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Forgotten Tales of Sword and Sorcery v2 2

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67% found this document useful (6 votes)
2K views81 pages

Forgotten Tales of Sword and Sorcery v2 2

Uploaded by

Mike McFarland
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 81

Forgotten Tales of Sword & Sorcery

By C. Thorin
Copyright 2021 Magic Pig Media

Cover Art By
© Anderson Maia
Interior Art By
Bartek Blaszczec, Luigi Castellani, Daniel Comerci –
danielcomerci.com, Blake Davis, Simon Farebrother, Bradley K
McDevitt, Jeshields, Murzabaev Roman aka s0ulafein
Some artwork © 2014 and © 2018 Earl Geier, used with
permission. All rights reserved.
Publishers Quality Stock Art Copyright Rick Hershey/Fat Goblin
Games
Some artwork © 2015 Dean Spencer, used with permission. All
rights reserved.

All artwork copyright the original artists and used under license.

Swords & Wizardry, S&W, and Mythmere Games are trademarks of


Matthew J. Finch. Magic Pig Media is not affiliated with Matthew J.
Finch, Mythmere Games or Frog God Games.

***Statement of Open Game Content: Forgotten Tales of Sword


& Sorcery, flavor text, and proper names are declared Product
Identity. All names, stat blocks, and rules explanations of new
spells and creatures (not already included in Swords &
Wizardry), and the new rules material (not already found in
Swords & Wizardry) are declared Open Game Content.
Table of Contents
Introduction..............................................................................1
The Tropes of Cinematic Sword & Sorcery.............................2
Characters.................................................................................3
Classes......................................................................................5
The Warrior..........................................................................6
The Wanderer......................................................................7
The Sorcerer........................................................................8
Saving Throws.........................................................................9
Archetypes & Vices................................................................10
Checks & Specializations.......................................................11
Gaining Experience & Leveling Up.......................................14
Weapons, Armor, Equipment & Other Goods........................15
Playing The Game..................................................................19
Combat..............................................................................21
Carousing...........................................................................27
Magic.....................................................................................31
Spell List............................................................................39
Monsters & NPC’s.................................................................52
Common NPC’s.................................................................53
Monster Descriptions........................................................54
Options...................................................................................69
Introduction

The works of Robert E Howard, Fritz Leiber, Micheal Moorecock, and


many more have contributed greatly to RPG’s and popular culture.
Many games have attempt to emulate those literary works. This
game is not about that.
In my youth, it wasn’t the literary works that grabbed my attention
first. No, it was comic books and the B Sword & Sorcery movies on
VHS. It was the artwork of such artists as Frank Frazetta, Micheal
Whelen, and Boris Vallejo.
That’s what this game is all about. It’s over the top heroes and not a
bit of practical armor in sight. It’s dramatic sword fights and evil
magic. This game is about brave heroes hacking apart cosmic
horrors and not going insane at the mere sight of such creatures.
Forgotten Tales of Sword & Sorcery uses the “White Box” rules as its
core with additional information from the supplements. Any one
familiar with old-school games should find all of the concepts easy to
follow. Magic and monsters have been modified to better fit the
genre and we’ve added design notes and rules options to the game.
Never forget the Golden Rules:
1. Rule 0: Much is left to the GM’s discretion, interpretation and
fair judgment on the rulings.
2. Rule of Cool: Things may not always be “realistic”. Don’t
worry. Run with the Rule of Cool.
3. Common Sense: Common sense is always a good guide.
4. Have fun!

Thank you
C. Thorin
Roll Dice. Kill Monsters. Take Their Stuff. And Have FUN!

1
The Tropes of Cinematic Sword & Sorcery
There’s always debate about what is and isn’t Sword & Sorcery. For
the purposes of this game, we use the below criteria.
1. The Gods are ancient, alien, indifferent and/or insane. The line
between god, demon, cosmic horror is very thin. There are no
organized religions but cults around the world to various aspects and
incarnations of these beings. Like the Gods, the cults are not
benevolent and have their own agendas. It could be personal power
for the cult leader or returning a sleeping, mad god to the world.
2. Magic is mysterious, evil and corrupting. Sorcerers are feared by
most and tolerated by a few. There are no “Ye Olde Magicke
Shoppes”. Characters will not walk around with a magical armory.
3. The world is ancient and unexplored. The lines between history,
myth, and superstition are blurred. There are ancient and nearly
forgotten races who plot to return to their former glory. Most people
hear only wild tales and rumors about faraway lands. The
wildernesses is wild and savage and all manner of monstrosities prey
on unwary travelers. Ancient ruins are scattered throughout the
wilderness and filled with bizarre idols, arcane secrets, and horrid
creatures
4. Technology and society are generally Iron Age with some influence
of the Bronze Age. There are no real kingdoms or empires but city-
states ruled by sorcerer-kings, god-kings, warlords, or decadent
nobility. Society is decadent and immoral, There are slaves,
gladiators, and all manner of recreational herbs. Societies are often
inspired by historical ancient civilizations.
5. The setting is humancentric. There are no elves, dwarves,
halfilngs, or other common fantasy races. Characters have plenty of
options to be interesting without having pointy ears.
6. A sword is only as powerful as the hand that wields it. The same
goes for armor. Nobody wears practical armor. Style and the Rule of
Cool outweigh substance and realism.

2
Characters
Character Generation follows the same basic steps as most old-
school games. If you are experienced with those or other RPG’s then
character creation will be very easy.
1. Generate Ability Scores
2. Choose a Class
3. Choose an Archetype
4. Choose Specializations
5. Choose Vice
6. Finishing Touches

Generating Ability Scores


The suggested method for
generating a character's scores is
to roll 4d6 and take out the lowest
die then arrange the numbers to
the player’s liking. The GM may
prefer a different method for
grittier games.
Each Ability Score has a Modifier and a Check. The Modifier affects
certain die rolls in the game. Each Class has two “Prime Attribute”
scores and gains special benefits. Checks are an x in d6 chance of
successfully performing some sort of action or task. A character’s
Checks improve based on their class and level.

Prime Non-Prime
Score Check
Modifier Modifier
3 to 6 0 -1 1 ind6
7 to 12 0 0
2 in d6
13 to 14 +1 0
15 to 18 +2 +1 3 in d6

3
Strength: Brawn and Brute Strength.
• Modifier: Attack Rolls with melee weapons and Damage Rolls
with melee and thrown weapons.
• Check: Climbing, Jumping, Kicking Down Doors, Lifting
Heavy Objects, Wrestling and Grappling.
Dexterity: Agility and Nimbleness
• Modifier: Armor Class (Remember if you are using
Descending AC to the bonus lowers the number). Attack Rolls
with Ranged Weapons.
• Check: Acrobatics, Sleight of Hand, Pick Locks, Stealth,
Escaping Bonds and Holds.
Constitution: Health and Endurance.
• Modifier: Affects the amount of Hit Points gained each level.
• Check: Natural Healing, Long Distance Running, Staying
Awake All Night, Foraging.
Intelligence: Book Smarts and Education.
• Modifier: Only affects Sorcerers but a high score does give
any character more Specializations.
• Check: Education, Knowledge, Lore, History.
Wisdom: Analysis, Perception and Willpower.
• Modifier: Applies to Saving Throws versus Magic.
• Checks: Avoiding Surprise, Perception, Searching, Detecting
Lies
Charisma: Personality, Luck, and Looks
• Modifier: Monster/NPC Reaction Rolls. Lucky Bonus: Roll 1d6
(except Wanderers) on the below chart to determine how the
character’s CHA Modifier is applied.
Lucky (or Unlucky) Modifier
1 Armor Class
2 Attack Rolls
3 Hit Points/Level
4 Damage Rolls
5 Saving Throws
6 Gain CHA Mod Specializations
• Check: Haggling, Diplomacy, Disguise, Deception, Seduction

4
Classes
There are three classes in Forgotten Tales of Sword & Sorcery. Each
class attempts to emulate an archetypal Sword & Sorcery hero; The
Warrior, The Wanderer, and The Sorcerer.
Prime Attributes: Each Class has two “Prime” Attributes. The
character's modifiers for those Attributes are better than their non-
Prime Attributes. Improve one of these Checks by one at 1st Level
(i.e. 2 in d6 becomes 3 in d6).
Combat Bonus: This determines the character’s skill at combat and
is applied as bonus to Attack Rolls and AC.

Design Notes: Combat Bonus


As noted, a character’s Combat Bonus applies on Attack Rolls and
AC. Most common is to have such a bonus only apply to Attack
Rolls. We decided to use this method for a few reasons. Characters
are not heavily armored and magic items nearly non-existent. We
wanted to create a means where a character’s skill in combat
affected their AC more than any equipment they may possess.

Hit Points: This indicates how much


damage a character can take before
dying. The following Class Tables
indicate the cumulative amount of HP
a character has by level.
For example, a 4th Level Warrior has a
total of 4d6 HP. A character’s HP total
may also be modified each level by
their CON modifier or other ability.
First Level characters should begin
play with maximum HP.

5
The Warrior
You crush your enemies and carve a bloody path of death and
destruction. You live by the sword and you will die by the sword.
Hit Combat
Level
Points Bonus
1 1d6+1 +1
2 2d6 +1
3 3d6 +2
4 4d6 +2
5 5d6 +3
6 6d6 +4
7 7d6 +4
8 8d6 +5
9 9d6 +5
10 10d6 +6

Prime Attributes: Strength, Constitution


Class Abilities
• Chop While You Drop: If the
Warrior kills or otherwise
incapacitates an opponent, the
character gains an extra
attack. The Warrior may only
gain a number of additional
attacks equal to their Combat
Bonus.
• Hard Body: Apply a Warrior’s
Constitution Modifier to their
AC.
• Mighty Thews: A Warrior gains
a damage bonus with melee
attacks equal to ½ their
Combat Bonus.

6
The Wanderer
You survive by your wits, luck, and charm. Maybe you’ve traveled to
foreign lands, spent hours at the local tavern listening to the tales of
travelers, or wandered the aisles of a great library.
Hit Combat
Level
Points Bonus
1 1d6 +0
2 2d6 +1
3 3d6 +1
4 3d6+1 +2
5 4d6 +2
6 5d6 +3
7 6d6 +3
8 6d6+1 +4
9 7d6 +4
10 8d6 +5

Prime Attributes: Dexterity, Charisma


Class abilities
• Choose Your Fate: The Wanderer may choose their Lucky
Modifier on the Charisma Modifier Table rather than roll.
• Learn as You Go: The character gains an additional
Specialization at 1st, 4th, and 8th Level.
• Speed & Precision:
Each round, before
the Wanderer’s
Attack Roll is made;
the character may
apply their Dexterity
modifier to either the
Attack or Damage
Roll.

7
The Sorcerer
You have trained your mind and body to resist the chaotic forces of
magic. You have the power to bend the universe to your will even if it
costs your soul.
Hit Combat
Level
Points Bonus
1 1d6 +0
2 1d6+1 +0
3 2d6 +1
4 2d6+1 +1
5 3d6 +2
6 3d6+1 +2
7 4d6 +3
8 4d6+1 +3
9 5d6 +4
10 5d6+1 +4

Prime Attributes: Intelligence, Wisdom


Class Abilities:
• Detect Magic: A Sorcerer
may detect the presence of
magical energies and
enchantments with a
successful WIS
Check[Arcanist].
• Magic: See Magic Chapter
for information on Spells.
• Powerful Magic: Apply the
character’s INT modifier as
a penalty to a target’s
Saving Throws and as a
bonus to a spell’s attack roll
if one is required.

