m iss. Th rough local play and feedback there is a sm all possibil ity that even the poorest
from players e lsew h ere , it was dete rm ined that shot may str ike (because doub les add and rol l
this was too simpl istic to give a good rep resen­ over i n S Rs) . I n the case of a m iss when i t doesn 't
tation of marksmansh ip. I nstead , a ready means seem possible, you m ight assu m e that the bow­
of calcu lating a Dexterity Sav ing Roll was i nven­ str ing b roke u nexpected ly, you were j ostled b y
ted . The pertinent aspects are- range (d istance to a com pan ion, you r target moved sl ightly a n d you
t he target) and target size. It is much harde r to only n icked it, or a memory of you r mother- i n­
h i t the eye of a grem l i n 1 00 yard s away than it law sudden ly came to m ind. F u rther, if you sti l l
is to h it the body of a giant standing 3 feet away. fee l the S Rs are too h igh , o r i nappropriate for
some other reason , the G M sho u l d make an adj ust­
T here are fou r ranges, each of w h ic h req u i res ment as su itab le for the situation.
a h igher S R than the- last' , w iHr the S R being made Target sizes shou ld be hand led with d i sc re­
on D E X in every case . tion, more by r ule of th u m b than exact num bers.
A coi led snake presents a larger target than one
D istance siithering by. Te n orcs racing down a narrow
in yards S R to h it corridor present a better target-of-opportu n ity
Pointblank 0-5 1 st than 1 orc alone. F urther, the c hart assu m es you
Ne(lr 0 - 5-0- 2nd are shooting at a l iving, dodging target most of
Far 5 1 - 1 00 3 rd the time. (T h is is why it is a 4th level SR to h i t
Extreme 101+ 4th an orc at 1 5 feet) . B u t i f the target i s u n moving or
u naware of being sh ot at, GMs may lower the S Rs
The Saving Ro l ls w h ich _,a� th u s determ i ned req u ired by a level or two.
are then mod ified by a m u ltip l ier b ased on the size
of the taFg�t being sh ot at. The x u sed here is Because D E X is so im portant to m issile use,
meant as a m u ltipl i cation sym bo l. characters get twice their Dexterity add s in their
Personal Adds when using any missile weapon.
M u ltip l ie r Av. Heigh t For exam p l e : Stev in Strongarm has ST, L K, and
Huge X I +1 2' D E X of 1 5 each. W ith ord i nary weapons he gets
1

Large x2 1 2' - 5 ' 9 personal add s. I f he h i ts someth ing w ith an arrow


Small x3 5 ' - 2' or some other m i ssile weapon , he gets 1 2 personal
Very Small x4 2' - 4" add s - the extra comes from cou nting D EX twice.
Tiny x5 less than 4"
W hen d u ngeon de lvers get shot at by monsters,
To give you a 'r u le of th u m b w i th the sizes, they frequ ently want a saving rol l on LK to avoid
huge refers to d ragons, balrogs, giants, and b arns. being h it, even if i t seems the monste r's aim is good .
Large means ogres, men , tro ll s , and gob l i n s. Small I perm it this in my du ngeon if the players agree
is h obbit}, d warves, wolves, and c h i l dre n , for that the monsters shou l d get an equal c hance when
exam ple. Very small means rabb its, rats, and they 're bei ng shot at by delvers. When th is k i nd of
fai r ies. Tiny refers to th ings l i ke eyes, coins, and SR comes u p , it is handled in the fol low i ng man ner.
locks on ch ests. F i rst the m issi l e caster makes h is ro l l to find
Thus, if a characte r wishes to shoot at a out of he cou l d h it in the fi rst p lace . If h e m i sses,
gia nt standing j u st 5 yard s away, h e shou ld make that's the end of the matter. If the ro l l says he h i ts,
a 1 st level S R on D E X to h it : Pointblank range h is target gets to make a SR on LK of som e su ita­
( 1 st leve l rol l ) at a h uge target (x l ) = 1 st level rol l . ble level. I f the target misses its ro l l , he is struck by

Sandeep Mehra (Order #15786906)


2. 33. 2 Missile Weapons
the incoming m issi le. I f the target makes the ro l l , I f the arrow k nocks off half the monste r's const i tu­
t h e m issi le w h izzed b y u flcomfor;tab ly close, tion, the bow man is then helpless to defend agai nst
maybe nick i ng an ear or d eflected by chance off the rest of the monster's attack . Ho l d i ng a pro­
a b utton . As noted before , i t is adv ised that if the j dtile u nt i l the last secon d should be a fai rly rare
de lvers are given th is ' second chance' to avoid occ u rence, and G M s shou l d consider all possi b l e
m issi les, the mo nsters shou ld h ave a second chance angies w hen adj ud icating suc h .
as w e l l .
No experience points should b e awarded for
A l l m issi l e weapons on the Weapons Charts saving rolls made to determine hit-or-miss. The rol l
(q.v.) have a range listed . Th is is the maximum is made t o determ ine t h e para mete rs of t h e situa­
effective range that m issi les can b e ex pected to t ion only and target practice simply does not cou nt
travel w ith enough 'force to d o the d amage in her­ as any k i n d of "ad ventu re . 1 I A Sav i ng Rol l (on
ent i n the weapon's d ice l ist i ng . A l though there D E X or L K) to avoid an incom ing m issi le is an
are bows, for exam p l e, w h ic h h istorical ly cou ld adventu re - an ent i re l y d iffe re nt matter - and
cast arrows fu rther t h a n th ese ranges give n , su ch adventure points shou l d be given as w ith any other
bows were few and often h ighly su-bject to little Saving Ro l l .
t h i ngs l i ke tem pe ratu re and h u m id i ty changes,
hav ing often been constructed first for d istan ce . m
competition and on ly secondari ly for use. The
arrows used with su ch bows were also of u nu sual
== ;JiI.
make. The weapons shops cou ld n o t a n d wou l d
n o t logically carry such h igh ly specialized bows, •
and , on the whole, d u ngeon delvers cou ld not
have any access to t h e m .

Crossbows o f a l l types given i n the Weapons


C harts require one combat turn to cock. Carry ing
a crossbow a lready cocked is a good way to i nsu re
you w i l l have it read y when the monsters su ddenly
come charging d ow n the corridor. But if after
com bat tu rn one they turn and flee , you w on 't be 2 .) 314
able to shoot th em in the bac k on com bat tu rn two.
And if they flee on com bat tu rn two , and you
i ntend to shoot them i n the back o n com bat tu rn
three, then you w i l l have to spend combat tu rn
UNARMED
two cock ing the crossbow and not fighting.

M issi l e weapon s in a me lee situation are


COMBAT
usu a l l y a poor idea. Movement is probab ly fast and
fu rious, and getting in a shot is at best u ncerta i n . U narmed com bat occurs rare ly, b u t happen it
Y o u are a s l i kely to h i t o n e of you r b udd ies does. The stu rd iest fighter can lose or m islay h is
by accident as you are to h it the half-orc h e's favorite weapons, or have them sto len, or engage
wrest l ing with . There is only one i n stance in wh ich in a wrestl ing bout to sett le a wage r. Hu mans and
m issi l e weapons d u ring me lee is perm itted on the
- their h u manoid kin ro l l 1 d ie for u narmed com bat ,
first melee round. (You may h ave h ad a chance to then add their personal adds. As a l l hand-held
shoot you r se lf-bow from a - d istance on the first weapons now start with at least 2 d i ce (as opposed
combat rou n d . Th is does not change the fact that to l -d ie weapons in the c harts of earl ier ed itions) ,
you cou ld restring an arrow to shoot when the ' being bare handed is the worst com bat situation
monsters first come w i th i n arm '-s length at the fi rst a character can face . Most of the H it Point Total
melee com bat rou n d . Remember that this is not w i l l have to be gene rated from Personal Adds; the
the case w ith crossbows, though) . one d ie in trod u ces a sl ight variab i l i ty in the out­
In po int of fact , this is the come. Mo nsters with Mo nster Rating are often
freq u en t means by w h ich a character of low D E X con sidered to be fighti ng fang and claw (especial l y
i m p roves h is chan ce of h itting - by waiting u n til monsters w ithout hands o r te ntac les t o h o l d weap­
the monster is virtu a l l y on top of h im , and then onry), and as suc h their natu ra l endowments of
releasing h is projecti l e . In such a case, a m issi le can talon and m u sc le may b e assu m ed to su pply the
be treated l i ke a Take That You Fiend spe l l at d ice i n herent in their Monster Rat ings.
i m med iate range. U n less the monster is com plete ly I n all other respects, unarmed com bat may
blown away w i th that p rojecti l e attack , �ts momen­ be treated in the sam e fash ion as detailed earl ier
tum w i l l carry it i n to the bowman 's face regard less. for all other forms of com bat.

Sandeep Mehra (Order #15786906)


2 ., 3 5 TIO O� HE�V)'
WE� PO � S
A character may u se a weapon too heavy for subtracted wou l d drop ST below 1 , ST goes to
h i m or her, accord ing to the ST req u irement exactly one ( making the character u nconciou s) ,
l isted in the Weapon s Tab les. However, that char­ and the rem ainder comes d i rectly off CON .
acter w i l l tire very q u ic k ly and r isks d eath i n
d oing so . However, w h en m ax im u m d ice and ad ds For example: Q u igley has a ST of 9 b u t a
for a weapon are sore ly need ed if t h e character is CON of only 6 . He at tem pts to fight w ith a p i ke
to su rv ive, ex haustion may not be too h igh a price (ST req u ired : 1 5 ) . On the first com bat tu rn, the
to pay. pike is 6 points too heavy for h i m . At the end of
that com bat tu rn , he su btracts 6 from h is ST ( it
Each combat t u rn in wh ich a too-heavy d rops to 3 ) . I f he conti n ues to fight, on the fol­
weapon is used , a character weakens at a rate equal low ing combat turn the p i ke is 1 2 points too
to the required strength minus his current strength. heavy fo r h im . H is ST d rops to 1, and the rem ain­
T h is number is taken d irectly off ST, thus making ing 10 points com e off his CON . He wou l d be
the weapon p roport ionately h eav ier yet, if combat u ncon cious, except that h is CON cannot take
contin ues. If a character's ST d rops to exactly 1 , that k i nd of pun ish m ent - he has overex erted
h e o r she w i l l fal l u nconcious. I f t h e amount h i m se lf and d ies.

SPEED &, IWOVEMENT


Each tu rn , characters may have the option Tak ing all the above items into considerat ion,
of mov ing a certain d istance on the G M 's map. normal wa l k i ng speed in a d u ngeon w i l l not b e as
Although many T & T adventu res are carried out fast as you or I cou ld walk to the local qu ick­
in tu nnels with m oderate ly level stone floors, serve market. Moreover, if d u ngeon characters
if you get into an outd oor adventu re , the G M are look ing for tripwires, secret passages, and
shou ld take terra in and manner o f travel i n to other traps and tricks, the ir speed w i l l be fu rther
considerat ion . red uced . The chart be low w i l l help you d eterm i ne
Focusing in on ind ividual characte rs, you how fast a character may go in feet per minute.
may wish to determine a SPEED rating, w h ich
is determ ined the same way one finds Prime N ormal
Att ributes, i. e. ro l l 3 d ice and record the tota l . Looking d u n geon
T h is nu mber should not ch ange in the way Prime carefu l l y speed
Attributes m ight ( u n less by G M 's m agic , in w h ic h
case anyth ing goes) . The l e ngth o f a person's Carry ing � or m ore ( S P x 10) (SP x 10)
legs does not change m u ch as h e or she b ecomes weigh t possible in 2
more experienced i n the ways of the worl d . T h is d i m l ight
S P E E D rating (abb rev iated ' S P ') a lso d ete rm ines
a character's reaction ti m e , d isc u ssed l ater in Carry ing � or less (SP x 20) (SP x 20)
this sect ion . weight possi ble in 2
d im l ight
Stone and d i rt floors are not com p letely
leve l . D u ngeons are rare ly we ll- l i t at the best of U n lad e n , fu ll l ight (SP x 30) (S P x 30)
t i m es - torches and lanterns cast a fa ir am ount 2
o f l ight, but n ot nearly a s m u ch a s fu l l su n l ight.
F u rther, most ch aracters (those who ex pect to In the chart, 'x ' is a multiplication symbol.
su rvive) w i l l be carry ing weapons, armor, h eavy 'SP' refers to the character's rolled-up SPEED
boots and c loth ing, a pac k , and possibly more. rating.

Sandeep Mehra (Order #15786906)


2.36. 2 Speed and Mo vement
A characte r ru n n ing u nder the t h ree situations travel i n one m in u te if r u n n ing for d istance,
l isted above ( heav i l y lad e n , partially lad e n , and d epend ing on h ow loaded down they are . ( E x :
u n laden) may ru n a t 3 t i m es normal dungeon speed. Fang t h e De lectable - re member Fang ? - has a
Because parties of d e lvers are made u p of s f> rat i ng of 1 0 . Carry ing a fu l l load, for 1 0 seconds
several characters, their average speed w i l l depend he can put on q burst of speed and trave l 3 ti m es
on how fast the slowest c haracter is. H owever, ( 1 00 ' ) or 300·'; i n 1 0 seconds. He can do th is
sin ce SP rati ngs shou l d not change , the fo l lowing only for 1 0 seconds, after which time h e is as
speeds may be used as ru le-of-th u m b adj ud ication w i n ded as if h e had been ru n n ing norm ally for
of speed : t h ree turns.

U nder carefu l exam i nati on 50 ' per minute.


- The S P E E D rating m ay also be used to j u dge
Norm al du ngeon speed - 7 00 ' per minute. a character's reaction time. Th is is usual l y used i n
R u nning speed 300 ' per minute.
- con nect ion w ith a Saving Ro l l on SP. F or exam p l e ,
if Fang i s about to b e crushed b y a fal l ing tree,
A ll these speeds may be mUltiplied times 2 if the he shou ld have a 1 st level Saving Ro l l to leap out
characters are all carrying less than half their max­ of the way. Assu m i ng SP rati ngs do not change
imum carrying capacity. If they 're loaded down much d u ring a ch aracter 's l ife , a 1 st leve l Sav ing
with gold and equipment, the above listing applies. Roll sh ould be used for cha l le nges of ord i nary
d ifficu lty; a 2nd level rol l sho u l d cover the more
When c h aracters are ru n n in g for any d istan ce dangerous situations.
w h i l e loaded at al l , there are severe l i m i tations
on how long they can do so . If carry ing half or
more of we igh t possible , the n u m ber of turns

2 ., 3) 7
a characte r can ru n is 7 /3 his current constitu tion.
If carry ing half or less , the n u mb er of tu rn s is 7 /2
his current constitution. I f v irtu ally everyth ing is
d ropped - pac k , large weapons, a l l armor - a
character may ru n for as many turns as he has
constitution points. A c haracte r shou l d not be U�USUAL
COMBAT
perm itted to sti l l b e carry ing much more than
a dagger in this last instance . A t the end of su ch
a ru n , the character may b e assu med to be com­
p le te l y w i n ded and alm ost exhausted ; the G M may

S ITUAT I O NS
d eterm ine w hat penalties shou l d be assigned if
com bat occu rs im med iate ly thereafter - lowered
ST, lowered reaction t i m e , etc .

A lthough h obb its and d warves are more Co mbat can be as u n iq u e as players and G M s
short-legged than h u mans and e lves, the ir stu rd y care t o make i t . S i tuations can occu r where p laye rs
constitutions w i l l al l ow t h e m to keep u p with take the in itiative to out-th i n k or out-maneuver a
the tal l e r fo lk w h i l e wa lk ing at normal speeds. monster they can not take in straight com bat.
If ru n n ing, however, the G M sho u l d take their There is usually som e increased risk invo lved , b u t
short-legged stride i n to consideration . If there is if t hat risk can b e overcome, t h e reward s are often
a wal k ing fa iry or l ep rechau n , t h is also shou ld be that m u ch greater.
considered . On the w h ol e , the q uestion of speed
and m ovement is rat h er subjective and GMs sh ould A fairly "com m on " u n usual com bat situation
strive to maintain p layab i l ity over real ism when is dodging in one-an-one com bat (it doesn 't work
the two confl ict. in m e lee). Rather than stand and trade b lows
with your opponent, you attempt to com p lete l y
Swim m ing ch aracters m ove at wa l k ing speed . avo id h is b lows so as t o z ip in for a k i l l ing or
Any characte r wearing m etal .arm or w h i l e attemp­ crip pl ing b low at c lose range . T h i s u sually i nvolves
ting to sw im shou ld b e severely penal ized , if n ot a D E X and/or SP Saving Ro l l of m id to h igh leve l ,
d rowned outright. F l y ing c haracters (fairies, those dependent on t h e ex pected reaction tim e o f t h e
with w ings, or th rough a fly i n g spel l ) may move opponent. Dodging a snake's strike i s usua lly
at ru n n ing speed . som ewhat hard e r than avoid ing an ogre 's c l u b .
For example: S narfi t h e Mad i s a hobb it armed
Sprinting is a b u rst of speed w h ich can not w i th a large dagger. H e finds h imse lf alone, facing
be mainta ined . Top ath l etes can get about 300' a large and h u ngry giant who is arm ed with an
in 1 0 seconds, so characte rs may b e al lowed to i ron-bou nd c l u b b igge r than the hobb it. S narfi
travel in 1 0 seconds what they wOll l d otherw ise k nows that if he simply tries to fight the giant

Sandeep Mehra (Order #15786906)


