Table of Contents PART I: Introduction 2 What is an RPG? 3 PART II: Stats and Dice 4 Creating a Party 5 PART III: Meet the Heroes 6 Heroes 7 Races 12 PART IV: Unveiled Arcana 13 How Magic Works 14 Clerical Spells 15 Thaumaturgical Spells 17 Bard Spells 22 PART V: Adventuring 23 Actions and Stuff 24 Combat 25 PART VI: The Town 26 Quick Overview 27 The Armoury 28 The Mage Guild 29 PART VII: Bestiary 30 Class One Foes 31 Class Two Foes 32 Class Three Foes Class Four Foes Class Five Foes Class Six Foes Glossary crypt Master Part I Introduction What is an RPG? Crypt Master is a fantasy role-playing game that makes extensive use of maps and miniatures. What is a role playing game? Basically, it's a game where you pretend to be someone else, and take upon that personality for a gaming session, called an adventure. Most take place in a J.R.R. Tolkien -esque time period. Players create their other selves, called characters, and roam through dungeons and caves, searching for adventure and fulfilling heroic quests. There are 10 main classes, or professions, that a character may be. Each of these have special abilities unique to their class. The adventure is run by the Crypt Master, also referred to as the Game Master. This person is the cosmic referee who feeds the players with information, plays the part of all the other people and beings met in an adventure, and basically runs the game. In an adventure you will most likely meet many people, enter into combat with monsters and other baddies, make startling discoveries, and generally play your part! The character's statistics, along with 4, 6, 8, 10, 12 and 20 sided dice, will determine the outcome of various actions and events. As you complete quests and adventures, your character gains experience points. When enough of these points are accumulated, a character will advance in level. With an hour or two and a few good players, immense fun can be had. Most adventures take place in some sort of in-depth 'world'. These worlds determine culture, races, magic, geography, and everything else you can think of! A few materials are needed for an adventure, namely a character sheet, a pencil/pen, scrap paper, and 1 four-sided die, 3 six-sided dice, 2 eight-sided dice, 2 ten-sided dice, 2 twelve-sided dice, and 2 twenty-sided dice. An abundance of snack foods is not a requirement, but a strong recommendation! Speaking of dice, here is how they are referred as throughout the game. If the GM says "Roll 2d8" that means roll 2 eight sided dice and add the results together. (The 'd' stands for dice). Another time, you may have to roll 3d6+2. It sounds complicated, but it's really quite simple. Roll the 3 six sided dice (3d6). Let's say you rolled a 2, a 5 and a 3. Add them up and you get 10. Now, add 2 to that result. You get 12! Sometimes, instead of adding, you may have to subtract! 2d6-1, for example, means you roll the 2 dice, and subtract 1 from the result. Got all that? Great! In the chapters that follow, you will learn the ins and outs of creating a character, learn the combat system, and figure out all the necessary game mechanics. crypt Master Part Ii Stats and dice creating a party The first thing you want to do when selecting a party is to figure out what you're looking for in an adventuring group. For a bunch of beginners, start with something simple. How about a Barbarian for sheer battle strength, a Wizard for magic, a Thief to open chests to get the good booty, and a Ranger for some long distance death? Sounds good to me. Okay, we have our party. Only problem is... we have no idea what the attributes mean. No sweat, it's easy to learn. There are eight 'major' stats which are the building blocks of your characters. The stats are as follows. Hit Points, most commonly referred to as HP, is the measurement of how much damage your character can take before death. This is very generic, as death by hanging, sword blows or an Armanian acid slug in your food subtract from the same attribute. The hit point statistic in this case is the maximum hit points possible for