8
Saving Throws
Saving Throws are generally used when a character is resisting an
effect. The most common types of Saving Throws are to resist
Poison, Disease, Magic, Death, and Traps. Depending on the
situation, the GM may call for a Saving Throw against other effects.
Roll 1d20 and apply any other modifiers. If the result is equal to or
greater than equal to the base Saving Throw according to the
character’s level then it is successful.
Saving Throw Categories & Modifiers
Below are the common categories of Saving Throws. Each is
modifier by a character’s Ability Score Modifier as noted below.
• Death (Higher of CON or WIS): See the Damage and Death
rules.
• Poison & Disease (CON): Self explanatory plus any other
affects affecting the character’s endurance such as Brawling
attacks.
• Magic (WIS): Not only includes spells but also magical
devices and supernatural abilities of monsters.
• Traps (DEX): Traps and other area of effect hazards.
• Luck (CHA): Catch all and a “when-in-doubt” category. Who
triggers the trap? Who finds the cursed item first?

Level 1 2 3 4 5 6 7 8 9 10
Save 15 14 13 12 11 10 9 8 7 6

Design Notes: No Class Bonuses?


Characters gain a class-based bonus to their Saving Throws in most
games. This basically still exists in Forgotten Tales of Sword &
Sorcery but is applied via the better Attribute Modifiers for high
Prime Attribute scores.

9
Archetypes & Vices
Archetype
In addition to their class, each player character has an archetype to
further define them. This helps make each character be more unique.
This is added to the character’s class (e.g. Nimble Warrior.) Any class
may be any Archetype. Each Archetype grants the character a bonus
as below.
• Deadly: +1 Attack and Damage Rolls.
• Lucky: +1 Saving Throws.
• Nimble: -1[+1] AC.
• Savage: +1 HP/Level.
• Skilled: Gain two additional Specializations.
Vices
Sword & Sorcery characters, worlds, and stories are morally gray at
best. There is blatant evil but the ideal of virtuous good is nearly
nonexistent. Traditional Alignments aren’t used.
Instead, characters have Vices which are character flaws and
failings. These are only used to give the player an idea on how to role
play their character and what may cause them to get into trouble.
Vices shouldn’t be debilitating nor should they be used as an excuse
for bad player behavior. Vices can be an adjective or a short phrase.

Example Vices
Angry Prideful Self Centered
Cowardly Greedy Bloodthirsty
Absent Minded Selfish Vengeful
Gullible Lustful Deceitful
Gluttonous Lazy Vain
Arrogant Reckless Overconfident

10
Checks & Specializations
Sword & Sorcery characters generally have a broad range of skills
and abilities. Instead of detailed and cumbersome skill system, this
game uses Checks and Specializations.
Based on each of the character’s Attribute scores there is a
corresponding Check. This is expressed as an X in d6. For example,
if a character has 2 in 6 Check then on a roll of a 1 or 2 on a d6, the
character has succeeded on their Check.
When a character attempts to perform an action with a Check, the
Game Master selects the most appropriate Attribute.
Special Uses of Checks
There are situations detailed later in
the rules that GM’s may adapt to
specific situations as they see fit.
Result is an Effect: If a character
successfully rolls a Check, then the
number rolled has some sort of effect.
For example, a Healer is tending an
injured character and successfully
makes their Check by rolling a 3. The
injured character recovers 3 HP.
Score is a Modifier: If a character
has 3 in d6 chance on a Check then
their “Score” in that Check would be
3. A character’s score in a Check may
modify another game mechanic.

11
Specializations
Each character has previous experience before they begin their
adventuring careers. These areas of expertise are simulated with
Specializations. Characters begin with one Specialization and
additional Specializations for a high INT Score equal to (INT-10)/2
plus any others due to Class or Archetype.
Using Specializations
When a character fails an Attribute Check and they have the
appropriate Specialization, they may re-roll but with a 2 in d6 chance.
It is possible that the areas of knowledge of one Specialization may
overlap with that of another but only one may be used. If the GM has
set a difficulty for the Check (as detailed previously) that difficulty is
not applied to the Specialization check. This is not considered “re-
trying”. It is still the same “attempt”.
When a Check with a Specialization is called for in the rules it is
noted as: Ability Check[Specialization] (e.g. DEX Check[Thievery])
The GM may rule that a character only has limited success on a
check if they do not have an appropriate Specialization or the GM
may determine that a specific Specialization is required for a
character to attempt a task. This should be rare but can happen. For
example, a character without the Ancient Languages Specialization
may be able to identify an ancient language or get the gist of a
written passage but may not fully comprehend it.
Note about Languages: We take a cinematic approach for
languages. While it makes sense that characters may speak several
different languages, it does make things difficult if they don’t share a
common language. So languages are placed into two broad
categories. First, there are commonly used languages. Characters
are assumed to have a basic “Tourist” fluency in these languages.
There are still obscure dialects, specialized slang, and cultural
differences that may cause problems for the non-native speakers.
Then there are the ancient languages which may require some
special training to fully comprehend.

12
Specialization Uses/Areas of Expertise
Animal Handler Riding, and animal training and care.
Ancient Languages Long dead cultures and languages.
Healing, diagnosis, and medicinal and
Apothecary/Healer
recreational herbalism.
Theory and practice of magical spells and
Arcanist
rituals, arcane research, and alchemy.
Poisons, ambushing (sneak attack), and
Assassin
finding an opponent’s vulnerabilities.
Running, jumping, climbing, and
Athlete
acrobatics.
Courtesan Nobility, high society, and etiquette.
Storytelling, performing, singing, and
Entertainer
dancing.
Mad gods, demons, eldritch entities and
Forbidden Lore
cults. Magical artifacts.
Merchant Appraisal of goods, haggling.
The seedy side of life and death on the
Pirate
high seas, navigation, and sailing.
Combat maneuvers (See the Combat
Prowess
Chapter)
Avoiding surprise, searching a room, and
Sixth Sense
perception.
Disguise, pickpocket, sleight of hand,
Skulduggery
streetwise, and deception.
Survival Hunting, trapping, tracking, and foraging.
Thievery Stealth, climbing, and locks & traps.
Voluptuary Seduction, luxury and sensual pleasure.
World Traveler Foreign peoples, cultures and languages.

13
Gaining Experience & Leveling Up
Gaining Experience
• 1 to 3 XP: Each Dramatic/Combat Encounter during the
session based on the difficulty or challenge of the encounter.
• 1 to 2 XP: Rule of Cool/Role Playing: The game is all about
fun. If a player does some cool then give them an XP or two.
• 1d6/2 XP. Carousing: Characters can blow their money and
see what happens. See the Carousing Section.
Leveling Up
When a character accumulates enough Experience Points, they
are ready to level up but first they must spend an evening
Carousing. See the Carousing Section.
Improve HP, Combat Bonus, Saving Throw and any other
bonuses per the individual tables.
Increase An Attribute Score: On even Levels (2, 4, 6, 8, 10),
select one Attribute. Roll 3d6 if the result is greater than current
score then increase that Attribute Score by 1.
Improve Checks: At 1st, 5th, and 9th Levels, improve one Prime
Attribute Check by 1. At 3rd and 7th Levels, improve one non-Prime
Attribute Check by 1.

Lvl XP Benefits
1 0 Improve a Prime Attribute Check.
2 10 Roll for Attribute Score increase.
3 20 Improve a non-Prime Attribute Check.
4 45 Roll for Attribute Score increase.
5 60 Improve a Prime Attribute Check.
6 75 Roll for Attribute Score increase.
7 100 Improve a non-Prime Attribute Check.
8 150 Roll for Attribute Score increase.
9 200 Improve a Prime Attribute Check.
10 250 Roll for Attribute Score increase.

14
Weapons, Armor, Equipment & Other Goods
Wealth
While much trade is done with barter, coinage is still used. Using
silver as the base may make more sense but we decided to use gold
for maximum compatibility with other adventures and rules.
Standard Coin Values
10 Copper Pieces (CP) = 1 Silver Piece (SP)
10 SP = 1 Gold Piece (GP)
Starting Wealth & Equipment
Starting Wealth: Highest attribute score in Gold Pieces (GP).
Starting Equipment: All characters begin with: Common Clothes,
Backpack, Bedroll or Cloak, and one other common piece of
equipment of the player’s choice. Additionally, the character has the
following based on their class:
• Warrior: Armor and two weapons
• Wanderer: Two Weapons
• Sorcerer: Spell Book and one Weapon.

15
Weapons & Armor
There are no weapon or armor restrictions. Any character can use
any weapon and wear any armor. It’s more important who is wielding
a weapon or wearing armor than the equipment itself. It doesn’t
matter if the character’s favored weapon is a dagger or a sword. It
doesn’t if their armor is just a fur loincloth or a chain mail bikini.
Players are encouraged describe their character’s weapons and
armor.
All weapons do 1d6 damage and all armor provides -2[+2] bonus to
AC.
A character may gain additional bonuses in combat per the following:
• Using a shield: -1[+1] AC
• Fighting with two weapons: +1 To-Hit
• Wielding a weapon with two hands: +1 Damage
Common Combat Gear
Gear Cost (GP)
Armor 30
Shield 10
Weapon 6
Ammo/20 Rounds .1 (1 SP)

Encumbrance
Characters may carry a number of things equal to their STR Score.
Weapons and Shields count as 1 “thing”; Armor as two. 100 coins
count as 1. The GM should use common sense in determining what
counts as a thing by both its weight and its bulk and may impose
penalties to Checks or movement for over burdened characters.
Equipment List
The following is not an exhaustive list of all possible things that a
character may wish to purchase. GM’s should use judgment and
common sense when determining availability and prices.

16
Common Equipment

Gear Cost (GP)


Ale, Mead, or Wine .1 (1SP)
Backpack (30 lb. capacity) 5
Bedroll 2
Bottle (wine), glass 1
Cart 80
Clothes, common 3
Clothes, fine 50
Crowbar 5
Flint and Steel 1
Grappling Hook 5
Horse, riding 40
Horse, war 200
Lantern 10
Mirror (small), steel 5
Mule 20
Night at an Inn (Common Room) 1
Oil (lamp), 1 pint 2
Pole, 10 ft. 1
Rations, trail (day) 1
Rope (50 ft.), hemp 1
Rope (50 ft.), silk 5
Sack 1
Saddle, Tack & Saddle Bags 25
Shovel 5
Spellbook (blank) 100
Spikes (12), iron 1
Stakes (12), wooden 1
Tent 20
Torches (6) 1
Wagon, small 160
Waterskin 1

17
Special Items

Healing Salve (Cost: 25 GP): May be used once per day. The salve
doubles the character's Natural Healing Rate.
Spell Books (Cost 100 GP): These specially created tomes are
used by sorcerers to keep their arcane secrets. Spell books and
ancient tomes are detailed further in the Magic chapter.
Poisons
Poisons are one of the tools of trade for Assassins. However, access
to them shouldn’t be easy. Many times local Assassin Guilds have a
monopoly on the poisons available within a city. Below are some
common examples of poisons.
Grave Touch Poison (Cost 50 GP): Target must Save versus
Poison or be paralyzed for 1d6 Rounds. On a successful Save, the
target is paralyzed for one Round.
Blood Fruit Nectar (Cost 75 GP): Target must Save versus Poison
or take an additional 1d6 damage.
Shadow Cobra Venom (Cost 150 GP): Target must Save versus
Poison each round for 2d6 Rounds. On a failed Save, the Target
takes 1d6 damage.
Black Lotus Dust (Cost: 500 GP): The target must Save versus
Poison or die.