Unusual Combat Situations 2. 3 7. 2
in the conventional manner, there w i l l be hobbit them simu ltaneou sly. Both spe l ls w i l l then take
puree a ll over the floor m oments late r. H is p layer effect at the same moment. U n less one spe l l is
asks if Snarfi can try to dodge, ru n between the specifically designed to negate an attack (a Dis-Spell
giant's legs, and hamstring the m onster. The G M for exam ple) then both spe lls w i l l occu r as stated.
asks for only a 2 n d level Sav ing R o l l (as the G M The stronger spe ll w i l l in no way negate the weaker
visual izes this particu lar giant as rathe r c l u m sy one. T h is k i nd of d u e l often is very short and both
and stu pid ) . I f Snarfi m isses the rol l , he has to magic ian s may d ie .
take all the h its the giant can prod u ce withou t A n other system for w izards' d u e l s is for one
any opportu n ity to d eflect some of the h its by w izard to take the in itiative (because he is the
'fighting bac k . ' I f the hob b it can make the rol l , injured party or is sim p ly of h igher leve l ) . The
he w i l l be free to del iver everyth ing in h its that wizard with the in itiative casts and announces the
he can m u ster, probab ly w here and how he l i kes. first spe l l , and the second w izard has a few second s
to cou nter t he spe ll - by te leporting o ut of its
Occasionally a party m ay find itself fighting path or range, d ispe l l ing it, or ra ising a p rotective
an invisible monster. I n this case, the party's spe l l . I f not defeated on the spot, the second
com bat total is halved. If th e party is invisib le, w izard may then cast a spe l l w h ich the fi rst w izard
the monsters' attack is halved . I f both sides are m u st cou n ter aga inst. T h is kind of due l occasion­
inv isible, combat is carried out normally, w ith ally ends in a d agger fight after both w izards have
no advantage to either sid e . If the party is in exhausted their sorcerous strength below the point
total dark ness, their combat is cut i n half, and the where they can effectively th row another spe l l .
monsters' attack may also be cu t in half. G M s Otherw ise it i s apt to end when one w izard cannot
sho u l d note, however, that some monste rs can see cou nter the spe l l of the ot her.
we l l in the dark and that some - b ig cats, wolves,
and the l i ke - fight as mu ch b y sme l l and hearing If every u nu sual com bat situation cou l d be
as by sight, and won 't be penal ized by either imagined ahead of time, this section wou ld be
invisi b i l ity or d arkness. B ats and bat-l i ke creatures much lo nger and incred i b ly ted ious, probab ly with
which fu nction by radar- l i ke senses are also not c ircu mstances w h ich wou l d not occ u r i n a h u n d red
to be concerned w ith i nvisib il ity. d u ngeon trips. The GM and p l ayers are u rged to
use their own creat ivity , imagination , and good
Another u nusual situ ation is the trap d esigned sen se to u n ravel d ifficu lt d il e m m as. The G M
and engineered by delv ers. A simple example: may need to occasionally settle a situation b y
a party of delvers has b ee n chased into a room by executive fiat, a s i s h is o r h e r right. If the sol utions
a large, ve ry tough tro l l too b ig for them to fight are too silly or il l ogical, the game w i l l suffer
normally. T hey closed and locked the door behind for it, and respect w i l l be lost all aro u n d . Fu rther,
the m , but the tro ll is we l l on its way to tearing keep in m ind that every special sol ution sets
the door off its h inges. The party q u ic k ly pounds another p recedent for fu tu re use.
pitons deeply into the wal l on either side of the
d oo r and strings a fine tough w i re across it. When
the troll has su cceeded i n ripp ing d ow n the d oor,
their 1 st level mage casts an Oh Go A way spel l at
the trol l , k nowing in advance that the spel l w i l l
not take its usual effect - the tro l l won't "go
away" - b u t w i l l instead charge m ind lessly for
the w iz ard . I n doing so , the trol l probab ly sl ices
off its own head try ing to pass th ro ugh the wire .
The GM m ight have to ro l l to see that noth ing
u n lucky occu rred to void th e trap - the wire
m ight have snapped before d oing the trol l any
sign ificant damage, or a piton m ight have pu l led
free, but otherwise the trap should k i l l the tro l l .
T h is k i n d of clever inge n u ity o n the part of
the delvers can ofte n lead to the m ost engrossing
of games, and can be as com p lex as the p layers
can arrange w ithin th e ru les and parameters of . -
"'

the G M 's w orld or tu nnelworks.

W izards' duels p resent unusu al situations ,:,,-.


,
also. W hen the d u el is fo rma l and b oth sides ' '""'-

know the stakes, the easie st arrangem ent is for


both w izard s to w rite down their spells and cast
Sandeep Mehra (Order #15786906)
2'.
� "' � �' ro
AI " M r 'R'l,E
- - v �

ABOUT 'STERS
There are three main schools of thou.ght as to (those w ith a Monster Rating) regain the i r strength
how monsters encou ntered on tu n nel levels lower at the rate of 5 po ints per turn.
than the first shou l d be rated .
-Some peo p le say they sim ply sM6ul d get Not all monsters need to be h ostile towards
more dice and adds. adventu rers in their dom ain. Often they are, b u t
-Some say the monster's attack should be not necessarily. I f y o u r m onster meets a party
mu ltipl ied by its leve l n u m ber. u nex pected ly , you may w ish to determ ine i ts
-An alternate m ight be to increase j ust the reaction randomly. The chart below w i l l aid you
monster 's adds the deeper inside the d ungeoo it in this. Roll 2 six-sided d ice to determ i ne the
is fou nd . reaction.
W h ichever system appeals to you, p ic k it, try
it out, and w hen you 've fou nd a su itable method, MONSTE R R EACT I O N CHART
stick with i t consistently . 2 Monsters and men automatically
ottw;k e(lch "ther,
Monsters can sometimes b e tam ed and added 3 - 5 Monsters automatically and openly
to the party of those explo ring the tl1'f'ilnels. If a hostile.
monster has lost a fight and can no longer defend 6 8 Encounter may be friendly in a
-

i tse lf effectively, the conquerers may tame and/or guarded manner, but either side
enslave it ( if the GM perm its) . You m u st be ab le to will attack if provoked.
speak a m onster ' s language b efore you can tame it. 9- 1 1 Monsters more interested in parley
If a monster fears for its gruesome l ife and or making deals than in fighting.
surrenders, you m ay tame i t . T am ing a monster i s TlMr� mUSt b� a Mng/Jag� in
worth the same number of ex per ience points as common for parleying.
k i l l ing it. Subd ued m onsters may be permanently 12 Monsters are panic-stricken and
enslaved w it h a Yassa Massa spel l (see T he S pei l flee immediately.
B oo k , section 2 .2 2 ) .
Note that some G M s wou ld rather have their I f either side gets itse lf into a fight too tough
monsters su ic ide than perm it the enslavement of to hand le, there shou ld be some k ind of option to
their creatu res (especially when the creatu re is run away. The situation and su rrou nd ings w i l l
somethi ng h ighly u nusual). I f a tamed monster is d etermine h o w easy or d ifficult this is. T h e fleeing
n o t enc h anted , i t m a y revo lt once i t gets i ts si d e may be forced to risk add i tional damage to
strength back . Remember that weakened m on sters make good an escape.

Sandeep Mehra (Order #15786906)


2. 4 1 PER5S0NA LIZIN6
MONSTERS
M o nsters with M Rs are easy to h an d le and fol l ows, slightly edited , and d etails 37 d iffere nt
q u ick to create. However, you may find that once creatu res and mon sters by the sam e basic attrib utes
they start losing, they really start losing. For t h is as h u mans and their k i n : ST, I Q , L K , CON , D E X
reason you may want to change them in one of and C H R . T here are a few d iffe rences and
several ways to give them greater capab i l ities - you adj u stments w h ic h have to be m ade, however.
may wish to have part icu lar monsters w ith names Charisma for monsters is negative. Th is d oes not
and i n d iv id ual personal ities who may become as m ean a d ragon with a CH R of -50 is ugly, only
real as norm al de lvers are - if they su rv ive long that h is way of looking at th ings isn 't at all the
enough. To increase their p rospective l ifespans, sam e as a human bei ng's. He is just as ' beautifu l ' or
they m u st often be m uch tri c k ie r or m ore pacifist ic i m pressive as a h u man with a C H R of +5 0. "Ugly"
than you r average t u n n e l dweller. or " u n i m pressive" d epend on h ow c l ose to 0 a
bei ng's charisma is.
- One way to u se the sim p l icity of the MR wh ile
increasing a monster's long-term fighting abil ity is to L i k e the Pete rs-McA l l ister chart (section 2 . 1 2)
give the monste r a fighting MR and a constitutional the n u m bers listed u nder ST , IQ, etc. are m u ltipl iers
MR . Then the monster wi l l take h its aga inst its for a ro l l of 3 d ice. If a n u m be r is in italics with an
"CON " but this w i l l not affect its ab il ity to figh t, asterisk following it means that th is is the max i mum
u ntil the point of deat h . T h is is si m i lar to the t hat attribute can reach at any time. A Harpy has a
effect that de lvers get - a d e lver may d ro p to a max i m u m D E X of 3 because harp ies have w i ngs
CO N of 2 or 1 , b u t w i l l sti l l get all weapons and and claws, b u t no hands. Some m on sters may have
personal add s in a fight. The monster's "CON " special ab i l ities or ch aracteristics, b u t t h is ru lebook
may be the same n u mber as its fighting M R, b u t is n ot the place to go i nto them in depth . G M s are
need n o t be. T h is is a way t o d ifferentiate monsters u rged to determ ine th ese ab i l i t ies for themse lves
that may n ot look (or even act) tough , b u t are very (or to pick u p a copy of Monsters! Monsters! if
hard to k i l l . G ive su ch a monster a low fighting you want to k now how we went about it). When
M R, but a very h igh CON (zo m b ies, werewo lves, monsters with attribute rati ngs fight tooth and
stone statues, and the l i k e work very we ll in t h is claw, they rol l the same n u m be r of d ice as their ST
fash io n ) . You may also w ish to d o the reverse - mu lti p l ier. Othe rw ise , when appropriate, you can
create a monster that fig h ts l i ke an abso l u te man iac arm them w i th weapons and/or armor su ited to
but d ies with a p i n p rick (sp iders, balloon-l ike their size and ab il ities, j ust as you wou ld a h u man.
monsters, rav ing hemop h i l iacs or what-h ave-you ) . You w i l l sti l l have to take into consideration ST
and D E X req u irem ents.
- Another system assu mes that t h e add s for M Rs Don't let the chart l i m it you. There are lots
com e from the sam e attributes as a h u man 's of other monsters that have roved the imagi nat ions
personal add s (ST, LK and D E X over 1 2) . A tro ll of people around the worl d , and it may i ncrease
with a M R of 50 h as 25 add s - d istribute those you r enjoyment of the gam e to i nc lud e a
25 add s as you please over the trol l ' s ST, L K, and Catob lepas, a Stone Toad , an Oonai, or a sap ie nt
D E X w ith a base rate of 1 2 for each . The tro l l Zat to boggle you r friends . For that matter, i nvent
might end u p with a S T of 22, L K of 22, and a your own - as GM your powers are u n l im ited.
D E X of 1 7 . CON may b e assu med to b e the sam e
a s t h e M R, although some G M s recogn ize that a If you choose to arm som e of your monsters,
hu man's fighting ab i l ity and h is or her CON are specifica l ly th ose w ith hands and arms su i tab le to
often w i l d ly d ifferen t. These G M s assign h alf the weapons-use, you m ight want to give them extra­
MR toward CON . Charisma and IQ are best assigned large weapons if they are extra- large monste rs such
by d ie ro ll, u n less you wan t a clever or cu te monster. as g iants and tro l ls. M u l t i p ly a l l factors given i n the
T h is system can make tremendously overb lown Weapons Charts - ST and D EX requ ire m ents, d i ce
characte r-mo nsters, and although fu nctional , the and adds, weight, size, etc. - by a single n u m ber.
other two method s are to be p referred . An ord i nary giant shou l d be able to hand le a
weapon 3 to 5 times as b ig as an ord inary h u m an
- The best system in com m on use for weapon of the sam e ty pe. Keep su ch arm i ng
persona l iz ing monsters is from the chart d eveloped reasonab le - a sword-w ield ing d ragon is absu rd .
original ly for Monsters! Monsters! That c hart A sword -w ield ing centaur is not.

Sandeep Mehra (Order #15786906)


2.4 7.2 Personalizing Monsters
MONSTER TAB L E

Monster ST IQ LK CON DEX CH R H e ight We ight


D ragon 25 5 1 /2 50 3 5 50
Gob l i n 3/4 3/4 3/2 1 /2 3/4 3/4
Ogre 2 2 1 3/2 3/2 2
Ore 1 1 1 1 1
Tro l l 3 1 3 4 2 4
G iant 5 1 /2 1 5 5 5 10
Werewolf 5/2 1 /2 2/3 3 3* 4
D emon 9/2 2 1 /4 9/2 3/2 5 3/2 2
Half-Ore 3/2 1 1 3/2 1 ·1 5/4 3/2
Vam p ire 5/2 3/2 3/2 1 1 1 1 1
Grem l i n 1 /2 3/2 1 /2 1 1 /2 1 /3 1 /3
Lamia 5/2 1 1 /2 2 1 2 3/2
L iv ing Statue 2 1 1 10 1 /3 4 1 10
G h ou l 3 1 /4 1 /2 3 1 4 2/3
Gorgon 1 1 3/4 5/4 3/2 3 1
Harpy 3/2 2/3 3/2 3* 2 1 /2
M u mmy 2 3* 70* 3 3*
Zo m b ie 2 3* 1 /4 3 3*
S p h in x 3/2 2 1 3* 2 1 2
M in otau r 5/2 3/4 5/2 3/4 5 5/4 3/2
Balrog 10 2 7 2 5 3 4
G host 1 2 1 4 1
Centaur 3 1 1 3 1 3/2 3
L iv ing S ke leton 1 1 1 1
Mer- person 3/2 5/4 1 1 3/2 1 1 1
G iant S l ug 2 3* 1 /4 10 3* 1 /2 2 10
S hoggoth 20 5* 1 50 1 4 5 10
W u rm 15 5 1 /2 . 25 3* 5 25
Chi mera 4 6/5 1 /4 3 3* 5 4/3 9/2
Basi l isk 1 /4 2 1 /4 2/3 1 /2 1 /1 0 1 /1 0
Warg 5/2 3/4 1 5/2 3* 2 3/2
U n i corn 2 1 3/2 3 3* 3 1 2
Wyvern 3 3 1 /2 5 3* 4 3/2 2
G iant S p ider 2 1 1 /2 2 4 1 /2
Hydra 15 9* 1 1 3* 5 2 3
Griffin 10 1 1 10 3* 5 3/2 9
Manticore 4 3/4 3/4 4 3* 5 4/3 2

Note that those numbers listed in italics and marked with an asterisk (*) are n ot multipliers for that
attribute, but rather are the maximum that attribute can rate at any time. You may ro/I 3 dice for that attri-
bute, but if the number you have rolled is greater than the marked number given, make it match that number
anyway. If it is less, of course, use the number you actually ro/led.

Sandeep Mehra (Order #15786906)


2.4- 2 WANDE�N6
MONSTERS
Some d u ngeons h ave them ; some d on 't. M i ne
, does. Wandering Monsters (sometimes abbreviated
WM ) are j u st what they sound l i ke - monsters,
either alone or in grou ps, that wander around
looki ng for excitement, l i ke people to b ite. (Some
GMs insist the ir wandering monsters are really
patroll ing, looking for i ntruders, w h ich i s why they
are prone to attack first and ask q uest ions later.)

. At the begi nni ng of each turn the GM rolls


,one d ie - if a 1 comes u p, he spri ngs a wandering
monster o r three. The game goes faster without
Wandering Monsters, but sometimes i t isn't as
exciti rig. Wandering monsters should a lways be
introd uced from a d irection and location that was
, originally out of sight of the party. You m ay w ish
to rol l for a M onster Reaction (see chart i n section
2.4) or y o u m ay m ak e it attack on sight. U n less the
monster is completely silent or insu bstantial the
party shou ld be given some s l ight warn ing that it
is com ing. T h is w i l l give the party the opportu n ity
. to ru n , h ide, or prepare to fight.

_ Everyone has their own m ethod of ge nerating


Wandering Monsters. I u se a peanu t can w.ith a
n u m ber of sma l l cards l isting a monster or
monsters, their M R or attributes, and any special
capab i l ities; I can rando m ly d raw a card as needed
from the can . Others uSe a lot of 3 x 5 cards with
l istings - these are shuffled before the game starts,
and the G M draws a card from the to p w henever
a monster appears. Others use a matrix to
random ize for monsters. Two d ice can rol l 3 6
d ifferent ways - i f a chart is set u p w ith ' 1 - 6 ' treasu re. I f so, rol l the d ie again : 1 or 2 = copper
across the top and ' 1 - 6 ' down the side, 3 6 coins, 3 or 4 = silver coins, 5 = gold coins and
d ifferent monsters can b e slotted into the boxes 6 = gems or magical item. It is up to the GM to
and then ch osen by ro l l i n g d ice. Any system q u ic k ly determ ine how many coins or gems, and of
w i l l work; su it you rse lf. what wort h .
Do b e very careful w ith magical items (or
It was Greg B rown who first theorized that delete them entirely) because an orc w ith an
Wanderi ng M onsters m ight be carry ing treasu re ounce of sense will make u se of a really good item
o n them. A lthough rats and g iant slugs have l i ttle against the party - he wou l d n 't leave a l a-d ie
use for cash and nowhere to carry it in any case , sword flopping at h is belt w h i le he attacked the
some monsters m ight have pouches on their belts 'p arty w ith claw arid fang. E ither d on 't give such
or stones in their crops. If the G M t h i n ks a items away (from Wandering Monsters, at least)
Wandering M onster m ight have treasu re o n h im , or give the party a taste of a special item before
rol l 1 d ie - if it is a 1 o r 2 , the m onster has they lay hands on it.

