TEXT: Product #8406 
  Tunnels & Trolls BONUS PACK #1 
  $9.95 
  This package contains a reprint of the long out of print solo adventure ABYSS by Paul Creelman (a solo adventure that 
  will let you get a dead character back to life), plus the "Survival Kit" from the old (also long out of print) T&T 
  Gamemasters screen (charts for the gamemaster), plus a NEW short gamemaster adventure by James L Walker: "Tomb 
  of the Mummy King", plus an expanded treasure generater chart, a random monster encounter chart AND five T&T 
  character sheets. 
  Flying Buffalo Inc, PO Box 1467, Scottsdale, AZ. 85252 
  www.flyingbuffalo.com 
  
  Introduction 
  Tomb of the Mummy King 
  by James L Walker 
  Deep in the forested fastness north of the kingdom there is an ancient, forgotten place, the last remnant of a 
  civilization long gone from the world: the Forest of the Forgotten! In the center of this forest is a Tomb, the last resting 
  place of a king whose works are long lost, but whose name lives on in legend, Kharis, the Mummy King. 
  For the last five generations the Tomb of Kharis the Mummy King has attracted the adventurers of the King-
  dom; those desperate or foolhardy enough to make the dangerous trek to the Forest of the Forgotten. 
  The Path to Glory 
  It takes five days to journey to the Forest of the Forgotten. During this time the GM should roll once on the 
  following chart for each day of the trip: 
  Roll 
  Encounter 
  1 
  One of the delvers drinks from a stagnant pool of water, losing 1 d6 constitution for 1 d6 days or until cured of 
  the disease unwisely acquired. If this comes up a second time, first have the victim make a L 1 SR (Level 1 
  saving roll) on IQ to see whether he is smart enough to avoid doing what caused his friend to get sick. 
  2-4 
  Roll a random encounter from the Encounter list. 
  5-6 
  No encounter this day 
  The Forest of the Forgotten 
  Our heroes are not the only group of delvers out adventuring for Kharis's gold. As the party begins to journey 
  toward the center of the forest, it will encounter two rascals of a roguish nature: MacAber, Highland Warrior, and Chiron, 
  disgraced Centaur Guardsman. These two will always react badly to the adventurers, and will seek to ambush them if 
  possible. The adventurers should make a L2 SR (Level 2 Saving Roll) on IQ to avoid this ambush. 
  MacAber's Attributes: 
  Warrior 
  Level: 3 
  Weapon: Hand and a Half Sword, Sd 
  STA 16 
  Ranged: 6 Javelins, 2d 
  IQ 12 
  Armor: Chain, steel cap 
  Luck 18 
  Gold on Person: 75 
  Con 19 
  Dex 18 
  Chr12 
  Speed 14 
  Adds 16 
  Range +6 
  Other equipment as per the GM's preference 
  Magic Item: Ring of Poor Baby, heals 2 Con per charge, 9 charges 
  Magic Item: Potion of Freeze Pleeze 
  Chiron's Attributes: 
  Centaur Rogue 
  Level: 3 
  Weapon: Bullova, 4d 
  Str 45 
  Ranged: Francisca, 3d+2, Homing, returns to thrower 
  IQ 14 
  Armor: Leather, steel cap, target shield 
  Luck 21 
  Gold on Person: 101 
  Con 39 
  Magic Item: Scroll with Take That You Fiend! inscribed twice 
  Dex 19 
  Magic Item: Scroll with Will-o-wisp inscribed six times. 
  Chr12 
  Speed 13 
  Adds 49 
  Range +7 
  Role-playing: 
  MacAber is a fierce warrior who will attempt to go to one on one combat with the most powerful-looking of the 
  delvers. If the adventurers will allow It, he will challenge this person to single combat if they are not able to ambush the 
  party. He will try to use his javelins before rushing into combat if the ambush comes off. 
  Chiron will try to use his magic on the first round of any ambush. He knows all the level one spells, plus Poor 
  Baby, Healing Feeling, and Fire Blasting Power. Remember, he is a rogue, and will not cast a spell that will tire him 
  beyond half his starting strength. 
  MacAber and Chiron are loyal to each other. They will stand or fall together. 
  
  In the Forest Vastness: 
  In the aftermath of the battle with MacAber and Chiron, the delvers will have to travel two more days to the 
  Tomb. Roll on the encounter chart to determine if anything happens, once for each day of travel, and once for each 
  night of camping. 
  At the Tomb: 
  The outside of the Tomb is a clearing surrounding a simple obelisk about ten feet in diameter and twenty feet 
  high. The Obelisk is marked with strange runes and has a single doorway leading to a set of descending stairs. The 
  delvers may enter the clearing, examine the obelisk, and even camp here with no problems. However, the second 
  anyone sets foot on the top riser of the stairs, the party will be attacked by a group of animated skeletons which rise up 
  from the ground, shaking loose dirt out of their bony carcasses and taking up rusted short swords as weapons. 
  These animated skeletons are monster rated, MR=20 each. There should be 1-2 skeletons per adventurer. 
  These monsters have no treasure. 
