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Necromancer's Tomb
Hello, welcome to the Necromancer's
Tomb, an adventure module for the medieval What is the Necromancer's
world of KOROG. This book is a continuation of
Tomb?!

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the adventure Champion's Dungeon, but even if
you don't have that adventure, it can be used on
its own. The Necromancer's Tomb is the direct
Both adventures are part of a much larger continuation of the Champion's Dungeon. In

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package: together, these modules provide a the story, the characters are hired to resolve an evil
complete RPG campaign. The rule system is also presence in a chapel. They will face undead
very easy to learn. As shown in the previous creatures and discover that a traitor exists who will
module, it will be here as well. steal a very important item.
The adventure begins with a survival
What is an RPG segment but then transitions to pursuit and
exploration. Like any good medieval fantasy RPG,
it incorporates elements of exploration and
RPG is a game created in the USA, e combat, where players can be rewarded with truly
specifically in 1974. With it, you can live imaginary valuable and powerful items.
stories in worlds we know as scenario. Each RPG Even if you haven't played the
has its own rules, or they can adopt a set of rules, Champion's Dungeon, the previous adventure,
which is called a system. In the Necromancer's this one can be enjoyed on its own. It is a short
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Tomb, we'll use the Korog system as a base.. adventure that introduces concepts from my RPG
But don't worry, because the Korog rules setting, Korog.
system is easy and fun to learn. Although this
book may contain most of them (actually, what
you need to start playing), most of the basic rules
will be in the Korog core book. If you liked this What do you need to play?
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book and this system, look for the core book later,
with much more rules and material. First, read this book! Then, make copies of
In RPG games, a group of players creates the last page (Character Sheet) and distribute
their own characters. Additionally, there is a them to your friends. Teach them the Character
special player called the Narrator (or Master). If creation rules (seen on the next page) and use the
you bought this book and are reading it right now instructions to conduct the adventure. As in an
before all your friends, then you will probably be
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RPG, Players will face magical creatures and be


the Master of the game. The Master's role is to rewarded in each battle.
narrate the story and also act as the judge of the Initially, besides this book and copies of
rules. Being a Master is a lot of fun, as you have the Character sheets for your friends, you'll also
full control over the story's events in your hands, need 20-sided dice (d20), 10-sided dice (d10), and
but you need to build the story together with the 6-sided dice (d6). If you don't have them, there are
other players, who control the Characters. apps that roll these dice.

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Summary

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1. Basic Rules 07
2. Character Building
e 11
3. Adventure Preparation 21
4. The Chapel of Light 25
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5. The Orc Forest 29
6. Necromancer's Tomb 33
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7. Other Publications 41

Korog - Character Sheet 45


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1. Basic Rules
Necromancer's Tomb is an RPG game. (i.e., a twenty-sided die). Although we have the d6
Every RPG has its own rules, which we call (six-sided die) and the d10 (ten-sided die), the only
Systems. The set of rules in this book is called the die used for tests will be the twenty-sided die, or

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Korog System, named so because it is based on d20.
the campaign setting of the world of Korog. If you No player has the authority to roll dice
enjoyed this book, we may release a complete unless requested by the Narrator. Therefore,
version of the rules system. although rolling dice is fun, it should be done at

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The Korog rules system is quite simple, the discretion of the Narrator. Dice rolls serve for
and you'll only need six-sided dice (called d6), ten- two occasions at the Necromancer's Tomb
sided dice (called d10), and twenty-sided dice table:
(called d20). In addition to these, the d100 is
mentioned. In this case, the d100 is rolled with Tests → Tests are dice rolls that encompass any
two ten-sided dice, one representing the tens and tasks a Character can perform or resist. When a
the other the units. For example, if the Narrator test is rolled, its result must be EQUAL to or
asks to roll 1d100 and a player rolls, for instance, 4 GREATER than the Difficulty value, which is a
and 6, they would have a result of "46" on the predetermined target number. The higher this
d100.

Dice Rolls. When do they


e number, the more challenging the task the
Character may be able to accomplish at that
moment. So let's say the Narrator asks for a test
with a Difficulty of 8 to jump over a wall? Then
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happen? you roll the d20, and if the value is EQUAL to or
GREATER than 8, the Character jumps the wall.
Dice rolls are essential for determining However, if they rolled a result lower than 8, then
successes and failures in events that can occur they did not succeed.
during a game, such as climbing a rock or facing
monsters, etc. All these rolls are made with 1d20
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