Sandeep Mehra (Order #15786906)


2. 5 tilow TO BE A 6JW
Tu n n e ls & T rolls is a fantasy gam e , and the (qu ite natu ra l l y ) a d u ngeon in w h ich the theme of
Game M aster is the creator of that fantasy. The cavebears occurs frequently h ungry a nd
task is not necessari ly an easy one, but it is fu n ; feroc ious bears prowl the corridors, and the
one d evelops a taste for being the Game M aster statuary and ornamentation is often u rsine in
in a game very quickly. The characters ente r the n at ure .
fantasy world through their p layers' partic ipation T he re is also the consideration o f a m ot ivating
with the G M . T he more imaginative, articu l ate , and character, a proprietor - the m asterm ind who
pai nstaking the G M , the more convi nc i ng and created the com p lex with i n the logic of the fantasy
enjoyab le the fantasy w i l l be, and the more world itself (th is is frequently an alte r-ego of the
involved everyone w i l l b ecom e. person who has created the du ngeon on paper).
T he playe rs cann ot see th e fantasy world This alter-ego m ay provide a "reason" for the
(they shou Id not even see the GM 's m aps) , so every presence of the d u ngeon, and may or m ay not take
step of the way the GM must be p repared to any k i nd of active participation in occu rrences
descri be what the characters see , sm e l l , hear or with in the d u ngeon itse lf. My ow n d u ngeon
otherw ise sense about them . F u rther, the G M G ristlegrim is ru n by an incred ibly ancient and
controls those characters h e has c reated to o p pose learned wizard of the sam e nam e; he rarel y puts on
the d e lvers, mediates d isputes between players, personal a ppearances. O n the other han d , L iz
solves ambigu ities, and plays the roles of B l ind Danforth has a dev i l ish l ittle fel low who "built>'
J ustice, Dumb Luck, and Malevole nt Fate, as the her d ungeon as a l u re to entice the unwary into
situations of the game req u ire. situations where they are wi l l ing to bargain for
Before any game can begin , there m u st be the ir sou ls; h is personal offices can be fou nd in the
somewhere for the d e lvers to go adventuring - the l owest levels.
fantasy worl d , or perhaps j u st a sma l l slice of one , A P roprietor is by no m eans necessary for the
created by the G M . We have included a sma!1 Game ru n n i ng of the du ngeon - Bear Peters' d u ngeon,
Master's D \J ngeon (section 2 . 7 ) for u se b y the. G M mentioned above, is house and home to t he
new to the . game. I t conta i n s the fundamental monsters there , and they are wel l prepared to
elements requ ired to p lay a game o f T&T among d efend the ir personal territory. The com p lex itself
friends - a map for the GM, and descriptio ns of m ay h ave been d ug in bygone days, before the
what is in the r00fl15. Sti l l , it is m ostly i n ten ded to great Wizards' War. Any rationale w i l l do - it's a
get you started ;. you w i l l soon fin d it enjoyab le to Game M asters' free-for-a l l .
create your own tu n n el-co m p lex, dark tower,
or to map out the twisting paths of an e n chan ted Once y o u have decided t h e general feel i ng
forest to confou nd and test the characters created your d u ngeon w i l l have, take penci l and graph
by those arou nd you . paper and ch oose a scale . wh ich su its you (perhaps
1 graph square = 1 0 ft.) and start draw ing floor
SETT I N G UP T H E M AP p lans. I nclude any secret passages, moveable doors
You w i l l need some graph paper (or hex and walls, and spec ial traps b u i l t right into the
paper, if you are fam il iar with its u se ) , a pencil wal ls. You may w ish to design a room to house a
(so you can erase as you work out your rooms) , particu lar trap, or a se ries of the m . You can make
and some paper to record what you put i n to the it as si m ple or as com pl icated as you w ish .
du ngeo n . I f you wish , look through some reference When you are basically satisfied with your
books - perhaps some on med ieval arc h itectu re, first leve l floor plans, you w i l l want to stock the
or someth ing about ancient mythologies and d u ngeon with treasu re and monsters. I t is a good
legends, or read up on your sword -and-sorcery idea to put in more copper than si lver, more
fiction for ideas. You shou ld be complete ly silver than gol d, and more gold than jewels or
fam i l iar w ith the first section of the ru les, and magical objects.
wou ld be well-adv ise d to k now the second section As you place the treasure, th ink up the
nearly as wel l . Then sit down and th i n k u p what monsters and/or traps which w i l l guard it - it is
kind of du ngeon you want to d ig , or fantasy world considered reasonab ly fair to place tough monsters
you w ish to dep ict. w ith the better treasu res, and lesse r monsters and
You may wish to p ic k a particu lar theme or less d eadly traps w ith sm al ler treasures. Some
rationale arou n d whic h everyth i ng else spi n s. For monsters shou l d be p ushovers ; some shou l d be
ex;:tm r 1e , the l ege n d ;:t ry J im "Re;:tr" Peter" h;:t" rlnwnri s ht rle�rl l y �nrl very tricky. (My first leve l

Sandeep Mehra (Order #15786906)


How to Be a GM 2. 5. 2
h as menaces ranging from mouse hounds to Let your imagination go w i l d - y ou can d o
manticores.) anyth ing you want t o because t h i s is your creation.
Finally, you may wish to add a few more Put i n a lot of stuff - nobody l i kes a d u l l du ngeon .
traps, jokes a nd i l lusions to spice u p areas th in on H u mor i s a good th ing to have, b u t avoid being
monsters a nd treasures. Be sl:J re to include at least silly or j uven ile - u l timately you ' l l have to justify
one ( possibly more) entrances d own to se cond yourself and your prod uction to the testing fires
level and be low, shou ld you decide to include of incom ing delvers. Every trap shou l d h ave some
these . As you b u il d lower levels, you w i l l want to way of being avoided, n u l l ified , or overcome. You
make the monsters tougher, the treasures n eedn't tel l peop le how to save themse lves, but
progressively richer, the traps dead lier and more the clues ( however obtuse) shou ld be there. I t is
insid ious, and q u ite probab ly, the j okes and d efin i tely not fair to te leport everyone who
gags fu nnier. e nters your Solar Room i nto the heart of the su n.
Because you can hard ly d raw into your map I f you are too arbitrary and overl y w h i msical,
every coi n , gem , monster and trap indiv id ual ly, the players w i l l get frustrated and d isgusted,
yo u w i l l want to u se yo u r writing paper to record and stop playing. I magination, i ngenu ity and a
what is where , and h ow things can happen to fair sense of j ustice and l ogic are essential to a
whom , on a room b y room b asis. good G M .

2 .) 6 « D O TH IS
\\fHEN �O U GET OUT. »
Your character has safe ly reached the exit of If the character has crossed a level in
the tu nnel-complex . He (or she) has taken a few ex perience points, he will need to take his level
scratches, p icked u p a l i ttle treasu re , and maybe bonuses (if he hasn 't alread y ) . Any magical items
l ost a weapon or m ost of the arrows. The G M is (fly ing helmet, doub le-charism a neck lace, or
shuffl ing papers and folding u p books. Now what ? whatever) shou ld be recorded in fu l l on the
Th e G M should award E Ps for going i nto h is character's card . Gems of u n certain value have to
or her d u ngeo n . Treasure carried out should be be taken to a jewel merchant ( i .e., the G M ) to be
spl i t u p appropriately b y the party . (Many parties cashed in for coins.
consider de�ving a cooperative effort, and allow The GM w i l l want to restock his d u ngeon.
:;urv ivon t o 3p l i t equally whatever t h e "tllkc" i � . The easy way is to put ill 1 I 100e u r lIle �rrll:!. I r
Depending on the p layers and their m u tual trust, he has the time and energy, he m ay want to put a
it is sometim es possible for a character to squ irrel new twist into a trap too-well-k nown , or ex tend
away treasu re fou nd and not spl i t it up at the end. the d ungeon out or down. On the whole, a tro l l is a
Such characters, if caugh t, are occasionally k iH ed tro l l , and one is very l ike another, but there is only
by their team m ates, too! ) one Sam w ith The Whip or Max the Magic Ogre . . .
C haracters w h o are wou nded o r down i n should one of these be slain, the G M w i l l have to
Strength get their CON a n d ST back ( to w hatever h i re a replacement.
their n ormal level is). T h is latter is on the
assum ption that they go h om e and rest up for a
week or two - if for some reason that same
character is schedu led for a nother d elv ing with in
the next day or two, he m ight be compelled
b y the GM to go d own w ith red u ced CON , or to go
to a hedge-w izard for som e healing spelis at some
rid icu lously h igh p rice.
With the new-fo u nd gold (assum ing there is
any), the character m ight l i ke to b u y a better SU I t
of armor, another weapon , or replenish h is su pply
of projecti les or poison for the next d e lv ing.
Sandeep Mehra (Order #15786906)
T�OL LST'O�E
CJ\\fEI\NS
The du ngeon which fo l l ows is of the "house and home" variety - the monsters here are guardians of the places in
which they actually I ive. Read through the room descriptions before you try to use the dungeon i n a game, so that you are
at least m oderately fam i l iar with the rooms. Do keep in m i nd that th i s i s a very sma l l du ngeon of l i m i ted scope, so if you

l
wish to b u i l d onto i t w ith deeper levels and m ore rooms, feel free. Better yet, start bu i l ding your own !

lf there i s anyone i n the party o f 3rd level o r h igher,


the ghost of a Tro l l appears and warns them to tu rn
4 Secret Door. Takes a L l SR on IQ to find it if the
characters in the tu nnel specifical ly state they are
back . Anyone of leve l 3 or h igher who d isregards looking for secret doors - otherwise, L3SR on LK
the warn ing and passes Point 2 l oses all E P and has each is needed. I t will requ ire a K nock- K n ock spe l l to be opened.
attribute d i vided by h i s or her level number. The ghost is
immune to a l l m agic. 5
2
Guardian Monster Village. No treasu re here, but if
characters enter the v i l l age they w i l l be attacked by
An iron d o o r 1 0' high and 1 0' wide blocks the 1 to 6 G uardian M onsters (from the chart ). If they
passage. I t is cu riously designed. Near the top i s a rema i n in the v i l lage for up to 10 com bat tu rns, a new
painted eye, which sometimes b l i n ks. At the bottom grou p of Guard ian Monsters appears every turn. After 1 0
is an open m outh. I n the center is what appears to be a combat tu rn s the m onster supply runs out and n o more
m i ghty arm, 4' long and very well-muscled, p rotruding from Guard ian Monsters w i l l appear.

,
the door. Above the arm, below the eye, i s a l ine of writing
in Dwarvish runes, but the l anguage is Orcish. 6 Secret Door. Takes L l S R on LK to find it if players
say they are search ing for secret doors. Otherwise,
i t won't be found .

7
..
• t'l�f:'<"<'" xtMf'\; X/'IF1��/M· tr�fr'
"'�"'�·:7 r« �'f.<..: 1 l<- . ,.. t�!f� . This Secret Exit from Trollstone Caverns i s used by
Strakk glee glimdrim urr uruksmlltlk nikz utorr.
monsters such as Red Orcs who must leave the caves
from time to time. Milke iI L 1 3n on L I( to find it, if
'This door yields to gold or force, nothing else!" players say they're l ooking for secret d oors. Otherwise, i t
won't b e d iscovered.
I n order to make thi s door open , a character must
d o one of two th i n gs. He - or she - must either beat the
door i n armwrest l i ng (make L2SR o n 5T: if made, the door
8 The Silver Room. Here l i ves a giant si lver-scaled
serpent with a Monste r Rating of 1 00. It exhales
opens; if m issed, character takes amount m issed by in h its a blast of freezing cold air. To avoid freezing,
on CO N ) or throw at least 1 gold piece for each party a nyone fighting it must m ake progressively h igher saving
mem ber through the open m outh. A l l gold fed to the door rolls on CON (starting at 1 st level ).
becomes part of the Tro l l 's treasure in R oom 1 5. Here also are all of the Si lver Serpent's v ictims -
j u m bled up in a heap of skeletons. Their weapons and
l Guardian Monster for each member of the a rmor have been scavenged by Orcs and sold or d isposed of.

Mi 9
.
party w i l l be sta n d i n g at this point, so that
each character w i l l be engaged in 1 to 1 The treasure pile of the Si lver Serpent, 2000 si lver
com bat. ( R andom ize on the G uardian M onster Cha'rt. ) nuggets at 1 we ight u n it each, plus any other si lver
Monsters w i l l break 'and run after :3 combat tu rns, u nless the Game Master has collected from prev ious (and
they are dead or h ave won a l l the fi ghts. p resumably defunct) delvers. ( G M shou l d make a pencil led­

3 The path descends i nto what


in treasu re card for th i s room and add any newly­
captu red si Iver to the treasu re stored here. )

0
The Pool of Darkness.
appears to be 'a large puddle or sma l l p001 of b lack
water. Around the edges it i s only l ' to 2' deep. The

I
. Scrapheap Chasm. The path is broken by a
water is poisonous. If the pool wate.r is drunk, ro l l 2 d ice chasm about 20' w i de and 50' deep. It is used
(doubles add a nd roll ove r ) and su btract that n u m ber from as a place to throw garbage by the monsters
that character's CON and C H R . who l ive in Tro l lstone Caverns.
I f characters try t o wal k around t h e edges of t h e Pool, To jump across the chasm, a character must make a
each must make a L l S R on LK to see if they iel l i n to the SR on ST. F i gu re weight possible and weight carried.
1 0' deep pothole. I f they fel l in, the water w i l l get i n to - If wei ght carried is ,l ess than y" we ight possible, the
thei r eyes and ; b l i �d them for 1 to. 6 tu rn s. ( R o l l i dle.) j umper needs only a L 1 S R on ST to cross ;
Weapons im mersed in Pool .water ,w i l i " be,gin to rust - I f wei ght carried is between y" and % the we ight possible,
immed iate ly. S.u btract 2 po intS from the adds of each the jumpe r needs a L2S R on ST ;
weapon du n ked . - If weight carried is between 112 and % the we ight possible,

Sandeep Mehra (Order #15786906)


Trollstone Caverns 2. 7. 2
a L3SR on ST is needed to cross ; w h ich can be used but once ; after it is gone, the jewe l is
- I f weight carried is over % the weight possib le, a L4SR n on-magical but sti l l of fu l l value. The magic gift adds to
on ST is req ui red . a Prime Attribute. R o l l 1 d ie : l =ST, 2= 10, 3= LK, 4=CO N ,
F a i l i n g to make the jump is a lways fata l . Any character 5=D E X, 6=C H R . R o l l 1 d ie aga i n a n d a d d that amount to
who can make a 1 st level saving ro ll on 10 w i l l th i n k of the attribute ind icated.
th rowi n g equ ipment across f irst and then m a k i ng the jump
at the l owest possi ble savi n g rol l . 14 This is a niche in the cave wa l l ( i n a h idden

2
door, actu a l l y ) that exactly fits the Tro l l stone.
This is also the only entrance to the Tro l l 's

M
R o l l 1 d ie . O n 1 o r 6, a G uardian Monster cavern. I n order for the h idden door to open, the Tro l lstone
attacks the fi rst character who j u mps the must bl) fitted i nto the n iche.

15
chasm . No one e lse is a l lowed to cross
without fa l l i n g i n until the monster h as been defeated . Troll's Cavern and Golden Treasure. A l l the
golden treasu re l ost in Tro l l stone Caverns wi nds

11 Bloodbat Cavern . Several d ozen b loodbats


( M R = 1 0 ) l ive here. Each character must rol l 1
. up here as part of the Troll's hoard. He starts
with 500 go l d rings at 2 weight u n its each . ( G M shou l d
make a treasu re card for th is room and whenever d elvers
d ie to see h ow many ( 1 - 6 ) attac k . To beat pay gold to gain entry, or d ie w i th u nsalvaged gold on their
bod ies, the G M shou l d add i t to the Tro l l 's Treasu re. )

1
them off a character need only beat thei r com b ined attack.
To i nfl ict any damage he o r she m ust a lso make a L l S R on
D E X. There i s a sma l l h ole i n the roof 200' above a l l owing This is a pile of skeletons and armor, prev ious
su n and moonlight to enter d im l y . Bats attack as long as
there are any players l eft i n their cham ber. 6 v ictims of the Tro l l . All metal is rusty and
ru ined, and the Tro l l doesn't al l ow anyone or

12
a nyth i n g to p ick over these bones.

Corridor of Traps. The hallway slopes u pward


from the Cave of the Bloodbats . Spears are
17 The Troll of Trollstone Caverns. Th i s is a Cave
Tro l l of the classic type - d i rect sun light w i l l
spring-loaded in walls, floors, and cei l i ng. Each change h i m into stone. He's sma l l as Trol l s go,
character m ust m a ke a 1 st, 2nd and 3 rd level S R on Luck. sta n d i ng only about 1 2' ta l l and 5' wide. (M R of 36. )
Each time he or she m i sses, the d i fference is taken i n h its. Wi zards wi l l be able to sense enchantment on the Tro l l .
(Armor w i l l help here . ) The spears are 8' long and have I t wou l d take 3 O m n i potent E y e spells t o learn t h e whole
ch ipped obsidian heads. Each spear weighs 30 weight u ni ts, story, h owever.
with the obsid i a n h ead weigh i n g 20 o f the total 30. Each -OE l w i l l tel l that there are 2 spe l l s on the Tro l l .
spear is worth 3 d ice in combat, a nd the obsidian ra ises - O E 2 w i l l tel l th at the Tro l l must stay nearby a n d guard
its value to 5 G P. Each su rv iv i n g character i nterested in the golden treasure.
retriev i ng spears shou l d rol l 3 d ice for the n umber of spears -OE3 w i l l show that whoever slays the Tro l l w i l l be
with u ndamaged heads he o r she can l ocate. transformed into a replacement Cave Tro l l (wi th a M R of 3

13
times h is or her ST attribute ) who must stay and guard the
treasure.
Pedestal of the Sphinx. A l iv i n g winged sph inx The Troll wi l l attack whoever enters his cavern . (You're
w ith a M R of 200 sits atop a 20' ta l l m arble h is l u nch . ) If he doesn't win the fi rst com bat round, he w i l l
p i l lar. Between her paws is a b lock of obsidian break off the fight a n d beg for mercy in the Common
carved to look l i ke a crouch i n g tro l l . This is the Tro l l stone, Tongue. He can't explain about the enchantments on
the key to the Tro l l 's treasure trove. Beh i nd the sph in x i s a h imself, but he knows he can't a l l ow you to take any of the
door with a n iche-l ock that exactly fits the Trol lstone key . gold. He wi l l offer to buy you off and te l l you where you
T h e S p h i n x w i l l g ive the Tro l l stone to t h e fi rst ch aracter can find better treasure.
who can answer her ridd le. ( G M shoul d f i n d or invent a I f the bargai n is accepted, the Tro l l tells about the
su pply of good ridd les. For exam pl e : Why do d ragons sleep sph inx's enchanted gems h idden in the p i l lar (see 1 3) . At
days? Because they fight k n ights ! ) The Sph in x explains that this point the Trol l may be attacked by magic and Yassa­
only the r i d d le-answerer i s a l l owed to go through the d oor Massa'ed to obey a magic-user's commands. If he i s
(the party may attack her i f they decide to sen d more commanded t o leave t h e cave, he wi l l have to d o so, and the
through). After one character h as entered the tro l l 's cavern, delvers can take the go l d .
the sphinx speaks, the door closes, a n d the Trol l stone I f the Tro l l is s l a i n , the character wh o k i l led h i m
te leports back to her feet. Another character must answer becomes t h e next guard i a n Tro l l as prev i ously mentioned.
another riddle to enter the Tro l l 's treasure cham ber On th e cave wa l l where the delver entered is a black
peacefu l l y . handprint of a Trol l . Push ing this causes the entrance to
I f t h e sphinx i s attacked by more t h a n 3 peop le, i t open aga i n .
wi l l ru n away, flying straight u p a d ark shaft above the I f delvers insist o n try i n g t o take the gol d, the
marbl e pedesta l . In a ny case, it w i l l not fight more than 1 Tro l l w i l l fight to the bitte r end.
combat tu rn even i f it is w i n n ing.
I nside th e 20' pedestal, h idden by the sph i n x , is a
cavity contai n i n g 1 or more jewe ls. Start w ith a d iamond
worth 1 80 GP. Each time the sphi n x asks another
u nanswered riddle add 1 more gem to its treasure (create
18 I f you wish t o expand this d u ngeon, i t is very
easi I y done. Near point 1 8 is a secret door
lead ing to a shaft with a rung ladder in it,
them from the Jewel Generator in section 3 . 2 ) . descending to deeper levels. Of cou rse, these levels are
Every other jewel created w i l l have a s i n g l e m ag ic gift only there i f you as GM wish to design them.

