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Monsters & Monsters & Magic Book Magic Book Special Edition Special Edition

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Page 1: Monsters & Magic Book - rpg.rem.uz 1/Tunnels... · Special Edition Monsters & Magic Book The following is a sourcebook of fearsome foes and fabulous finds for dungeon delvers using

Monsters & Monsters & Magic BookMagic Book

Special Edition Special Edition

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Page 3: Monsters & Magic Book - rpg.rem.uz 1/Tunnels... · Special Edition Monsters & Magic Book The following is a sourcebook of fearsome foes and fabulous finds for dungeon delvers using

Special Edition Monsters & Magic Book

The following is a sourcebookof fearsome foes and fabulousfinds for dungeon delvers usingthe Tunnels & Trolls 7th Editionrules.

MONSTER RATING

As noted in the main rulebook,most monsters are given aMonster Rating (MR), whichdetermines how many dice andadds they have in combat, aswell as their CON score andWIZ score.

Combat Dice + Adds = (MR / 10)+1 dice (round down!) plus (MR /2) adds (round up!)

So, an MR 19 monster gets 2dice + 11 adds (19/10 +1 = 2dice) (19/2 = 11 adds). Thenumber of dice never changes,but the number of Adds does,based on the monster’s currentMR.

The Monster’s MR also servesas its “CON” score, noting howmuch damage a creature cantake. This monster would havean effective “CON” of 19, thusbeing able to withstand 19points of damage before falling.Damage is taken directly off acreatures MR, reducing thenumber of Adds it gets in com-bat.

The Monster has a WIZ scoreequal to its MR/10, rounded up.This monster would have a WIZscore of 2, and thus be unaffect-ed by spells cast by wizardswith a WIZ score less than 2.

Remember, WIZ and Adds formonsters will be changing dur-ing combat – they are based onthe CURRENT MR.

SPECIAL DAMAGE

The default form of “SpecialDamage” is Spite Damage, deal-ing one point of damage forevery 6 rolled during combat.However, alternate forms of

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special damage can be used, ifthe GM so chooses. Each formof Special Damage comes with atrigger that must be activatedduring the combat roll. Thetriggers are based on a numberof 6s rolled in combat, notedthusly:

1/ = the Special Damage is dealtwith each 6 rolled in combat,much like Spite Damage.2/ = The Special Damage is acti-vated for every pair of 6s rolledin combat.3/ = The Special Damage is acti-vated for every three sixesrolled in combat.4/ = The Special Damage is acti-vated for every four sixes rolledin combat…… and so on.

Special Damage examples:

1/1 – Spite Damage, the default.For every 6 rolled, one point ofdamage is dealt.1/2 = Severe Spite Damage. Forevery 6 rolled, two points ofdamage are dealt.

3/Call Flame = For every three 6sthat are rolled by the monster incombat, one Call Flame spell isconjured forth, targeting itsclosest opponent.4/Oh Go Away = If four 6s comeup in the combat roll, an Oh GoAway spell is cast upon theclosest opponent.

All spells are assumed cast atthe lowest level, and cost thecreature no kremm to invoke.As with Spite Damage, allSpecial Damage is dealt directlyto the target’s CON (or MR)despite armor protection.

OTHER SPECIAL ABILITIES

Other Special Abilities can begiven to creatures at the GM’sdiscretion. A tough hide orscales that absorb hits likearmor can be added. A high IQand WIZ may allow some mon-sters to cast spells. Somemonsters may be under theinfluence of constant spells –like Cateyes or Little Feets.Again, these abilities are natural

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and do not cost any personalkremm to maintain.

BALANCING ENCOUNTERS

From a game perspective, theMonster Ratings here aredesigned with a 4-person delv-ing team in mind. If yourplayers have assembled a small-er crew, you may want to adjustthe MR for monsters theyencounter. If you have 3 play-ers, multiply the MR by ¾. Ifyou have 2 players, multiply itby ½, and for one player, multi-ply it by ¼.

Similarly, if you have largergroups, you can increase theMR appropriately. For 5 play-ers, multiply by 5/4. For 6players, multiply by 3/2, and soon.