your character at that time. Thus, if Fredrick the Fiendish Barbarian has a beginning HP of 8, and a Flying White Banshee does 2 points of damage to him, his HP statistic is NOT reduced. Rather, he adds 2 to the Damage column on his sheet. Now, Fredrick has 6 hit points remaining. Suddenly, Zeya the super-nice cleric appears. She casts a spell that recovers a maximum of 5 HP on him. Now, the spell's 5 HP should be subtracted from his Damage. But look! That would put Damage at -3. That's a no-no. So, it puts his Damage column up to 0; nothing more. The upshot is that the Damage column can never be less than zero. Why? Because the evil game designer is out to make your life as realistically miserable as possible. Magic Points are the amount of spells your magic-using character can use for casting spells. Whoopi! Time for another example. Let's see.... Walt Wolfbreath, master wizard, is exploring the tombs of Bibi the Mystical Sandman. Suddenly, two Evil Pencil People come out of the passageway behind him! Thinking quickly, he casts the Force Shield spell. This drains 8 mana. He has a max mana of 20. So, his controller writes 12 in the Remaining mana column. Oh, boy. Anyway, the Pencil People roar up and start pelting our fair wizard with bits of erasers. Luckily, the shield blocks them. This uses up their turn. He then casts the White-hot Flaming Fireball spell, which costs 10 mana. It disintegrates them. After Walt picks up the pieces to sell as kindling, he happens upon the Magical Minty Fountain of Eternal Replenishment! Huzzah! (huzzah?) He drinks from this fountain, and all of his mana is immediately replenished. He skips merrily off into the sunset, whistling a happy tune. (Than is, until he's squashed to death by a near-sighted Yeti). ATT, the Attack Power of a creature is a rating of the amount of damage it can do. This is a combination of the character's ATT (the number on the left of the slash) and his ATT plus his weapon's bonus. DEF, the Defense Power of a creature is a rating of the amount of damage it can prevent. This is a combination of the character's DEF (the number on the left of the slash) and his DEF plus his armor's bonus. STR, or Strength, is the measure of your character's physical brawn. A Blazing Fighter of Kalana Ti will have tons; Benny the Weed-Wacker Wizard will have barely anything. CON stands for Constitution, which is a measure of your physical hardiness. It determines how well you fight off forms of sickness. INT is a measure of, well, your intelligence. It does many things, especially for a wizard. Certain scrolls and other magic-aiding items may only be used if your INT is above the amount required by that item. CHA, or Charisma, is the measure of how well you can manipulate people with your charm, good looks etc. DEX, otherwise known as dexterity, tells how dexterous or nimble you are. Some weapons require a minimum DEX. It also comes in handy for things like lockpicking. AGI is agility. It shows how well you may keep your balance, and also how fast you move. In a combat situation, unless otherwise specified, the person with the highest agility goes first. The last stat is titled Move. Movement in this game is accomplished by rolling a d8 and moving that many squares or less. Move gives a bonus or penalty to the result. Well, that's the explanation of the stats!! Throughout the book, you'll notice the topic of 'rolling against CON-2' or 'INT+1'. When you understand what this means, you'll get the core concept of the game. Everything in this game is based on the above attributes. For example, when someone is trying to solve a math equation, you'd roll against his INT, right? Or when you're trying to lift a 200 pound barbel, you roll against your STR. How you go about this is simply picking up a D12. If you roll a number that is less than or equal to the attribute, you've succeeded. So, if I have a DEX of 8, and I'm trying to pick a lock, I have to get an 8 or less to succeed. Elsewhere, when it talks about making a roll at '-2' or '+1', those are penalties or bonuses