Sandeep Mehra (Order #15786906)


2. 7.3 Trol/stone Caverns
EXITING THE CAVES GUARDIAN MONSTER TABLE
When delvers reach a spot marked M1 or M 2, rol l 1
Generally speaking, the delvers can only get out the
d ie to see which of these mo nsters they encounter. Then
way they came in ( 1 ) . or else through the other passage (7)
roll 1 die again to see how many (between 1 and 6) they
with all the regular traps, hazards, a n d other dangers
actu ally meet there. The monsters w i l l always attack
described. unless the dungeon instructions state otherwise.
However, when the delvers return to M 1 just inside
the enchanted door, if they have succeeded in taking 1 . Gob l i ns MR = 1 6.

any of the treasures in the caves they w i l l be confronted by 2. Wargs MR = 28


1 0 Orcs (M R of 2 2 each ) who w i l l attempt to bar thei r exit. 3. B loodbats MR = 10. Takes a DEX Saving Roll
The door can easi ly be opened from this side, but (20 - D E X ) to score h i ts on them.
4. G i ant Lizard
the Orcs w i l l let the delvers out only if they 9tve up all their
MR = 24. Its skin takes 7 h its as if
treasure, defeat them i n com bat, or trick them somehow.
it was armor.
I f the delvers are poorer than when they started, or
have none of the Tro l l stone Cavern treasu re, the 10 Orcs
5. Shadow Ghosts MR = 1 2 . Their attack is mental and
comes off both I Q and CON. They
wi l l merely escort them out (un less they fool ishly attack
are vulnerable only to magic.
the Orcs . . . ).
6. Red Orcs MR = 22.

5 feet
woods
water
chasm

Sandeep Mehra (Order #15786906)


RL;'BO�ATIO IS

You may never need to u se this section . However, we


hope that you w i l l at l east g l ance t h rough t h e fo l l OW i ng
pages. N othing here is essential to the p lay of T & T - b u t the
incorporation of one or more of these id eas may enhance
your games.
T hese com me nts offer suggest ions, h i n ts, charts, and
aux il iary ru les and systems w h ich can increase the real ism of
your play, or p rovide exp lanations in greater d eta i l , or supply
more tab les for you to random ize treasu res, langu ages, and so
forth . When you as G M u ti l ize one or more of t hese sections
in a game ( i .e . insisting on lowe red DEX for heavy armor)
you shou ld always warn the p layers of t h is fact beforehan d !
I f your orcs are armed with fl i n tlock p istols, you shou ld give
you r the players a chance to back out, or to at least buy a
match ed set of their own . . .

Sandeep Mehra (Order #15786906)


8�1 � O �E j\BOUT C IT(�
WO �LD &. 1J DU�GEO� BUILDING
Where do the de lvers l ive? W here d o they need resid ential areas for poor, m iddle-c lass, and
spend their time when not bu rrowing below the the wealth y . Th ere must be trade ro utes over land
earth or wal k i ng through an enchanted forest? to surround ing areas, and extensive water su pply -
Who are their friends, and w here d id they grow u p ? a river provides a trad e route, water su pply, and
When your characters have gone through a sewage system . If there is a port, there must be
few d u ngeon trips and h ave d evelo ped a sense of custom houses, wharves and warehouses; there
"real ness", you may start ask ing yourself these m u st be i n ns and taverns for the trave llers, stables
questions, and oth ers besides. I n Phoen ix we for h orses. Th ere must be fresh food for the
certainly d id , and a w h ole world has grown out of thousands of inhab itan ts of large cities - hold i ng
it as a conseq uence. Some of the comments b elow pens and slaughterhouses fo r cattle, p igs, fowl of
refer to th is world we have jointly created , but do all k inds; there must be fi sheries, outly ing grain
not assu me you must play in this world and no fiel ds, and orchard s. Th ere m u st be the merchants
other. ( I f you want to come i n , you're welcome ­ who sel l these foods, as we l l as ironmongers and
the continent of R halph h as countless d im ensional armorers, barre l-stavers and w hee lwrights, jewe lers
d oorways for you to pass t h rough.) But we cannot and crockery-m akers, cobb lers, weavers, tai lors and
urge you strongly enough to exercise you r w i t and stonemasons. For the spiritual side, there may be
imagination (as we l l as you r time, energy and anyth ing from sh rines and tem ples to opium dens
maybe a l itt le cash ) i n creating an environmen t of and cheap m iracle-workers. Most ancient ci ties h ad
your own people, p laces and th ings. Many w i l l h uge bazaars where strings of sta l l keepers cou l d
tend to spring u p w ithout ask ing - o u r b iggest hawk their wares on a regu lar, i f not daily, basis.
money lender, Potterm an, was a d o-noth ing There are going to be govern i ng forces - som e
du ngeon delving character who one day stru ck it legitimate in t h e form of nob les a n d reign i ng
rich enough to retire and start lend ing (at moderate barons, and the less-pu b l ic b ut powerfu l merchant
interest rates) ; h is estab l ish ment h as opened g u i l ds, w izard s gu i lds, and th ieves gu ilds. There w i l l
nu merous branch offices in several of the larger b e t h e powers of enforcement - gu ard s and
cities in w h ich our ch aracters l ive. sentries, laws and cu rfews wh ich may or may not
perm it ogres and orcs to walk the city streets for
The most am b itious may w ish to b u i l d a city. the pu rposes of trad e and com merce. Cities of o l d
K hosht was ou r fi rst, long spoken of and theorized , were u sually wal led ; w h e n population pressures
then finally d rawn u p by Ken St. A n d re. When it grew, so d id the cities, and for defense a second,
was u sed as a setting fo r a Monsters! Monsters! th ird and fou rth wal l m ight have to be ad ded w h ile
game, alm ost a th i rd of it was bu rned to the new gates had to be broken th rough the ol d walls
gro u n d . U nab le to face the thought of massive to perm it traffi c flow.
u rban renewal, Ken passed to city to Bear Pete rs, A city is far more varied than a mere
who rebu ilt and extended the c ity, and h as d u ngeon ; it is a h opeless, than kless task to try to
contin ued to d o so period ically ever since. K n or d raw every b u i l d i ng and tel l w hat it is and who is
and Khamad quickly fo l lowed, and K h azan has in it, as can be done room by room in a du ngeon.
been worked on as well as cou ntless smal ler D raw i ng the "floor plan" is enjoyab le, but shou l d
com m u n i ties - K 'nook ie , the Wood sedge I n n , and be done with t he considerations of residence,
De lfhave n . When the question of a continent to practicality, and economy in m ind . Sti l l , remember
put these places came u p , Bear d rew th e d ragon­ that c ities are somewhat organic i n their nature and
shaped continent of R ha l p h , alm ost as b ig as all ancient cities "grew" rather than being " set up" -
E u rasia. M ost of it h as not been m apped w ith any road s m ay stop and start u p again, twist i n and out,
deta i l , but forests and moun ta in ranges h ave been and nobles d on't want beggars as their nearest
laid out, and major settlements of elves, d warves, neigh bors. You w i l l probab ly fi nd it conven ient to
hobbits and so forth h ave been noted . mark off sections of your city as " nob les' q uarters,"
"beggars' q uarters," "guard barracks" and su c h .
Should you d ecide to b u i l d a city (or worl d ) , Colored penc ils and markers will be of great aid;
consider t h e fact that h u man-k ind need s a ll man ner mark tavens, in ns, or the dwel l i ngs of well-known
of serv ices and surro u n d ings to su rv ive. Food , d u ngeon delvers. You can ind icate whole sections
she lter, good s ( lu x u ry and com mon) and the fact as "ware houses" or reside nces of the poor w ithout
that i n a l l , we are a soc iab le b reed . A l a rge c ity wi l l hav ing to d raw In each b u d d i ng.
Sandeep Mehra (Order #15786906)
More About City, World, and Dungeon Bui/ding 3. 7.2
What do you d o w ith i t after you h ave p u t all they can o f th e poor ecological cond itions and
this w ork i nto it? You cou ld u se it as a map for a environment in wh ich they live. Sti l l , because
monster attack in a game of Monsters! Monsters! thei r choices are l i m ited , the ir cu l tu re d oes not
This can be an overt siege, or it may be a su btle have the colorfu l variety of, say, Northern E u rope.
u nd erm i n i ng of a section of town . (When K h osht For large n u m bers of peop le to gather together
was bu rned , it was the regrettab le sid e-effect of a and th rive, th e env iron ment m u st be generous
revenge-war on the huge colony of beggars who i n terms of avai lab le food a nd water suppl ies.
had repeated Iy thwarted m inor monster attacks There are cou ntless examp les of d ifferent k inds
i nto the c ity.) The other side of the coin is to of cu ltures wh ich developed in sim ilar su rrou nd ings.
engage in w hat we h ave come to call " city ru n n i ng," F u rther, a nomad ic l ifestyle is adj usted to i ts
where you r d u ngeon d elvers may e ngage in legiti­ environment, b u t the Esk i m o have a very d ifferent
mate adventu res i n town. T h is k i n d of "delv i ng" cultu re from the Bedou i n . Thin k about the myriad
can put a great d eal of strain on the G M b ecau se cultu res of Earth, past and present, and con sider
everyday l ife (even i n these late-med ieval ci ties) is why they occu rred as and where they d id . If a
apt to be relatively d u l l . (Go walk arou nd your cultu re fel l or van ished , exam ine why - this is
neigh borhood for three o r fou r hours - even if you often a clue to some weakness of adaptation , or to
have to deal w ith a mugger, there is li ttle in the the invad ing p resence of a new and better one.
way of "excitement" to be had , as com pared with Popu lation p ressu res sh ift power to and fro, and
the blood y l ife-or-death of a standard d u ngeon­ the i nvaders of one wee k may be the invaded next.
delving.) To make an exciting even ing, the best As noted , world creation is for the amb itious.
arrangement is for the G M to h ave a p lotl i n e w h ich
the delvers m u st flesh out. I n the past, there have
been m u rder m ysteries o u r characters h ave h ad to
u n rave l, th ieves to trac k , and m id n ight assignations
as we ll as assassinations. I n the d egenerate city of
K nor, several characters masterm inded the heist of
a d rug sh ipment headed for the Th ieves' G u ild -
that worthy grou p was u ndersta nd ab ly u pset and
took action to retrieve the sh ipment and revenge
themse lves on the th ieves. The GM has to be q u ick
on h is (or h e r) feet, inventing and tale-weaving as
the story progresses - a talent for colorfu l story­
tel l ing is almost a must. Ne ither go ld n or
experience points flow as free ly as i n a d u ngeon , There is more to d u ngeon- b u i l d i ng than j u st
but i t i s a novel d iversion from d ragon-slay ing. d igging a hole in the grou nd , too. I n fact, you
m ight try to get away from the whole "tu n ne l "
For the really ambitious, you may w ish to concept and th i n k instead of "adventures," often
design an entire island , a continent, o r the whole above ground and out-of-doors. Some of the ideas
world. I f you do so, you should consider where in have been noted i n passing earl ier i n th is ru lebook:
the world you are p lacing the island o r conti nent. enchanted forests, towers, haunted m onasteries,
Geograph i c factors become extremely i m portant. h idden val leys, and w ithered heaths. Monsters can
Don 't have everyth ing rely o n m agic - magic tends l ive anywhere. To keep the d elvers from wander i ng
to be a rather loca l ized phenomenon, and even aim lessly , provide roads or paths to lead them
m ighty w izards cou l d n 't make it snow in the to specific glad es, meadows, or small caves w here
tro p ics (except in sm al l , l i m ited areas) . T rop ics and special adventu res await the m . A q uest is a very
equatorial areas are going to be h ot u nless they good format - especially when each object of the
are of very h igh altitude. Polar regions w i l l be cold q uest m ay lead to another in order to obtai n
and probab ly rather d ry. Rainfo rests can be fou nd t he fi rst. Arrange a p i rat ing raid against a settlement
both in hot c l i mates as well as coole r ones (O regon of dark elves, or h ave an ev il w izard cast the
and the state of Wash ington sport cool ra info rests) . characters i n to the future of the W i l d West, or
But su ch regions req u ire the « (rai n " in their name. fu rther yet i nto the space-faring world of Buck
Costal cities of h igh latitude wi" b e c h i l ly u n less Rogers or Captain K irk - technology works here
there is someth ing l i ke the G u lf Stream to warm and m agic doesn 't. Or perhaps it does anyway!
them (consider Lond on , for exam ple). Any scenario, any p iece of fiction or non-fiction
Once you 've taken geography arid general can be m ined for enjoyment - from S herlock
ecology into consid eration , start on your demo­ Hol mes to K i p l i ng's Mowgl i , from Classi cal G reece
graphy and anthropology. Consider the cu ltu ral to the African Veldt - all can be adapted w ith a
adaptations wh ich the people of Earth have made l ittle work and imaginat ion on your part . Don't
to deal w ith their environments. The B u sh men of stop at the tu nnels! There are cou ntless worlds
the Kalahari Desert in Africa have made the best beyond the du ngeon . . .
Sandeep Mehra (Order #15786906)
There are occasions when you may not want First d ie Second d ie Name B ase value
to write d ow n w hat every m onster i n every room is 1 1 ,2 Quartz 1
guard ing i n the way of treasu re ; also, severa l of 1 3 ,4 E namel 2
F l y ing Bu ffalo 's so l i ta ire d u ngeon series suggest 1 5 ,6 Topaz 3
the u se of the Treasu re Generator in some of the 2 1 ,2 Garnet 4
du ngeon rooms. M agic treasu res h ave b ee n stricken 2 3,4 Turquoise 5
fro m this Generator - G M s shou ld create their 2 5 ,6 A methyst 6
own magic items to su it a particu lar pu rpose, 3 1 ,2 I vory 7
not merely read them off a chart. Th is Generator 3 3,4 Carne l ian 8
w i l l create mostly coins, a few gems, and is gener­ 3 5,6 Opal 9
ally go ing to tu rn ou t treasu res of lesser value than 4 1 ,2 F i re-opal 10
before. Again , fine treasu res should be d ev ised by 4 3,4 Aquamarine 11
the G M persona lly . To work t h e Generator, you ' l l 4 5 ,6 J ade 12
need u p t o t h ree d ice. R o l l two d ice fi rst : 5 1 ,2 Serpentine 13
5 3,4 Pearl 14
Wh at You F i n d 5 5 ,6 R u by 15
I f y o u ro l l 2 , t here i s 7 jewel ( o r possi bly a 6 1 ,2 Sapph i re 16
jeweled item - see below). I f you rol 1 3 1 1 , coins.
- 6 3 ,4 D iamond 17
A 1 2 means coins and a jewel. 6 5,6 E m erald 18

Coins Type of I tem and Setting


If you have coins on the l ist, ro ll 3 d ice to fi n d Ro l l 1 d ie to fin d the type of ite m .
out h ow m a n y there are. M u l t i p ly t h e tota l o f t h e
3 d ice by 1 0 t o get t h e n u m ber of coins there . 1 Neck lace
Because treasu res are u su a lly richer on lower 2 Head -gear
levels, you may wish to m u l t i p ly the n umber of 3 B racelet
coins thus obtained b y the level number where 4 = Ring
they we re fou n d. 5 Belt
6 Weapon
= copper coins
2, 3, 4 = silver coins To d i scover the sett ing, rol l 1 d ie aga i n :
5, 6 = go ld coins
1 = Leather
J ewel Sizes 2 Copper
I f you have ·ro lled and d iscovered a jewe l , 3 B ronze
rol l 1 d ie to determ i n e w hat size i t is, o r i f it 4 = I ron
is a jewe led item . The sy mbol x is a m u ltip l ication 5 S i lver
sym bol ; b ase valu es of gems (in G . P . ) are given 6 = Gold
with the gem names:
J eweled Weapons
1 = Sm al l : 5 x base valu e. Weapons w i l l always be mad e of som e k i nd of
2 Average : l Ox base value. meta l , so if you ro l led leather, substitute steel.
3 = Large : 20x base value. Having generated a weapon, ro l l 1 d ie to find
4 Large r: 5 0 x base value. out w hat cl ass of weapo n it is:
5 H uge : 1 00 x base value.
6 J ewe led item (see separate list) 1 Dagger
2 Sword
T ype of Gems 3 Polearm
If you have ro l led a jewe led i te m , rol l once 4 Hafted Weapon
more on the S iz e l ist ( if you get another ' 6 ' , 5 = Spear
d isregard it a n d ro l l again ) : i f small, th ere w i l l be 5 6 Projectile Weapon
gems ; if average, 4 gems; if large, 3 gem s ; if larger,
2 gems; if huge, o n ly 1 gem . To determ ine which weapon it is in that c lass,
Now ro l l 2 d ice, p referably of d ifferent co lors rol l 3 d ice. Chose the weapon c losest to that
(or sim p ly designate w h ic h is the 'fi rst d ie' and nu mber in 'ST-req uired ' - if 2 or more weapons fit
which is the 'se cond d ie ') : this designation, chose the heav iest.
Sandeep Mehra (Order #15786906)
MI�I;\TURES IN T&T
Tunnels & Tro l ls was never designed origi nally locating a figu re that l ooks approx i m ate ly l i ke
to be used w ith m i n iat u res, and in all h onesty, it you r own du ngeon characte r(s} , and painting
isn 't now. Nevertheless, m i n iatu res can be an h im or her appropriate ly. Then if someone asks
interesting and enjoyab le add ition to the game . you what Fang the De lectab le l ooks l ike, you
M cEwan M in iatu res has begu n t o p roduce a can haul out the figu re and show h im .
l ine of T& T m i n iatu res, based o n personalities and I f you want to use the m in iatu res i n your
i l l u strations taken from th e wide variety of the games, and the GM has the time, money and
sup port-serv ice p u b l ications to T & T put out by interest in l i terally creating the tu nnel wor l d in
Fly ing Buffalo ( hopefu l l y , includ ing i l l u strations th ree d imensions - wa lls, doors, passageways,
from th is ru lebook ! ) . The l ine is growing fast and altars , stairs , etc . - then m in iatures are very
we ex pect it to con ti n ue to d o so. There are also usefu l in deter m i n ing exactly how m any people
an incred ible n u m ber of fine fantasy figu res put can reach that balrog w h i le they're all crowded
out by many other m i n iatu res manufactu rers. into a narrow corridor - or even if that balrog
You may wish to use m in iatu res in your can fit into the corridor itself! I f the d u ngeon is
games, or just for you r own interest and amuse­ b u i l t to the same scale as the figures, then the
ment. I n the latter case, it is mere ly a matter of visual evidence w i l l be q u i te clear.