Design Notes: Holy Water


Holy Water is a standard in many fantasy campaigns and valuable
weapon against unholy creatures. Since there are no clerics to
make said Holy Water, we assume that it doesn’t exist.

18
Playing The Game
Checks & Specializations
Setting Difficulties: The GM may assign a difficulty to a task. To
keep things simple, difficulty is broken down into only three
categories: Easy, Average, Hard.
• Easy: Gain a +1 bonus to the character's Check score. If this
results in a 6 in d6 chance then roll 2d6 and the character
fails on a roll of double 6’s.
• Average: Roll as normal. No penalty or bonus.
• Hard: Gain -1 penalty to the character's Check score. If this
results in a 0 in d6 chance the roll 2d6 and the character
succeeds on a roll of double 1’s.
NPC’s & Monsters: Player characters should be the only ones
making Checks. The story should be based on the successes and
failures of the player characters. So assassins don’t roll to sneak up
characters; the characters roll to see if they notice. City guards don’t
roll to see if they catch an escaping character, but the character rolls
to escape.
In the rare case that an opponent may need to make a check. The
GM should make a decision based on the following scale.
Check Competency
1 in 6 Incompetent
2 in 6 Average
3 in 6 Trained
4 in 6 Professional
5 in 6 Master

The GM may call for a series of Checks for extended or complex


tasks. For quick resolution for tasks, the GM may call for the “Best of
Three” Checks to determine success or failure. While for a more
complex or dramatic task, the GM may have the player roll Checks
until the three successes or three failures is rolled.

19
Reaction Rolls
Not every encounter has to start off with violence. The GM will
determine when a random Reaction Roll is warranted for a monster,
animal, or NPC. Roll 2d6 and apply the character’s CHA Modifier on
the chart below.
Reaction
2 or less Hostile
3 to 5 Negative
6 to 8 Neutral
9 to 11 Positive
12 or more Enthusiastic

Time
The base period of time is the Round which is approximately six
seconds. During a round, a character may perform one “Action” such
as attacking, casting (or beginning to cast) a spell, reviving an
unconscious ally etc. Moving a character’s base speed is not
considered an action but Sprinting is. See Below
“Encounter”, “Adventure”, or “Session” are also used and the GM
should use their judgment when any of these begin and end. In other
instances, actual time measurements are used.
Tactical Movement
For tactical Movement, the rules approach this from a Theater of the
Mind approach using categories to determine the speed of characters
and is listed in the Monster Descriptions. Approximate distances are
listed if the game is using miniatures. All player characters and
mortals move at the Standard Rate. Remember, normal movement is
not considered an Action but Sprinting is. Sprinting allows a
character to move at rate of one category higher.
• Slow (15 to 20 feet/Round)
• Standard (30 feet/Round)
• Fast (35 to 40 feet/Round)

20
Combat

Calculating Armor Class: Your GM will decide whether your game


is using the “Descending” armor class system where a lower AC is
harder to hit, or the “Ascending AC” system, where a higher AC is
harder to hit. Numbers for the “Ascending AC” system are set off in
brackets like this: 7[12].
Descending AC System: In the Descending AC System, an
unarmored character is AC 9. Use the below table to determine if an
attack is successful or use this formula: 19-Attack Roll.
Descending AC To-Hit
AC 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
Roll 10 11 12 13 14 15 16 17 18 19 20 21 22

Ascending AC System: For the Ascending AC system, an


unarmored character is AC 10. Whatever the result of the Attack Roll
is the AC that the attacker hits.

21
Initiative
Many older games use a “phased” Combat Rounds where
combatants perform certain actions during certain phases of each
round. Forgotten Tales uses a later but what we feel is a simpler
method where a character acts on their turn and there aren’t any
phases.
Initiative: There are many options for determining who goes first
during combat. We present two options here:
• By side: The GM and one player each roll 1d6. The side
(players or monsters) with higher result goes first. Individually
members of each side may act in any order they wish.

• Individual: Each player rolls 2d6+ Combat Bonus. The GM


rolls 2d6 for each group of like monsters/NPC’s.
Combat Rules
Attack Rolls: Whenever an Attack
Roll is referenced, roll 1d20+Any
Class and/or Ability Score
Modifiers+Any Situational Modifiers.
The +4 Damage Rule: After Ability
Score and Class Modifiers are
applied, damage bonuses can
become rather large. Convert each +4
into an additional d6 (i.e. 1d6+5
becomes 2d6+1).
Shattered Shield Rule: If a character
is using a shield then they may opt to
take no damage from a single attack
by having their shield “shattered”. The
decision is made before damage is rolled and renders the shield
useless and must later be replaced.
Retreating Attacks: If a combatant flees a melee combat without
Disengaging or failing on the Check to Disengage (See Combat
Maneuvers), any opponents within reach gain a free melee attack.

22
Common Attack Modifiers
Short Range (20 ft) 0
Medium Range (40 ft) -2
Long Range (80 Ft) -4
Sneak Attack* +4 To-Hit and double damage.
Attacker Invisible +4
Defender Invisible -4
+1 To Hit Melee
Defender Prone
-1 To Hit Ranged
Shooting into melee** - # Combatants
“Touch” Attack +2
*Sneak Attack: All characters can sneak attack.
**Shooting Into Melee: Penalty equal to the number
of combatants in the melee. On a miss, 1 in 6 chance
of hitting a random combatant.

Critical Hit s & Fumbles


Critical Hit: When an attacker
rolls a Natural 20 on their
Attack Roll, they may
immediately follow up with a
free Combat Maneuver.
Fumbles: When an attacker
rolls a Natural 1 on their Attack
Roll, the defender may counter
with a free Combat Maneuver.

23
Combat Maneuvers
Combat Maneuvers are used to give characters and their opponents
more options than hitting each other. Having players think of
interesting things to do in combat gets them more involved than
bashing something until it runs out of Hit Points.
Most Combat Maneuvers require an Attribute Check [Prowess]. This
will usually be be STR or DEX but any other Attribute could be used if
the player is creative. The GM should determine which attribute is
most appropriate to the action. Remember, NPC’s and monsters
don’t normally make Checks. Player characters will make Checks to
resist. The NPC’s or monster’s maneuver succeeds if the Player
Character fails their Check.
A character may use their Action during a round to attempt to perform
a Combat Maneuver. The attacker makes an Attack Roll and if
successful then makes the appropriate Check to successfully
complete the Combat Maneuver. Crits and Fumbles trigger a free
Combat Maneuver. No attack roll is made, only the Check.
The below is not an exhaustive list but does exhibit examples of the
most common situations. It is encouraged that Combat Maneuvers
be limited by the player’s creativity, the GM’s discretion and common
sense.
• Disarm: This obviously only affects hand-held weapons and
shouldn’t affect creatures that fight with tooth and claw or
other natural weapons.
• Feint/Distract/Take The High Ground: The maneuvering
character gains a bonus to Attack Roll, Damage, or AC equal
to their successful Check result until the end of their next
Action.
• Push: The character is forced back at least 5 feet in a
directions of the maneuvering character’s choosing.
• Disengage: If the maneuvering character has not moved yet
this round then they move without allowing the defender a
free retreating attack.
• Trip: Knocks the defender prone.
A character may gain other tactical benefits determined by the
situation and GM’s discretion.

24
Brawling
Not all combat has to be lethal. Sometimes the characters or the
NPC’s may need to take someone alive or just want to break up the
local tavern in a brawl. Brawling attacks are rolled the same as
normal melee Attack Rolls. While a character may have two fists, it is
not counted as Fighting With Two Weapons.
If the attack is successful then the defender attempts a Saving Throw
versus Poison & Disease.
• If the Saving Throw is successful then the defender is only
bruised a bit without any other effects.
• If the defender fails their Saving Throw then they are Stunned
and lose their next action. If a character is Stunned three
times during an encounter then they are knocked out.
• If the defender fails their Saving Throw by 4 or more then
they are knocked out.
Characters who are knocked out regain consciousness in 1d6 x 10
minutes. Another character may use their action to revive them.
The GM may rule that some opponents are immune to stunning
and/or being knocked out due their size or supernatural origins.

25
Healing & Death
Forgotten Tales of Sword & Sorcery is a game about pulp action and
heroes can withstand incredible damage and yet drag themselves out
of the most dread of situations. It doesn’t mean that they are super
heroes. The threat of character death is still very real.
Swords, spells, traps, poisons, and all manner of lethal hazards
reduce a character’s HP. When a character reach zero or fewer HP,
they may be unconscious or dead.
Last Stand
A character may make a Last Stand once per session when they take
damage that reduces them to zero or fewer HP. When a character
makes their Last Stand, they remain active with HP equal to their
CON Check Score. The GM may rule that a specific situation does
not allow for a Last Stand such as deliberately drinking a vial of
poison or jumping off a cliff.
Unconscious or Dead
• 0 to -5 HP: The character is unconscious and enemies know
it. They will likely take the character captive. The character
wakes up in 1d6 hours with 1d3 HP.
• -6 to -9 HP: Make a Save Vs Death or die. Otherwise, the
character is unconscious. Enemies will most likely loot the
character’s body and leave them for dead. The character
wakes up in 2d6 hours with 1 HP.
• -10 or more HP: Dead.
Monsters and common Mortals die at 0 HP.
Healing
Binding Wounds: This may only be attempted after an encounter
where the wounded character has taken damage. The wounded
character attempts a CON Check, if successful the character heals a
number of HP equal to the result.
Natural Healing: CON Check Score HP per day.
Care of a Healer: With a successful WIS Check [Apothecary/Healer],
a character is healed a number of HP equal to the roll each day.

26
Carousing
Carousing is a mainstay of Sword
& Sorcery stories. Not only does it
provide story and adventure
hooks, it provides a fun way for
the characters to spend their hard
earned treasure. Remember,
broke adventurers have a good
reason to head back out into the
world and risk life and limb.
Player characters can have a night
on the town anywhere but
Carousing with benefits must take
place in a major city not in a small
village or roadhouse.
A character must spend a night Carousing in order to Level Up or
may use it to gain 1d6/2 XP. The following also apply:
• The character does not regain any HP for natural healing.
• The character is always hung over (-2 to Attacks, Saves, and
AC (+2[-2]) for the next day.
• The character must spend 2d6 x Character’s Level x 10 GP
for a night of Carousing in addition to additional costs based
on the results of the Carousing Tables.
If the character doesn’t have enough money to cover any additional
costs then role play it out. What will they have to do pay off the debt?
Will the party pitch in to help their friend out? The mishaps of
carousing are meant to become part of the story and lead to even
more adventures.
On the follow tables, roll “d66”. That is roll two d6. One die counts as
the “tens” digit and the other as the “ones”. For example, rolling a 2
and 6 counts as 25.
Entries marked with an “*” indicates that an NPC is involved and the
GM may have to quickly create one.

