Tunnels & Trolls Rules Version 5
Tunnels & Trolls Rules Version 5
Tunnels & Trolls Rules Version 5
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.
Certa in minor erro rs h ave been corrected since the first printing of t h is ed ition.
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
BASIC UL\£\S
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
�l!�.����.� ��� ��� ...... ..... ... . ���p�� �� ��a.c. t:� ����
. . . . . . .
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:
WEAPONS:
ARMOR:
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.
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.
GOLD:
-- 0 - ADVENTURE POINTS: __ ---"-
0 ___ _
MAGIC: (Nlrnf:)
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.
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.
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.
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
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 .
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 .
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
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 .
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.
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 .
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.
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
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
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.
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
Continued in Part II . . .
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I
I
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
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
5 1 5 ,000
6 25 ,000
7 45 ,000
8 70,000
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.
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.
. • 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.
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 .
L EV E L 2 S PE L LS
Name Description Cost/Strength Range
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 .
• 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.
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 .
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 Hard Stuff Does the reve rse of a Slush Yuck, with the same 15 40'
param eters and I im i ts.
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.
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 ) .
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 .
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 .
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
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
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.
• 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.
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.
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) .
-
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
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
-
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.
L EV E L 9 S P.E L LS
Name Descriptio n Cost/Strength Range
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.
L EV E L 1 0 S PE L LS
Name Desc ription Cost/Strength Range
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 .
L EV E L 1 1 S PE L LS
Name Description Strength/Cost Range
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 .
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
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 .
L EV E L 1 3 S PE L LS
Name Description Cost/Strength Range
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 .
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 .
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
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.
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
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
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.
I
V
:-'� .. ' . .�
• '.,1', _ .
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 -
-
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.
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
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.
"
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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
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.
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.
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 !
,
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
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,
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
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.
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.
5 feet
woods
water
chasm
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
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).
* 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.
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.
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
~
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
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
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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.
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
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tpPI\E NTICE
FANTASY A N D F ANTASY GAM I N G
I N O N E M AGAZ I N E
II
Anderso n , Bear Peters, K e n S t . Andre, M i ke
Stack pole, L iz Danfort h , Ugly J oh n Carver,
Bob L idd i l , M arc Desmond, and more . . .
F LY I N G B U F F A LO I NC.
P.O. Box 1 467
Scottsdale, Arizona
85252