L;\N6U;\6ES
T o determ ine what languages a character k nows, "G i m me you r m oney ! " or "Where's the john ? " o r
use the r u les and tab le below and o n the fo l lowing "What's for su p pe r? " I t is u p to t h e G M t o l i m i t il
page. I 've tried to keep only 6-sided d ice in u se i n character's conversational fl uency in a pidgin
T & T , b u t m u lti-sid ed d ice are becom ing more tongu e.
available , and I feel their u se in t h is tab le is
somewhat justifie d . Otherw ise , if you don't have Although it is possi ble that social insects such as
the d ice or don't w ish to u se them , you can j ust bees or ants have thei r own languages, no one in
choose you r languages from th is tab le. the T & T world has ever managed to crack the code
Character� are a l w ay s able to spea k the an d com m u n icate w ith them . I n t act, there i s no
language nat ive to their own k in d red ; thus E lves way to com m u n icate w ith insects, moll usks, fish,
can always speak E lven and H obb its can always arac hnid s, vegetation , or inan imate objects, short
speak Hob b it. of some GM-created spec ial magic. General l y
An i m als speak only their own ge neric 3peil k i n g there i3 very l ittlc rCa30n to w ish to
language . This rule holds good for all monsters who com m u n icate w ith such bei ngs or th ings as the ir
have Monster Rati ngs. I nd iv id ualized monsters thought processes ( if they have any) are l i ke ly to
have the same chance to be m u lti-l ingual as h u man be so al ien to any regular character or monster that
characters do. the very idea of com m u n ication between them is
W hen a character is created it gets 1 rol l on absu rd (that is, in herently more absu rd than the
t he language tab le with two 20-sid ed d ice to idea of tal k ing to a wolf or a l io n ) .
random ize 1 - 1 00 for each i n te l l igence point in G M s and players should remember that the
excess of 1 2 . Thus Fang, who had an i n te l l igen ce Low Tongues are those of Beasts w ho are not
of 1 6 got 4 rolls on th is tab le and wou nd u p ab le genera l l y rated as inte l l igent monsters. Beasts
to speak E lven and O rc ish as we l l as Com mon com m u n icate not in coherent organ ized sentences,
Tongue because he is h u man . b u t in emotions and desi res. Thus to a wolf, the
I f a character's inte l l igence in creases he h as 2 concepts of h u nger and food are almost identical,
options as far as languages go. For each ad d it ional and an idea l i ke "fol low me" is about as m uch as
intell igence point he m ay state that h e is tak ing a i t cou ld manage .
year of language train ing ( i n T & T time) and rol l on The H igh Tongues, on the other hand , are al l
the language tab le to see if he acq u ires any new considered to belong to inte l l igent creatu res. They
tongues, or he may just roll once for each new IQ are capab le of dealing with abstractions, and they
point and if any new languages come u p he may all have written forms except for W izard S peech,
claim to have picked u p the p idgin form of the wh ile the Low Tongues have no w ritten forms. To
tongue. P idgin is u sually j u st suffic ie nt to say , that extent the Com mon Tongue is one of the
Sandeep Mehra (Order #15786906)
3. 4.2 Languages
H igh Tongues, but it is so common that it is rare that less than 1 % of the population of the
considered to be in a c lass of its own . world k nows it. There is a 1 3th level spe l l ,
W izard Speech , desp ite its name , is not known however, wh ich can u n lock the ab il ity t o u se
to all w izard s. As a nat u ra l l i ngu ist i c ab i l ity it is so Wizard S peech in any se ntient being.

L A N G U A G E TAB L E

Dice Roll Language Those Who Commonly Use It

0 1 - 50 Common Tongue H u mans

The High Tongues


51 - 60 E lven E lves, Fairies, Brown ies, E lven hybrid s, etc.
6 1 - 70 Dwarv ish Dwarves, G nomes, Kobolds, Dwarvish hybrid s, etc.
71 - 73 T ro l l ish Tro l ls

7 4 - 76 Orc ish Orcs


77 - 79 Hobbit Hobb its
80 G iant G iants

81 Balrog Balrogs, Flame demons


82 Ogrish Ogres
83 Gob l i n Gob l i n s

84 G rem l i n G reml ins, Leprechau ns


85 D ragon Dragons, W u rms, Wyverns, G riffi ns, etc.
86 W izard S peech True te lepath y : all inte l l igent beings can u nderstanq it, and
the speaker can u nde rstand them .

The Low Tongues


87 Can ine Dogs, Wolves, Foxes, etc.
88 Fe l ine L ions, T igers, Leopards, domest ic cats, etc.
89 Serpentine all manner of snakes

90 Avian all manner of b ird s


91 U rsine Bears, Wo lveri nes, Pandas, etc.
92 Bovine Cattle, B uffa lo, Antelopes, Deer, etc.

93 Saurian A l l legged , cold-b looded re pti les


94 S i m ian A l l apes and monkeys
95 Rodent Rats, Beavers , Hamsters, Rabb its, etc.

96 E q u ine U n icorns, Horses, Zeb ras, Donkeys, etc.


97 Pachyderm E lephants, Mam moths, R h inoceros, etc.
98 Porker Tame and wild p igs of all sorts.

99 Cetacean Whales, Dolph ins, Seals, Merpeop le, etc.


00 Other You r choice of any 1 possible language not l isted above,
such as Marsu p ial , or any particular d ialect such as
Wo lf, C row , etc .

Sandeep Mehra (Order #15786906)


CHJ'RISMJ' EFFECTS
W i n n ing friends and influencing peo ple and Charisma Effects
monsters - has a lot to do with what k ind of o Social outcasts, slaves.
charisma you have. Charisma is more than being
good-looking - it's h ow good you r u nderarm ± 1,2 Positively u n l i keab le and probab l y
deodorant is, whether or not you ever b rush your w i l l be d riven off or bare ly tolerated .
teeth , personal good looks, animal m agnetism ,
and whether or not you ' re a gri n n ing E lf. (Seems ± 3 -
7 U n l ikeab le but to lerab le.
that lots of people get rather tired of e lv ish h igh­
nosed snobbery, b u t they -a o seem to have w hat it ±8- 13 Average - has noth ing going for
takes to m ake themse lves l ikeab le i n the long ru n - or against.
that 's char isma.)
Rufus the Moro se , who u sed to decorate these ± 1 4 - 25 Visibly good-look ing and somewhat
pages, has since gone on to b igger and better influential . A good choice as a
things - but he h ad h is notions of charisma a l ittle leader of small grou ps.
mixed up. M onsters with negative charism as do not
inspire positively-rated beings to riot and ± 26 - 50 S park ling personality. I nfl uential
berserkly attack - as noted earlier, a griffin w ith a and defin itely popu lar. Capab le of
CH R of -30 is j u st as stu n ning as an elf with a lead ing somewhat larger grou ps.
CH R of +30. I t's a ll a matte r of p erspective, and
how close a character's rating is to O. S laves and ± 50 and up Visible lead ersh i p ab i l ity, very
other social outcasts have CH R 's of O. influential if the effects are
No d irect scale of charisma effects is rea l l y exercised . Small arm ies w i l l be
appropriate, because m u ch w i l l depend on other w i l l i ng to rally to such a com mander
factors of personal inte ractio n . However, if a ( several h u nd red warriors ) , b u t if
character has twice as m u ch CH R as you do, he you want to lead several thousand ,
w i l l be ab le to influ ence you to some d egree - if you 'd better have a non-stop
the influ ence is clearly not in your best inte rest, reputation or: a CH R over 1 00.
you can p robab Iy t h row off the effects. B u t if it
is merely a: suggestive influence, you may have to As stated before, this listing of effects shou ld
make a saving rol l on 10 not to do as that person not be taken as " law ," only as rule-of-thumb
suggests. G M s and p layers wil l have to d eterm ine guideli nes. If a party of de lvers needs a spokes­
the p recise effects on the ir own . However, as perso n , and the best CH R arou nd is only a 9 , you
guidelines the fo llowing notes are included . shou ld work w ith whatever's availab le.

Sandeep Mehra (Order #15786906)


8�6 j\LTERN·· TE _

IlUf,lArtotD CIIARACTERS
W hat fol lows i s another l ist of personal ized Furthermore, because most of these beings
monsters. You w i l l find that there are d iscrepancies have hands, there are none w ith a l i m i ted D EX .
between th is list and that given earlier. On the Again , the n u m ber l isted below each colu mn i s a
whole, these changes w i l l make the tough monsters m u l ti p l ier for three d ice, and C H R shou l d be
tougher (a giant w i l l go from an average of 43 add s negative. With a G M 's perm ission, you m ay also
t o 208) - it gives the monsters a l i ttle more wish to ro l l one of these beings with a positive
respectab le punch. You can u se e ither these l i st ings C H R and add h im or her to your standard stab le, of
or the other, or bot h . I n the latter case , you m ight d u ngeon delvers. J ust as there are scu m m y h u mans,
assu me that these are a better b reed of the same there m ight wel l be orcs w ith a penchant for
creatu re . h u m an company ( instead of h u m an d i n ner).

AUXI L I A RY H UM ANOlD CHARACTER CHART


Name ST IQ LK CON DE X CHR Approx. Height
G iant/Cyclops 20 1 1 20 1 /2 4 20 ' - 35 '
Balrog 15 2 1 25 2 3 1 5 ' - 30'
Tro l l 7 1 1 7 1 2 20' - 30'

Naga / L am ia 3 3/2 1 2 1 1 25 ' - 30' (long)


Ogres 5 1 1 5 1 3/2 1 0' - 1 5 '
D � mons (de Cam p ) 3 1 1 /2 4 3/2 1 6 ' - 8'

G hou ls ( Lovecraft) 3 1 /2 1 1 1 1 5' - 8'


M i n otau r 3 1 /2 1 3 3/4 1 7' - 8'
Centa u rs 3 1 1 3 1 1 7' - 8'

G reek Sph inx (winged ) 3 3/2 1 2 1 1 4' - 5 ', 8 ' long


Half Orcs 2 1 1 2 1 1 6 ' - 7'
C h inese D<emons* 1 1 2 1 1 1 6' - 8'

L iv ing S ke leton 1 1 1 1 2' 5 ' - 6'


Orcs 1 1 1 1 1 5 ' - 6'
Mer-Person 3/2 1 1 1 1 5 ' - 6'

Vam pire 2 3/2 5 1 1 5 ' - 6'


Weretypes: Bear 7/2 1 /2 5 1 /2 3 4' - 8 '
T iger 7/2 1 /2 3 1 /2 3 4' - 8 '
Wolf 3 1 /2 2 1 /2 3 4' - 8'
Other types m u s't \be cleared w it h GMs, and "?�y i n cl u de foxes, rats, p igs, and so forth.

Youwarkees* 1 1 1 1 1 2 5 ' - 6'


S irens 1 1 1 -, 1 /2 1 2 4' - 5 '
Satyrs ( Fau ns) 3/4 1 1 1 3/2 1 3' - 5'

Gob l ins 3/4 1 1 3/4 3/2 1 /2 3' - 5'


G re m l ins 1 /2 1 1 1 /2 3/2 1 /2 l ' - 2'
I mps 1 /4 2 1 1 /2 3/2 1 l' - lW

* Youwarkees are roughly equ ivalent to angels (externally speak ing) . Chinese DCEmons are rough ly sim i l ar to
"fallen angels," having basically a sim i lar external appearance with a bat-l ike w i ng structure.

Sandeep Mehra (Order #15786906)


3�7 3� a
)\UXILI A�� BER S ERKE�
CHARACTERS FI 6HTI�6
Sometimes in battle, fighters go berserk.
Berserk fighters are cal led berserkers.
For those with money to b u rn , there are two Berserk figh ters get no add s and no subtracts.
kinds of h u man aux i l iary characters : slaves, and However, they do get to ro l l extra d i ce.
h ire lings. U sually, c haracters w ill be ab le to choose
whether or not to go berserk. Characters w ith an
1 0 of 8 or less w i l l always go berserk when the
SLAVES battle-m ad ness str ikes (Le., when they get the
Slaves have no personal Luck or Ch arisma opportu n ity) . C haracters w ith an 10 of 1 6 or
rat ings and are usually of low 10. Their Luck may h igher w i l l never go berserk (un less ensorcelled ) .
be considered that of their m aster's, and while a C haracters using m issi le weapons w i l l not go
slave may be good-look ing, he or she w i l l not have berserk wh ile discharging a m issile. (Whoever heard
the leadersh ip abi l ities t hat go with standard C H R . of the Berserk Bowman?) Be rserkers m ust use a
You m a y se lect a n y n u m ber between 3 and hand-held weapon of some k ind (or their bare
1 8 for each of a slave's remain ing 4 attri b u tes (ST, berserker hands). Berserkers w ho have a sh ield to
10, CON, D EX ) . T he slave w i l l cost 1 0 G P for each chew on get a special add of 5 to whatever their
attribute point. ( Fo r examp le , a slave with a ST berserk rol l may be; however, the sh ie ld m u st be i n
of 1 0 , 1 0 of 5 , CON of 1 0, and D E X of 9 w i l l the Berserker's possession w hen the mad ness
cost you 3 40 GP. ) stri kes and may not be borrowed.
I f you want a slave with v isib le good looks, Berserk characters ex pend 2 ST points per
you w i l l have to pay for a C H R rating at the same combat tu rn w h ile berserk.
scale, 1 0 G P pe r point. To get a stu nn ing slave w i th C haracters sti l l berserk after monsters/enemy
a beauty of 1 8, you w i l l have to fork out an have been slain w i l l turn on the members of the i r
add itional 1 80 GP. Otherwise , slaves may be o w n party.
considered to have a C H R of zero . Berserkers may be calmed down by the
Slaves may be e ither male or fem ale. fol lowing methods:
1 ) They become too weak to fight and their
madness wears off when they have red u ced the ir
H LR E L I N GS own Strength to 5 or lower.
A du ngeon de lver may h i re characters to go 2) A delver w ith a CHR of 15 or h igher may calm
with h i m into d u ngeons. S u ch aux i l iaries w i l l have d own a Berserker at the end of any com bat tu rn.
all 6 attrib u tes and again you may choose their 3) The character w i th the h ighest CH R i n .the
attribute points. However, to h i re them w i l l cost party may try to m ake the Berserker's SR on LK ( 1
you 2 GP per attribute point, and you m u st pay try only) to force the Berserker to e ither recognize
for any eq u ip ment, arm s o r arm or. h is friends or be knocked out from beh ind .
H irel ings expect a share of the treasu re u pon 4) A magic-u ser can kn ock out a Berse rker w ith
reach ing the su rface - payab le to them , or to their an appropriate spel l (a sleep spe l l or the l i ke ) .
heirs - to the tu ne of 25% of your own share of Even though battle continues, a n exhausted
the loot. Warriors, wizards, and rogues can be Berserker (with a red u ced ST of 5 or lower) may
hired , but not warrior-wizard s (they're too proud not continue to fight. He does, however, continue
of their status) . to take h its if the other guys are w i n n ing.
I f you renege on paying you r h ire l ings or their Berserk battle madness comes o n ly on
heirs, you face p robable d estruction - warriors hu mans and h um anoid characters only rarely, and
w i l l waylay you in the streets (and the c ity guards und er special cond itions. Characters using 3- (or
wil l probab ly help them ) , w izard s w i l l curse you , more) d ice weapons may go berserk when any 2 or
and rogues w i l l j u m p you in a d ark alley some more of their d ice come up the same number.
n ight. Everybod y h as friends . . . ( Ex am p le: a broad-axe w i th 4 d ice rolls a 6, 3, 1 , 1 .
I ts owner can go berserk if he or she w ishes, but
may only rol l 2 d ice - for the double - on the
secon d try. S u p pose the character th rows a double

Sandeep Mehra (Order #15786906)


3.B.2 Berserker Figh ting
with these two d ice (6, 6) - this 1 2 wou ld be cond itions. A 2- (or more) d ice fighter who does
add ed to the original 1 1 , and the d ice may be n ot ro l l any doub les w i l l have h is second lowest d ie
rol led again. Had fou r 3's been thrown to go rol l reduced t-o h is lowest d ie rol l in orde r to make
berserk, fou r d ice would have been rolled again . I f a d ou b le and thus allow berserk fighting as
these fou r d ice h ad come u p 6 , 6, 2 , 2 , a l l fou r described above. (A berserk m orn i ngstar-user rol l s
wou ld b e rolled aga i n , b u t i n sets o f 2 - the two a s , 4, 3 , 2 , 1 : the 2 wou ld be changed to a 1 for
6 's, and then the two 2's. Any chan ce relationsh i p an in itial total of 1 4 - the berserker would then
between t h e 4 d ice then ex ist ing, except for a rol l the "double 1 ' s" again, and so forth .
natural double w ith one of the 2 sets of 2 d ice P layers who mee t the berserker cond i tions
wou ld be ignored and h is or her conflict tu rn may go berserk on any given confl ict tu rn of a battl e
wou ld end and be totalled u p.) be i t the first or the 9 th .
If a berse rk player does not natu ral l y meet After a Berserker com es out of h is o r her
the cond itions for going berserk on a 2nd or later fighting rage, sq uand ered strength is recovered at a
com bat tu rn (after the begin n ing of h is madness) rate of 1 u n i t per turn, j ust as a magic-user's d oes
the d ice rol l w i l l be adj u sted to meet the berserker after casting a spe l l .