27
Your romantic partner won’t leave you alone. They are very
11* jealous and will follow you anywhere. And if they can’t have
you then nobody can.*
You’re a gladiator now. Survive 1d6+1 fights to earn your
12
freedom.
You bought a piece of fancy jewelry for 2d6X10 GP but, in
13
daylight, it’s junk.
Mysterious crumpled up map is in your hand. Where does it
14
lead? Where did you get it?
You have agreed to do something unsavory for your new
15*
friend who is a sorcerer who charmed you.*
You wake up in the town jail for being drunk and disorderly.
16
Paying a 1d6X10 GP fine gets you out.
21 You spent all of your money. Time to adventure.
22* You agreed to dual*
Bought a slave for 2d6X10 GP. Make a Reaction Roll to see
23*
how they feel about you.*
You acquired an idol to mad alien god. That can’t be good.
24
Who wants it back? Does it have any magical power?
25 Wake up covered in blood and with only 1d6 HP left.
You wake up naked in an alley. Everything that you had is
26
gone.
You bought a bunch of rounds for the house, spending an
31
extra 2d6X5 GP.
Your lover has a jealous, violent significant other who walks
32*
in on you.*
33 You really tied one on. Your hangover lasts 1d6 days.
Haunted by a mischievous spirit. A Banish spell will take
34
care of the problem.
35* You made a friend with benefits.*
Somebody dared you to eat something last night. It was
36 bad. You’re sick for the 2d6 day -1 to Attacks, Damage, and
Saves.

28
41* You’re wanted for murder. Are you innocent?*
42 Deflowered the sacrificial virgin. A cult isn’t happy with you.
Gambled and won 2d6 x10 GP but there’s 2d6 local thugs
43
who think you cheated.
You’re not sure what drank last night but you’ll suffer from
44
random hallucinations for the next 1d6 days.
You earned a bad reputation in town. Most folks don’t want to
45
deal with you and charge you higher prices for anything.
46 You wake up in the town pillory for violating local customs
51 Got an embarrassing tattoo.
You stole a piece of jewelry worth 1d6X100 GP. Its original
52*
owners want it back.*
You gambled and lost 2d6 x100 GP. If you don’t have that
53
much then there may be people who want to “talk” to you.
54* Made a life-long enemy last night and they want to kill you.*
You burned down the tavern. You need to come up with
55
2d6X100 GP or get out of town quick.
You had a romantic evening but it was purely professional.
56
You spent 2d6X10 GP extra last night.
Your fling is totally enamored with you. There’s a 1 in 6
61*
chance that they will insist on joining your adventuring band.*
You have committed an act of heresy. Now there’s a whole
62
cult who wants to kill you.
Some how you unleashed a demon on the city last night. The
63
city and the demon are not happy with you.
64* You got married. 1 in 6 chance that it’s part of a scam.*
You’re pretty sure that special someone last night was a
65 vampire. Wake up with 1d6 Life Drain. See Monster
Descriptions for details.
You wake up naked and chained to an altar. A cult is
66
preparing to sacrifice you.

29
Quick & Dirty NPC’s
Roll 2d6 for each column for the basic statistics
for a random NPC. The GM should assign any
personal traits as they see fit and that will fit the
encounter or make it interesting.
Any special abilities or advantages should be
assigned as needed. Obviously, a Sorcerer will
know spells and have access to a spell book. A
cultist might be fanatical. A Crime Lords or Nobles
might have a numbers of hirelings that they could
throw at the character.
There are also Common NPC’s and more details
in the Monsters & NPC’s Chapter. For very
important or reoccurring NPC’s, the GM may wish
to create them as if they were a player character.

Unarmored
Who are they? HD
AC
Damage

2 Slaver/Crime Lord 9 4[15] 2d6


3 Warrior 7 5[15] 1d6+3
4 Beggar 5 6[13] 1d6+2
5 Merchant 3 7[12] 1d6+1
6 Thug 1 8[11] 1d6
7 Commoner 2 9[10] 1d6
8 Petty Criminal 4 8[11] 1d6+1
9 City Guard 7 7[12] 1d6+2
10 Cultist 6 6[13] 1d6+3
11 Noble 8 5[14] 2d6
12 Sorcerer 10 4[15] 2d6+1

30
Magic
Magic is rare, evil, and corrupting. Sorcerers spend their lives on a
quest for more power and knowledge. Those not trained in the
arcane know little of its power and generally fear magic. More often
that not, that fear is well placed.
Sword & Sorcery is generally considered
‘low magic”. Characters do not have
easy access to a stream of magical
items and trinkets. Even minor magical
items can carry unforeseen side effects
or come at a high price, not just in gold.
Sorcerer Starting Spells
Spells Known at 1st Level: (INT Score-9)
The character is not limited to the
Maximum Safe Spell Level (Arcanum.
See below) when selecting spells. A
high-level Sorcerer may only be able to
cast a handful of spells each day.
Choose wisely and don’t squander the
power. Sorcerers must study their spell
books daily but do not need to
“memorize” spells. Once a character
knows a spell, they know it and may cast it.
Unlocking the Mysteries
When a Sorcerer gains a level then they may attempt to increase
their power (Arcanum) or knowledge (spells known).
• To Increase Arcanum: Attempt a WIS[Forbidden Lore] check.
• To Learn a New Spell: Attempt an INT[Arcanist] check.
Sorcerers may also improve their Arcanum and learn additional spells
from ancient tomes and spell books. See Spell Books & Ancient
Tomes of Forbidden Knowledge later in the Magic Chapter.

31
Arcanum
Sorcerers have an Arcanum Score which indicates how much arcane
power is at the caster’s disposal.
Arcanum begins at 1 for 1st level characters.
Arcanum determines:
• Spells per Day: A Sorcerer may cast only a limited number of
spells per day equal to Arcanum Score+WIS Modifier+CON
Modifier. Each spell’s level does not matter unless it is higher
than the character’s Arcanum score. If a Sorcerer knows a
spell they may cast it.
• Spell Effects: A Sorcerer’s Arcanum score may determine the
effect or duration of a spell. See each Spell’s description.
• Maximum Spell Level: A Sorcerer may safely cast spells with
a level equal to or less than their Arcanum score.
When a Sorcerer’s Arcanum score is reduced it also affects the
character’s Spells per Day, Spell Effects, and Maximum Spell Level.
Recovering Arcanum
A Sorcerer recovers 1 point of Arcanum per day that the character
does not cast any spells and has possession of their spell book.

32
Casting Spells
Casting spells is physically and mentally challenging. A sorcerer must
be able to speak in order to utter the words of power. They do not
have to shout or speak loudly, a mere whisper will suffice. But they
must be able to speak. They must have their hands free but they may
hold an item even a weapon in one hand. Armor does not interfere
with spell casting but a shield does.
Some spells have special costs or longer casting as noted in each
spell’s description. If any special costs or conditions cannot be met
then the spell cannot be cast. If no casting time is indicated for a spell
then it takes the character’s action to cast. When a spell has a longer
casting time then the caster is assumed to be concentrating on the
spell for the duration of the casting time.
Special Spell Casting Conditions
The Stars Must Be Right: A common condition for some powerful
spells is that the “Stars Must Be Right”. To randomly determine if the
Stare Are Right roll 3d6. If the number on three dice match then the
Stars Are Right. If the Stars are not right then add the results of the
two highest dice to determine how many weeks until the Stars Are
Right.
Concentration: Some spells may require or have an option to
extend their effects if the Sorcerer concentrates on the spell. A
Sorcerer’s concentration is automatically broken if they cast another
spell, are knocked unconscious, fall asleep, or are otherwise
incapacitated. If a Sorcerer takes damage then they must succeed
on a Saving Throw versus Magic to maintain concentration.
Material Components: Some spells require special materials in
order to cast. These are required to cast the spell. Unless noted
otherwise, the components are consumed in the casting of the spell.

33
Casting Dangerously
A Sorcerer may attempt to push the limits of their arcane power but at
great risk.
The following are considered Casting Dangerously:
• Exceeding the caster’s allowed Spells Per Day.
• Casting spells with a level greater than the caster’s current
Arcanum Score.
• The GM may determine that other circumstances might also
cause a similar effect.
The Cost of Casting Dangerously:
• A Sorcerer’s Arcanum score is reduced by the level of the
spell (i.e. a 3rd Level spell reduces Arcanum by 3) in addition
to any Arcanum loss for a specific spell.
• The Sorcerer takes damage equal to the Spell’s Level.
• The Sorcerer must make a Saving Throw Vs Magic or be
stunned for 1d6+the Spell’s Level rounds.
If multiple conditions are met then the temporary Arcanum loss is
cumulative.
A Sorcerer’s Arcanum score may be reduced to less than 0 when
casting dangerously. The Sorcerer cannot cast any spells until their
Arcanum score reaches at least 1.

Optional Rule: Armor & Spell Casting


Armor does not affect spell casting in the rules as written. However,
if a GM wishes to include this effect then we suggest the following.
Reduce the caster’s effective Arcanum by the armor’s bonus.

34
Demonic Pacts
All Sorcerers have the knowledge to enter into a pact with a Demon
Lord or Mad God. This is not the same as Summoning. The character
may only enter into one pact.
When the character enters the Pact, they increase their Arcanum by
one and gain an additional spell of the GM’s choosing. This spell
should be thematically tied the patron being.
Such power is not free. First, the Sorcerer gains a Pact Mark. This is
some physical cosmetic change to the character. It should not be
anything debilitating but should make the character slightly alien.
Then there’s the Catch. This is something that is annoying or limiting
to the character’s actions or choices. And, finally, the character is in
service to their master and may be ordered to perform certain
unpleasant tasks or quests.

35
Random Mad God & Demon Lord Names
The universe is older than mortals can imagine and there are
hundreds of ancient Gods and Demon Lords. GM’s can use the
following tables for some quick inspiration.

1 Yog Oth
2 Ra Zul
3 Set Teph
4 Noz Tog
5 Cthul Tuhl
6 Quoz Otl
7 Shog Otha
8 Xol Ix
9 Iz Gon
10 Win Ur
11 Hor Zeth
12 Goz Oga
13 Bal Ithia
14 Dag On
15 Wrath El
16 Mum Sa
17 Ten Gor
18 Tut Ahl
19 Ahk Yth
20 Krom Amon

36
Random Eldritch Honorifics
Sometimes, the GM may need a quick title or honorific for an ancient
god, a demon lord, or a mad sorcerer-king.

1 Demon Lord Disease


2 Dark Lady Insanity
3 Tentacled Queen Undead
4 Immortal King Corruption
5 Flayed Master Nightmares
6 Screaming Mistress Lust
7 Blind Prince Cannibalism
8 Red Princess Death
9 Blood Emperor War
10 Yellow Empress Of Greed
11 Green Seer Illusion
12 Sleeping Prophet Prophecy
13 Dreaming Walker Pain
14 Creeping Darkness Pleasure
15 Crawling Shadow Gluttony
16 Hidden Sultan Mysteries
17 Shambling Void Decay
18 Rotting Hunger Snakes
19 Invisible Traveler Spiders
20 Secret Herald The Abyss

37
Magical Artifacts
Magic items should be very rare. There are no shops selling generic
+1 Swords. Every magic item should be interesting and unique and
they should always bear cost for any power. These costs may
outweigh the benefits or bring great peril to a character.
There may be shops and merchants who do sell minor magic items
such as protective talismans or potions. If these items actually work
is up to the discretion of the GM.