  The Stairs: 
  The stairs into the Tomb are not trapped, but the door at the bottom is locked. It will require a level 2 Knock-
  Knock spell to open this door. The lock cannot be picked. If a level 2 Knock-Knock is not available, players may break 
  down the door. Only one character can get to the door at a time. Whichever character is trying to break down the door, 
  make a L2 SR based on Strength. Each time he fails to make the SR, roll once to see whether the noise has attracted a 
  random encounter with monsters. (First time he fails, 1 chance in 6. Second time, 1 in 3. Third and succeeding times, 
  50/50). When he succeeds, he falls through and must fight the first animated statue (see next paragraph) on the other 
  side of the door, one on one. 
  The Tomb Proper: 
  Kharis' Tomb is not very elaborate, consisting of two rooms as follows: 
  Kharis' Tomb Room 
  Outer Room 
  .. ., Secret Door 
  Outer Room: 
  Kharis has 3 animated statues as guardians. These statues will attack as soon as anyone enters the room. 
  Whenever an edged weapon (dagger, sword, axe, etc.) is against these animated statues, if the wielder gets damage 
  on a statue, he must make a L 1 saving roll against DEX. If he fails, the edge of his weapon is blunted and loses one add 
  for all future combat until he has a chance to sharpen it again. 
  Level: 1 
  Str46 
  IQ 12 
  Luck 16 
  Con 180 
  Dex4 
  Chr 11 
  Speed 8 
  Adds 34 
  Range-
  Weapon: Fists 
  Armor: None 
  This room is also filled with treasure: armor, weapons, silver and copper coins, and anything else the GM feels 
  appropriate, but no any magical items, jewels, or gold. 
  The statues are treasure items themselves, if they are recovered intact. If they die by only Take That You 
  Fiend spells, they are worth 1d6 x 100 gold each. 
  If the delvers handle the statues, they still must deal with Kharis. The secret door into his lair may be found tt 
  the delvers make a level 4 saving roll on IQ or a level 6 saving roll on Luck. (Only make the IQ saving roll if the adven-
  turers are actively looking for secret doors, otherwise they have to be lucky to find It.) 
  
  Kharis' Tomb Room: 
  Kharis will not attack until the secret door into his lair Is open. Once this happens, he will attack with total 
  ferocity. 
  Level 
  Str 
  IQ 
  Luck 
  9 
  55 
  3 
  10 
  Weapon: Scepter, 6d+2, this scepter will strike through 1 o points of armor. 
  Disease: Anyone who is in melee combat with Kharis must make a level 6 
  saving roll or succumb to Tomb Rot. Each turn after failing the saving roll, the 
  adventurer will lose 1 d6 constitution and 1 d6 strength. 
  Con 
  Dex 
  Chr 
  60 
  3 
  18 
  Magic: Kharis is very resistant to magic, taking no damage from magic spells if 
  makes a saving roll on the same level as the spell's caster. This saving roll is 
  made on luck. If he fails the saving roll, he takes only half damage. 
  Speed 
  Adds 
  10 
  38 
  Armor: Kharis' stiffened bandages act as leather armor. Kharis is a warrior and 
  gains warrior bonus for this armor 
  Range 
  Kharis' Treasure 
  Kharis has a minimum of 1,000 gold coins in his treasure chests, and will always have 3 magic items. One of 
  these items is his Scepter which is an artifact of a bygone age. The other items may be randomized. Note that he will 
  use them against delvers if they are useful, so generate them before the battle. 
  Adventure Points 
  Each delver should gain AP for monsters killed, treasure recovered, and saving rolls as normal. If the party 
  involved themselves in good role playing, then an extra 100 to 300 AP should be awarded. 
  Punching Up The Adventure 
  Grimtooth's Traps contains several appropriate traps for the stairs, and Traps Bazaar contains several nice 
  cursed items that could be easily added to Kharis' treasure. H you are a fan of the Lost Worlds (tm) books, you may 
  note that this adventure could be run using the characters of MacAber, Chiron, and Kharis in that form. The players 
  might want to use an appropriate Lost Worlds character for themselves, and fight the combats as Lost Worlds Com-
  bats. If this option is used, double Kharis' hit points, and give him the most powerful mace you have in your collection 
  of cards. He should also be given a Tree Ring, and a pair of Phisto Kuffs or a Crown of Angle. Also use Hill Trolls 
  instead of Animated Statues and in the clearing use one skeleton per player. 
  Herbal Potions: 
  Item 
  Roll 4d6 Elaborations 
  Aloe Ointment 
  Bloodroot Syrup 
  Celandine Ointment 
  4-5 
  Causes wounds to heal at twice normal rate 
  6 
  Doubles strength for one hour 
  7 
  + 10 to a random statistic for 1 day 
  Damiana Juice 
  8 
  Double Charisma for 1 hour 
  Fireweed Tea 
  9 
  Hellbore Syrup 
  10 
  Jasmine Goldenseal 
  11 
  12 
  Oil of Spotted Cranebill 
  Pennyroyal Root Powder 
  13 
  Red Eyebright 
  Salve of Truesight 
  Stoneroot Syrup 
  Sweetroot Milk 
  14 
  15 
  16 
  17 
  Tincture of Pennyroyal 
  18 
  Tincture of Pansy 
  19 
  Essence of Blackpool 
  20 
  Gilead and Clove Tea 
  21 
  Heart's Ease 
  22 
  Spring Tonic 
  23 
  Witch Hazel and Rue Tea 24 
  Hatt strength cost when casting Fire Blasting Power or Freeze Pleeze 
  + 1 O strength for 6 hours, one half strength for 1 day after using 
  +3 dexterity when making missile weapon saving rolls, +6 missile adds. 