MONSTERS in T&T7R

If you find yourself using theRevised T&T rules presented inthis Special Anniversary Editionset, you’ll see that it normallyuses far fewer dice than tradi-

tional T&T. For this reason,you’ll have to adjust the MRsfor monsters encountered. Toprovide acceptable challengesfor your group, the followingMRs should be used for a stan-dard 3-person party (add 1/3rd

for each additional character,subtract 1/3rd for smallergroups).Adjusting Special Damage trig-gers – reduce the number ofsixes needed to trigger the spe-cial damage by 1/3rd.

3

AverageCharacter Level

AppropriateMR(total)

1-2 203-5 456 65

7-9 7510-14 90

15 11516-18 12019-20 130

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AmphisbaenaMonster Rating: 98(typically found ondungeon level 1)Combat Dice: 10d6 +49Special Damage: 1/1 –Poisonous bites that burn, butdo not linger.

This large, two-headed serpenthas eyes that glow like candles.Poison drips from its fangs, andboth heads can strike with light-ning-quick attacks. Thesecreatures normally live on theants and other insects found

underground, but willhappily consume adelver, should the situ-ation present itself. If

captured, tamed, andsubsequently worn by a

pregnant woman, a liveamphisbaena guaranteeshealthy children – most likelytwins.

If the two halves of a deadAmphisbaena are held together,they will rejoin and the creaturewill regenerate – returning tolife once more.

BarbarianMonster Rating: 95(typically found ondungeon level 1)Combat Dice: 10d6 +48Special Damage: 2/3 –Furious blows denting armorand breaking bones.

These wild men have left civi-lization completely and gone tolive in the wildlands or under-ground. Dressed in capturedskins, they generally eschewarmor and other manufactureditems, preferring a more primi-

tive, bestial nature.Ferocious fighters, thesecombatants will fly intoa blood-thirsty rage

when provoked,unyielding and doing

more damage with fists thansome with steel weapons.

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BarghestMonster Rating: 196(typically found ondungeon level 3)Combat Dice: 20d6 +98Special Damage: 6/GlueYou – the barghest’s howl chillsthe heart and slows reactions.Special Abilities: Cateyes – thisnocturnal predator can see inlow-light conditions.

A monstrous blue/black canine,the barghest is only visible inthe dead of night or in the darkunderground. Its terrifying

howl can freeze theboldest of warriors intheir tracks. Duringthe day, the barghest

returns to its lair andheals its wounds, waiting

until sunset to hunt again.

Bronze Legion, typicalwarriorMonster Rating: 29 Combat Dice: 3d6 +15Special Damage: 1/1 –normal spite damage.Special Abilities: Armor –their equipment takes 3 hits percombat round.

The Bronze Legion is a militantorganization determined tocleanse the underground worldof all foulness – and treasure!Structured and disciplined, theymake for strong allies, or deadly

enemies. While theymay aid delvers in bat-tle, they may end up atodds over their belief

that all treasure recov-ered underground go

toward maintaining theirefforts underground. Theyalways work in pairs (“battleduo”) and add an additionalpair per level of the dungeon orunderground complex. In addi-tion, for every 4 warriors, add 1commander.

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Bronze Leader,CommanderMonster Rating: 39(with every 4 BronzeLegion warriors)Combat Dice: 4d6 +20Special Damage: 1/1 – normalspite damageSpecial Abilities: Armor – theirequipment takes 10 hits percombat round.

Leading between 4 and 6 war-riors, the Bronze Legioncommanders are hard-and-fastwarriors with great training and

natural skill. Workingtheir way up throughthe ranks of the legion(read: “surviving”),

they’ve honed theirskills in the dark depths

and are dedicated to the causeof the Legion. No monsterescapes their blades, and allitems recovered are brought totheir leaders on the surface.

CerberusMonster Rating: 145(typically found ondungeon level 2)Combat Dice: 15d6 +73Special Damage: 7/VorpalBlade – Razor-sharp fangs, threeheads, double damage dice.Special Abilities: Second Sight –this guardian is never fooled byillusions.Unnatural hide – Cerberus’tough hide takes 2 hits of dam-age per round.

A three-headed watch-dog, Cerberus guardssubterranean complex-es and tunnel systems.

Often, delvers may beheadstrong and fearless,

having penetrated the first levelof a tunnel complex, butCerberus guards the entry-wayto the deeper depths and mustbe overcome before furtherexploration can occur.

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ChimeraMonster Rating: 147(typically found ondungeon level 2)Combat Dice: 15d6 +74Special Damage: 3/CallFlame – The fiery breath of thedragon singes nearby foes.Special Abilities: MagicalResistance – A chimera has aneffective WIZ score of 25.

