Tunnels and Trolls 1
Tunnels and Trolls 1
Tunnels and Trolls 1
Magic Book
Special Edition
MONSTER RATING
As noted in the main rulebook,
most monsters are given a
Monster Rating (MR), which
determines how many dice and
adds they have in combat, as
well as their CON score and
WIZ score.
SPECIAL DAMAGE
The default form of Special
Damage is Spite Damage, dealing one point of damage for
every 6 rolled during combat.
However, alternate forms of
BALANCING ENCOUNTERS
From a game perspective, the
Monster Ratings here are
designed with a 4-person delving team in mind. If your
players have assembled a smaller crew, you may want to adjust
the MR for monsters they
encounter. If you have 3 players, multiply the MR by . If
you have 2 players, multiply it
by , and for one player, multiply it by .
Similarly, if you have larger
groups, you can increase the
MR appropriately. For 5 players, multiply by 5/4. For 6
players, multiply by 3/2, and so
on.
MONSTERS in T&T7R
If you find yourself using the
Revised T&T rules presented in
this Special Anniversary Edition
set, youll see that it normally
uses far fewer dice than tradi3
Average
Character Level
Appropriate
MR(total)
1-2
20
3-5
45
65
7-9
75
10-14
90
15
115
16-18
120
19-20
130
Amphisbaena
Monster Rating: 98
(typically found on
dungeon level 1)
Combat Dice: 10d6 +49
Special Damage: 1/1
Poisonous bites that burn, but
do not linger.
Barbarian
Monster Rating: 95
(typically found on
dungeon level 1)
Combat Dice: 10d6 +48
Special Damage: 2/3
Furious blows denting armor
and breaking bones.
Barghest
Monster Rating: 196
(typically found on
dungeon level 3)
Combat Dice: 20d6 +98
Special Damage: 6/Glue
You the barghests howl chills
the heart and slows reactions.
Special Abilities: Cateyes this
nocturnal predator can see in
low-light conditions.
Bronze Leader,
Commander
Monster Rating: 39
(with every 4 Bronze
Legion warriors)
Combat Dice: 4d6 +20
Special Damage: 1/1 normal
spite damage
Special Abilities: Armor their
equipment takes 10 hits per
combat round.
Cerberus
Monster Rating: 145
(typically found on
dungeon level 2)
Combat Dice: 15d6 +73
Special Damage: 7/Vorpal
Blade Razor-sharp fangs, three
heads, double damage dice.
Special Abilities: Second Sight
this guardian is never fooled by
illusions.
Unnatural hide Cerberus
tough hide takes 2 hits of damage per round.
Chimera
Monster Rating: 147
(typically found on
dungeon level 2)
Combat Dice: 15d6 +74
Special Damage: 3/Call
Flame The fiery breath of the
dragon singes nearby foes.
Special Abilities: Magical
Resistance A chimera has an
effective WIZ score of 25.
Cyclops
Monster Rating: 245
(typically found on
dungeon level 4)
Combat Dice: 25d6 +123
Special Damage: 1/2 A
barrage of rocks and boulders
penetrates all defenses.
Special Abilities: Second Sight
the single eye sees all!
Dire Bat
Monster Rating: 95
(typically found on
dungeon level 1)
Combat Dice: 10d6 +48
Special Damage: 4/Hold
That Pose the sonic scrambling
confuses opponents
Special Abilities: Fly Me obviously, the bat can fly!
screech (a monstrous
version of a normal
bats echo-location call)
can make foes even
more vulnerable to
attack. Due to their sheer
size, they normal hunt alone,
but start appearing in pairs on
dungeon level 3.
Dire Lion
Monster Rating: 148
(typically found on
dungeon level 2)
Combat Dice: 15d6 +74
Special Damage: 5/Oh Go
Away the mighty roar drives
foes to flee (use the Dire Lions
current MR vs. the opponents
INT+LK+CHR)
Special Abilities: Unnatural
hide its tough hide takes 2 hits
of damage per round.
Dire Wolf
Monster Rating: 95
(typically found on
dungeon level 1)
Combat Dice: 10d6 +48
Special Damage: 1/1
canny combatants, they seem to
always deal some damage.
Special Abilities: Cateyes this
wily predator can see in lowlight conditions
Dragonling
Monster Rating: 25 (typically found on dungeon
level 1)
Combat Dice: 3d6 +13
Special Damage: 1/1 standard spite damage.
Special Abilities: Will-o-Wisp
candle-like lights circle each
dragonlings head.
Magical Resistance A
dragonling has an effective WIZ
score of 15.
Goblinkin
Monster Rating: 294
(typically found on
dungeon level 5)
Combat Dice: 30d6 +147
Special Damage: 8/vorpal
blade able to focus their hate,
they can double their damage.
Special Abilities: Armor their
subterranean equipment takes
15 hits each round.
Harpy
Monster Rating: 245
(typically found on
dungeon level 4)
Combat Dice: 25d6 +123
Special Damage: 6/Befuddle
the hacking cry of the harpy
clouds the mind of foes!
Special Abilities: Fly Me
Harpies can fly.
Hydra
Monster Rating: 45 per
head (typically 5)
Combat Dice: 5d6 +23
per head
Special Damage: 2/Call
Flame (per head) each head is
capable of belching fire.
