Documente Academic
Documente Profesional
Documente Cultură
Treasury
fromtheCathurianRHQ
Here be a collection of material developed during a long running campaign of Tunnels & Trolls,
the delightful RPG by Ken St. Andre, published by Flying Buffalo. Nearly all of this material was
created for the Fifth Edition rules, but should plug in with little adaptation to most of the other
published editions. Where material has been adapted or borrowed from other sources, I have made
every effort to provide credit for such; if I have been amiss anywhere, please let me know.
This is intended as an assortment of house rules and addenda to the official rules; it is not a
monolithic alteration of the work, but a collection of interchangeable parts that may be applied or
rejected according to your own preferences. Use any or all of it as you will in your games may your
dice be hot and your characters cool.
The contents of the Tunnels and Trolls Treasury have been mostly just copied in from the old html
files from the now defunct Treasury website. My apologies for any roughness in the formating.
T&THouseRules.............................................................................................5
ArmorRules......................................................................................................9
Armor.....................................................................................................................10
Helms.....................................................................................................................11
Shields....................................................................................................................11
Kindreds.........................................................................................................13
Bogeys....................................................................................................................13
Brownies.................................................................................................................13
Gnomes...................................................................................................................14
Primitives...............................................................................................................15
SylvanElves...........................................................................................................16
Height&WeightChartsforthe
MajorKindreds................................................................................................................18
LevelAdvancementBonuses
byKindred........................................................................................................................19
Classes.............................................................................................................28
KungFuFighter.....................................................................................................28
ShamansandShamanicMagic..............................................................................29
Thief.......................................................................................................................30
Tunnels & Trolls Treasury - 2
CollegesoftheWizard'sGuild........................................................................34
TheCollegeofEnchantments.................................................................................36
CollegeofMysticalClowning................................................................................38
CollegeofMaterialMagicks...................................................................................41
CollegeofMedicalMagicks...................................................................................44
CollegeofHydromancy..........................................................................................46
CollegeofMeteorology...........................................................................................48
CollegeofMentalMysticism.................................................................................50
CollegeofGolems...................................................................................................52
CollegeofGeomancy..............................................................................................57
CollegeofLight&Night........................................................................................59
CollegeofHypothermal..........................................................................................62
CollegeofPyromancy.............................................................................................64
CollegeofNecromancy&Sorcery.........................................................................66
CollegeofTemporalManipulations.......................................................................70
MagickalClassSystems...................................................................................72
CrystomanticWizardry.........................................................................................72
HerbalistWizards..................................................................................................81
TarotCartomancers................................................................................................97
CritterGuide.................................................................................................109
Dragons&Dragonkind.......................................................................................134
TreasureTables..............................................................................................138
T&TCharacterSheet....................................................................................143
T&THouseRules
As most Gm's do, I have made a few alterations to the basic rules that suited me and my gamers.
Many of the sections withing the Treasury were created with these House Rules in mind. These rule
changes are not, however, necessary to the Treasury addenda; you may use them or not as you prefer.
Experience(Adventure)Points
XPformagic
Wizards & Rogues should be awarded XP for every spell cast "under stress." That is, for any spell
not cast just for the sake of practice. The XP awarded is equal to the Mana cost times the level of the
spell.
An extra bonus is awarded for any spell that takes more Mana than the caster has and is
successfully cast. In this case, award five times the normal XP for that spell.
XPforSavingRolls
The rules state that the character should get as many XP as the total of the SR die roll times the SR
level. As this is too much "nickel & diming" for my taste, I use a slightly altered system that gives
pretty much the same results.
As the average result of a 2d6 roll where doubles add and roll over is 8.4 (roughly), one can simply
multiply this by the number of levels of SRs attempted and get nearly the same number as if one
added & multiplied all those separate die rolls. Therefore, the player simply records the levels of SRs
attempted during the evening's play. The SR need not be successful, and as a bonus, I allow players
credit for the level of SR actually made if it exceeds the required level. (e.g., a player attempts and
fails a L1 IQ SR, then she attempts and makes a L2 DX SR, and then she attempts a L1 LK SR but
actually scores a L3 SR; so she now has a total of SIX levels worth of SRs recorded.) At the end of
the play session, multiply the number of SR levels by 8.4 to determine the total XP awarded for
Saving Rolls
XPperLevel
The original level advancement schedule is a little uneven. The following revision maintains the
same basic profile but smooths out the mathematical curve:
LEVEL XPs
2
3
4
5
6
7
8
9
1000
3000
7000
15,000
27,000
45,000
69,000
100,000
Tunnels & Trolls Treasury - 5
10 140,000
11 190,000
12 260,000
13 360,000
14 500,000
15 700,000
16 1,000,000
17+ (doubled every level)
LevelAdvancementBonuses
I prefer that my characters retain their kindred advantages & penalties throughout their lives.
Therefore, the following rule is amended to 2.14:
Each kindred's attribute modifiers apply also to the level advancement bonuses. First, figure the
bonus as stated -- either the level number or half that -- but do not drop any fractions yet. Then,
modify that number by any kindred modifier and drop all fractions. As you can imagine, this can
produce a high-level hobbit with a phenomenal CON, but he'll still be a weakling.
For a list of the modifiers and tables of pre-calculated bonuses, see the Level Advancement page.
Mana
I decided to add the attribute Mana to the game for the best of "Approved T&T" reasons:
simplicity. Using strength as the spell-casting fuel simply brought up too many questions ("Is this ST
only good for spell-casting? Does it reduce my combat adds when I cast a spell? Why doesn't that
shriveled up old wizard with a ST of 47 just smash down the door, beat the villain to a pulp and then
cast a spell?" etc.).
Mana is a seventh attribute possessed only by traditional wizards and rogues. Warriors and other
non-magical classes do not have this attribute at all. Mana replaces Strength in all spell-casting
applications.
In addition to spell casting, Mana may also be used to boost the caster's own combat adds. One
point of Mana is good for one extra add for one combat round. A character may not more than double
his or her combat adds through mana-boosting. However, even just one add from Mana makes all that
character's attacks that round "magical" in nature.
ExcessMana
If Mana is reduced to zero or below, the character is not dead but does fall unconcious for (d6 +
excess mana) game turns. If an attempt is made to cast a spell that requires more Mana than is
available, the spell-caster must make a LK SR at the level of the spell. If the roll is failed, Mana is
reduced to zero and the spell is not cast. If, however, the roll succeeds, the spell is cast but the excess
Mana is supplied by permanent loss of points from other attributes (roll randomly for which attribute
each separate point is taken from).
Tunnels & Trolls Treasury - 6
The following table lists the Mana attribute modifer for the major kindreds:
Human
Elf
3/2
1
Dwarf
3/4
Hobbit
2/3
Leprechaun
3/2
Fairy
Orc
1
2/3
Gremlin
1
For a larger list of Mana modifiers, see the Level Advancement tables.
EquippingFaerieFolk
Fairies, Brownies and kindreds of similar size have special considerations for miniature armor and
weapons.
MeleeWeapons
All classes except wizards may choose any weapon from the lists, ignoring ST requirements. Cost
and weight is one tenth normal. All one-handed weapons get two dice; all two-handed weapons get
2d + 3.
MissileWeapons
Cost, weight, and range are one tenth normal. The ST requirement is reduced to one fourth
normal. The weapon's dice are reduced to one third normal (round up).
Armor
The choice of armor is very limited -- the amount of protection that can be wrapped around a dollsized body is minuscule. The below armor sets are complete and include, if you wish, a helmet
(whether or not you wear it is immaterial). The number in the Fly ST column indicates the minimum
ST if a fairy character wishes to fly while wearing this armor (regardless of weight carried); this is
cumulative if a shield is also taken.
armor
fly ST
gp
wu
micro-Leather
30
micro-Mail
15
40
micro-Plate
40
70
Shield
1
1
3
30
If Mithril armor is used, add one to the protection, subtract one from the Fly ST, cut the weight in
Tunnels & Trolls Treasury - 7
If the character belongs to a guild (Fighters', Wizards', etc.), the appropriate items are usually
available there. Otherwise, they may have to journey to a native settlement.
TheEndlessCombatProblem
All T&T veterans know that the combat rules have one little glitch -- if two opposing forces have
high dice weapons and heavy armor, it can be very difficult for either side to score hits on the other.
For example, if two dwarves rolling 5d + 20 and wearing 40 points of armor try to fight to the death,
they will more likely starve than actually be stabbed. There are two reasons for this difficulty: first,
the high armor values available to warriors and, by extension, to the party as a group; and second, the
steep bell curve produced by three or more dice.
Without regard to the mathematics of bell curves, the simplest & easiest solution to this problem is
one of the many "critical hit" variants in use among T&T gamers. I use the following version:
Regardless of the combat totals or other outcome of the combat round, all natural SIXes rolled by a
combatant count as one hit directly to the CON of the opponent. This neatly bypasses the armor issue
and does not involve math or recordkeeping. I don't generally use this method in all cases, but when
a combat seems to be going on too long, I will invoke the rule at that point.
With this method (or any of its variants) the fighter with the greater number of dice is given a slight
edge. The down-side to this method is that if dice are relatively equal, the fighter (or group) with less
CON is almost certainly doomed. And it can still take a great deal of time resolve the issue,
particularly with high level combatants.
ArmorRules
The armor system given below replaces both the "simple" and "complicated" systems in the fifth
edition rulebook. It is, however, completely compatible with both and may be used alongside them
and in all the solo adventure books. Personally, I found the simple system too simplistic and the
complicated system too -- well, complicated. Thus, I crafted from the actual armor statistics a middle
ground that my friends have found very playable.
First principle: There are three distinct bits of armor that any person may wear:
1. Helmet
2. Shield
3. Armor, meaning body armor
Only one of each type may be used. The ST requirement given is cumulative and the total must not
exceed the wearer's Strength. Body armor is of two general types:
Cuirass -- covers the torso, shoulder and hip (typified by the Roman Lorica).
* -- any armor marked with an asterix is too cumbersome for constant use; a character may
wear such armor for as many (10 minute) turns as their CON; after which they lose one
point of ST every turn they are not resting. Lost ST is not recovered until the armor is
removed.
Armor
armor
ST req
gp
wu
Cloth Cuirass
15
50
Full Quilted
30
70
Leather Cuirass
30
150
Ring Cuirass
70
240
Scale Cuirass
35
500
Full Leather
40
170
Lamellar Cuirass
200
570
*Full Ringmail
90
270
Mail Cuirass
150
800
*Full Scale
70
720
*Full Lamellar
385
860
Bronze Cuirass
100
900
*Full Mail
11
285
1160
11
10
480
950
14
12
600
1200
Tunnels & Trolls Treasury - 10
Helms
armor
ST req
gp
wu
Leather Cap
10
25
Greek Helm
15
35
Full Helm
20
50
Shields
armor
ST req
gp
wu
Buckler
10
75
Target Shield
35
300
Aspis (medium)
65
450
Tower Shield
100
550
MithrilArmor
Mithril armor's chief practical value is its light weight. What really makes it so desirable is
the suitability of mithril for magicks -- mithril armor is ready to accept enchantments of any
level and can hold them for any duration (they may also get a save versus dispellment).
armor
ST req
gp
wu
630,000
100
800,000
120
1,350,000
300
900,000
400
2,500,000
450
15
6,000,000
600
Kindreds
Here are a few additional playable races that have evolved into my game over the years.
Following these are comprehensive height, weight, and level advancement charts for all the kindreds.
Bogeys
The Bogeys -- also known as boogey-men and woogie-woogies -- are frightening little creatures
whose main province is retribution and vengeance, and often serve the gods in these matters. Their
primary power is the ability to scare the living bajeezus out of just about anybody.
Bogeys take no class; they are just boogey-men. Also, Bogeys will always move in total silence,
even when walking on dry leaves and such. For my idea of what a Bogey looks like, check out Brian
Froud's illustration of a "bogle" in his book Faeries. Short & spooky looking.
NaturalMagicks
All bogeys have two natural spell abilities. Note the special cost requirements:
Coyses / [D] / 2 LK / range 50'
This will cause the required level of all the victim's Saving Throws to be tripled for 24 hours. The
cost is two point of Luck per 24 hours duration of the curse. Luck is recovered at two points each
midnight.
Bogey-Bogey! / [E] / 1 ST -This causes the Bogey to swell in size (but not ST). The cost is one ST per additional two feet in
height. It lasts one turn or until dismissed. The strength is recovered normally at one per turn.
Attributes
Kindred attribute modifiers are as follows:
ST 1/3
IQ 1.5
LK -DX -CHA 3(negative)
CON 1/2
Mana 1/2
Brownies
The best way to describe Brownies is as 6 inch tall, mischievous, party-loving picts. Better yet, just
watch the movie Willow. Their one real advantage in life is a remarkable durability -- they are hard to
kill.
Tunnels & Trolls Treasury - 13
Brownies do not have free choice of class -- they are all warriors. However, all brownies also have
the gift of being able to create magical potions and powders (but not scrolls or enchanted items -- see
the College of Material Magicks for details). They must learn their "spells" (recipes) in the same way
as rogues, but can only learn spells of at least two levels below their experience level (in addition to
meeting the IQ and DX requirements). Thus, a brownie must be at least third level before creating
"vorpal blade oil" or "knock-knock dust."
Brownies only get 1d - 3 in unarmed combat (they get 1d if fighting brownie-sized creatures).
Brownies live in numerous out-of-the-way settlements, mostly in deep woods or high mountains,
scattered throughout the Great Land.
Rhea is the patron deity of the Brownies.
Attributes
Kindred attribute modifiers are as follows:
ST 1/4
IQ 3/4
LK -DX -CHA -CON 3
Mana na
Gnomes
The gnomes are a wise folk and live close to nature without much concern over gain or loss. All
gnomes must be classed as rogues.
There are no major gnome villages -- most gnome families live in isolated homes, frequently built
beneath a great tree (or even inside one).
Demeter is the patron deity of the Gnomes.
NaturalMagicks
All gnomes have the gift of the Down Under spell. This "reverses" the gnome (not another person)
so that they walk on the underside of the surface of the ground -- they are thus upside down, but may
walk as easily as if through air and can see for about 100 feet through ordinary soil (rock is opaque).