A natural aberration, a chimerais a fearsome mixture of lion,goat and serpent. With a goat’svoracious appetite, a lion’s

might and cunning, anda dragon’s magicalresistance and attacks,this creature is a true

terror of the tunnels. Afrightening predator, the

chimera will use the terrain toits benefit, and will makestealthy sneak attacks to pickoff weak members of a delvingexpedition.

CyclopsMonster Rating: 245(typically found ondungeon level 4)Combat Dice: 25d6 +123Special Damage: 1/2 – Abarrage of rocks and boulderspenetrates all defenses.Special Abilities: Second Sight –the single eye sees all!

Strong, stubborn, and abrupt ofemotion, these giants are exam-ples of pure violence andpower. Constantly creating new

tunnel complexes, theyare readily equippedwith boulders androcks used to pound

opponents into submis-sion.

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Dire BatMonster Rating: 95(typically found ondungeon level 1)Combat Dice: 10d6 +48Special Damage: 4/HoldThat Pose – the sonic scramblingconfuses opponentsSpecial Abilities: Fly Me – obvi-ously, the bat can fly!

Shrieking out of the darkness,these giant bats often have awingspan of 5 feet or more.Their claws and fangs deal terri-ble damage, but their sonic

screech (a monstrousversion of a normalbat’s echo-location call)can make foes even

more vulnerable toattack. Due to their sheer

size, they normal hunt alone,but start appearing in pairs ondungeon level 3.

Dire LionMonster Rating: 148(typically found ondungeon level 2)Combat Dice: 15d6 +74Special Damage: 5/Oh GoAway – the mighty roar drivesfoes to flee (use the Dire Lion’scurrent MR vs. the opponent’sINT+LK+CHR)Special Abilities: Unnaturalhide – its tough hide takes 2 hitsof damage per round.

If the lion is the king of thejungle, a Dire Lion is theking of the dark under-ground ecosystem.

Massive creatures – nearly 9feet tall at the shoulder – they

stalk dungeons and tunnels, prey-ing on delvers and underworldanimals alike. The powerful roar ofa male dire lion can send thebravest warrior running.Encountered singly on dungeonlevel 2, but more numerous thedeeper the depth (add another DireLion for every 3 levels of depth).

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Dire WolfMonster Rating: 95(typically found ondungeon level 1)Combat Dice: 10d6 +48Special Damage: 1/1 –canny combatants, they seem toalways deal some damage.Special Abilities: Cateyes – thiswily predator can see in low-light conditions

Exploring in the darkness, thismassive wolf stalks its prey,waiting for the perfect momentto pounce. Dire Wolves are

masters of surprise, easi-ly catching mostdelvers at unawares.They are normally

found alone on upperdungeon levels, but Dire

Wolf packs can grow quitelarge in dangerous environ-ments (add another Dire Wolffor each level past the 2nd)

DragonlingMonster Rating: 25 (typ-ically found on dungeonlevel 1)Combat Dice: 3d6 +13Special Damage: 1/1 – stan-dard spite damage.Special Abilities: Will-o-Wisp –candle-like lights circle eachdragonling’s head.Magical Resistance – Adragonling has an effective WIZscore of 15.

Whether the offspring of atrue dragon, or the mutantchildren of the naga, drag-onlings are small

humanoid creatures thatgreatly resemble their name-

sake. Though diminutive, they makeup for perceived weakness with magi-cal aptitude and sheer numbers. Inthe uppermost level of an under-ground complex, 4 dragonlings willbe encountered together. For deeperlevels, add 2 additional dragonlingsfor each level of the dungeon pene-trated.

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GoblinkinMonster Rating: 294(typically found ondungeon level 5)Combat Dice: 30d6 +147Special Damage: 8/vorpalblade – able to focus their hate,they can double their damage.Special Abilities: Armor – theirsubterranean equipment takes15 hits each round.

While true goblins are oftenhunchbacked weaklings(though not always!), theseevolved goblinkin have turned

their burning hatred andwarlike ways towarddeveloping a strongmilitant culture.

Hardened warriors all,goblinkin are formidable

foes in the netherdeep.

HarpyMonster Rating: 245(typically found ondungeon level 4)Combat Dice: 25d6 +123Special Damage: 6/Befuddle– the hacking cry of the harpyclouds the mind of foes!Special Abilities: Fly Me –Harpies can fly.