Design Notes: Spell Scrolls & Wands


Traditionally, Spell Scrolls and Wands store a spell for later casting
and provide a ready resource for spells. Such items are
intentionally omitted. We feel that these items reduce the specialty
and mystery of magic and make it too readily available.
There are spell scrolls which contain the spell formulas which can
be used by a Sorcerer to learn a new spell.

Spell Books & Tomes of Forbidden Knowledge


Spell books are magical and unique to each caster. Another Sorcerer
may only gain knowledge from a spell book if the original author is
dead. This is part of the enchantment placed on the book when it was
created.
Spell books and ancient tomes have two primary traits. First, there is
the list of spells that it contains and the Arcanum Score of the author.
A Sorcerer may only use the tome to increase their own Arcanum
score if the original author’s was greater. If the spell book is from an
ancient source then the character must make an INT Check [Ancient
Languages] to comprehend the text.
• To Increase Arcanum by 1: Requires a number of weeks of
study equal to the character’s Arcanum. Then attempt a hard
WIS[Forbidden Lore] check.
• To Learn a Spell: Requires a number of weeks of study equal
to the Spell’s Level. Then attempt a hard INT[Arcanist] check.

38
Spell List
First Level Third Level
1 Banish 1 Cause Fear
2 Bind Familiar 2 Curse
3 Charm 3 Darkvision
4 Control Undead 4 Demonic Fury
5 Cure Wounds 5 Dispel Magic
5 Divination 6 Shape Change
6 Protection 7 Spirit Fog
7 Sleep Fourth Level
8 Summon/Bind Entity 1 Black Tentacles
9 Web 2 Confusion
Second Level 3 Death Mask
1 Darkness 4 Dimensional Portal
2 Detox 5 Plant Growth
3 Disguise 6 Wizard Eye
4 Hold Fifth Level
5 Invisibility 1 Animate Dead
6 Illusion 2 Cloudkill
7 Speak with Dead 3 Control/Summon Weather
8 Viper Arrow 4 Death Spell
Sixth Level
1 Army of Darkness
2 Creeping Doom
3 Raise Dead

39
Spell Descriptions
Animate Dead
Level: 5
Range: GM’s discretion
Duration: Permanent until undead are destroyed or dispelled
Casting Time: 1 hour
Additional Cost: There must be an adequate number of
corpses/skeletal remains to animate. Additionally, the spell
consumes 500 GP worth of rare oils and incenses.
This spell animates skeletons or zombies from dead bodies or
skeletal remains. 1d6 undead are animated per point of Arcanum of
the caster. See the Monster chapter for the statistics for Skeletons
and Zombies. This spell only animates the dead, it does not grant the
caster any control over them.

Army of Darkness
Level: 6
Range: 1 mile radius per Point of Arcanum of the Caster.
Duration: Permanent until dispelled or the undead are destroyed.
Casting Time: 8 hours
Additional Cost: This spell requires a human sacrifice and 1,000 GP
worth of rare oils and exotic incense. The Stars Must Be Right..
Temporarily Reduce Caster’s Arcanum by 1.
This long and forbidden ceremony raises every corpse within its area
of effect as a skeleton or zombie. Any legendary or heroic decedents
may raise as more powerful undead. The number of undead could be
from the dozens to thousands depending on where the spell is cast
and the GM’s discretion.

Banish
Level: 1 (Special: Actual Spell Level is considered to the HD of the
entity banished)
Range: 30 Feet
Duration: Special
The caster utters the words of power and attempts to return an extra
planar creature to its plane of origin. The targeted creature is allowed
a Saving Throw to resist. If the character attempting to banish the
creature summoned it then the creature has a -2 penalty to its Saving
Throw.

40
Bind Familiar
Level: 1
Range: 10 feet
Duration: Permanent
Casting Time: 4 hours
Additional Cost: This spell requires 1,000 GP worth of rare oils,
exotic incense and other materials.
The caster summons and binds a minor demonic entity. At the time of
the summoning, the caster chooses if the familiar will take a physical
or spirit form. Once this decision is made, it cannot be changed.
The familiar’s exact physical form is up to the caster’s (and GM’s)
discretion. If the physical form is destroyed, the familiar may be re-
summoned the next day. The familiar and caster have a telepathic
bond and can observe through the others senses.
Familiar’s Base Physical Form: AC: 6[13]; HD: ½ of the caster’s
Arcanum (Minimum 1); Save: 19-HD; Attack Bonus: HD, Damage
By Weapon or Claw/Bite (1d6-1); Move: Standard; Special:
Darkvision plus 1d6/2 Special Abilities. Roll on the below.

1 Turn Invisible at will.


2 Fly at Average Speed.
3 Familiar is knowledgeable in Forbidden Lore (5 in d6).
4 Demonic Toughness: -2[+2] AC
5 Vicious: +1 To-Hit and Damage in combat
Cast 1d6 1st Level Spells. Determined at summoning. Each
6
spell may be cast once per day.

If the familiar is spirit form. The familiar possess the caster and
shares knowledge and insight, but will tempt, influence, or otherwise
torment the caster. The caster gains the Darkvision monster ability, a
+1 bonus to Save versus the powers and abilities of demons and
other extraplanar creatures, and the unique Specialization Demonic
Affinity allowing the caster to speak the language of demons and
improves their ability to interact with them.

41
Black Tentacles
Level: 4
Range: 60 Feet
Duration: 1 round/Point of Arcanum
The Caster selects a point within the range of the spell and rips open
the fabric of reality. Each round 1d6 black tentacles reach from the
void and attack random targets within 10 feet.
Black Tentacles
HD: 2
AC: 7[12]
Attacks: 1d6 (10 foot reach)
Move: None
Special: None

Cause Fear
Spell Level: 3
Range: 0 (30 foot radius centered on caster)
Duration: 1d6 rounds+Acracum of caster
This spell causes the creatures (friend or foe) with its area of effect to
flee in horror. A Saving Throw negates. There is a 3 in d6 chance that
they will drop whatever they are holding.

Charm
Level: 1
Range: 120 ft.
Duration: Until dispelled or Target succeeds on a Saving Throw.
This spell affects a living target and makes the target believe that the
caster is a good and trusted friend. A successful Saving Throw
negates the effect. The target may retry their Saving Throw after 20-
WIS Score days.

Cloudkill
Level: 5
Range: Close
Duration: 1 hour
Casting Time: 15 Minutes
The caster summons a dense cloud (15’ Radius) of noxious vapors.
This cloud moves away from the caster at a rate of 5 feet/round

42
based on the direction of any wind. The cloud is heavier than air and
will float towards the lowest point available.
Creatures with 5 HD or less must succeed on a Saving Throw or die.
Those with more than 5HD must succeed on a Saving Throw or be
sickened (-2 to attacks and Saving Throws) for 1d6 hours.

Confusion
Spell Level: 4
Range: 120 ft.
Duration: 1 round/Point of Arcanum
The spell confuses 2d6 creatures within a 15 foot radius and makes
them act randomly. Creatures of 3 HD or fewer are automatically
affected. Those with more than 3 HD are allowed a Saving Throw to
resist. The effects of the confusion may shift each round for the
duration.
Roll Confusion Effect
2–5 Attack the caster (or his allies)
6–8 Stand baffled and inactive
9–12 Attack closest target.

Control Undead
Spell Level: 2
Range: 60 Feet Radius centered on caster
Duration: 10 minutes/Point of Arcanum
This spell affects only mindless undead. Each creature within the
area of effect of the spell are allowed to resist with a Saving Throw.
Those who fail come under the caster’s control for the duration. Since
these are mindless undead, any complex commands will likely be
misunderstood by them.

Control/Summon Weather
Spell Level: 5
Range: GM’s discretion
Duration: GM’s discretion
Casting Time: 10 minutes
The caster may alter the weather of a large immediate area. The
exact area and specific effects are left to the GM’s discretion and
tailored to the exact location and situation.

43
Creeping Doom
Spell Level: 6
Range: 50 Yards
Duration: Special
Casting Time: 30 minutes
Cost: 100 GP worth of rare herbs and oils, The Stars Must Be Right.
The Sorcerer summons thousands of spiders, scorpions, and other
biting and stinging insects. The swarm has Arcanum x 100 creatures,
each of which will cause 1 HP of damage then die.

Cure Wounds
Spell Level: 1
Range: Touch
Duration: Instantaneous
Casting Time: 2 Minutes
The caster heals 1d6+Arcanum damage. Note: A +4 modifier
becomes an additional d6.

Curse
Spell Level: 3
Range: Touch
Duration: 1 hour/Point of Arcanum
The target is cursed with a -2 penalty to all Attack Rolls and Saving
Throws. Other penalties or conditions may be imposed on the target
of a curse at the GM’s discretion.

Darkness
Spell Level: 2
Range: 120 ft. (15 ft. radius)
Duration: 10 minutes/Point of Arcanum
The caster plunges the affected area into total darkness.

Darkvision
Spell Level: 3
Range: Touch
Duration: 1 hour/Point of Arcanum
The recipient of the spell can see in total darkness for the spell’s
duration.

44
Death Mask
Spell Level: 4
Range: 240 ft. (60 foot Radius)
Duration: 1 hour/Point of Arcanum
Casting Time: 10 minutes
This spell allows a caster's spirit to possess a fresh human corpse.
Any wounds or other signs of death remain on the corpse. The
caster's body is helpless while they are possessing the corpse. If the
Sorcerer’s body sustains enough to damage to kill them then they
cannot return and are trapped in the corpse until the spell's duration
ends at which time they will also die.

Death Spell
Spell Level: 5
Range: 240 ft. (60 foot Radius)
Duration: Instant
Cost: Caster takes 1d6 damage.
The caster targets a single living mortal. Supernatural creatures are
immune to this spell. A target with fewer HD than the caster’s
Arcanum is instantly killed. If the target’s HD is equal to or greater
than the caster’s Arcanum then the take takes 1d6/Point of Arcanum
damage. The target may attempt a Saving Throw to halve the
damage.

Demonic Fury
Spell Level: 3
Range: Touch
Duration: 1 Minute/Point of Arcanum
The caster imbues the target of the spell with the strength of a
demon.. A character cannot cast any spells while under the effects of
this spell. The target gains a bonus To-Hit and Damage with melee
attacks equal to the caster’s Arcanum score and 1d6+Arcanum
“bonus” HP.
At the onset of the spell, the target must succeed on a Save Vs
Magic or go into demonic rage and attack the nearest target (friend or
foe) for the spell’s duration.

45
Detox
Spell Level: 2
Range: Touch
Duration: Instantaneous
The target of the spell may be cured of diseases or poisons with a
successful Saving Thrown with a bonus equal to the caster’s
Arcanum.

Dimensional Portal
Spell Level: 4
Range: 10 ft. casting, 360 ft. teleport within line of sight
Duration: Instantaneous
The caster may teleport himself, an object, or another person to a
location within the spell’s range. Unwilling targets are allowed a
Saving Throw.