While underground, the gnome walks as normal and can pass through natural stone formations, but
not crafted stone (such as the foundation of a building); although this may be climbed "over" as one
might attempt climbing over a wall. The spell costs 2 Mana points for 10 minute duration and may be
extended (for another 2 points per 10 minutes) as long as the gnome has Mana left.
Attributes
Kindred attribute modifiers are as follows:
ST 1/2
IQ 1.5
LK 1.5
DX -CHA -CON 1/2
Mana --
Primitives
The Primitives, sometimes called "cavemen", continue to live a simple stone-age life on the fringes
of the more advanced cultures. Their lifestyle & culture is similar to the Native Americans prior to
the introduction of horses, and genetically, they are Neanderthals.
Primitives may be Warriors, Rogues, or Shamans (never wizards, or other specialist classes). Note
also that as rogues, they will be shaman-rogues. Refer to the Shaman rules.
The rare appearance of a primitive as an adventurer may be due to their having been exiled from
the tribe, or perhaps curiosity about the civilized world got the better of a more intelligent specimen.
Most often, however, it is the result of a decision to pursue a Glory Quest. After gaining fame &
fortune (and a few levels), the primitive will return to his or her tribe to assume a position of
leadership.
Special: any primitive that starts with an IQ of 12 or better knows the language of their tribe's
totem animal.
Tribes
There are six distinct tribes of Primitives; each is a separate cultural group and are strangers to all
the other tribes. There are no "relations" between the tribes, and another primitive is no more
welcomed by a foreign tribe than any non-primitive.
Roll one die to determine which tribe your character is from. Some tribes have special restrictions
or advantages which you should note.
1.Wavemakers totem = the Viper.
They live in scattered settlements along the islands & coast of the northwest from Deaf Island
northwards. They have frequent battles with the Stick-in-the-eye and Broken Fang orc clans.
Restriction: tribe members may never accumulate wealth -- they may have no more possessions than
they can carry and no valuables in excess of 1000 gp. All excess must be given away.
2.EarthTouchers totem = the Cougar
These are nomads roaming from Rum Lake to the Desert of Desolation. All Warriors & Rogues get
an African Throwing Knife, which they are trained to use regardless of DX requirements. Shamans
are forbidden to use any weapon, but have a Mana modifier of 1.5.
3.TundraWalkers totem = the Caribou
These nomads roam along the furthest northeast plains. Restrictions: no tribe member may ever use
swords or shields. However, Warriors & Rogues may use two 3-die clubs without penalty if their
ST is 11 or better. All tribe members including Shamans can use any spear.
Attributes
Kindred attribute modifiers are as follows:
ST 1.5
IQ 3/4
LK -DX 3/4
CHA -CON 2
Mana -- (except for certain tribes)
SylvanElves
Sylvan Elves, Forest Elves, or Woods-haunters are a very distant relative to the High Elves.
Although they share the pointed ears and comeliness of their taller cousins, there is very little else
they have in common. Sylvan elves normally grow to 3 or 4 feet in height and have a deep coppery
skin color. Their culture is deceptively primitive -- they are nomadic hunters and gather few
possessions and have no native written form for their language. The ancient Elven heritage is
revealed, however, in the depth of their traditions and artistry.
The Sylvan elves are deeply spiritual and their ancient, animistic ceremonies revolve around their
attachment to the wilderness. Most elves are not literate, but they all have a prodigious capacity for
memorizing long speeches or stories. Wood-elf messengers are highly valued by many kings &
governments because of this.
Sylvan elf ethics & culture have some profound differences with human & dwarven cultures, but
on the whole they are not incompatible. Elves can mix with men & most other kindreds without much
difficulty.
Artemis is the patron deity of the Sylvan elves.
Special: each sylvan elf is born with the gift of one language of a woodland creature
Communities
Sylvan Elves gather into tightly knit tribes, which form an extended family. There are six tribes
Tunnels & Trolls Treasury - 16
within the Great Land -- each roams (& dominates) one great forest. The first three listed are known
for their ferocity and aggressiveness; the latter three are more widely noted for their arts.
1.Two Red Feathers in Darkwood, northwest of Whiskey Lake, in the nation of Distress.
2.Seashells in Deadfall Forest, in the kingdom of Ruin.
3.Leather Drums in the Forest of Venial Sins, west of the Sea of Animal Appetite, in the Territory
of Indulgence.
4.Ivory Carvers in Aspenwoods, in the Territory of Indulgence.
5.Otter Claws in Seafoam Forest, in the State of Plenty.
6.Wildrose in Gentle Meadows, in the State of Knowledge.
Attributes
Kindred attribute modifiers are as follows:
ST 2/3
IQ -LK -DX 2
CHA -CON 2/3
Mana --
Height&WeightChartsforthe
MajorKindreds
Because rolling separately for height & weight sometimes resulted in, um, odd characters that my
players had a hard time justifying, I have adapted a height & weight chart from one of my more
"serious" role-playing systems.
Roll 3d on the row for your kindred to find your height (in feet ' inches) and your starting weight
(in pounds). Then roll again on the table below to find out how the base weight is modified to get the
character's actual weight.
3
10
11
12
13
14
15
16
17
18
Human
Orc
5' 1
120
5' 2
120
5' 3
125
5' 4
130
5' 5
135
5' 6
140
5' 7
145
5' 8
150
5' 9
155
5' 10
160
5' 11
165
6'
170
6' 1
180
6' 2
190
6' 3
200
6' 4
210
Dwarf
3' 2
105
3' 3
105
3' 4
110
3' 5
110
3' 6
115
3' 7
120
3' 8
125
3' 9
130
3' 10
135
3' 11
140
4'
145
4' 1
150
4' 2
155
4' 3
160
4' 4
165
4' 5
170
High Elf
5' 5
120
5' 6
125
5' 7
125
5' 8
130
5' 9
135
5' 10
140
5' 11
145
6'
150
6' 1
155
6' 2
160
6' 3
165
6' 4
170
6' 5
175
6' 6
180
6' 7
185
6' 8
190
Sylvan Elf
3' 2
60
3' 3
60
3' 4
65
3' 5
65
3' 6
70
3' 7
70
3' 8
75
3' 9
75
3' 10
80
3' 11
80
4'
85
4' 1
85
4' 2
90
4' 3
90
4' 4
95
4' 5
95
Hobbit
2' 7
60
2' 8
65
Leprechaun
Gnome
Bogey
1' 8
24
1' 9
26
Fairy
Brownie
6"
0.8
Gremlin
2' 7
40
2' 9
70
2' 10
75
2' 11
80
1' 10
28
7"
0.9
1' 11
30
8"
1
2' 8
44
2' 9
48
2' 10
50
3'
85
3' 1
90
2'
32
2' 1
34
3' 2
95
2' 2
36
2' 3
38
9"
1.1
10"
1.2
11"
1.3
12"
1.4
1' 1
1.5
1' 2
1.6
2' 11
52
3'
54
3' 1
56
3' 2
58
3' 3
60
3' 4
62
Ogre
7' 2
220
7' 4
240
7' 6
250
7' 8
260
7' 10
275
8'
290
8' 2
305
8' 4
320
8' 6
335
8' 8
350
8' 10
365
9'
380
9' 2
395
9' 4
410
9' 6
425
9' 8
440
Minotaur
6' 1
190
6' 2
200
6' 3
210
6' 4
220
6' 5
230
6' 6
240
6' 7
250
6' 8
260
6' 9
270
6' 10
280
6' 11
290
7'
300
7' 1
315
7' 2
330
7' 3
345
7' 4
360
Gorilla
5' 1
190
5' 2
200
5' 3
210
5' 4
220
5' 5
230
5' 6
240
5' 7
250
5' 8
260
5' 9
270
5' 10
280
5' 11
290
6'
300
6' 1
315
6' 2
330
6' 4
345
6' 5
360
Centaur
7' 1
500
7' 2
510
7' 3
520
7' 4
530
7' 5
540
7' 6
550
7' 7
560
7' 8
570
7' 9
580
7' 10
590
7' 11
600
8'
620
8' 1
640
8' 2
660
8' 3
680
8' 4
700
Rock
Person
5' 1
600
5' 2
610
5' 3
625
5' 4
650
5' 5
675
5' 6
700
5' 7
725
5' 8
750
5' 9
775
5' 10
800
5' 11
825
6'
850
6' 1
875
6' 2
900
6' 3
925
6' 4
950
LevelAdvancementBonuses
byKindred
If you decide to use the Kindred-specific level advances as explained in the House Rules, these
charts provide the pre-calculated bonuses for the first five levels for the major kindreds (at least the
major ones in my campaign world).
Humans
ST
IQ
LK
DX
CHA
CON
Mana
--
--
--
--
--
--
3/2
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
1/1
1/1
2/2
10
2/2
12
3/3
Dwarves
ST
IQ
LK
DX
CHA
CON
Mana
--
--
--
2/3
3/4
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
2/2
3/3
4/4
10
10
10
5/5
12
12
12
6/6
HighElves
ST
IQ
LK
DX
CHA
CON
Mana
--
1.5
--
1.5
2/3
--
level
ST
IQ
LK
DX
CHA
0/0
1/1
2/1
10
2/1
12
3/2
SylvanElves
ST
IQ
LK
DX
CHA
CON
Mana
2/3
--
--
--
2/3
--
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
0/0
1/1
1/1
10
1/1
12
2/2
Hobbits
ST
IQ
LK
DX
CHA
CON
Mana
1/2
--
--
1.5
--
2/3
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
0/1
0/2
1/4
10
10
1/5
12
12
1/6
Leprechauns
ST
IQ
LK
DX
CHA
CON
Mana
1/2
1.5
1.5
1.5
--
--
1.5
level
ST
IQ
LK
DX
CHA
0/1
0/1
12
1/2
15
1/2
18
1/3
Fairies
ST
IQ
LK
DX
CHA
CON
Mana
1/4
--
1.5
1.5
1/4
--
level
ST
IQ
LK
DX
CHA
12
15
18
Gnomes
ST
IQ
LK
DX
CHA
CON
Mana
1/2
1.5
1.5
--
--
1/2
--
level
ST
IQ
LK
DX
CHA
0/0
0/0
12
1/1
15
1/1
18
1/1
Brownies
ST
IQ
LK
DX
CHA
CON
Mana
1/4
3/4
--
--
--
nil
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
0/0
0/0
12
0/0
10
15
0/0
12
18
0/0
Primitives
ST
IQ
LK
DX
CHA
CON
Mana
1.5
3/4
--
3/4
--
--
level
ST
IQ
LK
DX
CHA
1/2
2/3
3/4
10
10
3/5
12
12
4/6
Orcs
ST
IQ
LK
DX
CHA
CON
Mana
--
3/4
--
--
negative
1.5
2/3
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
-1
1/1
-1
1/2
-2
2/3
10
-2
2/3
12
-3
3/4
Gremlins
ST
IQ
LK
DX
CHA
CON
Mana
1/2
--
--
1/2
negative
1/2
--
level
ST
IQ
LK
DX
CHA
CON
ST/CON Mana
0/0
12
0/0
16
-1
1/1
20
-1
1/1
24
-1
1/1
Ogres
ST
IQ
LK
DX
CHA
CON
Mana
2/3
--
--
1.5
negative
nil
level
ST
IQ
LK
DX
CHA
-1
2/2
-2
3/3
-3
4/4
10
10
-3
10
5/5
12
12
-4
12
6/6
Minotaurs
ST
IQ
LK
DX
CHA
CON
Mana
2.5
3/4
--
3/4
2
negative
2.5
nil
level
ST
IQ
LK
DX
CHA
-2
2/2
-3
3/3
10
-4
10
4/4
12
10
-5
12
5/5
15
12
-6
15
7/7
Gorillas
ST
IQ
LK
DX
CHA
CON
Mana
1/4
--
3/4
negative
nil
level
ST
IQ
LK
DX
CHA
-1
3/3
-1
4/4
12
-2
12
6/6
15
10
-2
15
7/7
18
12
-3
18
9/9
Centaurs
ST
IQ
LK
DX
CHA
CON
Mana
--
--
--
negative
--
level
ST
IQ
LK
DX
CHA
-1
2/3
-1
3/4
-2
12
3/6
10
10
-2
15
5/7
12
12
-3
18
6/9
RockPersons
ST
IQ
LK
DX
CHA
CON
Mana
--
--
3/4
negative
3/4
level
ST
IQ
LK
DX
CHA
-1
2/2
-1
3/3
-2
4/4
10
10
-2
10
5/5
12
12
-3
12
6/6
Bogeys
ST
IQ
LK
DX
CHA
CON
Mana
1/3
1.5
--
--
3
negative
1/2
1/2
level
ST
IQ
LK
DX
CHA
-3
0/0
-4
0/0
-6
0/1
10
-7
0/1
12
-9
1/1
Classes
These are some optional choices for character classes that crept into my campaign. They should be
entirely compatible with the official classes, but not all of them have been thoroughly playtested.
KungFuFighter
Kung Fu Fighters will have mastered only one general type of weapons (sword, hafted, bows, etc.);
any other type of weapon may only be used if the fighter's ST & DX are double the ordinary
requirements.
Fighters may wear any armor, so long as the total ST requirement is not more than half the fighter's
strength.
In unarmed hand-to-hand combat, a Kung Fu Fighter gets dice equal to his or her level, plus the
personal missile adds are used, not the normal melee adds.
DexterityArmor
If a Kung Fu Fighter wears no armor at all, he may use his DX as armor -- each point over 12
counts as one point of armor in a melee situation. DX armor is halved if the fighter is attacked from
the rear, and is completely ignored if the fighter is unaware of the attack.
SpecialAbilities
Kung Fu Fighters choose one special ability for each level they gain (including first level). Some
of these are simply skills, others are akin to magic spells and have a ST cost to "cast". This ST cost is
not assessed until after the current combat is concluded. All costs are incurred immediately after the
battle, and lost CON may not be recovered until all ST is recovered (at the usual rate of one per turn).