A travesty of nature (or darkmagic, certainly!), harpies areloathsome creatures with thelower body, wings and claws of

a predatory bird com-bined with the headand chest of a terriblewoman. Fierce and ill-

tempered, harpies arefound in areas of filth and

stench, a natural result of hav-ing a harpy inhabitant. Duringany encounter, a harpy continu-ously spits vulgarities and nastyepithets.

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HydraMonster Rating: 45 perhead (typically 5)Combat Dice: 5d6 +23per headSpecial Damage: 2/CallFlame (per head) – each head iscapable of belching fire.Special Abilities: Armor plat-ing – the scales of a hydra take5 hits (per head) each round.

These multi-headed creaturesare fearsome monsters indeed.Great beasts that roam thenetherdeep, dungeon complex-

es, and gladiatorial are-nas, hydrae are relatedto dragons, but muchsimpler – and some-

times more dangerous.Filled with a single brutal

thought, “destroy,” a hydra is acreature of violence. A hydramay have between 3 and 12heads, but there are rumors of ahundred-headed monster lurk-ing in the deepest pits of theunderworld.

HyenakinMonster Rating: 25(typically found ondungeon level 1)Combat Dice: 3d6 +13 Special Damage: 1/1 – nor-mal spite damage.Special Abilities: Leatherarmor – absorbs 3 hits per com-bat round.

Some trick of underworld evo-lution, hyenakin are humanoidcreatures with hyena-like headsand features. Fierce warriors,

they often travel ingroups of 4 or more.They hyenakin havebegun encroaching on

the realm of the lizard-kin, and an underground

war is brewing between the twospecies.

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LizardkinMonster Rating: 35(typically found ondungeon level 1)Combat Dice: 4d6 +18 Special Damage: 1/1 –normal spite damage.Special Abilities: Scaly hide –absorbs 2 hits per combatround.

Lizardkin were once the ser-vants of the powerful naga, butrebelled and eventually foundtheir own independence. Theyhave struggled for centuries to

forge their undergroundnation, and now findthemselves threatenedby encroaching hye-

nakin. Lizardkin fightwith crude spears with

stone heads, but their speedand skill make up for anyweapon weakness. They areusually encountered in trios,when away from their homes.

ManticoreMonster Rating: 245(typically found ondungeon level 4)Combat Dice: 25d6 +123 Special Damage: 1/1 – amanticore’s tailspikes usuallyfind their mark.Special Abilities: Fly Me –Manticores can fly, if somewhatclumsily.

With the body of a dire lion, thehead and intellect of a human(though ugly), the wings of a

bat, and a tail coveredin sharp spikes, themanticore is a predatorthrough-and-through.

Always encounteredalone (manticores are not at

all social), they prefer bold con-frontation to subtlety and guile.

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MinotaurMonster Rating: 245(typically found ondungeon level 4)Combat Dice: 25d6 +123 Special Damage:7/Befuddle – a minotaur can con-fuse with a look!Special Abilities: Never lost –A perfect sense of direction anddistance.

A creature with the head of abull and body of a large man –or small giant. Mighty war-riors, they haunt mazes and

twisted caverns, usingtheir unerring sense oflocation to track andconfuse foes.

Furthermore, a mino-taur may add to the

confusion of a lost delver byusing its piercing stare – whichsends the very mind of it’s vic-tim into a tangled state.

MedusaMonster Rating: 392(typically found ondungeon level 7)Combat Dice: 40d6 +196 Special Damage: 10/Medusa– what were the chances!Special Abilities: HealingFeeling (self only) – Immune toall diseases and poisons.

Dreaded offspring of the naga,medusa are a perfect duality –an attractive, athletic bodytopped by a terrifying (indeed,

petrifying!) visage, cov-ered in snakes ratherthan hair. The gaze ofa medusa can turn

unlucky delvers intostone statues.

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OracleMonster Rating: 343(typically found ondungeon level 6)Combat Dice: 35d6 +172 Special Damage: 7/DemBones Gonna Rise – An oraclesummons MR 70 skeletons.Special Abilities: ESP – thoughshe has no eyes, the oracle canstill read the mind.Shield Me – she can protect her-self against magic with athought.Poor Baby – Can heal 1 CONpoint per round.

A seemingly blind woman, theoracle provides a powerful allyand contact deep in the under-world – as well as a powerful

foe to those who are foolishenough to provoke her wrath.