8�9 TIME <& �6EIN6


You as a p layer may w ish to k eep t rack of the be 200 before they're getting rea l l y old.
passage of time and the age of you r characters, as Leprechau ns? N obod y asks. However, if you real l y
an aid in personalizing your d e lvers. W hen you rol l want t o know, give them t h e same ageing as
them u p , rol l 3 d ice for their age anq add 1 0. You hobb its. H u m ans, of cou rse , get their trad itional
m ight get a character as young as 1 3 , or someone t h ree score and 1 0 years (70, for those of you not
new to d u ngeon d e lv ing who is 28, b u t most of keep ing u p w i th you r read ing).
them w i l l be about 20 or 2 1 years old .
I f you h ave ages, you may want to age them
as time passes. S in ce there is no way to j udge time
spent outside d ungeons, you may w ish to assign
time a s : 1 ratio - 1 d ay in our world is 5 in the
delver's worl d . Th us, every 2]h months
(approx im ate ly - it ' s actually 73 d ays) add 1 year
to the character's age. If, d u ring a d u ngeon trip,
the G M says it takes 5 d ays to reach t h e d ungeon,
you ' l l have to add 5 d ays out of hand , even though
the senten ce takes only a moment to say. Time
spent in the d u ngeons should b e allotted accord ing
to the number of tu rns w h ic h go by, not u sing the
5 : 1 ratio.
If characte rs can get o ld , will they d ie of old
age ? I f you want - maybe they ' l l just reti re . On
the other hand , no wizard worth h is salt w i l l
allow the years t o age h im i n to oblivion - he ' l l
just invent a rejuvenating spe l l , though it w i l l
probab ly have to b e recast regu larl y , and more
often as he or she gets o ld and o lder.
The h u m anoid k ind reds - e lves, d wa rves,
hobbits, and so forth - are notorious for their
longevity, and also for h ow long it takes them to
even reach m atu rity. For hobb its, start them with
a 3 die rol l plus 30. Hobb its start getting old
around 1 00 ( remember, B ilbo was work ing on h is
l l 1 th b i rthday, and was no spring ch icken ) . E lves,
fairies, and dwarves have it even better - start
them w ith the 3 -d ie rol l p l u s 5 0 , b u t they'l l l ive to

Sandeep Mehra (Order #15786906)


8�10 6U��ES
Name Dice + A dds Weight Cost ST Needed DEX Needed
Hand cannon 1 0 + 40 200 5 00 1 8 or 2 men 12
M atch locks
pistol 5 + 15 60 1 000 12 8
musket 8 + 25 1 20 1 250 15 8
Wheel locks
pistol 5 + 15 50 1 500 10 8
musket 7 + 20 1 00 1 800 12 8
S naphau nces
pistol 5 + 15 50 2000 10 8
musket 7 + 25 1 00 2500 10 8
F l intlocks
pistol 5 + 15 40 3000 8 8
musket 8 + 30 80 3500 10 8

N o more m od ern forms of firearms than be used in su ch situations.


those in the tab Ie above are availab Ie i n th is game . Mo nster- Rated monsters do not get to make a
I f you w ish to use the m , p lease see t h e article on sav ing rol l but m u st take fu I I damage off the M R.
Firearms i n T & T i n the first issue of Sorcerer's T h is holds tru e even for th ings l ike d ragons w h ich
Apprentice. are presu med to be armored ; they sti l l have one
S in ce the d amage done by a gun varies hell of an im pact to absorb .
enormously with w here the b u l let h its the v icti m , N ote that the hand cannon i s too h eavy
use the fol l owing formu l a to m od ify the Dice+ Add s and c l u msy to be aimed at anything greater than
amount o f damage d o n e b y each weapon. point b lan k range (1 to 1 0 feet) , and thus w i l l
T he person (or be ing) hit b y a b ullet (or ball ) b e considered to always m iss ind ividual targets
must m ake its own first level saving roll o n Luck u n less at point b lan k. However, in a melee
( 20 - LK). Anyth ing over the n u m ber needed for situation where two sides of many fighters each are
the saving rol l is d educted from the num ber of closing with each other, every fighter on the side
h its that m u st be taken , and vice versa. shot at must make h is or her first leve l saving rol l .
( For exam p le : G nash the O rc gets shot in W hoever m isses the saving roll by the greatest
combat w ith a flintlock p isto l . The weapons d ice amount is the one h it ( i n case of ties, both
rol l calls for G nash to take 27 h its. G n ash h as a fighte rs are h it). If everyone m akes their saving
Luck of 1 5 . He then tries to make h is fi rst level ro l l , the shot w i l l be considered a com plete mi ss.
saving ro l l and th rows an 8 (4+4) and a 6 (5+ 1 ) When fi ring a hand can non at an arm y where every
for a total of 1 4. He o n ly needed a 5 to make sol d ie r doesn 't have ind ivid ualized attributes, rol l
his saving rol l ( 1 4 - 5 = 9). Gnash takes the 9 2 d ice (doub les add and ro l l over) for the num ber
off the 27 h its he m u st take for being shot, for a of sol d ie rs slain.
total damage of 1 8 h its. S i n ce Gnash only h ad a Whenever a firearm is shot, the shooter must
CON of 1 6, h e's sti l l d ead . ) make h is or her m arksmansh ip saving ro l l . I f a
Firearm wounds are not treated any n u m ber below 5 is throw n , the gu n m isfired and
d ifferently than any other type of weapons d amage n oth ing happened . (Probab ly bad pOWder.) If a
as far as combat is concerned , alth ough of cou rse double 1 is thrown , the gu n ex ploded in the
they are m issile weapons, and a l l h its d e livered by shooter's han d . The shoote r m u st then take the
them are cou nted befo re hand-to-hand combat sam e amou nt of d amage as the person h i t by the
resu lts are figu red. A lso, firearm s h its m u st be b u l let wou l d have had to take.
taken regard less of w h ich side w in s in the regu lar
combat. ACC ESSO R I E S FOR G U N N ES
Armor w i l l a lways take its p rotection rati ng Name Wt. Cost
off the im pact of the b u l let. Th us, if G nash had B lack powder V4 per charge 1 G P per charge
been wearing mail (takes 1 1 h its) i n the exam ple Powd er horn 20 1 0 G P and up for
above , he cou ld have subtracted 1 1 points for h is (holds 10 charges) quality work
armor and 9 poin ts for h is sav ing rol l , and wou ld Ram rod 10 2 GP
have on ly h ad to abso rb 7 of th e 27 h its damage Lead balls 1 1 S P each
on h is CON . N ote that head armor su ch as a steel Swab b i ng 1 1 CP for 1 0 patches
cap is worth less for stopp ing b u llets and shou l d n 't Matches 1 1 S P per m atch

Sandeep Mehra (Order #15786906)


3. 70.2 Gunnes
The prices listed for th e gu n nes and the Defin i tions
accessories are t he basic p rices for the most B lack Powder: gu npowd er made with c harcoa l ,
com mon forms. Fi n e work mansh ip or ornamental saltpeter, and su lfu r.
work in precious metals can mu ltip ly the cost of B u l let: the projectile propel led by gu npowder,
the weapons b y as m uc h as a factor of 1 0 . usually rou n d and m ade of lead .
A l l the weapons listed o n the p rev ious page F l ask or Powder Horn : a container for gu n powde r.
are muzz le-load ing weapons. B reach loaders have Hand cannon : most prim itive gu n, a barrel on a
not, and w ill not, be invented for another century. stock without a lock .
Rifl ing for the m u skets on the gu n nes chart is Match o r Match Cord : twisted vegetab le fibres
available but i ncreases the price of the weapon by a soaked in saltpeter.
factor of 3 . Rifling w i l l i m p rove the performance Matc h l oc k : gun operated with a b u r n i ng match
of the weapon at med i u m and far range b y 1 and 2 cord held by a se rpentine.
saving ro lls respectively on marksmansh ip to h it. Musket: early, heavy match lock requ i ring a fork ;
No person may fire m ore than 2 firearm s in late r, a smoothbore infantry fl i ntlock.
one combat tu rn , and even then b oth must be F l intloc k : gu n using fl int and steel for the ign ition
pre pared in advance and ready to d ischarge. To of the powder.
reload and fi re a gun takes 1 u n i nterru pted combat P istol : a smal l gu n , capab le of being held and fired
tu rn. (T hu s, the best rifleman i n the world cou ld w ith one han d , sh orter than a m u sket or rifle,
o nly shoot on every other combat tu rn , i.e. first, using less powder and usually doing less
third , fifth , etc .) damage.
Rou n d : a single shot.
Sriaphau nce: p redecessor of true fl intlock with
separate steel and pan cover.
W heel lock : gu n operated w ith a serrated stee l
w h ee l ru bb ing on pyrites.
Stock : element of a gu n , usually woode n , w h ich
holds the l ock and barre l .
Spanner: a wrench for wind ing the spring o f a
whee l lock .

Invitation
P layers and GMs are invited to ex pand the
Gu nne c hart on their own initiative to account for
d ifferent models and cal i bers of weapons along the
l i nes ind icated by the chart. The variations thus
created are expected to be no greater than those
actually present in early modern E u rope d u ring the
rise of firearms.

A Note on Powder and Firing


The use of g u n powd er was h ard ly mathematical
and accu rate in the early days of firearms. The
g u n ne r developed an intu ition for how much
powder wou l d be needed for any part icu lar shot;
for exam ple, those w ish ing to shoot at longer
ranges used more powd er than did those who shot
at short range. O n the tab le on the p revious page , 1
charge is enough to propel a pistol b u l let weighing
1 weight u n it at short range. A musket wou l d
normal ly use tw ice as much powder. A hand
can non wou l d use 1 0 ti m es as m uch. It is up to
the Game Master to decide if a p layer has used
enough (or too much) powder for the range at
w h ich he or she is shooting, and to r ul e
accord ingly.

Sandeep Mehra (Order #15786906)


3�1 1 �ARJ{S�ANSHIP
AND J'CCURAC )(
Being wou n ded or over-tired can affect Movement/ A rrow
DEX
one's marksmans h i p ; so can wearing heavy Speed Protection
armor. The elaborations suggested below w i l l Type (co m plete)
allow you to adju st for these factors. Here Plate 1 /2 1 /2 1
especial l y , if the G M i nsists on u sing th is part of Mail 1 /2 2/3 1 /2
the E laborations section, he or she shou ld so Lamellar 3/4 3/4 3/4
specify to the players ahead of time. I t increases Scale 1 /2 1 /2 2/3
rea l ism, b u t m akes characters m ore v u lnerab le. Ri ng-joined plate 3/4 3/4 2/3
Leath er 1 1 1 /4
Ir WUUIlt.iI:!t.i VI lil I:!U, �u!Jl!uLl llll:! "'i��iIlY Qu i l leu sil k/CU lLUll 1 1 o
CON or ST points from the number you have to
make a DEX saving roll to hit with a missile Parts:
weapon. For exam p le: S ith S tarru n ner is Chest
woun d ed - he ' s ta k en 6 h its to his CON Back & B reast 1*
recently. H is D E X is 24, and h e n eeds to make a Arm i ng doub let o
4th leve l saving ro ll to h it an orc 30 yard s away. Leather jerkin 1 /4 *
Th� ba�i� �av ing r91 1 i� 3� m imli h ii DEX, Qr 11 .
To account for his wou n d , h e adds 6 to t h is (the Limbs
n u m ber of h its he has take n ) , so he has to rol l Gauntlets 1 /4 t o
1 7 or better TO h iT The orc . G reaVM 1 p

T h e encu m b rance o f armor m a y also affect Head


marksmansh ip as well as speed or movement. F u l l h el fll l't
The armor l ist is g iven here again , with Greek 1 /2 *
movement and d ex te rity d etriments the
- Steel cap 1 /4*
numbers gIven are what your speed or DI:."X Is I-"ace mask o
multiplied by when wearing armor or carrying a
shield. These n u m bers are not add itive as l isted , S h ie l ds
although a G M may wish to u se them so. As Tower shield 1 /4 1
given , a person 's speed is halv ed if he's wearing K n ight's sh ield 1 /4 1
plate, but if he's wearing p late and carry ing a Target shield 1 /2 1
tower sh ie l d , it is K U se the greatest d etri ment, B u c k ler 1 1
but d o not com b i ne them ( Le., p late and tower
shield together do not make for 1 /8 the speed) . Odd P ieces :
Vi king Spike Sh ield 1 /2 1 1
I n the same l ist there is given a l i sting for Mad u 3/4 1 1
effectiveness against arrows. S ilken pad d ing w i l l
slow a sword cut, but i s not n early a s effective
against an arrow. Again , the n u mbers are *Only if you are hit there by the m issi le . Otherwise ,
rTlu l Li p l iers, dlUJ imJicdle lIuw IJIdllY lI i ls llle AI I UW P l u lecLiuII lJI u l Li p l iel i s O.
armor is worth in p rotecting against arrows and
other projecti les with small , sharp points (small tO n ly when picking locks, l ifting fallen weapons, or
d a88�ri, f9 r i n itan�� ) . fi ring a b 9 W . Oth�rwii�, DEX m �l Iti p l i� r ii 1 .

Sandeep Mehra (Order #15786906)


8�t2 OTH£R IWAT£RIALS
FO � W£�PO�S & ARMOR
T h roughout the weapons and armo r charts
given earlier, it has been assu m ed that everyth ing
has been m ade of the finest steel avail ab le (exce pt
for su ch items that are clearly n ot made of metal at
a l l , l i ke q u ilted si l k arm or) . However , the p rices
given for these weapo ns may he red lJced if t h e
materials u sed are ofmore prim itive quality, though
the weights of m an y w i l l increase p roport ionately.
RRONZE: H a rd e r tha n i ron N o rm a l weight
30% more ex pensive. W i l l b reak if used
against a harder material (includ ing stee l or
stone) if the G M rol ls 2 o r 1 2 on 2 d ice.
I RO N : Not as hard as stee l . 1 0% h eavier. W i l l
break i f lisen a l"p inst steel , h ronze o r sto n e if
t he GM rol ls 2 - 4, 1 1 or 1 2 .

Weapons w h ich are su ita b le (spears, daggers,


etc) may a lso be made with fl i n t or. obsidian. F l i n t
i s harder than copper but not a s tough a s b ro nze ( a
fu nction o f brittleness rather than soft ness) . W i l l
shatter o n tougher m aterials i f G M ro lls 2-7. Cost
is 50%, weight is twice normal. F l in t armor is
si l l y - keep the materials su ited to the weapon .

I t is also possible to make weapons and/or


arm or of the p recious metals - gold, si lver, and
m ithri l . I n the case of silver and gol d , these are not
p ure metals, but magically en hanced a lloys w h ich
increase their hard ness.
GO L D : Cost is 200% . Weight is 25 % heavier. H as
the same b reakage p roperties as iro n.
S I LV E R : Cost is 1 50%. Weight is 20% h eavier.
Has the same b reakage probab i l ities as b ronze.
M IT H R I L : Cannot be bought in any town
anywhere ! Th is is one of the rarest and most
p recious of metals in the world, and it shou ld
only be avai lab le th rough the ausp ices of a
d u ngeon trip - and very rarely at that! G M s
a re u rged t o keep m ithril extremely rare and
availab le only in sma ll amounts and on the
lowest levels. I t is harde r than stee l , if made
into weapons and armor - you wil l need to
find enough to m atch a weapon's l isting in
weigh t u nits. One wt. u nit of m ithirl is w orth
1 0 wt. u n its of gol d . If used as a b laded ,
cutting weapon - it has no benefits if made
into smash ing weapons - it will add 50% to
the weapon's h it capab i l ities. I f used as armor,
it wil l take half-again as many h i ts as normal
armor. I t cannot be read ily used in an al loy,
and only a few dwarves and elves know the
secret of sm ith ing with m ith ril.
Sandeep Mehra (Order #15786906)
6 LOSS!t�)(
One of the most often repeated requests d i rected towards us has been for a glossary of the weapons listed in T&T - which is
why we've decided to include this section in the current edition of Tunnels & Trolls. Although weapons experts doubtless wou l d
disagree with some o f our designations, this Glossary shou l d a t least h e l p you, the players, know what w e th i n k we're ta l k ing
about. I t w i l l also help to standardize what y ou r characters are l i kely to carry, and shou ld help clarify sticky adjudications for
G Ms, such as whether or not someone can cu t th rough a rope with a stiletto. F u rthermore, by supplying descriptions of the
weapons, it is si ncerely h oped that players fam iliar with weaponry wi l l be able to extrapolate from our categorizations so that
they may equ i p their characters with weapons not l isted, and yet sti l l keep their new equipment on par with the standard
weapons.
Although some of the definitions contained herein were based on that elusive factor called "common knowledge" ( i .e., what's
a pickaxe?), the vast majority of the definitions were derived from two exce l lent sources which we highly recommend to th ose
interested in the subject : A Glossary of the Construction, Decoration and Use of Arms and Armor in All Countries and in All
Times, by George Cameron Stone (Jack Brusse l , Publisher, New York, 1 934), and Edged Weapons, by Frederick W i l kinson
(Doubleday and Co., I nc., Garden City, N Y, 1 970).

Adze. Essentially a carpenter's tool shaped �Single Blade Broadaxe. Single smaller common to poison them in order to make
like an axe but with the blade at right angles crescent blade, middle-length haft. them effective.
to the hand Ie. -Taper Axe. Narrow, one-edged curved
b lad e . Bludgeon (club). T h is is your common heavy
African Throwing Knife. wooden club. It may be bound with iron to
A mu lti-branched, in· Back & Breast. Metal cuirass which covers prevent sp l intering, but is otherwise just your
cred ibly nasty·looking t orso from upper shoulders to hips, fastened standard bashing weapon.
weapon meant to be with side and shoulder straps.
thrown horizontally, Bola.
not over·hand like an Bagh Nakh. Name means "tiger claws." Four -Hunting Bola. A long cord on thong to
axe. Any of several or five curved iron spikes affixed to crossbar; which either 2 or 3 stones are attached.
sharpened b lades may held in hand, the spikes extend in front of Whirled around the head and released at
strike which accounts fist. H oles or rings at the end of the crossbar victim's legs, will entangle the limbs and
for its power. a l l ow a good grip. Easily concealed in palm, d isable small prey.
was a favorite assassination weapon. -War bola. T h i n flexible wire-wrapped cord
Ankus. Basica lly an elephant goad. Usually is used and the stones are replaced with small
has a sharpened point with a recurved side Bank . Dagger with strongly curved, sick le­ spiked balls. Besides entangling, the wires may
hook . Some had short hafts (used when riding shaped b lade and straight handle. cut and the spikes puncture or slash. User
e lephants) but longer ones could be used must wear gauntlets of some k i nd to protect
while walking beside the animal. Baton. Light truncheon like a policeman's the f ingers.
b i l lyclub.
Arbalest (stirrup/lever drawn). Some of the Brandestock. A long hafted weapon with a
larger crossbows had a stirrup at the fore to Bee de Corbin. A type of war hammer on a sma ll axehead on one side and short spike on
place the foot to obtai n leverage in cock ing m id-length haft. The name means "crow's the other. Has a long sword b lade concealed
the bow. A lever arrangement (belt and claw, beak" and refers to the primary piercing head. in the handle which may be read ily extended.
or cord and pulley) could be used to aid i n T h is is balanced behind with a small clawed See illustration page 1 . 53.
drawing back t h e cord. see Crossbow. ham mer; many a lso had a short stabbing point
at the top i n l i ne with the haft. Broadaxe (Single Bladed) . see Axe.
Arm ing Doublet. Padded leather vest-sized
garment. Sometimes worn under heavy armor Bhuj. A short heavy single-ed ged k n ife blade Broadsword. A long straight wide blade which
to cushion blows. ( I n complete sets of armor mounted i n line with a straight handle;about may be single- or doub le-edged. May or may
as noted, this is a lready assumed.) 20" long. See i llustration, page 3.5. not have an elaborate hi It.
-Two-handed broadsword. H i lt accomodates
Assegai. Spear with a leaf-shaped head o n a Bich'wa. Doubly curved, double-edged blade both hands. See i l lustration page 2.37.2.
fairly l ight wooden staff. The shaft may be with a loop h il t . Shape derived from the curve - H and and a half broadsword. H i lt
reinforced with iron to strengthen it, but it of the buffa lo horns from which they were accomodates one hand and a partial grip to
loses flight capab i l ities in t h is case anti should originally made; name however refers to a a id in directing the blows.
not be thrown.,See i llustration, page 1- .B . . .. scorp ion's sting which it also resembles. Were -One-handed broadsword. Common broad­
sometimes bu ilt to include bagh nakh (in sword. See illustration page 1 .53.
Atl-atl (spearthrower). The name is Mex ican game play i f t h i s i s used, p a y for both
IJU l 1 I 1<lIIV SJJI! <lI-WiI!IUiIlY t:ullUlI!S U!)I!U LlI!!IT1. !)I!t]lJrdt!!ly). S!!O II IUmatlOn, pagl! 2.42. 8UeRllI •. SmAil rount! �nil!ltI U� to tll!fll!et
The common form is a stra ight flat stick with rather than catch opponent's b lade. Usually
cord loops at the handle end, and a notch Billhook. Originally an agricultural imp lement, held in center back, at arm's length. See
upon which to rest the butt of the spear. but was modified easi ly to a weapon. A i l lustrat ion, page 1 .3.4.
ACl� tJy I!ff!!CtlV!!ly !!xtom1lng tM lnrOWI!f!: nrOM nlM!! Wltn a �Inall! eLJttina !!lIal! aM a
arm length to impart greater force. variety of spikes and hooks prOjecting from Bu llova. A long-handled axe with a wide
the back and end, all mounted on a long variety of single-bladed heads avai lable. As a
Axe shaft. T h is is the original weapon from which game standard, axe-heads should be
-Double Bladed Broadaxe. Two huge guisarmes and fauchards were derived. considered slightly curved, about 1 0" long.
crescent-shaped. b lades faced away from each
other on a relatively short t h ick haft. Blowpipe. A long tube of wood, reed, or cane Caltrops (a lso Calthropl. Four spikes rad iating
-Slnalll 81Aftllll G MAt AIlA. LAr� MlVy tl\r6UOI\ whleh dart� are prOpelled by the trom a common point so that i n any position
axe with a less curved blade, balanced with a breath of the user. Because darts are light and one spike stands upright. Small ones have
small k nob on the opposite side. Longer haft. a re not propelled with much force, it is spikes about 4" h igh; large ones are assu med