Theseabilitiesmaybechosenforanylevel:
Grapple
Make your regular combat roll -- but if you win the round, you do not score hits. If the "hits"
exceed your opponent's DX, you have him pinned; he can break the hold only with a ST SR at
your level. (Obviously, this may only be used in one-on-one situations.)
Throw
This works just like Grapple, except success means you have thrown your opponent to the
ground; he is stunned for one round unless he can make a L2 CON SR.
SpeedyStrike ST cost = 5
You get two rounds to your opponent's one for the next five combat rounds (essentially doubles
your combat total).
Great Leap ST cost = 2
You may make one standing leap of a distance/height up to your level x 5 feet (or your ST in
feet, if greater).
Tunnels & Trolls Treasury - 28
ThefollowingabilitiesareforLevel3orbetter:
Resist Wounds ST cost = 2+
You may heal yourself at the cost of 2 ST per CON point, even in the midst of combat.
Grab-A-Weapon
You may pick up any ordinary object (bench, soup bowl, bucket, chair, etc.) and use it as a
weapon. Each round choose one option: adds two dice to your unarmed combat roll; or use it as a
10 point shield. Each such "weapon" will survive only d3 combat rounds before it is destroyed or
knocked from your hands.
ThefollowingabilitiesareforLevel5orbetter:
Heroic Weapon ST cost = 10
This works just like Grab-A-Weapon (and you must first have that skill as a prerequisite), but the
object you pick up is huge (ship's anchor, log, boulder, etc.) but cannot exceed ST x 5 pounds
weight. This will serve either to add five dice to your combat roll, or as a 20 point shield. These
weapons will last d6+1 combat rounds.
Resist Death
With this ability, you will not die during combat until you receive enough hits to drive your CON
to a negative number equal to your CON. If you finish combat with negative CON, you will die
immediately unless magical healing brings your CON back to positive numbers within one
combat round.
Iron Fist ST cost = 20
If you do nothing else that combat round (even defend yourself), you may strike an object or
person with your fist, doing damage equal to the total of all your attributes. Your fist will not be
hurt, regardless of what you punch.
Secret Technique ST cost = 15
Your opponent gets a L7 IQ SR to see this coming, and thus negate any effect. Otherwise, your
opponent gets no combat roll this round -- his total is zero. (if you use this in a mass melee,
simply double your combat roll; both rolls if you are also speedy-striking).
ShamansandShamanicMagic
A Shaman is an intuitive Wizard; the primitive world's version of a sorcerer. Magic-users from
uncivilized tribes such as Orcs & Cavemen (see Primitives) will be shamans rather than true Wizards.
Shamans function in much the same way as orthodox wizards (and have the Mana attribute). Each
shaman has a staff (or rattle, drum, etc.) which functions just like a Staff Ordinaire (if it is ever lost,
the shaman must construct a new one herself). They can never use a Deluxe Staff or its equivalent.
The primary difference with Shamans is that they can only gain spells from the spirit world -- they
can never be taught spells or learn them from scrolls or books. Shamans also ignore the IQ and DX
requirements for spells. Level, however is an absolute limit: a shaman cannot cast a spell at a higher
level than his own. IQ puts a limit on the number of spells: a shaman may have a number of spells
not more than half her IQ at each level.
GainingSpells
First level shamans start out with d6 level one spells chosen from the standard list or any of the
specialist colleges. In order to acquire new spells, the shaman must retire to an isolated spot and
pursue a Vision Quest. A quest lasts three to five days and the shaman may do nothing else during
this time. Once it is over, the shaman will be exhausted and require at least a day to recover. At the
conclusion of the quest, the shaman makes a CHA SR. If the roll is successful at the level of the spell
desired, the shaman gets his or her choice of spell. If at least a L1 SR is made, the spell is of the
desired level but of the GM's choice. If the roll is failed entirely, the shaman still gets a spell, but at a
random level and a random spell (unless the shaman has her full quota of spells at that level). If the
roll is fumbled, then no spell is acquired. Again, the spell may come from any of the Wizard Guild
lists.
ShamanicRogues
Characters from certain cultures (specifically Primitives and Orcs) may be Shamanic Rogues.
These are handled in the same way as orthodox rogues, but they have the same spell limitations as
shamans and can only learn spells from shamans of their own culture (a different tribe is okay, but a
Primitive shaman could not instruct an Orc rogue).
Unlike shamans, shamanic rogues must have the required IQ and DX to handle spells. The shaman
may then "teach" the rogue one spell of his choice. The process requires a sweat-lodge or similar
place of purification. The rogue must fast and go on a one to three day mini-quest, and then will
receive the designated spell.
Thief
Thieves have limited weapon skills; they may use daggers plus their choice of one other general
type of weapon. If they wish to use a weapon from any other category, they must first get training and
meet double the normal ST and DX requirements.
Armor protects thieves at face value -- plus they can only wear armor that has a total ST
requirement that is not more than half their strength.
Thieves automatically get reduced levels on their Saving Rolls for moving silently and climbing
walls (unless they forget to remind the GM). Also, they may attempt Saving Rolls for the following
actions: Pick Pockets, Pick Locks, Remain Unseen in Shadow, Pass Small Portals (up to half the
normal size required), and Disguise (all these are normally DX SRs).
Thieves'Guild
Like most enterprises in the Great Land, criminal activity is monopolized by a powerful guild
house. The Thieves' Guild is a shadowy organization, but not an entirely secret one. Most traders and
merchants will know how to contact the guild as easily as any street thug. Any thief entering a new
territory must check in with the local guild and clear any major operation with the guild hierarchy
(you may be refused permission if your target has already purchased "protection").
Any criminal gains less than 100 gp per week are free and clear. Any thefts greater than that value
Tunnels & Trolls Treasury - 30
must fork over at least ten percent to the local guild; failure to do so will result in unpleasant
retributions.
Poisons
The Thieves' Guild also controls the production of poisons and blade venoms, and it is to them that
even respectable gentry come to get their Curare or Spider Venom. To higher level thieves with
proven ability (sufficient DX and IQ), the Guild will provide alchemical training in poison brewing -for a fee.
RogueThieves
A Thief may also be a Rogue class; these have the same armor and weapons restrictions as normal
thieves, but may not attempt any of the special skills. Instead, they use spells to do their dirty work.
Thief Rogues must learn their spells from the cranky old wizards of the Thieves' Guild, who charge
very high prices. Most proper wizards will refuse to teach spells to thieves, but even if one is conned
into doing so, it may be to no avail anyway. The embittered old wizards who sell their services to the
Thieves' Guild have tended to develop magicks along subtly different lines than the Wizards' Guild,
and this difference may be too much for a thief rogue to overcome. If a thief does learn a spell from
an orthodox wizard, he must make an IQ SR at the level of the spell on the following day, or he will
completely forget it.
The spell list available from the Guild wizards is a little different from the standard list. The spells
listed below with no description are exactly the same as the standard spells.
Special Notations:
"D" -- spell may be cast at higher levels for increased duration
"E" -- spell may be cast at higher levels for increased effect
"#" -- base spell cost in ST (or Mana)
SpellsoftheThievesGuild
LevelOne1000gpIQ=10,DX=8
Detect Magic 1
Lock Tight
1
Will-o-Wisp 1
Knock-Knock 2
Oh-There-It-Is 4
No-Feel-ums / 3
Renders all others incapable of feeling the thief's activities on their person, such as pocket
picking or even poison injecting. Lasts one round only.
LevelTwo2000gpIQ=12,DX=9
Hidey Hole 10
Cat Eyes
6
Glue You 8
Little Feets 8
No-Hear-ums / [D] / 5
Completely silences any activity done directly by the thief (caster). You can drag a table silently,
but if a lamp falls off it, there will be a noise. Lasts one turn.
Sleep Tight / 9 / 30' range
Cast on a sleeping person, it will keep him asleep for one hour. Only a Dis-spell can awaken him.
LevelThree3000gpIQ=14,DX=10
Slush-Yuck 15
Rock-a-Bye 11
Fly Me 7
No-See-ums / [D] / 12
Renders the caster invisible for one turn.
Crossed Tracks / 8
Hopelessly confuses any trail left by the caster & her party. Can only be followed by using a
Second Sight spell.
Assay / 6
Accurately determines the value of precious metals & stones; also spots fakes and worthless
items.
LevelFour4000gpIQ=16,DX=11
Wink Wing 14
Dum-Dum 8
Double Double 18
Upsidaisy 9
Snooze Alarm / 12
This is a simple ward; placed on a container or across a threshold, will instantly awaken and alert
the caster when it is triggered. Lasts for 12 hours or until triggered.
Instant Banking / [E] / 20
When cast upon a collection of loot (not exceeding the caster's IQ in pounds), the goods will sink
without a trace into the ground beneath. It will stay there, safe from water, worms, & other
natural hazards (but not from discovery by others). The caster may recall it to the surface at any
time, but after one year and a day, the spell dissolves and the treasure reappears.
LevelFive5000gpIQ=18,DX=12
Mind Pox 39
Zingum 36
Second Sight 30
Tunnels & Trolls Treasury - 32
Trust Me / 30
If cast upon a victim whose IQ+LK+CHA ( or MR) is less than the caster's, will cause the victim
to believe completely whatever the caster says. Lasts d6 hours. However, if the intended victim
proves to have too high attributes, the victim then conceives a great loathing for the caster and
seek to denounce him to the authorities or just pound his face in.
Silvernose / [D] / 12
Allows the caster to smell the scent of silver for one turn.
LevelSix6000gpIQ=20,DX=13
Mystic Vision 15
Wall of Thorns 14
Wall of Wood / 16
This conforms to all the standards for Wall spells; this one is made of foot-thick oak beams.
Goldnose / [D] /15
Allows the caster to smell the scent of gold for one turn.
LevelSeven7000gpIQ=22,DX=14
Invisible Wall 27
Jemnose / [D] / 20
Allows the caster to smell the scent of precious gems for one turn.
Exchange / 30
This spell transmutes precious metals (including coins) into gems and vice versa. The total value
in the exchange cannot exceed the caster's (IQ x 1000) in gp; no value is lost in the exchange.
The gems thus created will be uncut and unexceptional, of random types, weighing a hundredth
of what the metal weighed (roughly). The reverse process will create the equivalent value in (roll
1d6):
1 = gold dust
2-3 = gold nuggets
4-5 = silver nuggets
6 = gold coins
CollegesoftheWizard'sGuild
Ages ago, great sages of the Guild would join together to promote the study of their favored types
of magicks. These evolved into formal organizations, each developing specialized spells and
assembling courses of study to teach other mages how to handle these spells. The magicks of each
college began to develop along subtly different lines, and special training was required before the
unique spells could be learned by other mages.
These colleges are now available to all members of the Guild. Student mages must complete the
special course of study to master the peculiar visualizations and psychic techniques of each college.
Applicant's must be of the requisite Level required by the college and pay the tuition fee. After
spending the required time in training and study, the student must make an IQ SR in order to
successfully complete the course (if he fails, he does not get his money back, but may try again later -after paying the fee again). When successful, the graduate receives one spell as a gift. Thereafter, the
graduate is qualified to purchase the college's spells as well as the standard Guild spells.
These unique spells cannot be learned by a mage until they have completed the college's course of
study. Note that the availability of these spells depends upon the presence of another graduate of that
college. Any graduate can teach a spell to another graduate, but only graduates of at least 12th level
are qualified to instruct others in the secrets of the college.
minimum
level
tuition
in gp
duration
of seminar
Level of SR
required
Enchantments
1500
1 week
L1
Clowning
2000
1 week
L1
Material Magicks
3000
12 weeks
L1
Medical Magicks
2000
1 week
L1
Hydromancy
3500
1 week
L2
Meteorology
4000
1 week
L2
Mental Magicks
4500
2 weeks
L2
Golems
6000
4 weeks
L2
college
Geomancy
7000
2 weeks
L2
7500
2 weeks
L2
Hypothermal
12,000
2 weeks
L3
Pyromancy
14,000
2 weeks
L3
Necromancy
35000
1 month
L4
Temporal
Manipulation
21,000
1 month
L5
Credits
With the exception of the colleges of Golems, Material Magick, and Mystical Clowning, many of the
spells in these colleges were inspired by & adapted from the elemental spells found in Dave Nalle's
Ysgarth Rules System (1980 edition). Mr Nalle & I corresponded briefly regarding various magic
systems -- wherever you are, Dave, good gaming to you.
TheCollegeofEnchantments
At this college you will practice the theory of perceptual reality alterations. The College of
Enchantments is not so much a specialist school as an advanced course-- it has been, after all, the
major source for the standard guild spells. You will receive the training necessary to sharpen your
discipline in perceptual alterations, which will allow you to wield the college's specialized spells.
A wizard must be at least Second Level to attend this college. The tuition is 1500 gp; the seminar
requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful
completion of the course, you will receive the Alarums spell. The remainder will be available for you
to purchase at the Guild.
Peekaboo / 15 / -Renders any material (less than a foot thick) transparent for one turn. The area of
transparency can be up to (level) inches in diameter.
CollegeofMysticalClowning
This is the college that some have named the High Magick of Low Humor. Many of these spells
are very ancient, and despite their whimsical origins can be quite useful in practical situations. They
have fallen out of general use, however, not so much for their undignified nature as for their
limitations and Saving Roll allowances. Nonetheless, they continue to be popular for their original
intents, and this college exists to preserve these specialized examples of the mystic arts.
A wizard must be at least Second Level to attend this college. The tuition is 2000 gp; the seminar
requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful
completion of this course, you will receive the Hotfoot spell. The remainder of the college's spells
will be available for you to purchase at the guild.
Note that due to the mischievous nature of the wizards who developed these spells, they have all
been carefully designed to suppress any revealing side-effects. These spells are accompanied by no
lights or sounds that may give away the prankster.
Credits: This college owes its existence & most of its less savory spells to Jack Radosevich and family.
CollegeofMaterialMagicks
adaptedfromanarticlebyRoyCram
At this college you will learn the arcane arts of preparing magical items. There is not much new in
the way of spells to learn, but many alchemical skills and artistic crafts must be mastered. There are
three specific categories of material magicks: Scrolls, Potions, and Charged Items. A wizard must
be at least Third Level to attend this college. The tuition is 3000 gp; the seminar requires twelve full
week of intense study and an L1 IQ SR is required to pass.