While some may think her an easy target,they’ll learn that she does indeed havemartial ability – and hidden allies, asskeletal remains animate at her feet andprotect her. She often provides cautiousdelvers with information about the obsta-cles ahead – and also maintainsrelationships with some more monstrouscreatures, who respect her for her abilitiesand healing power.

SatyrMonster Rating: 145(typically found ondungeon level 2)Combat Dice: 15d6 +73 Special Damage: 3/Befuddle– the pipes of the satyr lead todistracting daydreams.Special Abilities: Little Feets – asatyr is fast and can act twice ineach combat round.

The living incarnation of exu-berance and indulgence, satyrsare creatures of mirth and may-

hem. While they mayprovide some delverswith assistance, theyare often seen more as

an obstacle or trouble-some distraction. Satyrs

may give spotty directions, falseinformation, or “mislabeled”potions, but they are rarelymalevolent in their intent –more often they’re just lookingfor “a good laugh!”

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TrollkinMonster Rating: 343(typically found ondungeon level 6)Combat Dice: 35d6 +172 Special Damage: 1/1 –standard spite damageSpecial Abilities: Armor – theirelaborate suits take 15 hits percombat round.

Unlike goblinkin, who are larg-er more brutish versions of theirless evolved cousins, trollkin aresmaller, more refined versionsof the massive trolls that haunt

the lower levels of theunderworld. Cannyand willful, trollkinexplore the subter-

ranean world, lookingto subjugate those who

would serve as slaves and killany who’d refuse. They havedeveloped massive cities at lev-els far lower in the murkydarkness, filled with riches anddark magic. Their weapons andarmor are made of a strange,dark metal that disintegrates ifexposed to natural light.

WerewolfMonster Rating: 149(typically found ondungeon level 2)Combat Dice: 15d6 +75 Special Damage: 1/1 –claws and fangs deal spite dam-age.Special Abilities: Only harmedby silver or magical weapons;all other weapon damage isignored in the combat roll total.

The curse of lycanthropy is aterrible one indeed; it turns nor-

mal men (and other kinas well) into powerfulcreatures of pure rage.On the night of a full

moon, or in the unlitworld of the netherdeep,

werewolves remain in bestialform. Only exposure to thelight of the sun can transformthem back into reasonablebeings.

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GUILDS AND MAGIC ITEMS

What do old wizards do whenthey tire of adventuring, or getso injured or cowardly that theycannot continue? Why, theyopen up a shop, of course, orbecome teachers for young wiz-ards. The Wizards’ Guild andthe other Trollworld guildsalways need wizards to enchanttheir merchandise and sellknick-knackery to the hoi pol-loi.

Virtually every city and town inTrollworld has offices of thevarious guilds available to thepublic. These guild offices allhave guild shops. And theseshops all sell items to the pub-lic, thus earning the vast sumsof money it takes to keep suchorganizations going. There areeven some guild shops innotable dungeons and tracklesswastes. (Wherever the GMwould like to establish such aplace of business is a good placefor it.) The dwarf godGristlegrim maintains such anestablishment in the camp of

the dwarven followers thatalways camp out beneath hisfloating fortress.

WANDS AND STAVES

Wizards have many kinds oftools, usually designed to savekremm or to channel it moreeffectively. This section lists afew of those items that are com-monly available from theWizards’ Guild.

Wizards may use a focusingdevice such as a staff, a wand, aring, or the like to channel theirthoughts and reduce the cost ofa spell. A 1st-level wizardreduces the spell cost by 1point, second level gets 2points off, third level gets 3points off, and so forth. Thus,you would think that a 10thlevel wizard could cast all firstlevel spells for free, but there isa limiting factor. No spell willtake effect unless one wholepoint of magical energy ispoured into it. In fact, it is thatminimum amount of energyneeded to energize any spellthat defines what a point of

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kremm represents. Paragons andSpecialist Mages can also usefocusing devices, thoughRogues cannot – they werenever trained for it, and suchtraining is one of the most diffi-cult things that true Wizardslearn. Rogues cannot cast spellsat higher levels, nor do theyreduce the spell-casting costwhen casting at lower levels.