Sandeep Mehra (Order #15786906)


3. 73. 2 Weapons Glossary
to be about 8 " - 1 0" (for very large-footed Falchion. Usually considered a broad cu rved incurved swordblade from the back edge of
monsters). War jacks . . . single-edged blade wide near the point, with which a sharp hook issues. T h is elongated
t he back j o i n i ng the edge in a concave cu rve. hook runs parallel to the back of the blade, or
Chakram. The original war frisbee. A flat steel d iverges at a slight angle.
inch-wide ring 5"- 1 2" in d iameter w h ich Fauchard. Considered to be a r>olearm w ith a
cou ld be thrown l i ke a frisbee or w hirled long single-edged curved blade with ornamen­ H aladie. Double dagger with 2 short curved or
aro u nd the f i nger before release. The outer tal prong(s) o n the back. straight daggers fastened to opposite ends of
edge is sharpened . a straight handle.
Flail. Originally a n agricultural implement;
Chauves souris. Polearm with a long broad weights or spikes could be added, or cha ins
triangular blade, with 2 s i m i lar but shorter substitu ted for the SW i ng i ng arm. Compare
°
blades projecting at 45 from the base. to Morningstar.
-Heavy flail. Stout haft with sw i ng i ng arm Halbard. Pole arm with long shaft topped by
Club. see Bludgeon. bound with spiked iron rings. See i l l u stration axe blade with a beak or point o n the
of trol l-sized heavy flail o n page 1 .7 .4. opposite side. Usu a l l y surmounted with a long
Cranequin. Rack & pinion cock ing mechanism - L ight flail. More slender shaft with two or spike or b lade.
o n powerf u l arbalest. For i l lustrat ion, see three SWinging chains having small weights
page 23 of the C ity of Terrors solitaire attached at the end. Halfmoon. see Demi-Iune.
du ngeo n . see Crossbow.
Flam berge. A large sword with u ndu lating or Hand-and-a-half sword. see Broadsword.
�rn ....hn.., Thp mn� ('ommo n heavy !;IQW, WWW W!lII§, ( F rom tho F ronch Yl'ord for
mou nted on a stock with a groove on top for "flame.") Does not refer to the later usage of H asta. see Ox tongue.
the arrow and a mechanical arrangement for "flamberge" as a special rapier type. See
holding and releasing the string. M u ch more i ll u stration on interior back cover. Heavy Flail. see Flail.
punch than a longbow, but the shorter heavier
arrows (cal led quarrels) somewhat lessened Foil. Thin flex ible swordblade only used as a Heavy mace. C l u b-like weapon a l l of metal or
the range. thrusting weapon. E ssentially a fencing with a metal head . Heads were k nob-like or
weapon, has very small guard. with several b l u nt fla nges or spikes.
Crowbar. A prying tool which has enough
heft to make a fairly effective metal clubbing Francisca. Small battle axe used throughout Helm (full). Complete head, face, and neck
weapon. northern E urope. (N amed by the Romans for protection. Face covering may be h i nged to
its common use by the Franks.) ' B a la nced swing back or to the side. or i t may be a solid
Common sling. A strip of flex i b le material for throwing. piece.
( leather is good) with a pocket near the
m iddle. A sto ne o r lead bal l is p laced i n the Gau ntlets. Leather g l oves covered w ith thin Hoko. Spear with a long, rather w ide stra ight
pocket; one end of the s l i ng is tightly wound articulating metal plates. May also be point, with a seco ndary b lade set at right
arou nd the hand, the other end is held obtained as leather covered with mail o r angles to the f irst. See i l l ustrat ion page 3.9.
loosely. T he sling is w hirled and one end scales, or simply w i t h heavy leather backs.
released . sending the m issile at considerab le ( F or game purposes. if gauntlets are bought as H u nting bola. see Bola.
velocity. See i l l ustrat ion page 2 . 1 1 .2. separate pieces, assume the first definition.
The other types presu mably come with fu l l Jambiya. B lade is curved and double-edged.
Common spear. A shaft with a simple m eta l sets o f appropriate armor.) Some were so curved that the end poi nted
head, sturdy enough for thrusting a n d light upward; if chosen in this form, should not be
enough for throwing. G rand Sham sheer (No-Datchi). Cu rve-bladed thrown. B lade may be rather wide or fairly
cutting sword not suitable for thrusting but narrow. See ill ustration page 2.4.

~
Dem i-Iune (Halfmoon). excellent for the draw cut. Use this in game
A po learm with a terms to classify any very long single-edged , J avel i n . A l ight throwing spear with a simple
l!n!�CIHIl-�II:JP1!l1
Ulaag Mrrow-biaded curved sword. Compare to head. B a la nced to be thrown with
at right angles to the No-Datchi. cons iderab Ie accuracy.
shaft. '0 .
G reat Sham sheer. Like the Grand Shamsheer Katar. A lso called a punch dagger, as it was
D irk . Short th ick-bladed dagger tapering but somewhat shorter. Use this in game terms effectively used to burst mail links in armor.
u niform ly from h i lt to tip. Usually to classify any rather long single-edged B lade rather broad at base, tapering even ly to
sing le-edged. narrow-bladed curved sword. t he point. The peculiarity of t h is dagger lies
i n its h ilt, which is shaped like an I-J with �
Dokyu. The name m ea ns "frequently bow," G reat Sword . A very long. heavy, stra ight f lat side bars and a single or double crossbar.
derived from the C h inese "Chu-Ko-N u ." A wide blade, doub le-edged . Can be used for I t is held in the clenched fist to be thrust
repeat i ng crossbow. The bolts are contained cutting or thrusting, although its primary use forward. the blade lead ing the k nuck les.
in a box sliding o n top of the stock . and was for cutting due to the weight and For game pu rposes, the blade is.assumed to be
moved by a lever p ivoted to bot h . Throwing momentum of the blade. T h is same doub le-edged and between 9" - 1 2" long.
the lever forward and back will draw the bow, momentum makes it hard to change the
place a bolt in position, and d ischarge the d irection of a blow once begu n. Use t h is basic
weapon. Magaz ine holds 5 bolts, f i red one definition to classify any very long, heavy,
at a time. doub le-edged b lade.

Double Bladed Broad Axe. see Axe. G reat Axe (Single Bladed ). See Axe.

Eplile. Thin b lade used primarily for thrusting, G reaves. Armor for the leg below the knee.
but heavier than fo i l and less flex ible. A Iso a For game pu rposes, assu me a solid p iece of K n ight's shield. Large square-ish shield with
fencing weapon, but with a larger hand guard. metal covering the front and sides of the triangu lar base. Carried on arm. Sometimes
leg only, w ith straps for attachment in back slightly convex. See i l lustration page 1 . 7.4.
Estok. Sword with a very long narrow b lade of the leg. See i l l u stration page 2.37.2.
intended solely for thrusting, having no K ris. T h is dagger comes in many trad itiona l
sharp edges. G reek Helmet (open face). Protects crown shapes; the common concept is a blade of
and back of head, back of neck, and may several u nd u lations. For game purposes, it has
Face mask. Largely decorative light metal curve somewhat forward to protect cheeks been theorized that the blades are forged with
piece to be attached to helmets which do and usually includes nose-guard. a significant portion of meteoric iron i n
not protect the face. May be metal mesh combination with special secret spells which
or incised/perforated to permit airflow. Gu isarme. Name applied to a variety of pole dampen low-level magic. This effect is two­
Sometimes fashion"d in rl,,";onir. l ik"n"",,- w""ron� I I""rl h",r", to r ...f ... r 10 a �1 ... ndl1r wdgwd, h9Wl/vl/r, .ind iI kri§-bllilrllr lian not

Sandeep Mehra (Order #15786906)


Weapons Glossary 3. 73. 3
cast magic. G M s may also insist that no low­ Mitre. Hafted weapon with enlarged head covering everything but face and feet. Padded
level magic can be cast by anyone standing studded with spikes. U sually lighter and cloth covers neck and is attached to steel cap
next to a k r is-bearer. See i l lustrat ion page less club-like than a heavy mace. for head protection; cuffs and l ower legs may
2.37.2. have light metal strips for protection. Qu ilting
Mor ningstar. S hort-hafted weapon with heavy held by small meta l studs.
Kukri. A heavy curved single-edged blade iron chain connecting the haft and an ironba l l A note on natural-fibre armor - cloth
sharp on the concave side. studded w i t h spikes. made of silk or cotton tends to "catch" o n
a ny tiny nicks i n b laded weapons. and
Kumade (rake). A pole weapon on a heavy No-Datchi. Heavy cu rved sword trad itionally "bu nches up" beneath the blades. Its natural
shaft. Head is a grappling hook w ith 2 or 3 25% longer than the ordinary sword blade. padding helps to protect from smashing
prongs, and a sp ike or pick facing the Often had to be carried over the shou Ider. weapons. I l lustrated on page 1 .8 (without
opposite d irection. also see Grand Shamsheer. the helmet ) .

Lamellar armor. Strips of metal tied ( not Oxtongue (hasta). Long shafted spear with Quarterstaff. Long stout staff o f heavy wood.
stapled) to leather base, decreasing weight broad, stra ight, doub le-edged blade. Su itable Could be used as a staff when walking (or
without sacrificing protect ion. (B est examples for use as a horse-lance. here, to throw magic if encha nted ) and as a
are Japanese samurai armor.) Metal cap with club for infighting.
lamellar neck guard included. Often a Partizan. A broad-bladed polearm which
lacquered leather su rcoat was worn to water­ usually has short cu rved sidebranches at the Rake. see Kumade.
proof the lamellar u nderneath. base of the b lade. Often highly ornamental.
Ranseur (runka). A pole arm with a long sharp
Leather armor. Comp lete su it of th ick leather Pata (tong katar), A katar evolved into a narrow blade with two short lateral blades at
which protects all of body except face and sword with an attached gauntlet. B lade is the base. Compare to Chauvres souris.
feet. A reinforced leather head-covering and stra ight, long and doub le-edged. Rather
leather gaunt lets are considered included. awkward in melee because the gauntlet Rap ier. Long (sometimes very long) stiff
Leather strips art icu late over j o ints and deprives one of the use of the wrist (as is the blade which was used primarily for thrusting.
moving parts. case with the manople also ) . GMs may feel Some had double-edged blades for slashing as
incl i ned to penalize players using this weapon well as thrusting. Most had elaborate guards.
Leather jerk in. U npadded leather tu nic if they are engaged in infighting.
covering chest, and extending to h ips. Heavier R i ng-joi ned plate armor. As the name
and th icker than ord inary jerk in, but less so P ickaxe. A pickaxe. (What d id you expect?) ind icates, rather large strips and squares of
than arming doublet. See i l l u stration page H u man-sized characters may chop through plate held toget her by rings to permit
2 .37 .2. stone at 5'!turn, and dwarves may go through freedom of movement. I ncludes a cap with
at 1 0'!turn. T h is will open the wa l l i n a small mail neck and cheek protection. Plates cover
Light flail. see Flail. space (at G M 's d iscretion) but additional areas w ith m i nor movement - upper chest,
work would be requ ired to clea r ' an open back, upper arm and leg, shins and forearms.
Longbow. A self bow made as long as the user passageway. Rest is ma i l . P late is usua lly thin ner and of
of the best materials available, preferab ly yew poorer quality than standard plate.
or hazel. Ash, ironwood and osage make Pike. P lain spear-head on a very long shaft.
suitable substitu tes. H istorica l ly called a Ru nka. see Ranseur.
"long" bow to differentiate it from the short Pilum. H istorically, the Roman legionnaire's
arbalest!crossbow. See ' i l lustration page spear. A long neck between spearhead and Sabre. A sword with a slight cu rve, Single­
2.37 .2. shaft attachment. edged. I ntended for cutting; can be used for
thrusting.
Mace, heavy. see Heavy mace. Piton hammer. Small hammer used especially -Normal sabre. As used in the context of
to pound in spikes used by mountain climbers the game, refers to a sma l l cavalry sabre.
Madu. Sma l l ( 7" ) round shield with two long ( "pitons") . -Short sabre. Shorter than above. See
antelope horns extending 1 4" to front and i l l u stration on page 1 .3.4.
back of shield. Horns reinforced w ith steel P late armor. C lassical k n ight's armor. Many
tips. See i l l ustrat ion page 2.4. large solid p ieces which overlap but rarely Sax. A Iso called "scramasax. " A very large
articu late except at j oints. I ncludes f u l l helm, broad single-edged dagger a lmost big
Mai l Armor. Joined rings o r chains in often light ring shirt u n derneath as well as padd ing enough to be considered a short sword. A
complex i n terlink ing patterns. To be effective sim i lar to arming doublet. May or may not Bowie Kn ife (the origi nal design) wou ld be a
it had to be heavy with m u ltiple l i nk s per i nclude sollerets (articulating metal shoes). contemporary near-equ ivalent, a l l owing for
ring, but afforded better m ob i l ity and d ifferences in quality of forging.
ventilation thann the more solid plate. A n Poleaxe. A long-shafted pole arm with an axe­
arming doublet o r its equivalent i s assumed blade on one side, a spike or hammer Scale armor. Scales or f lattened r i ngs stapled
beneath the ring to cushion b lows and prevent opposite, but no spike at the top. onto a leather base. I ncludes steel cap with
chafing. A mail coif is assumed beheath a n articulating scales protecting neck.
o pen-faced helmet. Poniard. A small stra ight dagger without sharp
edges; used primari Iy for thrusting or Scimitar. A strongly cu rved sabre-l ike blade,
Main gauche. The left-handed dagger used to throwing. single-edged.
guard and parry while using a sword in the
right hand . B lade usually straight and double­ Prodd. A l ight crossbow of ordinary Self-bow. A n y bow held upright, pul led and
edged with a short grip but elaborate hand­ construction except the string has been made released by hand . As such, also refers to the
guard. double with a pouch to accomodate stone, longbow. H owever, to differentiate between
lead or clay pellets. the visible d ifferences and quality, we have
Manople. A short sword affixed to a hand and d ivided the bows into the two classes.
wrist gauntlet. B lade is about 30" long, with Quarrels. The arrows, or bolts, used in most
two 1 0" blades to either side. of the crossbow-c lass bows. The quarrels were Short sabre. see Sabre.

------======--�:;:;:�
very much shorter and far stock ier, often with
m in imal fletching if any. The power of the Short sword. Here refers to any relatively


crossbow gives a quarrel considerable impact, short, broad-bladed, straight double-edged
but the bo lts are less aerody namic than a n sword. I n game use, use this to classify any
ordinary arrow, shorten ing t h e effective range similar sword.
with a good a i m . See illustration on page



2.33.2 ( it's the short fat bolt ) . Shote!. A very long doub le-edged b lade
cu rved a lmost to a half-circle. E x tremely
Misericorde. A long narrow-b laded dagger Quilted silk/cotton armor. As used i n T&T, awkward, it can be used to strike over or
intended for thrusting. refers to a complete set of cloth body armor around a shield.