  Double dexterity for 1 hour 
  Heals 1 d6 wounds 
  Allows user to have the effect of Cats Eyes for 1 hour 
  Allows user to have the effect of True Sight for 1 hour 
  Cures 1d6 wounds to dwarves, hobbits, leprechauns, and gnomes only 
  Halts any continuing effects of poisons 
  Heals 2d6 wounds 
  Halts any continuing effects of disease 
  Restores to life anyone killed within the last hour only 
  Neutralizes poisons and heals 1d6 wounds from poison 
  Restores 3 constitution points and halts the effects of magical or enhanced diseases 
  Restores 50 wounds 
  Allows a saving roll on Luck at level of curse to remove any curse 
  
  RANDOM MONSTER ENCOUNTERS 
  MQD&lmu& Kiad~d& 
  Fairy 
  HobbiVHalfling 
  Leprechaun 
  Gremlin 
  Goblin 
  Human 
  Ore 
  Serpentman 
  Elf 
  Half-Ore 
  Mer-person 
  Lizardman 
  Ogre 
  Dwarf 
  Were-person 
  Half-elf 
  Centaur 
  Half-ogre 
  Troll 
  Cyclops 
  Giant 
  BQll 12-100 
  01-02 
  03-05 
  06-08 
  09-10 
  11-15 
  16-20 
  21-30 
  31-32 
  33-35 
  36-45 
  46-48 
  49-50 
  51-60 
  61-70 
  71-75 
  76-80 
  81-85 
  86-90 
  91-95 
  96-98 
  99-00 
  NQte& and BQ!e playjng hirrt& 
  If hostile, will try to use magic or ranged combat 
  If hostile, will try to use ranged combat 
  If hostile, will try to use magic combat 
  If hostile, will try to use traps and ambushes rather than frontal 
  assaults. 
  Almost always hostile, will try to use snares and traps or ranged 
  combat. 
  These rascals are never to be trusted, they are very wily 
  Ores like to use frontal assault combats if they outnumber you 
  Tricky and sneaking, like to use magic 
  If hostile, will try to use magic or ranged combat 
  Like ores, these guys are bully for head to head combat 
  Prefers to use magic and misdirection, tough underwater 
  Lizardmen are fearless in battle, able to attack both in and out of 
  water 
  Ogres live for combat. Need we say anything else? 
  Dwarves are steady fighters, good with crossbows and combat 
  magic 
  Were-wolves, bears, and boars are fierce. Were-rats tend to be wily 
  If hostile, will try to use ranged combat 
  If hostile, will try to use ranged combat, magic, or as a last resort, 
  melee combat 
  Half-ogres try to be as much like their bigger cousins as possible 
  If it's in reach, a troll will try to eat it. Trolls have long reaches 
  Cyclopses tend to be cranky about having only one eye. All the 
  time. 
  Giants seem to have a bone to pick with almost everyone - some 
  thing about grinding into bread .... 
  Notes on running random monster encounters: 
  Number of monsters encountered should be a judgement call by the GM at the time the encounter is 
  generated. (Don't just blindly follow a chart). A good rule of thumb should be 1-3 weak monsters per mem-
  ber of the adventuring party, 1 average monster per member, 1 tough monster for every two adventurers, or . 
  1 powerful monster for the entire party. (Most really powerful monsters don't hang around in groups anyway.) 
  You should also determine what the character of the encounter is going to be. An ambush by 9 or 1 O weak 
  monsters can be devastating, while even a powerful monster can be overcome if the adventurers ambush 
  him. If you want to randomize the character of the encounter, use Flying Buffalo's "reaction die" (tm). 
  Statistics for the above monsters: 
  Most of the monsters statistics can be found under heading 2.41 .2 'in the T& T rulebook. Those that 
  can't are as follows: 
  Kindred 
  Str 
  IQ 
  LK 
  CON 
  DEX 
  CHR 
  SPD 
  HT 
  WT 
  Lizardman 
  1.5 
  .75 
  1 
  1.5 
  1 
  1 
  1 
  1.25 
  1.25 
  Serpentman 
  .75 
  1.5 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  Half-elf 
  1 
  1.5 
  1 
  1 
  1 
  1.5 
  1 
  1 
  1 
  Half-ogre 
  1.5 
  1 
  1 
  1.5 
  1 
  1 
  1 
  1 
  1 
  Skeleton 
  1 
  [3] 
  .5 
  1 
  1.5 
  [3] 
  1 
  1 
  .5 
  (statistics in a are considered to be at maximum value and are not rolled.) 
  
  Maom~rs 
  Ghost 
  Ghoul 
  Mummy 
  Skeleton 
  Vampire 
  Zombie 
  Giant Slug 
  Giant Spider 
  Chimera 
  Gorgon 
  Griffin 
  Harpy 
  Lamia 
  Manticore 
  Minotaur 
  Statue 
  Dragon 
  Wyvern 
  Wurm 
  Unicom 
  BQll 
  01-05 
  06-15 
  16-20 
  21-30 
  31-35 
  36-45 
  46-50 
  51-60 
  61-65 
  66-70 
  71-75 
  76-80 
  81-85 
  86-90 
  91-95 
  96 
  97 
  98 
  99 
  00 
  Ngtes aod Hiots 
  Hey, we're dead here! Somebody cleaned our clock and we're ticked 
  off! 