Staff OrdinaireCost: 100 GPDescription: A stout quarter-staff of oak, enchanted toreduce the cost of spell-castingin the manner described above.No sparkle, no jewels — just astout chunk of wood suitablefor leaning upon and fordefending oneself. The staffordinaire is a 2D6 weapon incombat and is the best bargainin the store for low-levelWizards.

Deluxe StaffCost: 50,000 GPDescription: The deluxe staff isreally a demon bound into theform of a polished rod of metaland tied to a specific Wizard. It

is sentient, and it learns andremembers all spells castthrough it. It is also indestructi-ble to anything below 14th-levelmagic. Deluxe staffs have anINT attribute 1 point lower thanthe INT of the Wizard to whomit is tied. As that wizard’s INTincreases or decreases, so doesthe staff’s. In the event that theWizard is slain and the staffpasses into the keeping ofanother Wizard, the staff willretain the INT it had when itsfirst master died. If the newmaster has an INT lower thanthat of the staff, the staff mayseize control of the Wizard’smind and use him or her as akremm battery, behaving in whatis generally a destructive andevil manner (as played by theGM — it is a demon, after all).Because of its indestructibilityand extreme hardness, a deluxestaff gets 4D6 in combat.

Jeweled StaffCost: 1D6 x 1000 GP (depend-ing on the value of jewel set onthe end)Description: A stout quarter-

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staff of ebony enchanted toreduce the cost of spell castingin exactly the same way as thestaff ordinaire. At the end ofthe staff is a huge jewel (madeby casting Bigger is Better on asmall jewel). The staff producesa rainbow shimmer effect whenmagic is cast through it — veryimpressive.

Magic WandCost: 1D6 x 1000 GP (depend-ing on the type of jewel set intoit)Description: A slim wand ofpolished ash wood set with atrue jewel at the casting end.These wands reduce the castingcost of a spell by 1 point, plusan additional 1 point for eachlevel of the spell below the cast-er’s level. For example, a3rd-level Wizard casting a 1st-level TTYF through his wandwould pay only 1 point of WIZ(the spell cost being reduced by3 due to the wand and an addi-tional 2 because he’s 2 levelshigher than the spell). Thesewands also sparkle in order tofool the general public and looklike the fake ones; it tends to

make the Wizard user seemmore impressive.

Toy Magic WandCost: 1D6 x 100 GP (dependingon what kind of jewel it has)Description: A slim wand ofpolished oak set with a glassjewel at the casting end. Thewand has been enchanted todraw 1 WIZ point of energyand to sparkle when in use.That’s all it does — it doesn’treduce the cost of any spell castwith it at all. It looks magical,but is just a toy. These wandsare sold in the public part of theguild, store and anyone can buythem.

POTIONS

Most spells can be infused intopotions. Any liquid base maybe used: water, juice, milk,liquor, or even blood. Eviltypes really like to use blood asthe basis for the potion. Morecivilized types prefer brandywhile specialists prefer variousherbal teas. The Wizards Guildsells two versions of theirpotions—one in sweetened

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water and one in brandy. Thewarriors guild uses brandy andblood for their potions. TheThieves Guild just uses blood.The Merchants Guild uses halfa dozen varieties of booze. TheHealers Guild uses chickensoup as a basis for everything.

The formula for determiningthe cost of a potion is 100 timesthe number of spell points putinto the potion times the levelof the casting. No allowance ismade for higher level wizardscreating lower level potions andgetting the spell done at areduced cost.

The standard potion comeswith only one dose. Drink oruse the whole thing to get therated effect. If you only usepart of a potion, you will notcross the threshold necessary toactivate the magic, and so youwasted it. Potions may come incontainers of different sizes—assmall as a shot glass, or as largeas a bucket. You still gottadrink it all, or splash it all onthe target, to get the desiredeffect.

Bottle of Light (100 gp). Don’tdrink this. Just shake it up andit will glow for 2 min. Ofcourse you need a transparentcontainer, and it only worksonce.

Admission Fluid (200 gp). Splashit on any lock, and the lock willfail for the next 2 min.

Trust Your Feelings Tea (1,000gp). Allows the drinker to doone free Omnipotent Eye spell.

Cateyes Potion (1,200 gp).Allows the drinker to see wellin low-light conditions for 30min.

Healing Potion (400 gp). Onedose of the potion will heal onepoint of CON damage. It maybe purchased in containersholding up to 10 doses at atime. Such bottles have markson the side showing how muchshould be drunk to obtain thedesired result.