Scrolls
Scrolls are very expensive and not always reliable (unless demon skin is used). They are,
however, the safest way to store spells. They are only usable by the mage who prepared them, unless
specific allowances are made during the scroll's ensorcellment. Even then, only wizards and rogues
can activate them.
Material requirements: All scrolls must be written on specially prepared skins with special inks.
The type of skin used affects the scroll's chances of success. When a wizard or rogue attempts to use
a scroll, they roll 2d6; if they roll beneath the success number given below, the scroll has failed and is
wasted.
skin type
Success for
Wizard
lamb
6+
8+
5 gp
human
5+
7+
200 gp
4+
6+
300 gp
Dragon
3+
5+
600 gp
Demon
2+
4+
1200 gp
These skins must be removed and ensorcelled within three days of the "donor's" death.
Pens used to inscribe the scroll must be plucked from a harpy, roc, griffin or similar flying creature
with a mystical nature. The ink is usually prepared from mummy bones and demon or fairy (best) or
dragon (acceptable) blood. A pulverized gem of at least 10 gp value per level of spell must be
included in the mixture.
Preparing a Scroll: enscrolling a spell requires the use of the another special spell. This spell is
given to graduates of the college as their departing gift.
Scrollspell (cost special)
The strength cost of this spell is equal to the cost of the spell being inscribed plus one point
per level of that spell.
It takes one hour per spell level to inscribe a scroll, and at the end of that time, the wizard must
make an IQ SR at the level of the spell. If the roll is failed, the scroll and all materials used in its
preparation are ruined. A completed scroll is actually a poem of sorts, which should evoke the
imagery of the spell effect.
Tunnels & Trolls Treasury - 41
Casting a Scroll: Reading a scroll is not a quick process; the caster cannot be doing anything else
or moving about in any manner. It takes about ten seconds per spell level to read off the entire scroll.
Once the scroll is read, it either works or it doesn't, and then the magic is gone and the materials are
useless.
Charged Items
Charged items include rods, wands, rings, talismans, teacups or whatever pleases the creator's
imagination. They are reliable and not usually dangerous. They can only be used by their creator
unless specific allowances are made during the object's creation. If such is the case, they may be used
by anyone who knows or can discover the key (gesture, word, thought, trigger button, etc.), but tend to
be rather volatile and prone to accidental triggering.
Creating such an item requires a suitable receptacle, as for potions. Almost any item can be used,
but it must be of high quality and fine workmanship. Once prepared, this object will then absorb a
single spell type only, but may hold up to (2d6 minus the spell level) charges, but always at least one.
Once used, the item cannot be recharged, so all spells that it can hold must be cast into it at its
creation, within one 24 hour period. Casting a spell for absorption by the item will actually cost 50%
more mana points than normal. Some example of successful items are:
Gem of Brightness
a 120 gp value imperial topaz that holds 10 Will-o-Wisp spells
Knock-Knocker
a finely wrought cudgel covered in silver filigree, about 85 gp value. It holds 5 KnockKnock spells, but will explode if used against a barrier sealed by a Lock-tight spell.
Rock-a-Bye Rod
A silver and copper rod of 700 gp value. It holds 3 Rock-a-Bye spells.
Other ideas include Dum-Dum blackjacks, Wind Whistle bottles, Zombie-Zonk bracelets, BreakerBreaker shields and Smog bellows.
As mentioned before, any item that has been keyed to be usable by people other than the creator
tend to be volatile. If any such item is dropped or roughly handled there is always a 1 in 6 chance that
it will spontaneously discharge.
True Enchantments: A regular charged item may be turned into a semi-permanent enchanted
object whose spell will repeatedly or continually function. Such an item must be made of truly special
materials (they must somehow correspond to the spell effect and be valued at 500 gp per spell level),
then charged as normal, then have the spell Some Enchanted Item cast upon it (this is a level 5 spell,
available for purchase from the college at a cost of 2500 gp). The mana cost of this spell equals three
times the cost of the spell being enchanted. The exact parameters of the item are up to the GM; and
despite all the preparations, it is still a "regular" magical construct and is subject to dispelling and unmagicking in all the regular ways.
Really fabulous enchanted items such as Flaming Holy Swords, and Amulets of Invincibility verus
Whatsits, etc., are made by demigods, not mortal wizards.
This college is a simplified version of the original system by Roy Cram which
appeared in Sorcerer's Apprentice # 15.
CollegeofMedicalMagicks
At this college you will train in the disciplines necessary to apply very specific alterations &
modifications to the living body. All these spells will work equally well on any mammal; you may
attempt them on other creatures, but success will depend on certain Saving Rolls. This school will
also give you the knowledge to apply Poor Baby, Healing Feeling, and Too-Bad Toxin to any
mammal as well.
A wizard must be at least Third Level to attend this college. The tuition is 2000 gp; the seminar
requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful
completion of this course, you will receive the Owie Begone spell. The remainder of the college's
spells will be available for you to purchase at the Guild.
CollegeofHydromancy
At this college you will study disciplines involving the element of water. A wizard must be at least
Fourth Level to attend this college. The tuition is 3500 gp; the seminar requires one full week of
intense study and an L2 IQ SR is required to pass. Upon successful completion of studies, you will
receive the Waterclean spell. The remainder of the college's spells will be available for you to
purchase at the Guild.
Mist / 20 / -The caster turns into steam -- it lasts three (ten minute) turns or until dispelled, or dismissed
by the caster. Use with caution; you have no voluntary movement in this form, you are at
the mercy of the winds (and temperature).
CollegeofMeteorology
In this college you will master the particular mental disciplines that harmonize with the element of
air. Most of the college's spells are of low level, but do involve some peculiar visualizations.
A wizard must be at least Fourth Level to attend this college. The tuition is 4000 gp; the seminar
requires one full week of intense study and an L2 IQ SR is required to pass. Upon successful
completion of studies, you will receive the Skyhole spell. The remainder will be available for you to
purchase at the Guild.
Level One
Skyhole / [D] / 3
This will pierce overcast or clouds, creating a hole directly between your position and the
sun (or moon, or directly overhead if only starlight is available). Lasts one (ten minute)
turn.
CollegeofMentalMysticism
At this college you will study the disciplines involving the mind & its modifications. The college
teaches relatively few spells, but many of them have grave moral and social implications -- use them
with care.
A wizard must be at least Fifth Level to attend this college. The tuition is 4500 gp; the seminar
requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful
completion of studies, you will receive the True-Tongue spell. The remainder of the college's spells
will be available for you to purchase at the Guild.
Level Three
True-Tongue / [D] / 8 / -Forces one person to speak the truth, the whole truth, and nothing but the truth for one turn
(10 minutes).
CollegeofGolems
At this college you will study the demanding disciplines of Golem construction and activation. The
college has but one spell, which is given to you upon successful completion of studies. A wizard must
be at least Fifth Level to attend this college. The tuition is 6000 gp; the seminar requires four full
weeks of intense study and an L2 IQ SR is required to pass.
Construction
The construction of a golem merely requires the appropriate craft skills (sculpture for clay,
carpentry for wood, etc.), and this need not be performed by the wizard but may commissioned to
more competent hands -- under proper supervision, of course. The materials are simple and often
inexpensive, with the exception of the nervous system. A duplicate of a living being's energy
meridian must be built into the golem's body by implanting five special focus crystals at the primary
meridian points (hip, navel, heart, neck, & head). These crystals are gems whose value depends on
the type of golem.
Animation
Once properly constructed, the golem is animated with the Fifth Level spell, It's Alive, Igor! (ST
(or mana) cost of this spell is determined by golem type). A golem will follow the instructions of only
one master and that person must be specified when the spell is cast. The designated person must be
present during the spell-casting or the golem will go berserk.
TheNatureofGolems
Golems can perform only one task at a time and will fulfill it literally, regardless of obstacles. The
tasks must be relatively simple ones, but if given a continuous task, a golem will persist until ordered
to stop. If given a task that is triggered by some event (e.g., "kill anything that walks through that
door"), it can wait indefinitely, ever vigilant (note, however, that in the previous example, it will
ignore anything that flies through the door).
Every month, or each time a violent task is performed, roll two dice; if the result is snake-eyes, the
golem becomes berserk and proceeds to smash everything in sight and kill anything that moves. Once
berserk, control cannot be regained.
Because of their physical nature, all except flesh golems are immune to arrows and similar stabbing
projectiles (although they may be affected by secondary effects, such as fire). All (including flesh)
golems are unaffected by any disease or poison. Finally, since only the flesh golem has a living brain,
all others are unaffected by TTYF, Mind Pox, and other charm & psychic type spells.
To determine the personal stats for a golem, roll 2d6 (not three) for all attributes except IQ, which
is always 2. Each golem type then has certain modifiers to apply to the results.
GolemTypes
The table below gives the cost of the creation spell, the time & manner of construction, and the
average cost of the materials and life-gems for each golem type. More detailed description of each
type is given below, with attribute modifiers and average combat rolls. A golem's combat roll is a
number of dice equal to its Strength multiplier, with adds determined normally.
Tunnels & Trolls Treasury - 52
Spell
Mana
Time to construct
cost of
materials
cost of
gems
Wax
15
1 week, sculpted
20 gp
120 gp
Cloth
17
15
200
Tar
20
25
150
Paper
22
30
400
Wood
26
3 weeks, carved
20
1500
Clay
30
2 weeks, sculpted
40
2500
Dust
25
1500
Glass
36
75
10,000
Ice
32
12,500
Stone
42
4 weeks, sculpted
500
100,000
Iron
50
1000
200,000
Flesh
15
na
Golem Type
Wax Golem
Modifiers: 2 ST
The basic cheap work-horse golem. Temperatures over 90F do one point to CON per hour.
Persistent temperatures below 40F will immobilize it. Cold attacks slow it by half, but do no
damage. Fire attacks do only normal damage.
Combat roll & CON=
average: 2d-2, 7 hp
maximum: 2d+12, 12 hp
Cloth Golem
modifiers: 2 ST, 3 CON
When in combat, if it rolls doubles on its combat dice, it will enwrap one opponent, pinning them
with cloth strips & doing 1 pt/round of strangulation/crushing. An enwrapped victim may break free
with a L2 ST SR. If a golem has only one enwrapped victim, it may still attack others normally.
Attacks on a golem with enwrapped victims are hazardous -- one third of the hits delivered to the
golem are instead taken by the enwrapped victims. Fire attacks have a 2 in 6 chance of setting it
ablaze, doing 2 pts/round.
Combat roll & CON=
average: 2d-2, 20 hp
maximum: 2d+12, 35 hp
Tar Golem
modifiers: 2 ST, 2 DX, 2 CON
A favorite inexpensive combat golem. Any weapon used against a tar golem has a 2 in 6 chance of
getting stuck, requiring a L2 ST SR to pull free. [If a combatant is left hanging on to a stuck weapon
(i.e., attempted the SR & failed), he is at the mercy of the golem and must take a double share of
hits.] Roll for "sticking" each round, regardless of whether any hits were scored.
Cold attacks will slow or immobilize it (depending on how many hit points are scored), but do no
damage. Any fire attack has a 3 in 6 chance of setting the golem ablaze, doing 1 pt/round but adding
one die to its attack roll. If the golem is not on fire, it will regenerate two CON points per round.
Combat roll & CON=
average: 2d+2. 14 hp
maximum: 2d+24, 24 hp
Paper Golem
modifiers: 3 DX, 3 LK
These golems are just stupendously useful. They can refold themselves into almost any shape -chairs, animals, parasols, books -- the possibilities are endless. Wounds inflicted by a paper golem
are usuallyer, paper cuts; those injured who fail a L1 IQ SR have their next combat total halved
because of the pain. Any fire attack has a 5 in 6 chance of setting the golem on fire, doing one point
per round.
Combat roll & CON=
average: 1d+16, 7 hp
maximum: 1d+48, 12 hp
Wood Golem
modifiers: 2 ST, 3 CON
Because of their organic nature, wood golems can be given slightly more complex instructions than
the average golem; and will not go berserk while actually performing a task (or acting on instructions,
even if simply "wait until"). Blunt weapons are ineffective against wood golems; attackers using
such weapons must halve their combat total. Fire attacks have only a 1 in 6 chance of setting it afire,
doing one point per round.
Combat roll & CON=
average: 2d-2, 20 hp
maximum: 2d+12, 35 hp
Clay Golem
modifiers: 4 ST, 3 CON, 2 CHA(negative)
The classic golem and a sentimental favorite. No one is sure why, but clay golems seem to have a
predilection for blood-letting. If given a violent task, even if they don't go berserk, they usually
overdo it. Fire attacks have no effect. A bucket of water will do one point, and a heavy rain will do 1
pt/round.
Tunnels & Trolls Treasury - 54
Dust Golem
modifiers: 2 ST, 2 DX
Dust golems can "sift" through small cracks & holes and reform on the other side. Anyone who
takes hits from a dust golem must make a L1 LK SR or be blinded by the dust for one round.
Being mostly insubstantial, no weapon can inflict more than one point per round on a dust golem.
Fire attacks do full normal damage. A good dose of water will reduce it to a helpless pile of sludge,
but when it dries out, it will reform again.
Combat roll & CON=
average: 2d+2, 7 hp
maximum: 2d+24, 12 hp
Glass Golem
modifiers: 3 ST, 3 CON, 2 DX
Because they are transparent and reflective, they can be rather difficult to see, particularly in low
light conditions. Any opponent who fails a L2 IQ SR must halve their combat total (or if firing
missiles, must double the level of the to-hit SR). When hit, a glass golem tends to scatter shards of
glass; for every hit point scored on the golem, a like amount must be taken among the melee
opponents.
Combat roll & CON=
average: 3d+9, 20 hp
maximum: 3d+36, 35 hp
Ice Golem
modifiers: 3 ST, 4 CON
Ice golems never go berserk so long as the temperature is below freezing. They may also be
magically charged by casting a Freeze Pleeze spell at it immediately upon its awakening. Thereafter,
it will be able to cast that spell once per day, with power equal to the original spell as it was cast.