  Send more brains ... 
  Tomb invasion is a very serious crime. 
  We're so dead we don't even have any flesh left! 
  We are the aristocrats of the living challenged. 
  We'd want you to send more brains, if we could articulate that 
  thought 
  We be big! We be slow! We be dumb! We also be hungry and hard 
  to kill 
  Everyone's favorite phobia, lots of arms, webs, and a nasty bite 
  This critter doesn't know whether it's coming or going, but it's mad 
  as a wet Harpy anyway (Lion head, goat head, eagle head, serpent 
  tail) 
  Everybody must get stoned 
  Griffins like horse-meat. (Come to think of it, they like any kind of 
  meat) 
  Harpies don't like anybody. They have the heads of beautiful 
  women, and the bodies of vultures. Now why would that upset them? 
  These folks have the upper bodies of beautiful women and the lower 
  extremities of a snake or small dragon. Almost as bad-tempered as 
  Harpies 
  There are two types of these lethal critters, those with the tails of 
  scorpions and those with spiked tails. Which would you rather meet? 
  Body of a man, head of a bull. Traditionally suspicious, but makes 
  for a strong, stupid foe. Likes to fight for the sake of fighting. 
  Could be a golem. Probably is not capable of speech. 
  Dragons should always be tough, wily, magic using, and scary. Not 
  every dragons sleeps all the time ... 
  Wyverns are a bit like small dragons, but with poisonous stings on 
  their tails 
  Like a dragon but without wings. Usually aquatic. 
  Horned horses with a thing for virgins. Horn makes a vicious 
  weapon. Note that virgin does not just refer to females .... 
  Monster Ratings and randomized monster encounters: 
  Anytime a monster is given a monster rating instead of being given statistics of his own you should 
  determine whether the monster's rating represents a large number of smaller monsters, such as 1 O goblins, 
  who might be collectively a monster rating 100 encounter, or whether you wish to use a separate monster 
  rating for each monster, such as 10 MR 10 goblins. 
  Remember to gauge your monster rating to the players. If you have 5 players who have 30 dice and 
  50 adds among them, a monster rating 100 monster is not going to be a threat. Keep in mind the rule o 3.5 
  (the average roll for 1 d6). 30 x 3.5 is 105 average on the die, plus 50 more adds for 155 total average roll. A 
  monster rated 100 rolls 11 dice and 50 adds for an average of 88. 
  
  Treasure Generation 
  This treasure generator does not replace the one in the T&T rules, but complements it. Coins and Gems 
  should be generated as per the standard charts, however an additional die roll should be made to determine whether the 
  item is magical or not. 
  What you Find: 
  Roll 2d6: on 2-8 the item is not magical at all. On 9 the item is cursed. On a roll of 1 O or 11 the item is 
  enchanted to release a spell at the behest of the owner. On a roll of 12 the item is a powerful artifact from ancient 
  times. 
  Cursed Items 
  The effects of all curses are suffered by the character who possesses the item. Only death will separate the 
  character from the curse. Throwing the item away, destroying it, giving it away, or selling it will not rid the possessor of 
  the curse. A remove-curse spell at the same level as the dungeon level the item was found on or a dispel-magic spell at 
  two levels above that level should wipe out the curse. 
  Curses should hide some useful ability. The GM should generate both the curse and the power hidden by the 
  curse. If a remove-curse or dispel-magic is successfully cast, then the item may be used normally. 
  ~ 
  Attribute Reduction 
  Monster Attraction 
  Bad Luck 
  Enchanted Items: 
  Boll 2P6 
  2-7 
  Elaboration 
  Roll 2d6 to determine how much is subtracted from the attribute in question 
  8-11 
  12 
  and 1 d6 to determine which attribute: 1) Str 2) Con 3) Dex 4) IQ 5) CHR 6) Luck 
  Monsters are attracted to this character, attacking him in preference to 
  other targets. A party of delvers with this character can never surprise 
  monsters, and random encounters with monsters will happen more often 
  All saving rolls made by this person are at +2 levels. 
  These items have been enchanted to reproduce a spell. The form of the item is determined first, then the spell 
  which can be reproduced, then the number of charges of that spell. Roll on the following charts: 
  Item 
  Boll 2d6 
  Scroll 
  2-5 
  Potion 
  6-8 
  Ring 
  9 
  Wand 
  10 
  Jewel 
  11 
  Other Jewelry 
  12 
  Spell and Level of Spell: 
  Spell Level 
  Roll 2d6 
  1 
  2-4 
  2 
  5-6 
  3 
  7-8 
  4 
  9 
  5 
  10 
  6 
  11 
  7 
  12 
  N.QW 
  Scrolls may have only 1 spell inscribed on them, but may be usable more than once. 
  Potions only reproduce 1 effect, though they may contain more than one dose. 
  There are also Herbal Potions listed in another section, which have special effects 
  not listed here. Roll Odd or Even, Odd is an Herbal Potion. 
  Roll: 1) extremely tiny 2) very small 3-4) average (human) size 5) large and/or 
  awkward 6) adjusts to fit whatever finger it is put on. 