to your roll. Let me explain. The first lock (an easy one) required a DEX roll to pick. Now the second one is more complicated and requires a roll at DEX-2. What this means, the number you have to roll is not your DEX or less, but your current DEX-2, which in this instance would be 6. Note that a 1 on any of these rolls is considered a 'critical success', an especially good roll. The GM should make something go extra well because of that. For instance, a critical success on fighting off a disease might make you a bonus to shake it off the next time!! Also related to this are 'critical failures'. This is when things go especially bad, like when you not only can't lift the boulder, you get your foot wedged under it, too. A roll of '12' is considered a critical failure. Crypt Master Part 111 meet the heroes Barbarian (good, neutral, evil) HP - 8 STR - 8 CHA - 4 ATT - 1/3 CON - 7 DEF - 1 DEX - 4 INT - 4 AGI - 5 Weapon: Shortsword Armor: None ALL OUT ATTACK: At any time in combat, the Barbarian may roll an extra two attack dice, but must sacrifice two defense dice on his next turn. BATTLE RAGE: Once per scenario the Barbarian may roll 2 extra combat dice until all the monsters in sight are vanquished, or 2 turns have past. Knight (good, neutral) HP - 7 STR - 7 CHA - 7 ATT - 1/3 CON - 6 DEF - 1/2 DEX - 5 INT - 5 AGI - 5 Weapon: Shortsword Armor: Leather LOYALTY TO COUNTRY: When attacking any Orcs, the greatest enemies of the Empire, roll an extra combat die. CHAMPION OF THE KING: The king has given you, his champion, a bill that will cut the cost of any equipment you buy by 1/3. Paladin (good) HP - 6 STR - 6 CHA - 8 ATT - 0/2 CON - 6 DEF - 0/1 DEX - 5 INT - 7 AGI -5 Weapon: Mace Armor: None MAGIC: You have the power to cast Clerical spells, though you only have 6 (or 1d8, whatever's higher) points of Mana. HOLY CAUSE: You are propelled by the powers of righteousness. Any undead in a room must be attacked first You gain one extra attack die while fighting undead. Mage Warrior (good, neutral, evil) HP - 6 STR - 6 CHA -6 ATT - 0/2 CON - 6 DEF - 0/1 DEX - 5 INT - 7 AGI - 6 Weapon: Shortsword Armor: None MAGIC: You have the power to cast all Elemental spells, though you only have 6 (or 1d8, whatever's higher) points of Mana. SHINRAKEN: You are equipped with the Shinraken, a double-edged boomerang weapon. It hits on a skull or white shield, and you get one ATT from it. After you have thrown it, roll a d8. On anything but an 8, it flies back to your hand. On an 8, it drops and may be picked up after the combat. BARD (good, neutral, evil) HP - 6 STR - 5 CHA - 6 ATT - 0/2 CON - 5 DEF - 1 DEX - 7 INT - 8 AGI - 6 Weapon: Mace Armor: None MAGIC: You have the power to cast spells by singing them! You have 7 Mana points, or 1d10 (whatever is more). PACIFY: Once per game you may play a soothing song on your instrument, which instantly calms any Animal or Humanoid. The creature will not attack unless it is attacked first. WIZARD (good, neutral, evil) HP - 4 STR - 4 CHA - 5 ATT - 0/1 CON - 5 DEF - 1 DEX - 5 INT - 8 AGI - 5 Weapon: Dagger Armor: None MAGIC: You have the power to harness the powers of mighty elemental spells. You have 12 Mana (or 2d8, whatever's higher) MAGE SIGHT: Years spent dealing with unnatural forces have left a certain effect on you. Anytime you are within 1 space of secret or magical doors, the GM must reveal it to you. CLERIC (good) HP - 4 STR - 4 CHA - 7 ATT - 0/1 CON - 5 DEF - 1 DEX - 5 INT - 8 AGI - 6 Weapon: Staff Armor: None MAGIC: You are a healer, a creature of mercy. You have the ability to cast all Clerical spells. You have 10 Mana (or 1d12, whatever's higher). PEACE AURA: Because of the holy Aura that surrounds you, you are less likely to be attacked in combat. Because of this, most monsters (GM's, use your discretion) may not attack you unless you make any sort of hostile move (casting any spell, attacking, etc.) RANGER (good, neutral, evil) HP - 6 STR - 6 CHA - 6 ATT - 0/1 CON - 8 DEF - 1 DEX - 7 INT - 8 AGI - 8 Weapon: Dagger, Short Bow Armor: None NATURAL INSTINCTS: If you are the