Special Abilities: Armor plating the scales of a hydra take
5 hits (per head) each round.
Hyenakin
Monster Rating: 25
(typically found on
dungeon level 1)
Combat Dice: 3d6 +13
Special Damage: 1/1 normal spite damage.
Special Abilities: Leather
armor absorbs 3 hits per combat round.
Lizardkin
Monster Rating: 35
(typically found on
dungeon level 1)
Combat Dice: 4d6 +18
Special Damage: 1/1
normal spite damage.
Special Abilities: Scaly hide
absorbs 2 hits per combat
round.
Manticore
Monster Rating: 245
(typically found on
dungeon level 4)
Combat Dice: 25d6 +123
Special Damage: 1/1 a
manticores tailspikes usually
find their mark.
Special Abilities: Fly Me
Manticores can fly, if somewhat
clumsily.
Minotaur
Monster Rating: 245
(typically found on
dungeon level 4)
Combat Dice: 25d6 +123
Special Damage:
7/Befuddle a minotaur can confuse with a look!
Special Abilities: Never lost
A perfect sense of direction and
distance.
Medusa
Monster Rating: 392
(typically found on
dungeon level 7)
Combat Dice: 40d6 +196
Special Damage: 10/Medusa
what were the chances!
Special Abilities: Healing
Feeling (self only) Immune to
all diseases and poisons.
Oracle
Monster Rating: 343
(typically found on
dungeon level 6)
Combat Dice: 35d6 +172
Special Damage: 7/Dem
Bones Gonna Rise An oracle
summons MR 70 skeletons.
Special Abilities: ESP though
she has no eyes, the oracle can
still read the mind.
Shield Me she can protect herself against magic with a
thought.
Poor Baby Can heal 1 CON
point per round.
Satyr
Monster Rating: 145
(typically found on
dungeon level 2)
Combat Dice: 15d6 +73
Special Damage: 3/Befuddle
the pipes of the satyr lead to
distracting daydreams.
Special Abilities: Little Feets a
satyr is fast and can act twice in
each combat round.
Trollkin
Monster Rating: 343
(typically found on
dungeon level 6)
Combat Dice: 35d6 +172
Special Damage: 1/1
standard spite damage
Special Abilities: Armor their
elaborate suits take 15 hits per
combat round.
Werewolf
Monster Rating: 149
(typically found on
dungeon level 2)
Combat Dice: 15d6 +75
Special Damage: 1/1
claws and fangs deal spite damage.
Special Abilities: Only harmed
by silver or magical weapons;
all other weapon damage is
ignored in the combat roll total.
GUILDS AND
MAGIC ITEMS
What do old wizards do when
they tire of adventuring, or get
so injured or cowardly that they
cannot continue? Why, they
open up a shop, of course, or
become teachers for young wizards. The Wizards Guild and
the other Trollworld guilds
always need wizards to enchant
their merchandise and sell
knick-knackery to the hoi polloi.
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Staff Ordinaire
Cost: 100 GP
Description: A stout quarterstaff of oak, enchanted to
reduce the cost of spell-casting
in the manner described above.
No sparkle, no jewels just a
stout chunk of wood suitable
for leaning upon and for
defending oneself. The staff
ordinaire is a 2D6 weapon in
combat and is the best bargain
in the store for low-level
Wizards.
Deluxe Staff
Cost: 50,000 GP
Description: The deluxe staff is
really a demon bound into the
form of a polished rod of metal
and tied to a specific Wizard. It
Jeweled Staff
Cost: 1D6 x 1000 GP (depending on the value of jewel set on
the end)
Description: A stout quarter-
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Magic Wand
Cost: 1D6 x 1000 GP (depending on the type of jewel set into
it)
Description: A slim wand of
polished ash wood set with a
true jewel at the casting end.
These wands reduce the casting
cost of a spell by 1 point, plus
an additional 1 point for each
level of the spell below the casters level. For example, a
3rd-level Wizard casting a 1stlevel TTYF through his wand
would pay only 1 point of WIZ
(the spell cost being reduced by
3 due to the wand and an additional 2 because hes 2 levels
higher than the spell). These
wands also sparkle in order to
fool the general public and look
like the fake ones; it tends to
POTIONS
Most spells can be infused into
potions. Any liquid base may
be used: water, juice, milk,
liquor, or even blood. Evil
types really like to use blood as
the basis for the potion. More
civilized types prefer brandy
while specialists prefer various
herbal teas. The Wizards Guild
sells two versions of their
potionsone in sweetened
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OTHER ITEMS
For a reasonable fee, the
Wizards Guild is willing to
provide virtually any kind of
magic item that you may desire.
The Game Master has to provide these services. How much
it costs should depend on the
complexity of the object and the
amount of magic it would take
to produce it.
The lists of wizardly tools,
enchanted items, and magical
potions could be very long
indeed. Virtually every spell in
the spellbook can be turned into
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WEAPONS
A bespelled Vorpal weapon
does double the basic dice roll
in combat and costs 250 gp plus
the cost of the weapon. All daggers and swords can be
Vorpalled. The spell is triggered on the next use of the
weapon. For an additional 100
gp, a trigger command can be
added, allowing the spell to be
saved until activated by the
JEWELRY
Jewelry and other manufactured items follow the same
formula as weapons: Cost of the
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