  Roll: 1-3) Wooden Wand 4-5) Bone Wand 6) Glass Wand 
  Roll to determine type on the standard gem chart 
  Roll: 1-2) Necklace 3-4) Armlet 5-6) Brooch 
  In order to determine which spell is actually in the device, I recommend picking one that you would like your 
  players to have access to for the particular adventure. H this is not possible, roll on an appropriate sided die to generate 
  a random spell, such as 1 d1 o at level 1 ; counting down from the top, 2d6 at level 2, counting down from the top; 1 d1 O 
  (ignoring 10) counting down from the top, at level 3, etc. 
  
  Number of Charges or Uses: 
  Roll 1d6: 1-3) Roll 2d6 and subtract the level number of the spell from the result. This is the number of uses. 
  (Minimum 1 ). When this number is expended, then the item is no longer magical. 4-5) Same as above, however it may 
  be recharged by transferring a number of strength points equal to the casting cost of the spell, into the item. 6) Item has 
  infinite charges, however it may only be used (roll 1d6) 1-3) 1 per day, 4)1 per hour, 5) 1 per full turn, 6) each time 
  used, person using it must make a luck saving roll at the level of the spell - if saving roll missed, item bums itself out 
  and is worthless. 
  Magical Artifacts from Ancient Times: 
  These items should be specially selected by the GM. They would include devices which release spells over 
  level 6, items which improve attributes, or items which produce spell effects not listed in the normal T&T spell list. 
  Magic Weapons and Armor: 
  Magical weapons and armor are the pride of most tunnel delvers, items of legend which are much sought after. 
  Use the chart in section 3.2 to generate which kind of weapon is found, choosing an appropriate one or randomizing if 
  that is desirable, and the following chart to generate which kind of armor is found. 
  AanQ.r 
  Boll 2d6 
  Plate 
  2 
  Mail 
  3 
  Lamellar4 
  Scale 
  5 
  Ring-joined plate 
  6 
  Shield 
  7-8 
  Leather 
  9 
  Quilted Silk/cotton 
  10 
  Helm 
  11 
  Parts (rather than suit) 
  12 
  Weapon Enchantments: 
  Enchantment 
  Roll 1 d6 
  Additional damage 
  1-3 
  Spells 
  Special Effects 
  Definitions: 
  3-5 
  6 
  Elaborations 
  1) Tower; 2-3) Knight's, 4-5) Target, 6) Buckler 
  1) Full, 2-4) Greek, 5) Steel Cap, 6) Mask 
  1-4) Chest, 5-6) Limbs 
  Elaborations 
  Roll Odd or Even, Odd is additional dice, even is additional adds. Roll 
  + 1 d6 for additional dice, and +2d6 for additional adds. 
  Roll as per enchanted rings, etc. 
  Roll: 1) Piercing, 2) Homing, 3) Slaying, 4) Holy, 5) Defending, 6) Improv-
  ing 
  Piercing: Weapon will penetrate a certain amount of armor, usually 2d6 points. This damage will go directly through the 
  armor, assuming that armor is used to protect from damage. 
  Homing: If a ranged weapon, the weapon will return to the hand of the wielder. If a hand to hand weapon, it wilt allow 
  placed blows on a saving roll at the level of the opponent, plus 1, and it can be "retrieved" or "picked up• with a 1st level 
  saving roll on luck, even if out of reach. 
  Slaying: If the weapon is used against the type of monster it slays, it will do double its normal number of dice and adds. 
  This enchantment does not affect the adds of the wielder, only the weapon. Roll a random encounter to see what kind 
  of monster is affected. 
  Holy: This is a staying weapon that works against all types of undead. 
  Defending: This weapon will add 2d6 to the armor protection of the wielder, as it automatically attempts to parry 
  incoming blows. 
  Improving: This weapon will add +2d6 to one of the wielder's attributes, randomized as per the chart above under 
  curses. 
  
  T
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  ~ ~ -- - · . .. - . ' - . 
  / 
  FOR: 
  & Tl\OLLS'" Character Record Sheet 
  Copyr13ht (9 1980 flying S11 ffo lo Inc. 
  11901 
  CHARACTER NAME ___________________ _ 
  TITLE OR NICKNAME __________________ _ 
  ST 
  10 
  LK 
  LEVEL 
  KINDRED 
  CHARACTER TYPE 
  SEX 
  HEIGHT 
  WEIGHT 
  AGE 
  SPEED 
  HAIR 
  EYES 
  OTHER IDENTIFYING CHARACTERISTICS 
  WEAPONS < * IF ON PERSONl 
  ARMOR I SHIELDS ----------
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  NEXT OF KIN ___ ________ 
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  CON 
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  TREASURE CARRIED 
  TREASURE STORED 
  WEIGHT POSSIBLE 
  WEIGHT CARRIED 
  MAGIC 
  LANGUAGES ___________ 
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  ADVENTURES ___________ 
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  SURVIVAL KIT 
  Charts Needed by the Player to Start a Character 
  PRIME ATTRIBUTES 
  AND INITIAL ROLLS (1.3) 
  Roll 3 dice each for: 
  Strength (ST) 
  Intelligence (IQ) 
  Luck (LK) 
  Constitution (CON) 
  Dexterity (DEX) 
  Charisma (CHR) 
  Personal Adds: figured from ST, LK 
  and DEX only. + 1 for each point 
  over 12, -1 for each point under 9. 
  Gold: for new characters, roll 3 dice 
  and multiply total by 10. 
  Languages: every character knows its 
  native language, plus 1 new language 
  for each IQ point over 12. 