Temperatures above 40F will do 1 point per hour; above 70F will do 1 pt per turn. Fire attacks
will do normal damage; cold attacks will heal hit points.
Combat roll & CON=
average: 3d+5, 30 hp
maximum: 3d+24, 45 hp
Stone Golem
modifiers: 5 ST, 2 DX, 5 CON
Stone golems may use any weapon their ST and DX allow, and often carry tower shields. They
Tunnels & Trolls Treasury - 55
may be magically charged by casting a Medusa spell at it immediately upon its awakening.
Thereafter, the golem will be able to cast that spell once per day and will be immune to Slush Yuck
spells.
Each round that a bladed weapon is used against a stone golem, there is a 1 in 6 chance the weapon
will lose one add due to chipping.
Combat roll & CON=
average: 5d+23, 35 hp
maximum: 5d+60, 60 hp
Iron Golem
modifiers: 6 ST, 3 DX, 8 CON
Iron golems may use any weapon their ST and DX allow. They may also be magically charged by
casting a Wall of Iron spell at it immediately upon its awakening. Thereafter, it will be able to cast
that spell once per day, either in the normal fashion, or to instantly regenerate all its lost CON.
Blunt weapons and arrows are totally ineffective against an iron golem. Each round that a nonmagical bladed weapon is used against it, there is a 1 in 6 chance the blade will completely shatter.
Combat roll & CON=
average: 6d+37, 55 hp
maximum: 6d+84, 95 hp
Flesh Golem
modifiers: 3 ST, 2 CON, IQ = 1d6
Since flesh golems have an inherent nervous system, meridian crystals are unnecessary. Their
bodies are, however, not really alive, and they need no food or water, and are unaffected by climatic
extremes, etc.
Roll 1d6 for the flesh golem's IQ. If you roll a 3 or better, it is semi-intelligent and can speak the
first language of the original brain. Also, you must now roll for control loss during every task. If
control is lost, it will not necessarily go berserk. Instead, it becomes an independent, free-willed
being.
Combat roll & CON=
average: 3d+5, 14 hp
maximum: 3d+24, 24 hp
Credits
Most of the Golem types in this college were inspired by (or ripped off from) various contributions to
the three (out-of-print) volumes of All the World's Monsters edited by Jeff Pimper & Steve Perrin.
CollegeofGeomancy
At this college you will study the disciplines affecting the element of earth. Many of these
specialist spells will seem mundane, but with practice you can use them to cause quite spectacular
secondary effects.
A wizard must be at least Sixth Level to attend this college. The tuition is 7000 gp; the seminar
requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon successful
completion of studies, you will receive the Cloud o' Dust spell. The remainder of the college's spells
will be available for you to purchase at the Guild.
Level One
Cloud o' Dust / [D] / 4 / range 30'
Raises a ten foot wide cloud of dust which reduces visibility by half and chokes the
breathing of all within (L3 CON SR or lose half STR while in the cloud). Lasts one (ten
minute) turn.
CollegeofLight&Night
At this college you will learn to master the disciplines involving the manipulation of light and the
absence thereof. A wizard must be at least Sixth Level to attend this college. The tuition is 7500 gp;
the seminar requires two full weeks of intense study and an L2 IQ SR is required to pass. Upon
successful completion of the course, you will receive the Sparkler spell. The remainder of the
college's spells will be available for you to purchase at the Guild.
Level One
Sparkler / [D] / 3 / range 30'
Creates a yard-wide sphere of glowing motes, which moves about at the caster's direction.
It will weakly illuminate a five foot radius. Lasts one turn or until dismissed.
Glow / [D] / 10 / -The caster glows with torchlight intensity. Those touching him will take 1d heat damage.
Those grappling or being grappled take 3d. Lasts one combat round.
CollegeofHypothermal
At this college you will study disciplines dealing with the derived element of ice and the removal of
heat. A wizard must be at least Seventh Level to attend this college. The tuition is 12,000 gp; the
seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon
successful completion of studies, you will receive the Jack Frost spell. The remainder of the college's
spells will be available for you to purchase at the Guild.
Level Two
Jack Frost / 6 /-Causes a layer of light frost to cover everything within 100 feet of the caster.
CollegeofPyromancy
At this college you will learn to master the arts & disciplines of the element of Fire. Use these
spells with caution -- many can cause an alarming amount of collateral damage to combustible
materials; and a wizard who is too free with his flames will not be trusted by the community.
A wizard must be at least Seventh Level to attend this college. The tuition is 14,000 gp; the
seminar requires two full weeks of intense study and an L3 IQ SR is required to pass. Upon
successful completion of studies, you will be given the Flame Flick spell. The remainder of the
college's spells will be available for you to purchase at the Guild
Level Two
Flame Flick / 5 / -A small spurt of flame from the finger, which may be "flicked" up to 15 feet away. It may
ignite dry combustibles, or do 1-2 points of damage.
CollegeofNecromancy&Sorcery
At this college you will study the mysteries and disciplines of the Dark Arts. As with all spells, the
following are amoral, but many of them have grave ethical and religious implications. Open use of
them can gain one an unsavory reputation or even the unwanted attention of the gods.
A wizard must be at least Ninth Level to attend this college. The tuition is 35,000 gp; the seminar
requires one full month of intense study and an L4 IQ SR is required to pass. Upon successful
completion of studies you will receive the Panick spell. The remainder of the college's spell will be
available for you to purchase at the Guild.
Level Six
Panick! / 32 / range 50'
All living beings within 50 feet of the caster must make an IQ SR at the caster's level or
flee in terror.
merely refuses to come if there is no blood; these are shades only, with no substance or
powers).
Diabolic Pet / 35 / -Summons up a familiar that will serve the caster for 1d years or until banished. It is almost
always an Imp, with an MR no higher than the caster's IQ. In addition to their regular
abilities, they can also function as a Deluxe Staff for their wizard (although they cannot
remember spell requiring a higher IQ than they possess). They must feed daily upon the
wizard's blood. [Caution: familiar or not, these creatures are still servants of Hell.]
Living Dead / 40 / -This functions exactly like Zombie Zonk, except that the zombies created will last
indefinitely.
CollegeofTemporalManipulations
At this college you will study the arts of manipulating the flow of time. As has been thoroughly
discussed in Guild treatises, it is quite impossible to project oneself or an object into the "past" or
"future." However, since the passage of time is an illusion caused by our conscious perception, there
are disciplines which can manipulate this illusory flow. In fact, many standard spells accomplish their
effects by doing just that. Glue You and Little Feets are actually limited temporal manipulations.
Here, you will learn some highly specialized disciplines which play real havoc with the perception of
time.
A wizard must be at least Ninth Level to attend this college. The tuition is 21,000 gp; the seminar
requires one full month of intense study and an L5 IQ SR is required to pass. Upon successful
completion of these studies, you will receive the Superglue spell. The remainder of the college's
spells will be available for you to purchase at select Guild halls.
Level Six
Superglue / [D] / 26 / range 30'
This is an amplified & concentrated Glue You. The victim cannot move at all for one turn;
but is subject to normal time events (he can be moved, hurt, etc.).
one turn.
MagickalClassSystems
Here are three new optional magic systems that amount to new character classes for PC's or
NPC's. They are built along the same lines as the mainstream T&T magic and should all work well
together within the same milieu.
CrystomanticWizardry
The Fraternity of Lapidary and Crystology is a small college under the auspices of the Wizard's
Guild. They are a clique of highly specialized wizards who continue to practice "earth magic" as
opposed to internal (psionic) magic. These mages call forth the natural magicks found in gems and
crystals. They are often looked down upon by the orthodox wizards, but defenders will point out that
crystologists are not limited by Mana (or Strength) requirements and enjoy a better public image.
TheCrystomanticWizardCharacter
The most important attributes for a crystologist are IQ and CHA. Personality is very important in
accessing earth powers. Crystologists do not have the Mana attribute.
Each known crystal has one or more magical applications. Crystologist wizards learn the secrets of
these applications in the same manner as wizards learn new spells. First level crystologists start out
with knowledge of six first level crystals; three chosen by themselves and three more chosen by their
instructor. Further applications (spells) must be bought from the guild as usual -- the costs and IQ &
CHA requirements are listed below.
CrystomanticDetails
Any crystal of suitable purity may be tapped for its magickal power. When a stone is first found,
roll 2d6 to determine its suitability -- raw gems are usable on a roll of 6+; already selected and cut
stones are suitable on a roll of 4+; better yet, roll on the expanded Treasure Table. A lower roll
indicates this stone will never be capable of generating magicks. To Activate the dormant earth
power, the crystologist must hold the stone and meditate for a number of turns equal to the
application's level -- the gem is then ready to use. Unless specifically noted, a single stone can only
contain one magick. Even if two different applications are known, the crystologist must choose which
magick to draw from the stone.
Normally the stone must be in contact with the crystologist's flesh and in line of sight of its target to
be fully effective. Certain stones may be primed by the wizard, which allows it to be used by any
other person who knows its purpose. Any application not noted as primable can only be used by a
Crystologist. Many of the simple primable stones can be good money-makers for a crystologist (see
Clear Carnelian).
Tunnels & Trolls Treasury - 72
Stones with one shot effects are either destroyed when used, or lose all their lustre and value.
Stones with a continuing or repeated effect are only effective for one year and a day.
When running a game with a crystomancer PC, it is helpful to use the expanded Treasure Table.
Crystal Powers
Level One -- 500 gp IQ = 10, CHA = 12
Red Agate
Will repel spiders & scorpions, of a total MR not more than 20 per charge. The stone will
hold 2 charges per carat.
Yellow Amber
When burnt in a room with a woman in labor, will protect the mother and child from death
during birth. Requires a complete lump of at least six ounces.
Amethyst
When inscribed with the names of the sun and the moon and worn as an amulet, will protect
the wearer from becoming drunk. (Primable)
Clear Carnelian
Clears the complexion when worn. (Primable)
Chalcedony
When three ounces are ground and administered with spring water, will add 2d6 to a
person's saving roll versus disease (the effect is immediate).
Emerald
When worn on the right side of the chest, will cause snakes viewing it to die of fright -- the
total MR may not be more than carats 5.
Garnet
When worn, will add +d6 to any SR's versus hags, witches, & other female spirit-types.
(Primable)
Iron Pyrite
Will repel any crocodile or alligator with an MR not more than 40.
Melitite
When carried by children, their parents will be aware of what befalls them. Must be formed
into a ball and washed in the parent's blood; lasts one week per ounce. (Primable)
Pearl I
One fair sized pearl will allow you to function underwater without the need to breathe. It
will naturally recharge in one year.
Salt
Tunnels & Trolls Treasury - 73
If quarried in crystal form and never exposed to sunlight, will harm undead -- doing 1d6 per
ounce of crystal that hits them when thrown; no SR or armor allowed. (Primable)
Serpentine
When formed into a goblet, will reveal poisons poured into it (this works 1d6 times).
Turquoise I
When fashioned into a necklace of at least 12 stones, it will act as 10 points of armor versus
attacks from any cold-blooded animal. (Primable)
Olivine
When worn in a ring, it reduces one's anger and contentiousness, also prevents berserker
rages. (Primable)
Ruby I
When worn in a ring, it protects against all effects of hunger & starvation for (d6 carats)
days. (Determine the length of effect only when the stone is first used; it will then function
for that total time span -- need not be all at once.) (Primable)
Blue Sapphire
Allows the crystologist to cast a Wind Whistle spell -- ten mph for one turn. For each carat
over 2, the crystologist may increment either the velocity or duration. This choice is set
upon activation of the stone & the parameters are then permanent. Usable once per day for
a year and a day.
Sunstone
When crushed and consumed with wine, it acts as a Cat Eyes spell potion, duration is one
hour per carat. (Primable)
Black Opal
When worn will add one per carat to LUCK (only one stone at a time will function).
Pearl II
When placed within an open wound, it will prevent infection, and one turn later the patient
immediately recovers d6+1 CON.
Ruby II
This stone will reflect disease spells of CON-draining magic back upon the caster. The
stone is not used up, but will be destroyed on a roll of 6. (Primable)
Schist
Allows the casting of one Blasting Power spell; dice = carats, adds = 2 caster's level.
Moonstone
When cut into a teardrop of at least three carats, will control one animal that hunts by night.
Usable only once; control lasts until sunrise.
Clear Opal
This increases the damage done by direct attack spells. For a Crystologist, it adds one per
carat; for a wizard or rogue, it adds one per caster's level. (Primable)
Yellow Sapphire
The crystologist can use this to cast a Will-O-Wisp spell (the stone is the source of light;
brightness is up to 1 candlepower per caster's level; lasts up to 24 hours). Will naturally
recharge in seven days.
Sardonys
Protects the wearer from all special damage from touch attacks (paralysis, poison, spells,
etc.). (Primable)
Topaz
Protects the wearer from any manipulation of the emotions (except through direct magical
attack). It lasts for 1d6 years. (Primable)
dispel any sort of curse or mystic control if used to kill the causer thereof. (Primable)
Yellow Diamond
When a stone of at least two carats is worn as a ring or brow circlet, this will protect against
all natural snake venoms, plus add +1 per carat to all other poison SRs. (Primable)
White Jade
When worn, this acts as (d6 per half ounce) points of armor versus lightning (natural or
magic). (Primable)
Malachite
This must be fashioned into an arrowhead and the name of a demon must be written on the
shaft. When such a missile hits, it explodes doing damage equal to what the demon would
inflict (by MR). This incidentally does one point per die (of the damage roll) in damage
directly to the demon and thus tends to draw its attention. (Primable)
Peridote
When worn as a ring, it adds one per carat to Charisma for purpose of leadership SRs only.
(Primable)
Ruby, starred (III)
When cut into a cube at least a half inch square, allows its holder to fly (up to running
speed), but only during hours of darkness.
Green Sapphire
This can be used to summon a water elemental, with an MR up to (carats caster's level); it
will serve for (caster's level) hours.
Turquoise II
When at least two stones are diamond cut and attached to a weapon, they will add one die
to the weapon's damage roll; this effect will last for 1d6 rounds per stone. (Primable)
Red Diamond
This will protect you from the direct attacks of demons and demonic magic; it is effective
versus demons whose MR does not exceed (20 carats).