first to enter a room, you get an extra attack die for your first attack only. POISON RESISTANT: Your time spent outdoors has heightened your immune system. Any time a poison attack is underway, you gain a +4 on your resistance roll. Thief (neutral, evil) HP - 6 STR - 6 CHA - 4 ATT - 0/1 CON - 6 DEF - 1 DEX - 8 INT - 5 AGI - 8 Weapon: Dagger x3 Armor: None PICKPOCKET: Years of thieving have made your fingers ten intertwined masters. You have the option of stealing an item from an adjacent monster. To do so, roll against your DEX. A successful roll signifies your success. The GM will decree which item, if any, you've gained. LOCKPICK: Anytime a locked chest, door etc. is encountered you may pick the lock. Make a DEX roll to see if you managed it. Certain locks will have difficulty modifiers, and some may be trapped! Assassin (neutral, evil) HP - 6 STR - 6 CHA - 4 ATT - 0/1 CON - 5 DEF - 1 DEX - 7 INT - 5 AGI - 7 Weapon: Dagger, Blowgun. Armor: None POISON: Your blade is coated with a most effective poison. Every time you hit an opponent, roll a die. A roll of 2 or less indicates the enemy is poisoned. ASSASSINATE: Every time you damage an opponent, roll a d10. If you roll a 1, then you instantly kill the enemy. 'Boss' enemies are not affected by this. Races After you've picked your class, you have to pick a race. The four basic races are presented below. You'll notice little things like, '-1 STR'. That means, take the STR of your class, and subtract one from it for your character. HUMAN- The typical race of Palana, this is your basic character. Use all the listed values for stats and don't make any special modifications. ELF- Elves are the willowy, forest dwelling occupants of the land. What they lack in strength they more than make up for in dexterity and knowledge. -1 Str, -2 Con, +1 Dex, +2 Int, +2 Mana, -1 HP DWARF- The gruff, heavily muscled Dwarf is a wise addition to any party. Their great constitution and might belittles their lack of intelligence and nimbleness. +2 Str, +2 Con, -2 Int, -1 Dex, -1 Agi HALFLING- The four foot tall halfling is a wonder to behold. Blessed with incredible nimbleness, they are a must-have for any adventuring party. -1 Str, -1 Con, +2 Dex, +1 Agi crypt Master Part iv unveiled arcana How magic works Okay, let me preface this by offering unto you one crucial concept; MAGIC IS FICKLE. It really is. This is no guarantee that the spell you're going to cast is really going to work. You see, when you choose to cast a spell, you first pay the mana cost. After that, you roll a d20. Anything but a roll of 20 or over means that the spell succeeded. A 20 or over means the spell fails, though you still pay the full cost. Now lets get into the whole, 'level' idea of spells. Obviously, it's easier to make a rock glow than it is to summon an elemental. With this in mind, I introduce to you the 8 levels of magic. Levels of magic that are higher than your character's level are much harder to cast (i.e., a bonus added to the d20 roll). Just check out this chart.... Mage 1 2 3 4 5 6 7 8 Spell X 1 0 2 +3 0 3 +6 +3 0 4 +10 +6 +3 0 5 X +10 +6 +3 0 6 X X +10 +6 +3 0 7 X X X +10 +6 +3 0 8 X X X X +10 +6 +3 0 So, if a level 3 mage wants to cast a level 5 spell, he must do so, then add +5 to his roll. So he would succeed on a 14 or less (remember, a 20 is an automatic failure, no matter what bonuses are on!). Anyway, here is the listing of the spells: Clerical spells Level One Spells Protection (1) The target of this spell rolls an extra 2 Defense Die for one round. Lesser Curse (2) The target of this spell has ALL attributes (including DEF and ATT) lowered by one for the next two rounds. Minor Bless (2) The target of this spell has ALL attributes (including DEF and ATT) raised by one for the next two rounds. Poison (2) The casting of this spell results in a target enemy being immediately poisoned. Sleep (3) Any enemy this is cast on must make an INT-3 roll. Failure means they are asleep for 1d4 turns. Level Two Spells Lesser Heal (3) The target of this spell recovers 1D6 hit points. Turn