  Speed (2.36): roll 3 dice as for any 
  prime attribute. 
  Weight Possible: ST x 100 for weight 
  units. Each gp = 1 weight unit. 10 
  weight units = 1 pound. 
  Height and Weight (2.13): Roll 3 
  dice, once each for HT and for WT. 
  If unsatisfactory, roll again. 
  Roll · Height Weight · Roll Height ·Weight 
  3 
  4' 
  75 lb. 
  11 
  5'8" 
  180 lb. 
  4 
  4'3" 
  90 lb. 
  12 
  5'11" 190 lb. 
  5 
  4'5" 
  105 lb. 
  13 
  6'1" 
  200 lb. 
  6 
  4'8" 
  120 lb. 
  14 
  6'4" 
  225 lb. 
  7 
  4'10" 
  135 lb. 
  15 
  6'6'' 
  250 lb. 
  8 
  5' 1" 
  150 lb. 
  16 
  6'9" 
  280 lb. 
  9 
  5'3" 
  160 lb. 
  17 
  6' 11" 310 lb. 
  10 
  5'6" 
  170 lb. 
  18 
  7'2" 
  350 lb. 
  KINDREDS (2.12) 
  Human: All attributes normal ( x 1) 
  Dwarf: ST, CON x 2; CHR x % ; others 
  normal. HT x % , WT x 7/a. 
  Elf: IQ, DEX x 3/ 2; CHR x 2; CON x % ; 
  others normal. HT x 11 / 10 • WT x 1. 
  Fairy: ST, CON x V.; LK, DEX x%; 
  CHR x 2; others normal. HT x 72, WT 
  x 72. 
  Hobbit: ST x 72; CON x2; DEX x 3/2; 
  others normal. HT x 72 , WT x 72 . 
  Leprechaun: ST 
  x 72 ; DEX, IQ, LK 
  x 3/ 2 ; others normal. HT x 7), WT x V.. 
  Should always be classified as wizards. 
  CHARACTER TYPES (2.1) 
  WIZARDS 
  DNeed minimum IQ of 10, DEX of 8. 
  DMay not use weapons that get more than 2 dice. 
  Deomes with 1st level spells, must purchase spells 
  thereafter. 
  DST returns after casting spells -
  at rate of 1 point 
  per non-combat full turn . 
  Dean use staffs. 
  Dean invent their own magic after 5th level. 
  WARRIORS 
  DGet 2 x normal protection for armor and shields 
  (so long as not a surprise attack or trap.) 
  ROGUES 
  Dean learn magic but pay full ST cost. 
  DST returns as for a wizard after casting magic. 
  Dean 't learn magic above 7th level. 
  WARRIOR-WIZARDS 
  DMust have rolled 12 or better on each prime 
  attribute, before adjustment for kindred. 
  DST returns as for a wizard after casting magic. 
  DGet + 1 to any full suit of amor and/or shield used. 
  DLimited use of staffs. 
  GENERAL NOTE: 
  If IQ is greater than ST or LK, be a wizard. 
  If ST is greater than IQ or LK, be a warrior. 
  If LK is greater than ST or IQ, be a rogue. 
  
  SURVIVAL KIT 
  Charts Needed by the Player during the Game 
  MISSILE WEAPON CHART (2.33) 
  To hit with a missile weapon requires 
  a SR on DEX. The level of the saving 
  roll is based on distance, and the 
  saving roll is multiplied by the size of 
  the target. 
  (Large, 
  Near target 
  requires L4 SR.) Characters using 
  missile weapons get twice their DEX 
  adds in their personal combat adds. 
  Range 
  Distance (yds.) 
  SR to hit 
  Pointblank 
  0-5 
  1st level 
  Near 
  6- 50 
  2nd level 
  Far 
  51 -
  100 
  3rd level 
  Extreme 
  101 + 
  4th level 
  Size 
  Avg. Height 
  Multiplier 
  Huge 
  12' + 
  x 1 
  Large 
  5' -
  12' 
  x2 
  Small 
  2' -
  5' 
  x3 
  Very Small 
  4" -
  2' 
  x4 
  Tiny 
  less than 4" 
  x5 
  MISSILE WEAPON RANGES (1.52) 
  5 yds: stiletto 
  10 yds: poniard, misericorde, dirk, jambiya, kris, 
  bich'wa, trident, shuriken 
  15 yds: kukri 
  20 yds: pilum 
  30 yds: assegai, prodd, bolas, chakram, African 
  throwing knife 
  35 yds: blowpipe 
  40 yds: common spear, javelin* 
  60 yds: very light selfbowr 
  70 yds: light selfbowr 
  75 yds: dokyu 
  80 yds: medium selfbowr 
  90 yds: heavy selfbow r' light crossbow 
  100 yds: extra heavy selfbowr, cranequin, arbalest, 
  crossbow, common sling 
  140 yds: medium longbowr 
  150 yds: heavy longbow, staff sling 
  160 yds: extra heavy longbow 
  • with all-at/, 50 yards 
  t "built " add JO yds. to rangt. " backtd" add anothtr 20 
  *SAVING ROLLS 
  (1.8) 
  Using 2 dice, doubles add and roll 
  again. Must always make at least a 5, 
  unless doubles are rolled below 5. 
  Subtract attribute number from 
  number required, to get the number 
  you must roll for the saving roll. 