Disguise
Spell Level: 2
Range: Touch
Duration: 10 Minutes/Point of Arcanum
The caster may change the physical appearance of the target
(themselves included). This is a temporary physical transformation of
the target and does not affect clothes or equipment. The target does
not gain any extra knowledge, memories, or skills. The target must
remain roughly the same size (i.e. the caster cannot turn an adult into
a baby.) This spell only affects humans/mortals. An unwilling target is
allowed a Saving Throw to resist.

Dispel Magic
Spell Level: 3
Range: 120 ft.
Duration: 10 minutes for powerful effects. Permanent for others.
Dispel magic can be used to completely dispel most spells, curses,
and enchantments. The caster attempts a Saving Throw vs Magic. If
the caster of the spell/curse that is being dispelled is of greater
Level/HD than the caster then this Saving Throw is at -4.

46
Divination
Spell Level: 1
Range: Caster
Duration: Up to 3 questions
Casting Time: 30 Minutes
Cost: A crystal ball, mirror or other special scrying item valued at
100 GP. This item is not consumed by the spell and may be reused.
Each question asked reduces the caster’s Arcanum by 1.
The caster attempts to gain knowledge from the mad powers from
beyond the void. Each question must phrased in a manner that will
illicit a “Yes”, “No”, “Maybe” or “Unknown” type answer. The GM will
be as accurate as possible.

Hold
Spell Level: 2
Range: 120 ft.
Duration: 1 round/Point of Arcanum
The caster can target either 1d6/2 targets or may instead target a
single target. A successful Saving Throw negates the effect. If a
single target is designated then the Saving Throw has a -2 penalty.
The target is held in place for the duration and cannot move or act.

Illusion
Spell Level: 3
Range: 240 ft.
Duration: Until negated or dispelled
This spell creates a realistic illusion. The illusion disappears when it
is touched, but if the viewer believes the illusion is real then they
may take damage from it. A successful Saving Throw vs Magic
negates.

Invisibility
Spell Level: 2
Range: 240 ft.
Duration: Until dispelled or an attack is made up to 1 hour/point of
Arcanum.
The target, whether a person or a thing, becomes invisible.

47
Plant Growth
Spell Level: 4
Range: 120 ft.
Area of Effect: 300 × 300 feet
Duration: Permanent until dispelled
The undergrowth in the area suddenly grows into an impassable
forest of thorns and vines. The caster can decide the shape of the
area to be enchanted.

Protection
Spell Level: 1
Range: Touch or Caste
Duration: 1 hour/Point of Arcanum
Casting Time: 1 Minute.
The caster gains a -1[+1] bonus to AC and a +1 bonus to Saving
Throws.

Raise Dead
Spell Level: 6
Range: Touch
Duration: See below
Cost: Death demands balance and a human sacrifice is required. The
Stars Must Be Right.

The caster attempts to bring back a soul from the Underworld. First
the original body must be relatively whole. This is still a very
dangerous and unreliable spell. Roll below for what happens.

Roll Effect
Complete failure. The corpse is consumed by strange
1
green flames and there is nothing left but ash.
2 Caster only reanimates the corpse as a zombie.
Caster accidentally summons a demonic entity which
3
possesses the corpse.
4 Caster returns the wrong soul to the corpse.
The correct spirit is summoned but is unable to
5 reenter the corpse. It becomes a ghost that haunts
the caster.
6 Success!

48
Shape Change
Spell Level: 3
Range: Self Only
Duration: 1 hour/Point of Arcanum
Casting Time: 30 seconds
The caster may transform themselves into a wild animal such as a
large snake, wolf, bird of prey, bat and so on. Each type of animal is
considered a different spell. The caster may attempt to extend the
time of the transformation but for each hour or portion thereof, the
caster must attempt a Saving Throw. On a failed roll, the caster has
lost themselves to the feral nature of the animal and the
transformation becomes permanent unless some drastic measure is
taken.
Sleep
Spell Level: 1
Range: 240 ft.
Duration: GM’s Discretion
This spell puts 2d6+Arcanum HD of creatures within a 30 foot radius
into an enchanted slumber (no saving throw is permitted).

Speak with Dead


Spell Level: 1
Range: 30 ft.
Duration: 10 minutes/Point of Arcanum
Cost: The skull of the target spirit
The caster attempts to communicate with the spirit of the dead. The
spirit has no additional knowledge than it had in life and is often
confused, insane, or driven by terror or strong emotions depending
on the spirit and how they met their end. The older the spirit, the
more confused and insane it is.

Spirit Fog
Spell Level: 3
Range: 30 foot radius centered on Caster
Duration: 1 round/Point of Arcanum
The caster surrounds themselves with an eerie green fog. Any ghost,
spirit or immaterial creature that enters the area becomes susceptible
to mundane attacks. Additionally, any invisible creatures are outlined
with an unearthly green glow.

49
Summon/Bind Entity
Spell Level: 1 (Special: Actual Spell Level is considered to the HD of
the entity summoned)
Range: 120 ft.
Duration: 1 Day/Point of Arcanum (Binding)
Casting Time: 1 hour/HD of summoned creature
Cost: 100 GP in rare ritual components/HD of creature, The Stars
Must Be Right.

This spells attempts to summon and bind an extraplanar entity,


demon or other horror to the will of the caster.
The creature is allowed a Saving Throw to resist the binding (falling
under the control of the caster). A successful Saving Throw does not
stop the summoning. The creature is still summoned if it wishes but
the caster has no control over it.
The caster may summon a specific type creature with the
Summonable trait (See the Monsters Section) or may declare the
number of HD of the creature per below statistics.
AC: 7[12] Modified by ½ HD
Attacks: 1d6 + ½ HD
Move: Standard or more
Special: Totally at GM discretion
For example, a 4 HD demon would have an AC 5[14] and do 1d6+2
damage. Attack Bonus and Saving Throw per the Monster rules.

50
Viper Arrow
Spell Level: 2
Range: Per Missile Weapon
Duration: One shot
Casting Time: 2 Rounds
Cost: A small venomous snake. Requires use of a bow.
The caster causes a small snake to be transformed into an arrow
which causes 1d6+Arcanum damage and the target mush save
versus Poison or die. This spell also requires a successful Ranged
Attack with a ranged weapon by the caster.
Web
Spell Level: 1
Range: 30 ft.
Duration: 8 hours
This spell fills an area (10 ft × 10 ft × 20 ft) with strong, stick, spider-
like webbing. Normal characters can break the webbing with a Hard
STR Check. The webbing is also very flammable.

Wizard Eye
Spell Level: 4
Range: 240 ft.
Duration: 10 minutes/Point of Arcanum
Cost: A human eye which is consumed in the casting or the Sorcerer
may pluck out one of their own eyes to use for this spell. If the caster
uses their own eye it is not consumed by the spell but may be lost or
stolen and the character should suffer appropriate penalties for
having only one eye.
The caster animates a magical eye that can move a maximum of 240
feet from the caster. It floats along as directed by the caster. The
caster may see through the eye. The eye has 1 HP, AC 3[16], and a
4 in d6 chance of moving about undetected.

Design Notes: Spells


Experienced gamers will note that many of the “standard” spells are
missing and others have been modified. We did all these changes to
better simulate the lower and darker magic feel of Sword & Sorcery.

51
Monsters & NPC’s
This game is about adventures and good antagonists make good
adventures. That means monsters and villains. We broke antagonists
down into two categories: Monsters and NPC’s.
NPC’s are other humans with capabilities similar to those of the
player characters. Of course, NPC’s don’t have to follow the same
rules as player characters. They may have unique or interesting
abilities that are not normally available to player characters. Monsters
are any natural or supernatural creature.
Common Traits of Monsters & NPC’s
Hit Dice (HD): Roll this many d6 to determine how many HP that an
opponent has.
Saving Throw: 19-HD. Monsters and Mortals have only a single
Saving Throw.
Attack Bonus: Equals HD (i.e. 2 HD equals +2 to Attack Rolls).
Speed: Speed is broken down into categories with an approximate
distance. If you are playing “theater of the mind” then the categories
are fine to use. Distances can be used if you are playing with
miniatures.
• Slow (15 to 20 ft/round)
• Standard (30 ft/round)
• Fast (35 to 40 ft/round)
Arcanum for Monsters: If a monster can cast spells or has a spell-
like ability then its Arcanum score is considered equal to one half its
HD.
Tougher Monsters & Mortals: GM’s can easily make Monsters
and NPC’s more powerful by increasing HD, Damage, AC, or
adding other Special Abilities. The Monster Descriptions list
“average” types of each creature.

52
Common NPC’s

Assassin Cult Leader


Armor Class: 6[13] Armor Class: 7[12]
Hit Dice: 3 Hit Dice: 2+1
Attacks: 1d6+2 Attacks: 1d6+1
Move: Standard Move: Standard
Special: May use poison Special: Spells

City Guard/Bandit Guard Captain/Bandit Leader


Armor Class: 7[12] Armor Class: 6[13]
Hit Dice: 1+1 Hit Dice: 2+1
Attacks: 1d6+1 Attacks: 1d6+2
Move: Standard Move: Standard
Special: None Special: None
Commoner Noble
Armor Class: 9[10] Armor Class: 6[13]
Hit Dice: ½ (1d3 HP) Hit Dice: 2
Attacks: 1d6 Attacks: 1d6+1
Move: Standard Move: Standard
Special: None Special: None

Cultist Tavern Denizen


Armor Class: 9[10] Armor Class: 8[11]
Hit Dice: 1+1 Hit Dice: 1
Attacks: 1d6 Attacks: 1d6
Move: Standard Move: Standard
Special: None Special: None

53
Monster Descriptions
Common Monster Special Abilities
Many monsters have the same or very similar special abilities.
Specific game mechanics are detailed below rather than each
monster’s entry. Monsters may other abilities listed in their
descriptions and at the GM’s discretion.
• Create Spawn: If the monster kills a mortal then the fallen
character becomes a less powerful version of that monster.
• Damage Resistance: Normal attacks do half damage and
monster is immune to Stun damage.
• Immaterial: Creature is immune to mundane attacks.
• Life Drain: The monster’s attacks drain the life force of the
target. Track this damage separately. It may only be
healed with magic and the wounded character must
succeed on a Saving Throw for the healing magic to work.
• Magic Resistance: +4 to Saving Throws vs Magic.
• Poison: The monster’s attacks do extra damage. The
target takes double damage if a Saving Throw is failed.
Powerful poisons may require a successful to avoid death.
• Regeneration: Creature heals 3 HP/Round. Some types
of damage may negate this affect depending on the
specific monster.
• Swallow Whole/Engulf/Constrict: If a monster rolls a
Natural 20 on an Attack Roll or the result of the Attack Roll
is five or more better than required then the Target must
attempt a Saving Throw. On a failure, the Target is
ensnared by the monster and automatically takes the
monster’s damage each round until the character escapes.
• Summonable: Creature may be summoned via the Summon
spell.
• Undead: Creature is immune to charm, poison, disease
and other threats that would only affect the living.

54
Albino Apes
These savage beasts can be found all over
Armor Class: 4[13]
the world from frigid mountains to
Hit Dice: 3
sweltering jungles. They are aggressive,
Attacks: 1d6+3
territorial, and carnivores. Some have
Move: Standard
shown signs of intelligence by using
Special: None
primitive weapons.