Undead (*) Roll a D10, modified as follows; for every level the cleric is over the undead, add 1. For every level the undead is over the cleric, subtract 2. If a 4 or over is rolled, then the target undead unit flees. If it cannot flee it will attack the caster madly. The casting cost for Turn Undead depends on the type of undead it's being cast upon. Basically, take the Level of the undead and add 1 to that number to get the casting cost. Sleep (3) Any enemy this is cast on must make an INT-3 roll. Failure means they are asleep for 1d4 turns. Level Three Spells Detox (3) This spell removes poison from the target. Haste (2) The target of this spell has their AGI boosted by 2, and a +3 modifier to their move roll for 3 turns. Righteous Anger (4) The target of this spell is dealt 2 instant, undependable points of damage. Level Four Spells Holy Vision (4) Upon casting this, the target may see through all objects (including walls) for a radius of 4 spaces for 1 turn. Smite Unholy (5) This spell does 1D4 damage to a creature of evil alignment. Level Five Spells Greater Curse (6) The recipient of this spell has ALL attributes reduced by 4 for 1D6-1 turns. Additionally, ATT and DEF are each lowered by 2 for 3 turns. Dispel (6) This spell eliminates ALL magic in a 3x3 area for 1D6 turns. Each spell affected by this can resist this affect by an INT- 5 roll by the caster. Beware that certain artifacts can counter-act this..... Level Six Spells Major Blessing (8) The recipient of this spell has ALL attributes increased by 4 for 1d6-1 turns. Additionally, ATT and DEF are each lowered by 2 for 3 turns. Greater Heal (8) The recipient of this spell recovers all Hit Points. Level Seven Spells Sanctuary (8) This spell creates a 3x3 area around the caster that prevents ANY combat from taking place inside it. Anyone stepping in will not be able to attack in any way (that includes magic!). It lasts for 1d6 turns. Judgment (12) Target creature is struck down dead by a bolt of fire, if the GM decrees that he is deserving of it (i.e. he's an evil sadistic sorcerer). Thaumaturgical spells Level One Spells Detect Magic (2) The casting of this spell allows the wizard to 'scan' a 1 yard area and all the objects connected with it for magical properties. The GM may tell the player as much or as little as he wishes about the nature of this magic, but he must at least respond in a yes or no. Detect Traps (2) Since searching the room is a rather challenging activity at best, many potential hazards may be overlooked. Therefore, the casting of this spell reveals the presence of any non-magical traps in one area. Mana Bolt (2) This is a good combat spell for the beginning wizard. To cast, roll a d8. Anything but an 8 means the target suffers 2d8 damage. Light (3) If your lamp is snuffed out and your torches are elsewhere, this is a good spell to cast! Providing 20X20 feet of light for 1d8 rounds, this is a most useful spell. Fear (3) The target creature must make an INT-2 roll. If he fails it, he flees screaming from the room! Level Two Spells Dark Vision (2) This spell lets the caster and the caster only see in absolute darkness, removing all darkness penalties. It lasts for 1d8 rounds. Re-appear (3) This spell makes any detected invisible object return to sight. Flame Arrows (4) When beset by many foes, the caster may conjure up some flaming arrows. Roll 1d6 for the number conjured, then assign them to multiple targets. Roll 2d4 combat dice for each. Apportation (*) Rather like telekinesis, Apportation lets the caster move an object with his mind for 1d6 turns. Starting with a base cost of 2, add an additional point for every 50 pounds the object weighs. Untrap (4) This removes any known (but unsprung) trap from an object. Vanish (*) To make objects invisible, simply cast the Vanish spell. Starting with a base cost of 3, and gaining one point for every 50 pounds of the object to make invisible, this is quite the costly (albeit useful) spell. Level Three Spells Fireball (5) You knew it was coming. What better way to dispose of a tough