Perfect Remedy (4,200 gp). Curesany disease including the com-

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mon cold. Does not restoreCON points.

Universal Antidote (2,800 gp).Stops the action of any poison.Does not restore CON points.

Booster Juice (7,200 gp). Thereare really 8 different flavors ofthis drink, one for each attrib-ute. The drinker will doublethe chosen attribute for 50 min.After that he spends another 50min. with the attribute halved.

OTHER ITEMS

For a reasonable fee, theWizards’ Guild is willing toprovide virtually any kind ofmagic item that you may desire.The Game Master has to pro-vide these services. How muchit costs should depend on thecomplexity of the object and theamount of magic it would taketo produce it.

The lists of wizardly tools,enchanted items, and magicalpotions could be very longindeed. Virtually every spell inthe spellbook can be turned into

an enchanted item or magicalpotion of some form. Ratherthan fill the book with longlists, I’ve provided some shortlists and the principles of howto make longer ones yourself.

A bespelled item is one that hasone spell cast upon it one time.The magic is not permanent,and typically is only good forone use. These are the leastexpensive of magical items, andare sometimes given away forfree to drum up business.These are the kind of things thatWizards and some Roguesmake during adventures.Vorpal Blade is typical of suchspells — a low-level combatspell with a temporary effect.In magic shops, such spells canbe cast with an activation trig-ger (such as going into combat)to remain on the weapon until itis needed. These are the leastexpensive types of magic tobuy, and generally sell for aboutone-quarter of the cost a Wizardwould pay to purchase the spell(250 gp x Spell Level).

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An enchanted item is one thathas two spells on it: One toleech kremm from the weareror user, and the other to pro-duce an effect of some kindusing that kremm. These arethe typical magic items found indungeons and sold in shops.They are not single-use items,but can be used over and over.Buying an enchanted “vorpal”sword would mean your com-bat total is always doubled, butyour WIZ attribute wouldalways be reduced by 6 pointsfor each use. Typical costs forsuch items are the base cost ofthe item plus half the cost of thespell (500 gp x Spell Level). Inour example, 200 gp for thesword and 500 gp for theenchantment of the VorpalBlade, for a total of 700 gp.Note: Enchanted items tem-porarily lose their enchantmentwhen the user’s kremm gets toolow.

A second class of enchanteditem has a “kremm battery”embedded right into it. Suchitems store magical energy andare good for a certain numberof uses before losing their magi-

cal power. You can always tellthese items because they comewith a limited number of uses(or “charges”).

A truly magical item comeswith at least two enchant-ments: One that produces eachspell or effect for which theitem is designed, and the otherto absorb the necessary kremmfrom the planet itself to powerits spell(s) or effect(s). Suchmagical artifacts never lose theirpower, and do not reduce theWIZ attribute of their wielder.This is the best type, and theyare both rare and very expen-sive (at least 8,000 + 1,000 gpper Spell Level).

WEAPONS

A bespelled Vorpal weapondoes double the basic dice rollin combat and costs 250 gp plusthe cost of the weapon. All dag-gers and swords can beVorpalled. The spell is trig-gered on the next use of theweapon. For an additional 100gp, a trigger command can beadded, allowing the spell to besaved until activated by the

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wielder. Tridents, spears, axes,maces, bows, crossbows,polearms and hafted weaponscannot be vorpalled.

An enchanted Vorpal weaponalso does double dice in combatand costs 500 gp plus the cost ofthe weapon. It uses the WIZscore of the wielder to activate,and drains the appropriateamount of kremm per use.

Magical Vorpal blades do dou-ble dice damage and cost 9,000gp plus the cost of the weapon.These require no kremm fromthe wielder, and always remainactive.

Similarly, weapons can beWhammied (tripling the dice incombat) for the cost of theweapon plus the cost of themagic (bespelled for 500 gp.,enchanted for 1,000 gp, magicalfor 10,000 gp).

JEWELRY

Jewelry and other manufac-tured items follow the sameformula as weapons: Cost of the

item plus form of magic x levelof spell.

For example, a 200 gp gold ringis turned into a magical ring ofinvisibility:

Ring of Invisibility (10,200 gp).A gold ring set with a star-shaped diamond. Wearing itwill cause the wearer to becomeinvisible—exactly as if he werein a Hidey Hole spell.

Magic Target Shield (16,035gp). A target shield with aZaparmor bonus, absorbs 12hits per combat round.

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