Sandeep Mehra (Order #15786906)


3. 13. 4
Shurikin. I n contemporarv u saoe. refers to the
throwing stars used i n the Orient, specifica l ly
Japan. Some were very small, the size of a
half-dollar, to about 6" across. To mai nta i n
flight ab i lities, star points could n ot be l onger.
An excellent nu isance weapon , especially if
PQiiQn9<;1, b.", ini."ffi�i9n' pQW9r '9 <;19 sreil
damage.
Accuracy. 3 . 1 1 Caltrops 1 . 52.5
Scythe. A sick le-shaped blade mounted in l ine Action. 2.3.1 Catseyes 2.22.3
on a long relatively slender pole. Adze. 1 .52.2 Chakram 1 . 52.4
Adventure points 1 .3.3, 1 .9 Characters
Sickle. Originally an agricu ltural weapon, the -casting magic 1 .9.2 -alternate humanoids 3.6. 1
blade is set long o n the shaft as with a scythe, -combat 1 .9 . 1 -au x i l iary 3. 7 . 1
instead of at right angles. -daring 1 .9 . 1 -card 1 . 3. 1 . 1 . 3.2, 1 .3.4,
-magical items & treasure 1 .9.2 1 .4.2
Spearthrower. see Atl-atl. -other 1 .9.2 -creation 1 .3
-saving r o l l s 1 .9.2 - k i ndred 1 . 3. 1 , 1 . 3.2, 2. 1 2
Sron.oon. A bir' y "I"h or"t" �'Ir h"<>rl on a Afri�an throw in:! kn ife 1 . 52.4 - lev ... 1 1 .'3.2 , 2. 1 4
stout 8' long staff. Some look like small Ageing of Characters 3.9 -type 1 .3. 1 , 2. 1 1
partizans. A ir, E arth, F ire, Water 2.22 . 1 0 C harisma 1 .3. 1 , 3.5
Ankus 1 .52.5 -definition 1 . 3.2
Staff sling. A n ord inary sling mounted on a A n t i-Magic Spell 2.22. 1 1 -effects 3.5
pole to i ncrease momentum of stone. Arbalest 1 .52.4 C hauves souris 1 . 52.2
Arm ing Doublet 1 .53. 1 • 2.22. 1
Steel cap. Simple metal hat which proti!Cts Armor 1 .33, 1 .53. 1 , 3 . 1 1 C ity Bu ilding 3. 1
crown and back of head. Does not protect �back & breast 1 .53. 1 , 3. 1 1 . 1 C lothing 1 . 4. 1 , 1 . 51
back of neck, but may include a nose-guard. -leather 1 .53. 1 , 3 . 1 1 . 1 Combat 1 . 7
-mail 1 .53. 1 , 3 . 1 1 . 1 -berserk fighting 3.8
Stiletto. A very small dagger intended -plate 1 .53. 1 , 3 . 1 1 . 1 -examp les of comba t :
primarily for thrusting. Can be thrown -qu i lted cotton or silk 1 .53. 1 , -magic in 2.32 . 1
effectively. See illustrat ion on inside back cover. 3. 1 1 . 1 -melee 1 . 7 . 2, 2.31 .3
-ring joined plate 1 . 53. 1 , -mo nster vs. m onster 1 . 7 . 1
Swordbreaker. A weapon with a short heavy 3.1 1 . 1 -single 1 . 7.2
b lade with many teeth on the back to catch -seale 1 .53. 1 , 3 . 1 1 . 1 -magic i n 2.32
HII! UIJIJUIII!IIl"s 1J1<ltl1! ,IUU SlitllJ i l. A l l uw� 1 .52.4 -IJI UCI!�� U r 1 . 1 . 1
Assegai 1 .52.3 -turn 1 .7 . 1 , 2.31
Atl-atl 1 .52.3 -u nusual situations 2.37
Axe 1 .52.2 Combat Adds 1 .3.2
brood 1 .oZ.Z dofinition 1 .13.13
-double headed broad 1 .52.2 - in combat 1 . 7. 1
Sword cane. A 2' - 3' long cane or crutch -great 1 .52.2 -monsters 1 .6. 1
which holds a 1.11, ' - 2)1, ' t h in swordblade -pick 1 .52.2 Constitution 1 . 3 . 1
concealed within. -pole 1 .52.2 -def i nition 1 .3.2
-taper 1 .52.2 Cranequ in 1 . 52.4
Taper axe. see Axe. Crossbow 1 .52.4
- light 1 .52.4
Target shield. Medium-sized circular shield. Bagh Nakh 1 .52.5 Crowbar 1 . 52.2
Usually has 2 rather w ide-set loops through B a n ishing 2.22. 1 1 Curare 1 . 52.5
which the arm is passed. Bank 1 .52.3 Curses Foi led 2.22.4
Basic Game 1 .2
Terbutje_ A wooden weapon with shark's Baton 1 .52.2 Daggers 1 . 52.3
teeth lashed to both sides to create a ripping Bec de Corbin 1 .52.2 Dexterity 1 . 3.1
slicing edge. Useless for thrusting. Berserk fighting 3.8 -definition 1 . 3.2
B huj 1 .52.2 -equipping 1 .4 . 1
Tower shield. Very large convex rectangular B ich'wa 1 . 52.3 Dear G o d 2.22.5
shield. B i gger is Better 2.22.9 Death Spell #9 2.22.8
B i l l hook 1 .52.2 Detect Magic 2.22.2
Trident. A spear with three para llel (or B lack powder 3. 1 0. 1 Demi-Lu ne 1 .52.2
nearly para ne ! ) prongs. B lasting Power 2.22.� D irk 1 . 52.3
B low M e T o . . . 2.22.8 D is-Spell 2.22.4
Two-handed broadsword. see Broadsword. B lowpipe 1 .52.4 Dokyu 1 .52.4
-darts 1 .52.4 Double Double 2.22.5
Viking Spike Shield. Round target shield with B low You To . . . 2.22.9 Dragon's venom 1 .52.5
a 6 " spike affixed to center . . B ludgeon 1 .52.2 Dum Dum 2.22.5
Bola 1 .52.4 D u ngeon b u ilding 1 . 2, 3. 1
Voulge. A polearm w ith a broad axe-like head - hu nting 1 .52.4 Dungeon Master ( D M ) 2.5
elongated to a spike at the top. -war 1 .52.4 Dwarf 1 .3. 1 , 1 .3.2, 2. 1 2. 1
Born Again 2.22. 1 2
War bola. see Bola. Bows 1 . 52.4
- long 1 .52.4 E LA B O R A T I O N S 3.
War hammer. Traditionally, a sturdy hafted -self 1 . 52.4 E lf 1 .3 . 1 ,
1 . 3.2, 2. 1 2. 1
weapon with a relatively small blunt or Brandestock 1 .52.2 E pEle 1 .52. 1
clawed 'head, with a small spike in-the back. -extended 1 .52.2 E q u ipping 1 .4
(Does not refer to something like T h or's B reaker Breaker 2.22.5 -overload 1 .4.2
hammer from Marvel comics.! B roadsword 1 .52.1 ESP 2.22.5
-two handed 1 .52. 1 E stok 1 .5 2 . 1
Zaghnal. A n axe-like weapon with a broad Bronze 3 . 1 2 E x orcism 2.22. 1 1
heavy k n ife-like blade. Buck ler 1 .53. 1 , 3 . 1 1 . 1 E x perience points 1 .3.3, 1 .9
B u llova 1 .52.2 ( see Adventure Points)

Sandeep Mehra (Order #15786906)


INDEX 4. 2
Face Mask 1 .53. 1 , 3 . 1 1 Leather jerk in 1 .53.1 Rogue 2. 1 1 .2 Swordbreaker 1 . 52.3
F a i ries 1 .3. 1 , 1 .3.2, 2. 1 2. 1 Leprechauns 1 .3. 1 , 1 .3.2, 2. 1 2. 1 Sabre 1 .52.1 Sword cane 1 .52. 1
Fang Little F eets 2.22.3 -short 1 . 52. 1 Swords 1 . 52. 1
-adventure points 1 .9 Lock Tight 2.22.2 Saving rolls 1 .8 -b izarre 1 . 52. 1
-creation 1 .3. 1 Luck 1 .3. 1 -f.or adventure points 1 .9.2 -cu rved 1 . 52. 1
-equipping 1 .4 -definition 1 .3.2 -for m issile weapons fire 2.33 -gentlemen's 1 . 52. 1
-speed 2.36.2 -formu la 1 .8. 1 -straight 1 . 52. 1
Fauchard 1 .52.2 Madu 1 .53. 1 , 3 . 1 1 . 1 -on attributes 1 .8. 1 -towne 1 .52. 1
F la i l 1 .52.2 Magic Fangs 2.22.3 Sax 1 .52.3 - u nusual 1 .52. 1
-heavy 1 .52.2 Magick 1 .3. 1 , 2.2 Scim itar 1 .52. 1 Summoning 2.22. 1 1
- l ight 1 .52.2 - i n combat 2.32 Scythe 1 .52.2
F lam berge 1 .52.1 example 2.32 . 1 Second S ight 2.22.5 Take That You F iend 2.22.2
F lintlocks - logic o f 2.2 1 . 1 Seek Ye 2.22.9 Teacher 2.22.2
-musket 3 . 1 0 . 1 -staffs 2.2 1 . 2 Sequence of Events 2.3 Terbutje 1 . 52. 1
-pistol 3 . 1 0 . 1 -spells 2.22 Shamsheer 1 .52.1 T ime 3.9
F ly M e 2 .22.4 Main gauche 1 .52.3 -grand 1 . 52.1 T ime spells 2.22. 1 3
F o i l 1 . 52. 1 Manople 1 .52. 1 -great 1 .52. 1 Too Bad Tox in 2.22.4
F o rce S h ield 2.22 . 1 0 Marksmanship 3. 1 1 S hatterstaff 2 .22. 1 2 Too-Heavy Weapons 2.35
F rancisca 1 .52.2 Matches 3 . 1 0. 1 S h ie lds 1 .53. 1 , 3. 1 1 Treasure Generation 3.2
Freeze Pleeze 2.22.4 Matchlocks - k n ight's 1 .53.1 £. 2.22. 1
- pistol 3. 1 0. 1 -target 1 .53. 1 Trident 1 . 52.3
Gau ntlets 1 .53. 1 , 3. 1 1 . 1 - musket 3. 1 0. 1 -tower 1 .53. 1 T ro"stone Caverns 2 . 7
General supplies 1 .5 1 Medusa 2.22.8 - V ik ing spike 1 .53.1 -key 2.7.1
G hostly G o i ng 2.22.9 M ind Pox 2.22.5 Shock value or effect 2.32. 1 , - m a p 2 . 7 .3
G lad ius 1 .52.1 M in iatu res 3. 1 4 2.32.2 Tro" Talk 1 . 1
G lu e You 2.22.3 M irage 2.22.3 S hort sword 1 . 52 . 1
G o ld 1 .3.3 M i sericorde 1 .52.3 Shotel 1 . 52. 1 Unarmed combat 2.34
-monetary system 1 .5. 1 M ithril 3. 1 2. 1 Shurikin 1 . 52.4 Upsidaisy 2.22.5
-weapons 3 . 1 2 . 1 M itre 1 .52.2 Sick Ie 1 .52.2
Great sword 1 .52.1 Monsters 1 .6, 2.4 S i lver 1 .5, 3. 1 2 Vorpal B lade 2.22.2
G reaves 1 .53. 1 , 3 . 1 1 . 1 -combat 1 .7 . 1 S laves 3.7 Voulge 1 . 52.2
G u isarme 1 .52.2 -combat adds 1 .6.1 S l i ng 1 _52.4
G u nnes 3. 1 0 examples of 1 .6.1 , 1 .6 2 -common 1 .52.4 Wall Spells 2.22.6, 2.22.7
- monster rating 1 .6 . 1 -staff 1 .42.4 F ire 2.22.6
Hafted weapons 1 .52.2 formu la 1 .6. 1 Slushyuck 2.22.4 I ce 2.22.6
-ma�hin :J h\'ads 1 .52.2 - ""'I",,, l i 7 i ng Ln 1 , 2. 41 , 3.n Slyway Robbery 2.22. 1 2 I nvisible 2.22.7
P
-slicing heads 1 .52.2 -reaction chart 2.41 . 1 Smaller is S marter 2.22.8 I ron 2.22.6
-stabb ing heads 1 .52.2 -wandering 2.3. 1 , 2.42 Smog 2.22.4 Stone 2.22.6
Haladie 1 .52.3 Morningstar 1 .52.2 Snaphau nces Thorns 2.22.6
Ha lbard 1 .52.2 Movement 2.3. 1 , 2.36 -musket 3. 1 0 . 1 War Hammer 1 .52.2
H and-a nd-a-half sword 1 .52. 1 M u tatum M u tand is 2.22.7 - pistol 3. 1 0. 1 Warrior 1 .3. 1
Hand cannon 3. 1 0 . 1 M u tatum Mutandorum 2.22.8 Spears 1 . 52.3 -double protection on armor
Hard Stuff 2.22.4 M ystic V isions 2.22.6 -common 1 . 52.3 1 . 3. 1 , 2. 1 1 . 1
Hasta (oxtongue) 1 .52.3 Speed 2.36 Warrior-wizards 2. 1 1 . 3
Healing Feeling 2.22.4 Nefarious Necromancy 2.22.9 Spe l l Book, the Weapons 1 .3.3, 1 .52
Heavy mace 1 .52.2 - level 1 2.22.2 -charts 1 . 52
Height 1 .3.3 Oh Go Away 2.22.2 - level 2 2.22.3 -damage 1 . 7 . 1
-chart 2 . 1 3. 1 Oh There It Is 2.22.� - level 3 2.22.4 - Fang' s choices 1 .4
He"bomb B u rst 2 .22.8 O m nipotent E ye 2.22.3 -level 4 2.22.4, 2.22.5 - hafted 1 . 52.2
Hellf ire J u ice 1 .52.4 Om niflex 2.22. 1 2 - level 5 2.22.5 - m issile 1 . 52.4, 2.33
Helmets 1 .53. 1 , 3 . 1 1 . 1 Other 1 .3.3 -level 6 2.22.6 -other metals in 3. 1 2
-fu" 1 .53. 1 , 3. 1 1 . 1 Ox tongue 1 .52.3 - level 7 2.22.7 -pole 1 . 52.2
- G reek 1 .53. 1 , 3. 1 1 . 1 - level 8 2.22.7 -projectile 1 .52.4, 2.33
H idey Hole 2.22.3 Partizan 1 .52.2 - level 9 2.22.8 -too-heavy 2.35
H idey Soul 2.22. 1 2 Pata 1 .52 . 1 - level 10 2.22.8 -weird 1 . 52.5
H irel ings 3.7 Peters - McA" ister C h art 2 . 1 2 . 1 -level 1 1 2.22.9 Weight 1 . 3.3
H its 1 . 7 . 1 P i l u m 1 .52.3 -level 12 2.22.9 -carried 1 .3.3, 1 . 3.4
-point damage 1 .7 . 1 P ike 1 .52.2 - level 13 2.22 ..1 0 -chart 2. 1 3. 1
-of damage 1 .7 . 1 Piton hammer 1 .52.2 -level 1 4 2.22. 1 0 -possible 1 . 3.3
Hobbit 1 .3.1 , 1 .3.2, 2. 1 2. 1 Poisons 1 .52.5 - level 1 5 2.22. 1 0 Weird weapons 1 .52.5
Hocus Pocus 2.22.2 Poniard 1 .52.3 - level 1 6 2.22. 1 1 Were-creatures 2. 1 2. 1 , " 2. 1 2. 2
Hoko 1 .52.3 Poor Baby 2.22.3 - level 1 7 2.22. 1 1 Whammy 2.22.3
Ho"ow vision 2.22.8 Powder horn 3 . 1 0.1 - level 1 8 2.22. 1 2 Wheel lock
Prime Attributes 1 .3 . 1 - level 1 9 2.22. 1 2 - musket 3. 1 0 . 1
I nte"igence 1 .3.1 -for saving rolls 1 .8 . 1 - level 20 2.22. 1 2 -pistol 3. 1 0. 1
-definition 1 .3:2 Prodd 1 .52.4 Spider venom 1 .52.5 W i " 0' W isp 2.22.2
- language 3.4. 1 Project ile weapons 1 .52.4 Spontoon 1 .52.3 Wind Whistle 2.22.8
I nvisible F iend 2 .22 . 1 0 Porta V ision 2.22.6 Staff Wink W i ng 2.22.4
I ron 3 . 1 2 . 1 Protective Pentagram 2.22.5 -deluxe 2 .2 1 . 2 Wizard 2. 1 1 . 1
Jambiya 1 .52.3 Provisions 1 .5 -ord inaire 2.2 1 .2 Wizard Speech
Javelin 1 .52.3 -armor 1 .53 -quarter 1 .52.5 -ability 3.4
-general supplies 1 .5 1 -magic 2.2 1 . 2 -spell 2.22. 1 0
Katar 1 .52.3 -weapons 1 .52 -makeshift 2 . 1 2.2 World B u ilding 3. 1
K nock Knock 2.22.2 Psi talent 1 .3. 1 , 2 . 1 1 . 1 Steel cap 1 .53. 1
Kris 1 .52.3 Pygmal ion 2.22.8 Stiletto 1 .52.3 Yassa Massa 2.22.3
Kukri 1 .52.3 Quarrels 1 .52.4 Stones, pouch of 1 00 1 .52.4
Kumade 1 .52.2 Ramrod 3. 1 0. 1 Strength 1 .3. 1 Zaghnal 1 . 52.2
R a nseu r 1 .52.2 -definition 1 .3.2 Zappathingum 2.22. 7
Languages 1 .3.3, 3.4 Rapier 1 .52.1 -equ ipping 1 .4. 1 Zapparmor 2.22 . 7
-
Lead balls 3. 1 0 . 1 R ock-A-Bye 2.22.4 Swabbing 3 . 1 0 . 1 Z i ngum 2.22.5
Zombie Zonk 2.22. 7

Sandeep Mehra (Order #15786906)


E D I TO R 'S A F T E RWORD

There are many people who deserve recogn ition and sin cerest thanks for
their work in t h is ed ition of Tu nnels & T ro l ls. Clearl y , w ithout the original ru les, there
wou ld be no game - for the original game and considerable to lerance and forebearance
wh ile I mu cked arou nd with H is Game , Ken S t. Andre m u st be applauded . Bear Peters
and M ike S tac k pole p rov ided the revised weapons and armor charts; M ike also had
the arduous task of com p i l ing the I ndex. J eff Snyder p rovid ed the outl ine for the new
Leprechauns and the I nvisib le F iend. Bear revised the Peters- M cA l l ister chart, and
provided the new list of H u manoid Mo nsters. Steve M cA l l ister, E ric Lane, and Ugly
J oh n Carver stared over my shoulder and offered consid erab Ie help and many
suggestions, as d id M i ke and Bear. C h ris Harvey is to be than ked for the im petus
suffic ient to overcome my incipie � t inertia - th is ed ition wou ld sti l l have arrived , but
without C hris ' enco u ragement it wou ld h ave been later. S teve J ackson 's editing of
Monsters! Monsters! p rovided a so lid format w ith w h ich to p resent the new T & T.
Chuck Gaydos is to be com p l i mented for com ic re l ief and com puter assistance.

:S1>fL
Deepest thanks to Pat M ue l ler, typesetter and graphics person, w ithout whom th is
whole thing wou l d sti l l be done at a snail ' s pace 'on an ord inary typewriter, and not
nearly of the fine q ual ity it is now. Final l y , thanks to the rest of the staff of F lying
B u ffalo - the col lators , inventory and stockroom peop le, mai l room fo lks, and of
cou rse R ic k Loom is, president of the company , W h

A RT C R E D I TS

Rob Carver: 1 .9 . 3 ; 2.22. 1 3, 2.32.3;


E d i to r ' s Afterword .

L iz Danforth : front cover; 1 . 1 , 1 . 2,


1 .3 .4, 1 .5 3, 1 .6.2, 1 . 7.4, 1 .8 ;
2 . 1 1 .2 , 2 . 1 3 , 2 . 1 4, 2.22, 2.33.2,
2.37.2, 2 .4, 2 .42, 2.6, 2.7.3;
3 . 1 .2 , 3 .5 , 3 . 9 , 3 . 1 2 , 3 . 1 3,
3 . 1 3 .2, 3 . 1 3 . 3 , 3 . 1 3.4; interior
HA-t-V\! back cover.

YAA M�D A LL V ictoria Poyser: 3 . 1 0.2

lAY vrrA L 3'O�'f

Sandeep Mehra (Order #15786906)


Sandeep Mehra (Order #15786906)
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Sandeep Mehra (Order #15786906)


Sandeep Mehra (Order #15786906)
Sandeep Mehra (Order #15786906)

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