opponent than by blasting it's hide off with a sphere of burning flame? Fireball does 3d8 undependable damage, modified as follows. After casting, roll 3d8. Every 1 or 2 rolled reduces damage by one point. Ice Sphere (5) Same rules as fireball. It just comes in handy when you meet a fire-resistant creature. Great Light (5) Lets the whole party (and everyone else...) see perfectly clearly, as if you were outside. It lasts for 1d10 rounds. Scry (6) The caster speaks the name (or type) of the creature he is looking for. The GM places the appropriate figure on the board, though the figure will not react until the hero's are in sight of him. If the caster speaks the type, the GM places the nearest one to the party on the board. If the appropriate creature does not exist on that map, the caster still pays 3 Mana points. Bridge (*) This creates a bridge of stone connecting two points. The cost is one Mana for each square of bridge. Level Four Spells Wall of Fire (*) This spell creates a searing wall of fire that will do two undependable points of damage to anyone stepping through. The cost is 1 plus 2/square, and it lasts 1d6 turns Wall of Ice (*) This spell creates a wall of solid ice. Anyone wishing to pass through must chop their way over. Each square has 5 HP and no defend dice. Any fire magic does double the damage, and all other magic is in-effective. The cost is the same as Wall of Fire. Minor Summoning (8) This spell conjures up a creature that will assist the caster for a short time (GM's discretion) then disappears. Roll on the summoning table with a d12... 1-You summoned a lesser pit fiend! You must kill it before it destroys you! 2-You summoned a ratlord. 3-You summoned a spirit of Kanzu. 4-You summoned a genie who will Greater Bless you, then leave in a puff of smoke. 5-You summoned a pair of Hellhounds 6-You summoned a Earth Elemental 7-The summoning failed. Cost is 4. 8-You summoned 1d4 skeletons. 9-You summoned a Water Elemental. 10-You summoned an Air Elemental. 11-You summoned a Fire Elemental. 12-You summoned a Drake! You're in luck!!!! Wall of Sleep (*) This creates a glowing field of particles. Anyone stepping through must make a CON -4 roll to avoid suffering the effects of the sleep spell. The cost is 2/square. Invisibility (7) This makes the target completely undetectable. The only way to locate them is through a scrying spell. It lasts for 1d6 rounds, and monsters' attacks are reduced to striking out in a random direction, hoping to hit the target. Pass Through Objects (8) This spell lets the target pass through any objects (including walls) for two turns. If the target ends his second turn in solid stone.... then he is reduced to one HP and will die the following turn if he is not extracted by some magical means. Level Five Spells Explosion (10) This mighty spell is focused on one square. Whoever is in the square suffers 8 combat Dice of damage, and each of the surrounding squares take 5 combat dice. Lightning (10) This conjures up a bolt of electric energy. It can be aimed in one direction and will do 5 combat dice damage to everything in it's path until it hits a wall. Pickpocket (8) This enables the caster to steal an item from the target enemy- including the weapon right out of their hand!!! It can be cast from a distance of 1-5 squares. Silence Magic (9) This spell rids a target of the ability to cast spells for 1d6 turns. Confuse (8) This affects 1-3 monsters for 1d6 turns, and will leave them completely clueless as to what they are doing. Roll for each creature on every turn on the table below. 1-Starts running around in a random direction, smashing into walls (-1 HP) 2-Begins attacking a random cohort 3-Shrieks madly and sits down, doing nothing. 