  General formula: (Level x 5) + 15 = 
  the number to shoot for. LUCK is the 
  usual attribute, but a saving roll on any 
  attribute may be called for by the GM. 
  LEVEL FORMULA 
  LEVEL FORMULA 
  1 
  20- LK 
  5 
  40-LK 
  2 
  25 -
  LK 
  6 
  45-LK 
  3 
  30- LK 
  7 
  50-LK 
  4 
  35 -
  LK 
  .. . et cetera ... 
  CHARACTER LEVELS (2.14) 
  Level 
  Experience 
  Level 
  Experience 
  1 
  0 
  11 
  200,000 
  2 
  1,000 
  12 
  280,000 
  3 
  3,000 
  13 
  400,000 
  4 
  7,000 
  14 
  550,000 
  5 
  15,000 
  15 
  750,000 
  6 
  25,000 
  16 
  1,000,000 
  7 
  45,000 
  17 
  2,000,000 
  8 
  70,000 
  18 
  4,000,000 
  9 
  100,000 
  19 
  8,000,000 
  10 
  140,000 
  20 
  16,000,000 
  LEVEL BONUSES 
  A character advancing in level has the 
  choice of one of the following: 
  A. Add new level number to ST 
  B. Add Y2 new level number to IQ 
  C. Add twice new level number to LK 
  D. Add new level number to CON 
  E. Add Y2 new level number to DEX 
  F. Add new level number to CHR 
  G. Add Y2 new level number to ST 
  and Y2 to CON 
  
  SURVIVAL KIT 
  Charts Needed by the GM during a Game 
  MONSTER RATINGS (1.6) 
  In general, # of dice to roll is the 
  Monster Rating (MR), + exactly by 
  10, plus 1. Monster Personal Adds: 
  Yz current monster rating, rounded up. 
  MR 
  # of dice 
  MR 
  # of dice 
  1-9 
  1 
  60-69 
  7 
  10-19 
  2 
  70-79 
  8 
  20-29 
  3 
  80-89 
  9 
  30-39 
  4 
  90-99 
  10 
  40-49 
  5 
  100-109 
  11 
  50-59 
  6 
  . . . et cetera . . . 
  ADVENTURE POINTS 
  (EXPERIENCE POINTS) (1.9) 
  GM awards these to players for: 
  DLevel of difficulty of the adventure as a whole 
  D MR of monsters killed or captured ( Y:i for those 
  that escape) 
  D Solving puzzles 
  DSaving rolls, in amount equal to # rolled on dice 
  multiplied by level of the roll 
  D 1 point for each ST point actually expended in 
  casting magic 
  DGM 's option 
  DUsually none given for treasure or magical items. 
  *SAVING ROLLS (1.8) 
  Using 2 dice, doubles add and roll again. Must 
  always make at least a 5, unless doubles are 
  rolled below 5. Subtract attribute number from 
  number required, to get the number you must 
  roll for the saving roll. Ge,neral formula: (Level 
  x 5) + 15 =the number to shoot for. LUCK 
  is the usual attribute, but GM may call· for roll 
  on any attribute. 
  LEVEL FORMULA 
  LEVEL FORMULA 
  1 
  20- LK 
  5 
  40- LK 
  2 
  25- LK 
  6 
  45- LK 
  3 
  30- LK 
  7 
  50- LK 
  4 
  35 -
  LK 
  . . . et cetera . .. 
  GAME SEQUENCING (2.3) 
  A. Movement I Action: Game Master 
  describes, players respond. 
  B. GM rolls for Wandering Monsters. 
  C . Combat 
  1. Players choose to attack or flee. 
  2. Magic: if anyone uses, declare now. 
  3. Missile: declare use, and target. 
  4. Any further specification of weapons used,· 
  foe opposed. Melee declared if reasonable. 
  5. Combat occurs .. 
  a) Dice or innate score for magic 
  b) Dice for missile weapons 
  c) Dice for conventional attack 
  6. Total attack of both sides. 
  7. Figure and divide up hits generated. 
  8. Figure effects of those hits. 
  9. Figure effects of poison. 
  10. Make changes in ST and CON. 
  D . Recovery. Characters rest, regain ST if no 
  combat occurred during this turn. CON only . 
  regained 
  outside 
  dungeon 
  or 
  under 
  special 
  circumstances. 
  MISSILE WEAPON CHART (2.33) 
  To hit with a missile weapon requires a SR on DEX. 
  The level of the saving roll is based on distance, and the 
  saving roll is multiplied by the size of the target. (Large, 
  Near target requires L4 SR.) Characters using missile 
  weapons get twice their DEX adds in their personal 
  combat adds. 
  Range 
  Pointblank 
  Near 
  Far 
  Extreme 
  Size 
  Huge 
  Large 
  Small 
  Very Small 
  Tiny 
  Distance (yds.) 
  0-5 
  6 -
  50 
  51 -
  100 
  101 + 
  Avg. Height 
  12' + 
  5' -
  12' 
  2' -5' 
  4" -
  2' 
  less than 4" 
  SR to hit 
  1st level 
  2nd level 
  3rd level 
  4th level 
  Multiplier 
  xl 
  x2 
  x3 
  x4 
  x5 
  These saving rolls assume (1) target is aware it's being 
  shot at, (2) target may be moving, (3) shooter under 
  stress combat conditions, not at target practice. The GM 
  should be prepared to make adjustments for the SRs 
  required if these assumptions are not valid under the 
  particular circumstances. 