Alligator/Crocodile
Armor Class: 4[15]
Hit Dice: 3 Dangerous predators that can be found in
Attacks: Bite (1d6+2) the bogs, swamps, jungles, marshes, and
or Tail Slap (1d6+2) rivers in warmer climates.
Move: Standard
(Ground)/Fast *Ambush Predator: If the creature is in
(Swimming) water, there is 3 in 6 chance that it can
Special: Aquatic. surprise it’s prey.
Ambush Predator*

Amazon Nagas
Armor Class: 4[13]
Hit Dice: 2+1
Attacks: By Weapon Amazon Nagas have a humanoid female
or Constrict (1d6+1) torso and the lower body of a serpent
Move: Standard stretching 20 to 25 feet.
Special: Immune to
poison

55
Animated Statue
Armor Class: 2[17]
Hit Dice: 3
Attacks: By Weapon
(1d6+2) Fueled by ancient, powerful magics,
Move: Standard animated statues act as guardians to
Special: Immune to ancient tombs and dungeons.
poison, disease,
mental attacks;
Damage Resistance

Bats (Monstrous)
Armor Class: 6[13]
Hit Dice: 6 Monstrous Bats attack with claws and a
Attacks: Bite (2d6) bite. They are twice the size of a man, with
and Claw (1d6) a tremendous wingspan. When their
Move: Medium hunting grounds are endangered they have
(Ground)/Fast (Flying) been known to hunt in urban areas.
Special: Sonar

Beastmen
Armor Class: 6[13]
Hit Dice: 2+1
Mortals who are victims to horrid sorcerous
Attacks: Weapon
experiments. They have been warped and
(1d6+3)
mutated into savage killing machines.
Move: Standard
Special: None

56
Caveman
Armor Class: 7[12]
Primitive throwbacks to an ancient time.
Hit Dice: 1+1
Tribes of cavemen can be found in the
Attacks: By Weapon
wildernesses around the world. Many are
(1d6+1)
cannibalistic and worship ancient and alien
Move: Standard
gods.
Special: None

Cosmic Spawn
Armor Class: 3[16]
Hit Dice: 10
Attacks: 3 Tentacles Cosmic Spawn are the heralds and avatars
or other attack (2d6+3) of a mad alien god. Each type of spawn is
Move: Fast unique to their respective progenitor.
Special: Regenerate, Each Spawn may cast 2d6 spells. Some
Damage Resistance, spawn may have additional special abilities
Magic Resistance, at the GM’s discretion.
Summonable, Spells,
Swallow Hole

Deep One
Armor Class: 5[14]
Hit Dice: 2+2
An ancient and corrupted, underwater-
Attacks: 2 Claws
dwelling race who worship a mad, alien
(1d6) or Weapon
god. They have been known to raid and
(1d6+1)
interbreed with surface dwellers. At times,
Move: Standard
they may even be aligned with a surface
(Ground)/Fast
dwelling cult.
(Swimming)
Special: Aquatic

57
Demon, Greater
Armor Class: 2[17]
Hit Dice: 9 Greater Demons come in all shapes and
Attacks: Weapon sizes. Each is a powerful and unique
(2d6+1) creature with additional Special Abilities or
Move: Standard may be a more powerful version of a
(Ground)/Fast (Flying) “standard” demons. While Greater Demons
Special: Magic are powerful, they are still weak when
Resistance, compared to a Demon Lord.
Summonable

Flying Scorpions (Giant)


Armor Class: 7[12]
Hit Dice: 2 Bizarre corrupted creatures created by
Attacks: 2 Pincers magic. The foot-long scorpions with wasp-
(1d6) or Tail (Acidic like wings.
Poison Spray)*
Move: Standard *Acidic Poison Spray: 30 foot ranged attack
(Ground)/Fast (Flying) doing 2d6 damage. Save Vs Poison for half
Special: Poison damage.
Resistance.

Ghouls
Ghouls live in cemeteries and catacombs
Armor Class: 6[13] around the world and feast on the flesh of
Hit Dice: 2 the dead.
Attacks: Claws (1d6)
Move: Standard They may be mortals corrupted by
Special: Undead (at necromancy or undead at the GM’s
GM’s Discretion) discretion. Some may cause paralysis or
carry a disease.

58
Harpies
Armor Class: 7[12]
Hit Dice: 3 Harpies have the upper body of a human
Attacks: 2 talons female and the lower body and wings of a
(1d3) or weapon (1d6) vulture.
Move: Slow (Ground)/
Fast (Flying) *Siren Song: As the Charm Spell.
Special: Siren Song*

Horses
Armor Class: 7[12]
Hit Dice: 2(3)* A horse is a horse, of course.
Attacks: Hoof (1d6) *Riding horses have 2 HD and warhorses
Move: Fast have 3 HD
Special: None

Imp (Demon)
Armor Class: 3[16] Small demons often found under the control
Hit Dice: 3 of a sorcerer. They often serve as familiars
Attacks: Tail Stinger or spies.
(1d6+Poison)
*Spells: The Imp may cast Invisibility (Self
Move: Stand (Ground
Only) three times per day.
and Flying
Special: Poison (Save
at +4 or die), Damage
Reduction, Spells*, 4
in 6 chance to detect
magic, Summonable.

59
Lich
Armor Class: 0[20]
A Sorcerer may transform themselves via
Hit Dice: 10
an obscene ritual into an undead creature
Attacks: By Weapon
known as a Lich. The sorcerer has the
or Spell
spell casting abilities as they did in life.
Move: Standard
Additionally, the creature’s touch causes
Special: Undead,
paralysis with no Saving Throw. The sight of
Causes Fear, Touch
a Lich causes fear in any being of 4 HD or
causes paralysis,
below.
Spells.

Lions/Tigers/Big Cats
Armor Class: 6[13]
Hit Dice: 2+2
Attacks: 2 Claws
Large, predatory cats.
(1d61), Bite (1d6+1)
Move: Fast
Special: None

Living Chaos
Armor Class: 4[15]
Hit Dice: 6 A gigantic writhing mass of pseudopods,
Attacks: 2 tentacles, maws, and eyes found in long
Pseudopods (2d6) forgotten ruins. The sight or even the alien
Move: Slow gibbering of the creature has been known to
Special: Regenerate, drive weak minds of the edge of sanity.
Damage Resistance, *Confusion Aura: Any character within 10 ft
Magic Resistance, must succeed on a Saving Throw or come
Engulf, Confusion under the effects of the Confusion Spell.
Aura*

60
Lizardmen
Primitive, reptilian humanoids which can be
Armor Class: 5[14] found in remote jungles, swamps, and
Hit Dice: 2+1 deserts. They worship strange ancient gods
Attacks: By Weapon and often practice human sacrifice and
(1d6) other obscene practices.
Move: Standard
Special: None Shaman: Some have the ability to cast
spells.

Lycanthrope
Armor Class: 3[16]
Hit Dice: 5 Mortals who have been corrupted or cursed
Attacks: 2 Claws by magic and transformed into a savage
(1d6) and Bite (1d6+2) human/beast hybrid.
Move: Fast
Special: Damage They may be affected by the full moon or
Resistant to Non- other astronomical convergence.
Silver Weapons.

Medusae

Armor Class: 5[14] Medusae are horrid creatures with a female


Hit Dice: 6 face but hair of writhing snakes. Some
Attacks: By Weapon have the ability to cast spells as a Sorcerer.
and Poison Snake *The gaze of a medusa turns anyone
Hair* (Save or die) looking upon it into stone (Saving Throw
Move: Standard negates). Only the medusa who turns a
Special: Gaze turns to target to stone has the power to remove the
stone* effect.

61
Mummy
Mummies are free-willed undead created by
Armor Class: 3[16] by necromatic rituals using specially
Hit Dice: 6+4 prepared funerary wrappings.
Attacks: By Weapon
Move: Standard *A successful attack by a mummy may
Special: Undead, inflict a rotting disease (Saving Throw
Damage Resistance, negates) which prevents magical healing
Mummy’s Curse and causes wounds to heal at one-tenth of
(Magical Disease)* the normal rate. A Dispel Magic spell
removes the curse.

Necroid
Armor Class: 5[14]
Hit Dice: 3
Attacks: Claws
(1d6+2) Often confused for zombies, Necroids are
Move: Standard evil demon-like beings who enter the real
Special: Damage world and possess corpses. Necroids are
Resistance, Magic evil, cunning and blood thirsty.
Resistance, Wall
Crawler, Fear (as
Spell).

Rats (Giant)
Rats the size of large dog with a mean
Armor Class: 7[12]
streak. Some are known to be carriers of
Hit Dice: 1+1
the plague or other disease through their
Attacks: Bite (1d3)
bites. If the creature is a carrier then a
Move: Standard
Saving Throw is allowed. The effects of the
Special: None
disease are decided by the GM.

62
Sea Serpent
Armor Class: 7[12] The behemoths of the ocean are usually in
Hit Dice: 15 the darkest and deepest regions of the sea.
Attacks: Bite (4d6) Occasionally, they come to the surface for
Move: Fast some unknown reason causing death and
(Swimming) destruction in their path. Some are even
Special: Swallow worshiped as gods by primitive coastal
Whole tribes.

Serpent Folk

Now only a legend to most, the


serpent folk are an ancient and
evil race. Once rulers of a mighty
empire, their power has faded
over time. The few remaining
serpent folk plot from the
shadows to return to their former
glory. They resemble humans
with serpentine heads and
reptilian skin. They have the
ability to disguise their
appearance which allows them to
Armor Class: 3[16] blend into society and advance
Hit Dice: 3 their evil plans.
Attacks: By weapon or Bite They are powerful sorcerers and
(1d6) each knows 2d6 spells
Move: Standard (determined randomly or by the
Special: Shape Change (Human Game Master's discretion).
Form), Spells, Poison and Magic
Resistance

63
Serpent Folk (Hybird)
Armor Class: 7[12] Poor souls whose lineage was tainted by
Hit Dice: 1+2 the vile Serpent Folk. They appear mostly
Attacks: Weapon human with some sort of minor reptilian
(1d6) feature. Most can pass for human. They
Move: Standard universally shunned in civilized areas. They
Special: Resistant often find a home in cults to ancient serpent
Poison and Magic gods.

Skeleton
Armor Class: 8[11]
Hit Dice: 1
Skeletons are magically animated bones of
Attacks: By Weapon
the dead. Blunt weapons such as staves
or Claws (1d6)
and clubs do +1 damage.
Move: Standard
Special: Undead

Snakes (Monstrously Huge)


Armor Class: 5[14] Really big snakes. Larger than any natural
Hit Dice: 6 snake. These creatures generally have a
Attacks: Bite supernatural origin and are large enough to
(1d6+2+Poison) Save swallow whole an adult.
vs Poison or take an
addition 2d6 damage)
or Constrict (2d6)
Move: Fast
Special: Poison or
Constrict

64
Snakes (Normal)
Armor Class: 8[11]
Hit Dice: 1
Attacks: Bite
(1d3+Poison) or
Constrict (1d6) Some may be venomous others not.
Move: Standard
Special: Poison (+2
Save or die) or
Constrict

Spider (Giant)
Armor Class: 6[13]
Hit Dice: 2+2
Attacks: Bite Giant spiders are man-sized. They have a 5
(1d6+Poison) in d6 chance to surprise their prey. Many
Move: Fast have the ability to cast/spin webs as per the
Special: Poison (+2 Web spell.
save or die)

Spider (Monstrously Huge)


Armor Class: 4[15]
Hit Dice: 6
Attacks: Bite These monsters are larger than a horse.
(1d6+3+Poison) They too may spin webs to capture prey as
Move: Standard per the Web spell.
Special: Poison (save
or die), webs

65
Spirit
Armor Class: 4[15] Ghosts and spirits haunt many ancient
Hit Dice: 6 ruins. Each spirit is unique and may have
Attacks: Touch additional special abilities such as Magic
(1d6+1) Resistance, Life Drain, and Create Spawn.
Move: Standard
Some spirits may be bound to a physical
Special: Undead,
object which when destroyed will destroy
Immaterial
the spirit.