Hematite II
When worn, this will prevent or stop all internal bleeding. (Primable)
Blue Jade
Protects the wearer from thirst; each carat will supplant one quart of water needs per day.
The gem loses value as each carat is used. (Primable)
Red Jasper
Protects a pregnant woman and her unborn child from disease, injury, and deformity for the
entire course of pregnancy. (Primable)
Lapis Lazuli
When cut into a sphere (at least 1 inch diameter), it will deflect all spells cast by clerics;
up to a total of 4d6 levels. When cut into a cylinder (at least 3 by 1 inch), it will allow a
cleric to increase the level of certain spells for free, up to a cumulative total of 2d6 levels.
(Both applications are Primable)
Onyx
When worn, this will reduce Charisma by 5 points, but will reflect any one spell (of choice)
back upon the caster. (Primable)
Sky Turquoise (translucent)
Allows you to summon an Air Elemental -- MR up to (carats your level); it will serve for
(your level) hours. Or if given as a gift to any mystic spirit or creature of the air, will entitle
you to one favor or wish.
randomly from any of the wizard lists; the level equals 2d6, or d6+10 for superior
specimens). These are cast at the spell's level or the crystologist's level, whichever is
higher.
Green & Red Jasper
When set into a gold amulet, this will allow 4d6 Mutatum Mutandis spells.
Jet
When at least five ounces are fashioned into a disk and worn, it will deflect all forms of
attack that would drain the wearer's prime attribute (ST for warriors, IQ for wizards, LK for
rogues, etc.). (Primable)
Magnetite II
If cut into a five pointed star, washed in the blood of a slain virgin, and set into a dagger, it
will imbue the blade with a terrible poison. Anyone taking a hit from it must make a L7 LK
SR or die. This will work only five times. The bearer of this weapon cannot benefit from
"good" cleric's miracles nor enter any sanctified place. (Primable)
Milky Opal
This allows the crystologist to make a medusa gaze attack. Upon each use, there is a 1 in 6
chance that the stone will be consumed.
Black Pearl
This will allow the caster to summon forth anyone or anything. It can only be used once,
and it will only work during the dark of the moon. The summoned thing is not at all under
anyone's control.
Black Sapphire
This will absorb and contain any one spell cast at the wearer. That same spell may then be
recast by the crystologist at any time.
HerbalistWizards
Herbal wizards are a rare lot. They usually come about when an otherwise ordinary herbalistmediker (pharmacologist) "discovers" wondrous magical properties in certain herbs, most of which
powers are actually coming from himself. The smart ones then seek out the aid of the local Wizards'
Guild. They are inducted into the order both to protect themselves and the secrets of magic. In return,
they are schooled in their newfound powers and learn to create ever more wondrous mystical effects
through their affinity with herbs.
Herbal Wizards do not use staffs, nor do they use strength or mana to "cast" spells. The tools of an
herbalist are a wooden bowl and a small silver knife (of at least 30 gp value). The knife is used in
harvesting and preparing the herbs; the bowl is where they are enchanted. Before herbs becomes
magical, the herbalist must place them in the bowl and turn their latent powers to his purpose.
Normally, hymns to the deity to whom the plant is sacred are chanted while the herbs are pared to
shape or mashed to the proper consistency. This takes from ten minutes to an hour for each batch.
Once prepared, herbs may stored for up to a year without losing potency. Unlike crystal magic,
herbal preparations, if used properly, may be used by anyone for full effect.
HerbalistCharacters
Beginning first level Herbalist characters start with three Level One magicks of their choice, plus
three more chosen by the GM. Further magicks must be learned from senior Herbalists at the guild -the cost per magick and the attribute requirements are given in the lists below.
Herbal wizards progress much as regular wizards do, and the costs and IQ & DX requirements for
each level are quite generous. However, take note that all herbal spells higher than fifth level require
the herb to be personally harvested by the herbalist. No "second hand" herb may be enchanted to a
purpose of sixth level or greater.
The herbal wizard does gain experience for "spells cast." Five times the spell level in XP are
earned for each preparation used which aids the wizard or the party or which helps someone. Herbal
magic is inherently "good" and no mean-spirited pharmacist has ever discovered magical properties.
Herbalists may wear any sort of armor, getting the standard protection only. In addition to daggers,
an herbalist may be proficient in one other class of weapon (hafted-slicing heads, or self-bows, etc.)
Any kindred that is allowed to be a wizard may also be an herbalist. A kindred which is allowed only
to be a rogue may also be an herbalist, but may never learn preparations beyond the seventh level.
An important element still missing from these rules is availability data. I would like each plant to
be listed with a habitat (mountain, desert, etc.) and its growing season. However, I have yet to find a
simple botanical reference with that information. If anyone out there can help me with this, it will be
Tunnels & Trolls Treasury - 81
greatly appreciated. You won't get any money, but you will get credit. In the meanwhile,
gamemasters must be prudent and use their own judgment. If the time & place seems reasonable,
allow the party to find a good plant with appropriate blossoms (or whatever) on a roll of 8+ on 2d.
Allow only one roll per area per week.
Even if an Herbalist is not a PC in your game, it can be fun to include a low-level Herbalist in the
staff of your local Wizards Guild. The players can go on small missions to gather special weeds, and
many of the preparations the Herbalist creates are useful low-power magicks that the players can
purchase.
HerbalPreparations
There are a few unique forms of preparation, which are described with the herb later, but most take
one of three forms:
{I} Infusion (potion); which is to be drunk by the person to whom the effect is
to be applied. Unless otherwise stated, the effect begins immediately.
{O} Ointment; which is to be smeared upon the target person or object.
{S} Smudge, or smoke; the preparation must be burned and the smoke wafted
about the area or inhaled to produce the effect.
{C} Charm; normally a small cloth cachet, which is to be worn, or hurled at the
target. Charms which have a short or instantaneous duration can be kept
dormant in a box or bag. They are activated when placed next to the owner's
skin.
Unless otherwise specified, it should be assumed that each "dose" or charm is good for only one
use, after which it is valueless and cannot be re-enchanted.
into another combat, and it loses its power after one day).
Poppy 1 {C} Demeter
This cachet may be used repeatedly for up to one year to insure sound, restful sleep; or, if
burst in the face of an opponent, causes them to fall asleep for d6 (ten minute) turns if they
fail a L2 IQ SR.
Raspberry {C} Artemis
This relieves the pain of childbirth.
Tansy {C} Aphrodite
When scattered about the ground, it will repel ants (regular & giant).
Violet {O} Apollo
Overnight, this will cure d6 points of serious, slow-healing injury (burns, broken bones,
etc.).
After drinking, ask a yes-or-no question; it will be answered in a dream this night.
Rue {C} Artemis
This causes fear in werewolves; and if one does attack the bearer, its LK adds (or MR adds)
will be halved. Good for one month.
Thistle {I} Athena
The imbiber will recover d6+1 CON and d6+1 Mana points in the following turn (ten
minutes). If a "six" is rolled, that particular bonus will continue for another turn.
burns. The spell in the candle can have no range (range must be touch), and if the candle is
snuffed prematurely, the spell ceases and the magic is gone. (The average candle burns a
half hour per inch.)
Celandine {C} Hephaestus
When this is worn and a prayer to Hephaestus is recited, it will guarantee escape from
bonds & imprisonment.
Clover, 4-leaf {C} Hermes
When held against the head, this will neutralize all charm-type magicks, reveal the presence
of spirits, undead, and demigods, and reveal hidden treasure. The effect lasts for as long as
it is held to the head, but not more than one hour.
Flax, Blue {C} Hermes
This charm will absorb and neutralize any one magic used against you, at your discretion.
Garlic 2 {C} Hecate
When hurled at a monster, it will reduce by half the monster's dice & adds.
Ginseng 2 {I} Hephaestus
This drink doubles your Charisma for 24 hours.
Iris {S} Hera
This incense will double one priest's PIETY attribute; once used to call a miracle, these
extra points are gone.
Moonwort 2 {O} Artemis
When rubbed upon a metallic object and left to dry in the moonlight, by morning it will
become a genuine silver coating. The silver is quite thin and not very valuable, but it is
pretty and weapons thus coated function as fully silver weapons.
Periwinkle 3 {S} Aphrodite
No person may use this treatment more than once in their lifetime (upon pain of things too
hideous to mention). It will restore lost attribute points, limbs, and personal abilities; it will
restore you to your true form, relieve you of curses, disease, blindness, etc., etc. You will
be graced with complete restoration.
Primrose {I} Hera
This dispels any insanity or the effects of charm-type magicks.
Saffron {I} Artemis
While breathing this incense, one person may specify a particular place and time (within
ten miles and ten hours, past or future), and will receive a brief vision detailing the events
occurring.
Slippery Elm {O} Cronus
When this oil is rubbed into your hair, all current gossip & slander regarding you will
cease.
Wolfsbane {I} Hecate
Tunnels & Trolls Treasury - 90
When a prepared seed is wrapped in lizard-skin, it grants the power of invisibility, at will,
for 24 hours. (This is transferable, anyone holding the wrapped seed within that 24 hours
will also hold that power.)
Woodruff {C} Ares
For Saving Rolls made for athletic contests only, this will convert all 2's to 4's and all 3' to
6's. Lasts for one full day.
This smoke will allow you to summon one specific type of demon (the type must be known
and specified, the MR will be no more than d6 100). It will be bound to your service for
one hour.
Sage {I} Zeus
When drunk from a pure mithril goblet, the drinker of this powerful brew will never suffer
from the normal effects of aging, although the lifespan as determined by the Fates is
unchanged.
Willow 2 {S} Hecate
This smudge may only be used during the waning moon -- it gives you the power to conjure
demons of any type and MR. You may conjure any number of demons, so long as their
total does not exceed your Charisma; they will be bound to your service for one day.
TarotCartomancers
Warning: The following magick system is not for every T&T group. It requires a playful
and adventurous band, with a GM who is precise and patient, and a player (the
cartomancer) who is quick-witted and willing to take lots of notes. It takes extra effort to
make this work, but it can work -- and be a lot of fun, as well.
Among the magic wielders of the Great Land, there is a rare and hazardous breed called
cartomancers. Their magicks are immensely powerful but woefully unpredictable. It has been said,
with some justification, that only the most foolhardy of gamblers become cartomancers. It is more
likely that it is the most foolhardy of gamblers that are punished with the gift of cartomancy.
The power and the danger that is cartomantic magic is frighteningly simple: the magician draws a
card from the top of the deck, the card symbolizes one specific spell, and it is that spell that the
cartomancer may cast -- it is up to his imagination to make it work in the circumstances. Thus, a
cartomancer begins with the full complement of all spells. It is the skill at applying them in diverse
situations that increases with experience.
Cartomancers are normally accidental wizards, most never sought the powers they wield. Hecate is
the patroness and giver of the gift of cartomancy -- its use is therefore neutral (or better to say
"amoral"). Cartomancers are thus also provisional members of the Wizards Guild. Any kindred that
may be Wizard or Rogue may be a cartomancer.
Cartomancy is a gift, and the power of the spells is in the cards, not the cartomancer. However, the
gift is granted to the person and not to the deck, therefore the deck is useless to anyone but the
cartomancer, and the cartomancer must use only that one deck. If a cartomancer should ever
deliberately give up or destroy that deck, the gift is lost forever. However, if through some mishap
the deck is stolen or destroyed, the cartomancer can receive another by praying at a temple of
Hecate and making sacrifices worth 10% of his total wealth.
MechanicsofPlayingaCartomancer
The player or GM must supply a common Tarot deck. The deck may be of any kind so long as it
uses the standard Rider-Waite images. The deck should be thoroughly shuffled -- this includes
reversing half the deck with each split, ensuring that the cards are randomly reversed (that is, some are
right-side-up, some not). The deck is placed face down in front of the cartomancer. When the player
wishes to cast a spell, she flips over the card at the top of the deck and places it in a discard pile next
to the deck. The card symbolizes one of two spells, depending on whether it sits upright or reversed.
The cartomancer must immediately decide whether or not to cast that spell and if so, at what targets.
The real difficulty here is that the player does not get to see the complete spell list!
When starting a first level cartomancer, the GM should write down for her a list of 6 spells and
their corresponding cards. For example, the player might get a description of the spells for 8 of
Wands, reversed 6 of Pentacles, reversed Empress, etc. During the course of her adventuring, she is
free to keep written notes as to the effects of the spells. It is incumbent upon the GM to have the spell
list handy -- the cartomancer player may decide to cast the spell even if she does not know what it is!
Tunnels & Trolls Treasury - 97
For an astute player, this may not be as bad as it sounds. There is some logic to the choices of spells
and the effects that spells within in a particular suit can have. A good player can learn to make some
good guesses about what an unknown card might do. The GM must describe exactly and fairly what
happens -- if the spell requires a target (such as a person) the GM will ask for one, but need not tell
the cartomancer whether the effect will be good or bad. Unless otherwise stated, the cartomancer may
always choose herself as the target (although that's not always wise).
Every time the cartomancer character gains a level, she may ask the GM for the complete
description of any card's spell (just one spell, she must specify upright or reversed); she may ask for as
many spell definitions as her new level number. Even when the spell is known to the cartomancer, its
precise effects are largely beyond her control, as it is the card itself which casts the spell (the GM
decides on the precise effects, and should be fair & consistent in applying them).
Whether or not the spell is cast, that card is "used up" and must remain in the discard pile. The
casting of spells costs the cartomancer nothing, but reshuffling spent cards back into the deck uses
personal energy. The cartomancer may reshuffle the deck at any time, but it requires a small ceremony
that takes one (ten minute) game turn, and the character cannot be moving (even if in a cart) and
cannot be within the direct rays of the sun. It also costs one STR point per card put back into the deck.
If the cartomancer does not have enough Strength for all the discards, she may choose how many and
which ones to shuffle back in, leaving the remainder in the discard pile. Strength points spent in
shuffling are recovered normally, one per game turn.
When not in combat, a cartomancer may only flip one card per 10 minute game turn. She does not
have to be in any special circumstances, but cannot be involved in anything more strenuous than a
brisk walk (horseback is okay, if not at a gallop). During a combat, the cartomancer may flip as many
as one card per combat round, but must not be under attack or running for her life, etc.