  
  SURVIVAL KIT 
  General Use Reference Charts 
  THE SPELL BOOK (2.22) 
  Level I 
  Detect Magic 
  • 
  Level SR IQ for spells Dex for spells Spell Prices Experience 
  1 
  20 
  10 
  8 
  0 
  0 
  Lock Tight 
  1 
  Will-o-wisp 
  1 
  Knock Knock 
  2 
  Oh There It Is 
  4 
  2 
  25 
  12 
  9 
  500 
  1,000 
  3 
  30 
  14 
  10 
  1000 
  3,000 
  4 
  35 
  16 
  11 
  1500 
  7,000 
  Take That, You Fiend 
  6 
  Vorpal Blade 
  5 
  Oh-Go-Away 
  5 
  Teacher 
  3 
  5 
  40 
  18 
  12 
  2000 
  15,000 
  6 
  45 
  20 
  13 
  2500 
  25,000 
  7 
  50 
  22 
  14 
  3000 
  45,000 
  Hocus Pocus 
  1 
  Level 2 
  Omnipotent Eye 
  5 
  Yassa-Massa 
  8 
  8 
  55 
  24 
  15 
  3500 
  70,000 
  9 
  60 
  26 
  16 
  4000 
  100,000 
  10 
  65 
  28 
  17 
  4500 
  140,000 
  Hidey Hole 
  10 
  Cateyes 
  6 
  Glue-You 
  8 
  11 
  70 
  30 
  18 
  5000 
  200,000 
  12 
  75 
  32 
  19 
  5500 
  280,000 
  Little Feets 
  8 
  13 
  80 
  34 
  20 
  6000 
  400,000 
  Mirage 
  8 
  Poor Baby 
  • 
  Whammy 
  10 
  Magic Fangs 
  • 
  14 
  85 
  36 
  21 
  6500 
  550,000 
  15 
  90 
  38 
  22 
  7000 
  750,000 
  16 
  95 
  40 
  23 
  7500 
  1,000,000 
  Level 3 
  Curses Foiled 
  7 
  Slush Yuck 
  15 
  17 
  100 
  42 
  24 
  8000 
  2,000,000 
  18 
  105 
  44 
  25 
  8500 
  4,000,000 
  Hard Stuff 
  15 
  19 
  110 
  46 
  26 
  9000 
  8,000,000 
  Rock-a-Bye 
  11 
  Dis-Spell 
  11 
  20 
  115 
  48 
  27 
  9500 
  16,000,000 
  Blasting Power 
  8 
  Freeze Pleeze 
  8 
  Level 8 
  Level 17 
  Fly Me 
  7 
  Healing Feeling 
  14 
  Level 4 
  Zappamor 
  30 
  Summoning 
  100 
  Zombie Zonk 
  36 
  Banishing 
  50 
  Mutatum Mutandis 
  24 
  Level 18 
  Too-Bad Toxin 
  7 
  Level 9 
  Shatterstaff 
  • 
  Wink-Wing 
  14 
  Smog 
  11 
  Mutatum Mutandorum 
  26 
  Slyway Robbery 
  • 
  Pygmalion 
  28 
  Hidey Soul 
  42 
  Dum-Dum 
  8 
  Medusa 
  30 
  Level 19 
  Double-Double 
  18 
  Death Spell #9 
  40 
  Omniflex 
  186 
  Protective Pentagram 
  12 
  Level 10 
  Level 20 
  Upsidaisy 
  9 
  Level 5 
  Hellbomb Bursts 
  36 
  Born Again 
  208 
  Blow Me To ... 
  28 
  Mind Pox 
  39 
  Smaller Is Smarter 
  33 
  • Unusual: see rulebook. 
  Zin gum 
  36 
  Hollow Vision 
  50 
  Dear God 
  30 
  Level 11 
  ESP 
  20 
  Second Sight 
  25 
  Breaker Breaker 
  35 
  Level 6 
  Porta Vision 
  30 
  Mystic Visions 
  15 
  Ghostly Going 
  45 
  Survival Kit Copynght © 1980 
  Blow You To ... 
  35 
  Bigger Is Better 
  33 . 
  Flying Buffalo Inc. 
  Level 12 
  The publishers of: 
  Nefarious Necromancy 
  60 
  Seek Ye 
  30 
  the Tunnels & Trolls™ Rules 
  Wall of Fire 
  26 
  Level 13 
  T&T Solitaire Adventures 
  Wall of Ice 
  26 
  Invisible Fiend 
  50 
  Pocket Adventures TM 
  Wall of Thorns 
  14 
  Wall of Stone 
  20 
  Wizard Speech 
  90 
  GM Dungeons 
  Level 14 
  Sorcerer's Apprentice 
  Wall of Iron 
  23 
  Force Shield 
  42 
  and much much more.' 
  Level 7 
  Invisible Wall 
  27 
  Zappathingum 
  24 
  Wind. Whistle 
  14 
  Level 15 
  Ask for a free illustrated catalog: 
  Air, Earth, Fire and Water 
  42 
  Flying Buffalo Inc. 
  Level 16 
  Anti-Magic Spell 
  65 
  PO Box 1467 
  Exorcism 
  • 
  Scottsdale,AZ 85252 
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Tunnels & Trolls Bonus Pack #1 Abyss.pdf