Succubus/Incubus (Demon)
Armor Class: 4[15] Succubi and Incubi are demons of lust and
Hit Dice: 6 temptation. They prey on those tempted by
Attacks: Claw (1d6+1 the flesh. They can assume an alluring
Life Drain), or human form to hide their demonic physical
Weapon. traits.
Move: Standard
(Ground)/Fast (Flying)
Special: Charm at will,
Life Drain, Human
Form, Summonable.

66
Vampire (Noble)
Armor Class: 2[17]
Hit Dice: 7-9 The immortal, ancient lords of the undead.
Attacks: Claw or Vampires are some of the most dangerous
Weapon (1d6+3) and powerful undead.
Move: Standard Most vampires have additional class-like
(Ground/Fly) abilities based on their centuries of
Special: Life Drain, experience.
Shape Change (Wolf, Vulnerabilities: Many vampires will take
Bat or Mist),, damage from sunlight (1d6/round).
Regenerate, Damage Often vampires will be unique and have
Resistance, Charm varying vulnerabilities and special powers.
(3/Day), Create Spawn

Vampire (Spawn)
Armor Class: 5[14]
Hit Dice: 3
Attacks: Weapon Sometimes know as thralls. Vampire Spawn
(1d6+2) are less powerful than their progenitors and
Move: Standard under their control,
Special: Life Drain, Vulnerabilities: Many vampires will take
Regenerate, Damage damage from sunlight (1d6/round).
Resistance, Charm
(1/day)

Wight
Armor Class: 5[14]
Hit Dice: 3 Wights live are free-willed, corporeal
Attacks: Weapon undead. They are driven by necromancy
(1d6+1) and hatred of the living. Some wights are
Move: Standard immune to non-magical weapons, with the
Special: Undead, Life exception of silver weapons.
Drain, Create Spawn

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Wolves
Wolves can be found in the uncivilized
Armor Class: 7[12] areas around the world. They usually hunt
Hit Dice: 2+2 in packs of 2d6 wolves.
Attacks: Bite (1d6)
Move: Fast *Pack Tactics: When more than one wolf
Special: Pack Tactics* attacks a single target, the wolves gain a +1
To-Hit on their Attack Rolls.

Zombies
Armor Class: 8[11]
Hit Dice: 2
Attacks: Weapon or
Zombies are mindless animated corpses.
Bite (1d6)
Move: Slow
Special: Undead

68
Options
We know that everyone doesn’t play the same way. We accept that
and encourage it. Make the game your own. If you want to use other
versions of old school games or just some variations on the rules
here’s some charts, tables and ideas to help and inspire you.
Variable Weapons & Armor
GM’s may wish for more variance between types of weapons and
armor. Use the broad categories below for reference. All other rules
still apply to weapons and armor.
Weapons
• Light (Daggers, Shurikin): 1d6-1
• Medium (Sword, Bow): 1d6
• Heavy (Great Sword, Battle Ax, Composite Bow): 1d6+1

Armor
• Light: -1[+1]
• Medium: -2[+2]
• Heavy: -3[+3]

Encumbrance: When using variable weapons and armor, it is


suggested that the encumbrance rules be slightly changed. Light and
Medium Weapons count as one item, while Heavy Weapons count as
two. Armor counts as many items as it’s bonus.

Variation on Hit Points


Instead of the staggered approach to character HP, GM’s may adopt
a standard HP/Level based on a character’s class. This will result in
higher HP totals for characters.
• Warrior: d6+1
• Wanderer: d6
• Sorcerer: d6-1

69
Checks & Specializations as Percentages
When the Thief class was introduced “skills” were introduced as
percentages. While the probabilities are not exactly the same, we are
offering an optional system to use Checks and Specializations as
percentages.
Each Attribute Check starts off at 3 x Attribute Score. At 1st Level,
increase one Prime Attribute Check by 2d6. Each Level after that
increase one Prime and one non-Prime Attribute Check by 1d6.
Specializations allow for a re-roll as previously written with a 30%
chance of success. If you are using the below Combined Checks &
Specializations then a Specialization grants a +20% bonus to the
Check.
When the rules call for using a character’s Check Score as a modifier
or other use, divide the tens digit of the character’s Check by two.
When the result of a Check is an effect, then divide the tens digit of
the successful roll by two. However in this case, a 0 is considered a
10 (or 10/2=5).

Combining Checks & Specializations


Checks and Specializations may combined into a single roll. This
modifies the probabilities but only requires the player to make one roll
when using a Specialization rather than possibly two.
Ability Checks are calculated by the exact same method. If a
character has an applicable Specialization then improve the chance
of success by one (3 in d6 becomes 4 in d6). If improving the Check
results in a 6 in d6 chance of success then roll 2d6. The character
only fails is double 6’s are rolled.

70
Traditional XP Leveling Progression
Use the below chart if the GM wishes to use the more traditional XP
progression for player characters.
Level Warrior Wanderer Sorcerer
1 0 0 0
2 2,000 1,250 2,500
3 4,000 2,500 5,000
4 8,000 5,000 10,000
5 16,000 10,000 20,000
6 32,000 20,000 40,000
7 64,000 40,000 80,000
8 128,000 80,000 160,000
9 256,000 160,000 320,000
10 512,000 320,000 640,000

XP are awarded from foes that are overcome based on their HD and
the below chart as guidance. For each Special Ability that a Monster
possess increase its “HD” by one for XP purposes.

HD XP HD XP
>1 10 8 800
1 15 9 1,100
2 30 10 1,400
3 60 11 1,700
4 120 12 2,000
5 240 13 2,300
6 400 14 2,600
7 600 15 2,900

Under this method, it is suggested that characters not be required to


Carouse in order to gain a level. But the only XP that characters gain
from treasure is that spent on carousing.

71
Traditional Saving Throws
The core rules use a single Saving Throw with modifiers.
Traditionally, characters had five Saving Throws. If GM’s do choose
to go with the Traditional Saving Throws then they should realize that
some of them may not be used that often.
NOTE: If the GM plans to use this system, do not use the class
specific Saving Throw modifiers. Modifiers based on a character’s
Ability Scores still apply,
Warrior
Traditional
Breath Poison Petrify Spells
Level Wands
Weapon Death Polymorph Magic
1 15 12 14 13 16
2 15 12 14 13 16
3 15 12 14 13 16
4 13 10 12 11 14
5 13 10 12 11 14
6 13 10 12 1 14
7 10 8 10 9 12
8 10 8 10 9 12
9 10 8 10 7 12
10 8 6 8 7 10
Sword & Sorcery
Poison
Level Death Magic Traps Luck
Disease
1 12 13 16 14 15
2 12 13 16 14 15
3 12 13 16 14 15
4 10 11 16 14 13
5 10 11 14 13 13
6 10 1 14 13 13
7 8 9 14 13 10
8 8 9 14 13 10
9 8 7 12 11 10
10 6 7 12 11 8

72
Wanderer

Traditional
Breath Poison Petrify Spells
Level Wands
Weapon Death Polymorph Magic
1 16 13 13 14 15
2 16 13 13 14 15
3 16 13 13 14 15
4 16 13 13 14 15
5 14 12 11 13 13
6 14 12 11 13 13
7 14 12 11 13 13
8 14 12 11 13 13
9 12 10 11 11 10
10 12 10 9 11 10

Sword & Sorcery


Poison
Level Death Magic Traps Luck
Disease
1 15 14 14 13 12
2 15 14 14 13 12
3 15 14 14 13 12
4 13 14 14 11 10
5 13 13 13 11 10
6 13 13 13 1 10
7 10 13 13 9 8
8 10 13 13 9 8
9 10 11 11 7 8
10 8 11 11 7 6

73
Sorcerer

Traditional
Breath Poison Petrify Spells
Level Wands
Weapon Death Polymorph Magic
1 16 13 13 14 15
2 16 13 13 14 15
3 16 13 13 14 15
4 16 13 13 14 15
5 16 13 13 14 15
6 16 11 11 12 12
7 14 11 11 12 12
8 14 11 11 12 12
9 14 11 11 12 12
10 14 11 11 12 12

Sword & Sorcery


Poison
Level Death Magic Traps Luck
Disease
1 15 14 12 13 16
2 15 14 12 13 16
3 15 14 12 13 16
4 13 14 10 11 16
5 13 13 10 11 14
6 13 13 10 1 14
7 10 13 8 9 14
8 10 13 8 9 14
9 10 11 8 7 12
10 8 11 6 7 12

74
Single Saving Throw

Another common method for Saving Throws is the single Saving


Throw with modifiers based on the character’s class.

Level Warrior Wanderer Sorcerer

1 14 13 15
2 13 12 14
3 12 11 13
4 11 10 12
5 10 9 11
6 9 8 10
7 8 7 9
8 7 6 8
9 6 5 7
10 5 4 6

Class Based Modifiers:


Warrior: +2 vs Death
Wanderer: No bonus because they have the best Save.
Sorcerer: +2 vs Magic

75
OPEN GAME CONTENT
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Forgotten Tales of Sword & Sorcery, proper names, company names, flavor text, and trade dress are designated Product
Identity. All artwork copyrighted by the original artists and used under license.
The remainder of this work is designated as Open Game Content under the OGL.

OPEN GAME LICENSE Version 1.0a


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does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly
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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
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COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
SWORDS & WIZARDRY: WHITEBOX By Matt Finch And Marv Breig, Copyright 2008, Matthew J. Finch
Lamentations of the Flame Prihcess, Copyright 2013, James Raggi IV
Crypts & Things, Copyright 2012, D101 Games
White Box Fantastic Medieval Adventure Game, Copyright 2017 Seattle Hill Games
White Box Ominbus, Copyright 2015, Barrel Rider Games
Far Away Land Role-Playing Game: Core Rules, Copyright 2019, Simian Circle Games LLC
Eldritch Tales Lovecraftian White Box Role-Playing, Copyright 2018, Joseph D. Salvador III
Untold Adventures Minimalist Fantasy Role-Playing, Copyright 2012, James M Spahn
Sharp Swords & Sinister Spells, Copyright 2016, Diogo Nogueira
Swords & Wizardry Continual Light, Copyright 2016, Erik Steine
Night Shift Veterans of the Supernatural Wars, Copyright 2020 Jason Vey
Old School Essentials, Copyright 2018 Gavin Norman
The BoL Hack: Copyright 2016, Beyond Belief Games; Author: Simon Washbourne
Gary Vs The Monsters, Copyright 2015 Magic Pig Media
Swords Of A Forgotten Age: The World of Skayrnth, Copyright 2018, Magic Pig Media

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