Designer's Note: A player who is familiar with the Tarot may or may not have an advantage.
Although I used A. E. Waite's interpretation of the card's as a guide to the spell list, practical
considerations forced me to take quite a few liberties. Don't expect the spells to exactly match your
idea of what the card means.
The following list is for GM's eyes only; Cartomancers must build their own spell list based on
experience. As a less stringent alternative, GMs may wish to allow the player to read through the list
once to get a good feel for it.
A great many of these spells are abstract or open-ended, and it is left to the GM to administer them
appropriately (see Page of Wands for a good example). The GM is, in a sense, playing the role of the
deck itself -- the player requests a spell and the GM must create the magickal effect. The GM must be
fair & consistent in this (the "deck" actually does want to help its master) -- a cartomancer player will
get in plenty enough trouble without the GM trying to crock things.
In the following descriptions, (L) is a number equal to the cartomancer's level. Unless specified
otherwise, any spell that is not permanent or instantaneous has a duration of one game turn (five
combat rounds).
TheTarotCartomancy
SpellList
Suit of Wands
reversed:
Suit of Cups
reversed:
five
Ace of Cups
Suit of Swords
Barrage of (L) fireballs, each doing Reduces the IQ of (L) targets to (d6)
damage = cartomancer's CHA
for one turn
One target receives 10 "Re-Rolls" -they may use these to re-try any
failed SR or poor combat roll; they
may use multiple re-rolls on a single
event; no time limit, they last until
used up
Reverses the personal adds of up to
(L) targets using swords (positive
adds become negative, vice versa);
lasts 1 turn (5 rounds)
The next (L squared) dice that the Inflicts 1 target with piercing agony,
five target throws will be "one's" (but subtract (L squared) from his
won't count for doubles)
combat total; lasts (L) rounds
All members of the target group are
drawn to their best tactical positions
Seals (L) targets in an iron box for
(in combat, everyone gets doubled
(L) turns; they get one ST SR to
four
adds for 1 round; in the woods,
break out at ((L x 2) - number
someone spots whoever is sneaking
imprisoned) level
up on them; in town, you find a
good bargain, etc.)
three Teleports one target up to (L
squared) yards
IQ SR to do anything
Lower ranking members & allies of
Ensures the courage & loyalty of
the target group must make an (L)
two the target group & its allies; (L)
level IQ SR or turn disloyal &
rounds, or (L) days if not in combat
cowardly
The target sword becomes
invincible -- it cannot be broken,
dropped or snatched, it gets triple
Ace of Swords
the normal number of dice & adds,
and it can damage anything; lasts
(L) rounds
reversed:
Allows the target to see through the The target may craft a lie or disguise
deceptions of one individual or
that is exceptionally effective (add
nine
group and discern their true
(L) to the level of SR required to see
intentions
through it)
eight Triples the target's DX for for (L) Reduces the target's DX by two
rounds; or gives the target master's thirds for (L) rounds; or robs the
skill in one chosen craft (like
target of one craft skill for (L) hours
Tunnels & Trolls Treasury - 103
I - Magician Cartomancer may cast any standard Attacks one magic-using target,
Wizardly spell (up to (L) level) that draining all Mana (spell power); or
she can name and provide proper disenchant (L) magic objects. If
parameters for
Cartomancer will receive an
ambiguous vision from the
II - High Priestess Priestess. If interpreted correctly,
it will reveal secrets/answers to the
trouble at hand
Fecundity & Comfort; depending
upon (L), this brings healing,
III - Empress
satisfaction (feed (L) people, heal
(L) x 10 hits, etc.)
turns
Revealer of Mysteries cartomancer correctly pieces
together any clues (gets BIG hint
IX - Hermit from the GM), and knows of any
gods or spirits acting upon her or
her cause; or divine the origin &
true purpose of one target
Add +1 to LK for everyone in
cartomancer's party (1 turn); or
X - Wheel of Fortune reverse a choice -- undo one very
recent action ("I wish I hadn't
opened that door.")
Brings the weight of true justice to
bear upon the immediate situation
[unbiased justice as defined by
XI - Justice
Athena will be done, not
necessarily the will of the
cartomancer.]
One target is sealed in complete
stasis -- it is in perfect suspension
XII - Hanged Man and cannot be harmed; duration is
pre-set by cartomancer, up to (L
cubed) days
One target ages by (L squared)
XIII - Death years (target may be a being or
object of any size)
CritterGuide
AFieldGuidetotheT&TMonstersasfoundintheGreatLand
The following guide presents a closer look at the monsters and enemies that roam the Great Land.
Although there is some world-specific information, most of this guide can be used in any T&T
campaign.
Some of the monsters are original, some are straight out of "official" Tunnels & Trolls material
(including supplementals), some from medieval bestiaries, some stolen from other games, and many
are adapted from the now out-of-print trilogy All the World's Monsters edited by Jeff Pimper & Steve
Perrin. Where I have name credit for a creature, the contributors are noted.
Bandit Troops
Common Grunts
CON = 3d6
Armor = d6-2
Atk = 2d + (d6 adds)
Veterans
CON = 3d6+3
Armor = 2 d6
Atk = 3d + (2d6 adds)
Missile adds = 2d6; DX = 3d6
Sergeants
CON = 3d6+8
Armor = 2 2d6
Atk = 4d + (3d6 adds)
Missile adds = 3d6; DX = 5 + (3d6)
Plus roll one die for specials:
1: no specials
2: curare poison
3: rogue; has one 12 point TTYF
4: bruiser; +5 CON, +5 adds, 6d weapon
5: archer; +5 missile adds, +5 DX
6: add a 5 pt shield, and roll again
These normally swarm only in defense; they generally attack singly, picking sleeping
targets. Their victims can awaken on a L3 LK SR; otherwise they lose d6 ST points
(recoverable).
Bear / MR: (d6 + 3) 10
Bear, Cave / MR: (d6 + 7) 10 armor: 10
Cave bears are exceptionally ferocious, and because of their bellicose nature, retain full
fighting effectiveness until at least half of their MR is gone.
Bee, Giant / MR: (d6 10) + 30
The sting of a giant bee will do (MR/10) directly to CON unless a CON SR is made on
L(MR/10).
Bee, Killer / MR: * swarms: *
A swarm of killer bees can be driven off by smoke or magic. Each person attacked makes a
DX roll based on their armor, and if they miss, will take hits equal to how much they
missed by:
no armor = L4
cuirass = L2
full = L1
d6
1
no specials
massive pincers; one opponent must take any hits scored and they
are pinned -- they will take d6 points of crush each round they fail
to make ST SR (Level = MR/10) to free themselves.
vengeance; upon death its bodily juices form a terrible acid, capable
of dissolving flesh and metal; plus roll one more time on this table.
victim -- if they fail a L3 ST or DX SR, they have been pinned and will be drained of d6 ST
per round.
by Ken Pick, from German folklore
Centipedes / MR: *
Centipedes will not sting unless provoked. The poison is painful -- unless a L2 CON SR is
made, it will subtract d6 from IQ.
Chimera / MR: 2d6 10 (doubles add & roll over)
This is the classic Greek Chimera -- Lion's head, Goat's body, Serpent's tail. It can breath
fire once per turn (Range = MR in feet; damage = dice + adds as if 1/3 MR).
Personalized Chimera Stats
ST 4
IQ -LK 1/4
DX = 3
CHA 5 (negative)
CON 3
Mana 3/4
Armor = d6
Atk = 3d + (3d6 adds)
Veterans
CON = 3d6
Armor = 2 d6
Atk = 4d + (3d6 adds)
Missile adds = regular adds + 2d6; DX = 15 + 2d6
1 in 6 is a rogue -- one 16-point TTYF
Sergeants
CON = 3d6+5
Armor = 2 2d6
Atk = 4d + (4d6 adds)
Missile adds = regular adds + 3d6; DX = 20 + (3d6)
Plus roll one die for specials:
1: no special
2: Spider Venom poison
3: marksman; +5 DX, +d6 missile adds
4: rogue; half armor, Mana = 4d6, all spells to second level
5: bruiser; +5 CON, +10 armor, 6d weapon
6: roll twice
or below, the ghost instills a terrible phobia; if CHA is reduced to zero, the ghost will either
assume residency in the body or leave them a soulless zombie.
Ghoul / MR: 3d6 + 15 undead
These repellent, shambling humanoids are covered with decaying fur and scabby skin; they
have babboonish faces and piercing, glowing eyes (these are Lovecraftian ghouls; c.f.
Pickman's Model). They feast upon decaying corpses buried in unhallowed ground. They
can only be struck by magic or silver weapons. Ghouls use no tools or weapons.
Personalized Ghoul Stats
ST 3
IQ 1/4
LK 1/2
DX -CHA 4 (negative)
CON 3
Mana -Ghoul Troops
Common Grunts
CON = 3 3d6
Armor = 0
Atk = 3d + (4d6 adds)
Veterans
CON = 3 4d6
Armor = 0
Atk = 3d + (6d6 adds)
1 in 6 will have disease.
Roll 2d6; on a 12, it knows all 1st level spells and has a Mana of 3d6.
Sergeants
CON = 3 6d6
Armor = 0
Atk = 4d + (6d6 adds)
Roll 2d6 - 8; that is its level of magic mastery, Mana = (2d6 level)
Hag / MR: ?
Hags are a general class of unkind female mystics, some living, others more like liches,
some are former witches or wizards, others are merely uncharitable wretches who have
fallen into the wiles of some twisted demigod. They are more or less mortal and can be
harmed by ordinary weapons, although many of them will have magical protections of
various kinds. Most hags will have the ability to control mystically a kind of weather or
element or animal. Nearly all have some sort of attribute drain attack.
Many hags make a sort of Mental Attack; their Mental-MR equals 2d6 (doubles add & roll
again) times five. The victim must fight back using Mental Combat ability [Warriors throw
3 dice, Warrior-Wizards & Kung Fu Fighters roll 4 dice, Wizards get one die per level,
everyone else uses 2 dice; adds are calculated like combat adds but based only on IQ & LK
(over 12); and Charisma functions as CON]. If they defeat a victim (reduce CHA to zreo),
they will either transfer permanently 2d6 points of their chosen attribute, or enslave the
victim as a mindless zombie.
A few hags may be created as ordinary magic-users with full access to the standard
wizardly spells. Most hags should have special magical abilities individually rolled for
them.
Harpy / MR: 2d6 5
Harpies are ferocious and vengeful -- they will steal food and occasionally babies as well.
They do, however, seem to serve some mysterious divine purpose, and it is well not to go
hunting harpies, as this may draw the disapproval of Hera. Harpies have the magical ability
to call forth a wind of (MR) or (IQ 5) mph.
Personalized Harpy stats
ST 1.5
Tunnels & Trolls Treasury - 119
IQ 2/3
LK -DX = 3
CHA 2 (negative)
CON 1.5
Mana na
Black Hobbits are halflings who have turned sour -- they are not so much evil as hateful,
spiteful, vengeful, greedy, nasty, and downright ugly. They are far too quarrelsome to
gather into communities and are usually found in very small gangs. They are infamous for
the use of poisoned and diseased weapons. MR rated Black Hobbit swarms will attack
without warning or reason, but have poor morale. The personalized stats of a black Hobbit
are the same as for regular, nice hobbits.
Although greedy, they have terrible taste; treasure may sometimes be significant, but is
often merely bizarre collections of garbage.
Black Hobbit Troops
Common Grunts
CON = 2 3d6
Armor = d6-2
Atk = 2d + (d6 adds)
Veterans
CON = 2 4d6
Armor = 2 d6
Atk = 3d + (2d6 adds)
Missile adds = (regular adds) + d6; DX = 10 + 3d6
1 in 6 will have curare.
1 in 6 will have pepper blade venom (halves personal adds).
Sergeants
CON = 2 4d6
Armor = 2 2d6
Atk = 3d + (2d6 adds)
Missile adds = (regular adds) + 2d6; DX = 15 + (3d6)
Plus roll one die for specials:
1: no special
2: curare poison
3: pepper poison
4: diseased; anyone wounded must make a L2 CON SR
5: marskman; missile adds = 15+2d6, DX = 25+3d6
6: roll twice
Killwing / MR: d3 10
This is a furry bat-like creature with big teeth and a three-foot wingspan. It seeks to stun its
prey with a sonic blast and then carry them off. They are a particular danger to fairies.
Their sonic blast does nonlethal damage depending upon range: make a CON SR at the
level indicated by the range and take hits equal to how much the roll was missed by:
0 - 10': L3
11 - 20': L2
20 - 30': L1
by C. Bigglestone
touched victim must make a L2 LK SR or be frozen helpless. Once the lemure is alone with
a victim, it will initiate a Mental Attack; its Mental-MR equals 8d6. The victim must fight
back using Mental Combat ability [Warriors throw 3 dice, Warrior-Wizards & Kung Fu
Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are
calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions
as CON]. If it succeeds, the lemure fades away and the victim takes its place.
Lemures can only by struck by silver or magic weapons.
by Steve Davies
Lich / MR: ? undead
A Lich is an undead sorcerer; a wizard who so hated or feared death that he or she used
ancient, forbidden secrets to preserve the body beyond death and seal the soul within. They
should be individually crafted as wizards of at least 16th level; however, some of their
magical abilities may not survive in their new form -- they may lose spell levels, points of
IQ or DX, or knowledge of certain spells.
Liches are undead spirits and can only be harmed by magical or silver weapons. Despite
retaining their intelligence and personality, they no longer "interface" through their mortal
brains in quite the same way, and are thus immune to mental magicks (including TTYF).
Liches have no maximum Mana limit, they may store as many points as they wish.
However, liches cannot recover Mana naturally. In order to gain Mana points, a lich must
eat the brains of a humanoid, drink the blood of a fairy or unicorn or mystical creature, or
eat the flesh of a demon (all these must be within three hours of death). Each such "meal"
provides 1d6 Mana points per victim's level or MR/10. Also, a lich may gain 2d6 Mana
points be removing his own heart and bathing it in still waters that are reflecting the moon
(only one such bath per night is allowed).
Lion, Fire / MR: 2d6 10
Fire Lions are just like regular lions, but they have deep crimson hides with brilliant scarlet
manes (an undamaged pelt is worth up to 12,000 gp in the south, 4-6,000 in the north). In
addition to their fangs and claws, Fire Lions can also breath fire once per turn, (use dice &
adds equal to one fourth its full MR). They dislike water and will be irritated and confused
by rain.
by Pavel Curtis and Chris Rolls
Minotaur Troops
Common Grunts
CON = 10 + 3d6
Armor = d6-2
Atk = 3d + (3d6 adds)
Veterans
CON = 12 + 4d6
Armor = 2 d6
Atk = 4d + (4d6 adds)
Missile adds = 2d6; DX = 3d6
2 in 6 will have a two-handed 6d weapon.
1 in 6 will have an extra d6 adds.
Sergeants
CON = 15 + 4d6
Armor = 2 2d6
Atk = 5d + (5d6 adds)
Missile adds = 2d6; DX = 4d6
Plus roll 1d6 for specials:
1: no special
2: double the armor
3: bruiser; +10 CON, +5 Adds, 6d weapon
4: berserk; never fails morale, immune to charm-type magicks
5: an extra 2d6 adds
6: roll twice
A Squonk looks like a severely diseased chinchilla; it is twisted and covered with boils and
sores. Because of its profound ugliness, the poor thing has a persecution complex. It
collects shiny objects ("pretty stuff") in its lonely den and will only burst into tears when
intruders disturb it. It will whine about peoples stealing its pretties and beating up on it
because it is ugly -- it is truly very sad. It is also very defenseless, but any being who treats
a Squonk poorly will permanently lose one point of LK.
tools, although rarely armor. They get a LK SR at the level of the spell versus any magic
used against them. If they are struck by direct sunlight, they will be turned to stone,
although if not smashed they will be restored at nightfall.
Personalized Troll Stats
ST 3
IQ -LK -DX -CHA 4 (negative)
CON 3
Mana 1/2
Wizard / MR: ?
Most of the wizards encountered in an adventure should be deliberate NPCs, created as per
the normal procedures. However, what follows is an emergency random wizard generator.
All die rolls are 2d6, doubles add & roll over.
Level:
2d6:
level=
2-3
4-5
9-10
10
11
27-30
31+
12
13
fights back with Mental Combat [Warriors throw 3 dice, Warrior-Wizards & Kung Fu
Fighters roll 4 dice, Wizards get one die per level, everyone else uses 2 dice; adds are
calculated like combat adds but based only on IQ & LK (over 12); and Charisma functions
as CON]. If a wraith reduces a victim to zero CHA, they will absorb all experience and
memories permanently.
Wyvern / MR: 2d6 2d6
Wyverns are distant and lesser cousins of the classic dragons. They have bat like wings and
no forelimbs. They do not breath fire or use magic, but they can still be quite intelligent.
Personalized Wyvern Stats
ST 3
IQ 3
LK 1/2
DX = 3
CHA 4 (negative)
CON 5
Mana na
Dragons&Dragonkind
GM's Note: I have a great respect for the mythical image of dragons, and I dislike using them as
"random" monsters -- that is, just another head for the party to bash. I believe each dragon
encounter should be special, and especially prepared -- each dragon being a unique individual.
Therefore, the information below is not exacting in detail. It is left up to the GM to fill in the
blanks for each dragon.
There are a great number of different types of dragons throughout the Great Land, although all but
the "classical" dragons form a small minority. This dissertation will outline the known qualities of
these dragons.
TheMundaneDragons
These magnificent, floating, fan-winged beasts who once splashed the sky with awesome mating
dances are quite extinct. Being only normal animals, without the intelligence and magicks of their
nobler cousins, they long ago fell beneath the lances of self-righteous knights and crusading
demigods.
TheClassicalDragons
Also called Native dragons, these are the true definition of dragons and constitute 90% of the
population of dragonkind. Their form is classical -- hexapedal (four legs, two wings), with great wings
and powerfully armored heads bristling with horns or frills. Their scales are green with occasional
gold, silver, or russet highlights. They are highly intelligent, graceful, and powerful.
Their sapience is proved by the fact that they are among the few "monsters" that can learn from
experience and grow in level advancement. Many, although not all, are true wizards and acquire spells
from senior dragons in a manner similar to humanoid wizards.
In combat, the average adult dragon will roll 25 dice + 200 or better. However, the fiery breath
counts for 15 of those dice, so the dragon will fight with only ten dice if the breath weapon is
neutralized (through flame immunity, etc.). The flaming breath can be used as a missile weapon with
a range around 100 feet, doing damage equal to a fifth of the combat roll (e.g., 5 + 40).
A few classical dragons have an acid breath weapon, and some in the far north are known to breath
a freezing mist. All classical dragons have a magical nature and are quite immune to any spell cast by
a wizard with an IQ lower than theirs.
The MR of a classical dragon ranges from 200 for a small juvenile to well over 1000 for the older
ones.
Personalized stats:
ST 25
IQ 2
LK 1/2
DX 3
CHA 5(negative)
CON 50
Tunnels & Trolls Treasury - 134
Mana 10
TheImportedDragons
Hermes and Hecate once got into a great argument; each claimed that they had created dragons.
Since neither one of them actually did, the dispute was unresolved. So Hermes nipped off to another
universe and pilfered some dragons he could call his own. Not to be outdone, Hecate brought some
different dragons from yet another world. This went on for quite some time before Zeus put a stop to
the contest. As a result, the Great Land now has a small but highly varied population of foreign
dragons.
These dragons have been identified as belonging in six distinct groups, as given below. They all
share certain common traits: They are magickal in nature, but have no magic immunities; many can
cast spells but none are wizards -- they use pure earth magicks and are limited in how often they may
cast a spell (these spells are innate, not learned); and each has one or more powerful breath weapons
of amazing diversity. (When attacking with only their breath weapon, they use one fifth their MR as
the combat roll, as for classical dragons).
The six categories of foreign dragons are listed in order of their commonalty, the most numerous
groups first.
ChromaticDragons
These are highly decorous beasts with great frills and crests. They are all of a solid, brilliant hue,
where from the class is named. Their most outstanding trait, aside from the color, is that these are
lizards with a purpose. Chromatic dragons have a decidedly malevolent character, and delight in
fulfilling the traditional roles of looting villages and toasting virgins.
There are five distinct subspecies:
adult MR
breath
Black
300-800
acid
Blue
400-1000
Lightning
Green
300-900
poison gas
Red
400-1100
fire
White
200-700
cold
MetallicDragons
These are similar to Chromatic dragons in appearance, except that their scales have a stunning
metallic sheen. Their character is quite different, however. The metallic dragons all seem to be kind,
benevolent, and downright goodly. Communities which have one of these dragons nearby soon learn
to be proud and even protective of it. Not surprisingly, these dragons are bitter enemies of the
Chromatic dragons.
Tunnels & Trolls Treasury - 135
There are five subspecies; the golden one is wingless and appears to run upon the wind:
adult MR
breath
Brass
300-400
Bronze
400-1000
Copper
300-900
Gold
500-1200
Silver
400-1100
InsubstantialDragons
There are three dragon species with the nature of existing in two forms.
Cloud Dragon
This is a pretty, poly-hued wingless giant; when not in dragon form it appears
as an ordinary cloud. It's spells are always weather-oriented. Adult MR is
600-1400; its breath weapon is a ferocious blast of wind at better than hurricane
force.
Mist Dragon
Probably a relative of the cloud dragon, this is a coastal creature which spends
much of its time in the form of a mist or fog. Adult MR is 400-1100; its breath
weapon is a thick mist which drowns its victims.
Shadow Dragon
This is a malevolent beast which looks like a solid shadow -- no features can be
seen in the blackness. It has the ability to meld into shadows and doing so will
heal it. Its spells are always illusion magicks. Adult MR is 200-600; its breath
weapon is a cloud of total darkness which can panic the best of warriors.
GemDragons
These are gorgeous creatures whose translucent scales shimmer like crystals. They are quite even
tempered and tend toward acts of neither violence nor virtue. Three of them are unusual in that their
breath weapon is actually a voice weapon, the shrill screech causing mystic effects upon all within
range.
There are five subspecies:
adult MR
breath
Crystal
200-600
blinding cloud
Topaz
200-700
dehydrating cloud
Emerald
300-800
Amethyst
400-1000
Sapphire
300-900
ElementDragons
These are fabulously magical creatures. Apparently, their bodies are entirely made up of the
substance for which they are named. It is believed they are magical constructs of some alien demigod.
There are three "species":
Chrome
This polished metal dragon reflects sunlight so strongly, it dazzles its
opponents. Adult MR is 500-1200, not mentioning its natural armor (50-120
points!); its breath weapon is a powerful version of the Smog spell.
Crystalline
This one is almost transparent, and immune to all spells that affect the mind
(TTYF, Dum-Dum, Mind Pox, Image, etc.), raising the possibility that it may be
a type of golem. Adult MR is 300-900; its breath weapon is a flaming liquid
which continues to burn.
Rock
This one sports wings but it cannot fly. Adult MR is 400-1200; its breath
weapon is lava.
HerbalDragons
These rare creatures are extraordinarily beautiful and their coats are highly prized. Among their
scales, the herbal dragons sport manes, crests, or stripes of thick, long fur whose bright, rich color
gives the dragons their names.
There are eight subspecies:
adult MR
breath
Cinnamon
400-1200
polymorphing gas
Mahogany
500-1800
Russet
500-1200
"Medusa" gas
Umber
600-1300
Amber
300-900
acid
Chestnut
300-800
webbing sputum
Hazel
400-1000
paralysis gas
Tan
200-700
fire
TreasureTables
These are general use booty tables, featuring only coins & gems. Any treasure involving magic or
weapons should be determined before the encounter, as appropriate for the encounter.
There are six categories of treasure -- decide which one best suits the previous owner of the loot
and make the rolls. At your discretion, these results are per individual, not for a whole party.
treasure
category
copper
pieces
Silver
pieces
Gold
pieces
Gems
3d6
2d6
2d6 - 5
d6 - 5
Poor
d6 5
3d6
2d6
d6 - 4
Slim
d6 5
d6 d6
2d6
d6 - 4
d6 - 5
Good
d6 5
d6 5
3d6
d6 - 2
d6 - 5
Rich
d6 5
d6 10
d6 5
d6 - 1
d6 - 3
Fabulous
d6 10
d6 10
d6 d6 10
2d6
(doubles add &
roll again)
d6 - 3
Crappy
Jeweled
Items
Jeweled Items
These can include any number of things; in addition to the possibilities below, feel free to use this
for any special items that you want to throw at the protagonists (treasure maps, letters of introduction,
keys, etc.).
Type of Item (1d6):
1 Necklace with (d6 d6) gems
2 Ring with (d6 - 2) gems
3 Bracelet with (2d6 - 5) gems
4 Earrings with (d6 - 4) gems
5 Brooch with (2d6 - 3) gems
Crown; roll again
6 1-4 = (d6 - 2) gems of size 3 or better
5-6 = (6d6) random gems
Setting of Item (2d6):
value listed is base cost of the setting only
2 Bronze d6 5 cp
3 Copper d6 sp
4-6 White Metal 2d6 sp
7-8 Silver d6 gp
9-10 Gold d6 5 gp
Tunnels & Trolls Treasury - 138
11 Platinum 2d6 10 gp
12 Mithril alloy 2d6 100 gp
TheGemstoneTable
This is a detailed table especially for crystologists. It gives the base value in gp per ounce or carat,
and the spell level the gem is used at (that's the number following the # sign, it is here as a reference
aid, so you can easily find what magick the stone may be good for). Percentage dice (two d10's) is
required for this table -- some results require a second roll of 1d6 to determine the sub-type of gem
1-5 Agate .1/oz
1 = Red #1
2 = Black #2
3 = Grey #3
4 = Brown #4
5 = Green #5
6 = Moss #6
#5
#6
#3
8/oz
1-3 = Clear #1
4-5 = Blood #2
6 = Sard #3
39 Diamond 18/ct
1-2 = Green #3
3 = Blue #4
4 = Yellow #5
5 = Red #6
6 = White #7,9
#2
#1
#6
#7
#1
#4
Size&Quality
Unless specifically stated, use the following as a guide to the general size & relative value of the
stones. Roll 1d6 to find out what to roll for the size -- this size will be in the units given in the table
above, either ounces or carats. Roll 2d6 on either the Raw column for uncut, natural stones, or the
Cut column for previously selected and cut jewelry stones. The table indicates if the stone is capable
of being magicked by a Crystologist, and the multiplier for the base value.
Size (1d6):
1 1d6
2 2d6
3 d6 5
4 2d6 5
5 2d6 10
6 2d6 3d6
Quality (2d6):
raw stones
cut stones
quality
multiplier
2-3
Flawed
1/4
4-5
Fair
1/2
6-9
4-6
Good (magicable)
none
10-11
7-10
Superior (magicable)
12
11-12
Flawless (magicable)
5
To get the final value of any stone, take the base value per carat or ounce and multiply by
the size, then multiply that result by the quality multiplier. Stones of flawed or fair quality
cannot be used to contain or create magicks.
T&TCharacterSheet
Name
Kindred
Level
Ht & Wt
Class
Saving Rolls:
melee adds
_______
(ST, LK, DX over 12, under
9)
Strength
IQ
missile adds
_______
(ST, LK, DX [x2] over 12,
under 9)
Luck
Dexterity
Armor :
Throw 2 dice & add attribute, must
equal or exceed level of SR
*doubles add & roll again
*4 or less on dice Fumbles
Helm :
Level 1 = 20
Level 2 = 25
Level 3 = 30
Level 4 = 35
Level 5 = 40
Level 6 = 45
Level 7 = 50, etc.
Shield :
Hits taken:
Charisma
Total Armor:
Constitution
spent:
Gold
Weapon
AP:
wpn
dice + adds
personal
adds
total
combat roll
___+___
+___
___+___
___+___
+___
___+___ Languages:
___+___
+___
___+___
Silver
Copper
valuables
Tunnels & Trolls is a trademark of Flying Buffalo, Inc. Character Sheets designed by Bruce V. Edwards