4-Attacks one of the Heroes Mage Sight (8) This spell enables the wizard to see through walls and all other barriers in a 5 square range around him. This lasts for 1 turn. Web (*) This spell creates a sticky web fluid, pinning creatures into place for 1d4 turns. While in place, their defence is halved. The cost is 4 per square of webbing. Poison Wind (*) This summons forth a gale of poisonous vapors. Anyone caught inside must make a CON-4 roll to avoid being poisoned. It can be conjured in five shapes; 1x2, 2x1, (costing 4) 2x2, (costing 6) 2x3 or 3x2 (costing 10) Level Six Spells Charm (11) This affects one target, and puts them under the caster's control. Every turn, they must roll vs. INT-5 to 'snap out of it'. While they are under his control, they must do his bidding, no matter how dangerous, with one exception; they may not kill themselves directly (i.e., they can't jump off a cliff. However, they may single-handedly try to take on an Elder Daemon, which is basically suicide. The difference is, they are not directly causing harm to themselves by their own doing. Flame Wind (*) Follow the same rules as the Poison Wind, except each square does 5 Combat Dice of damage. Desoul (12) This spell attempts to pull the life-force out of a target's body. Roll against the target's CON-5 to avoid. After a casting, whether successful or not, the caster must make a CON+2 roll to avoid a permanent loss of one CON point. Tremor (12) This spell results in a small earthquake, all enemies on the ground. They all must make a DEX-2 roll to get up or miss their next turn. Mass Invisibility (14) This works just like the invisibility spell, except the whole party is affected. Slime (5/foe) This spell results in each target chosen by the caster to make a CON roll to avoid being turned into an Acid Slime. Time Stop (12) This spell results in time being stopped for 1d4 turns. The playable result is everything but the caster being completely stilled for 1d4 turns. When stilled, a creature defends at half of it's norm. Wizard Eye (13) The wizard gains a brief mental picture of the bird's eye view of his location. The GM shows the map (but not the notes) to the caster and the caster only for 3 seconds (a stopwatch comes in handy...). Level Seven Spells Mass Charm (20) Works exactly like the charm spell, but for up to three targets. Major Summoning(20) Like Minor Summoning, but much more powerful. 1-You summon a Daemon!!!! You must kill it before it destroys you!!! 2,3-You summon the spirit of Kaandu. 4,5-You summon the spirit of Necron. 6,7-You summon the Elder Mage Artai. 8,9-You summon the spirit of Woldon. 10-You summon an Elder Dragon!!!! You're in luck!!!! Foretell Future(10-25) The wizard first declares how much Mana he wishes to spend. The GM then gives him a worthy answer involving an event in the near future. It's importance depends on the amount spent. Bard spells Battle Hymn (1) Gives a +1 bonus to each party member's ATT for one turn. Haunting Melody (2) Freezes an enemy target in their place, paralyzing them for 1d4 turns. They defend at half normal. Courageous Ballad (2) Grants the effect of the 'Bless' spell to a target. Piercing Sonnet (2) Lowers a targets DEF by 3 for two turns. Soothing Harmony (3) Restores two HP to the target party member. Rousing March (3) All party members gain a +2 to their DEF for 1d4 turns. Feverish Beat (2) All Party members may make two movement rolls for one round. crypt Master Part v adventuring Actions and stuff\ Most actions in this game take one 'turn'. Of course, there are exceptions to every rule. The following is a table listing of the most general actions and how much time they take. For actions not listed here.... GM, use your discretion. Every time it is your turn to act, you first move, then use one turn's worth of actions, or use one turn's worth of actions, then move. Attacking One Turn Searching a room (INT-2; will reveal any treasure, traps etc.) Variable (by 'room' it means any enclosed space, just not hallways. The time is one per two squares of area; round down. By the way- the GM doesn't HAVE to reveal every trap, treasure horde and surprise; just most of 'em. He always has the option of keeping a few up his sleeve for a later time. Or, he can just assign a penalty to the INT roll for some of the more difficult to detect ones.) Pick a Lock (DEX-3; Thief rolls at DEX) Two Turns Disarm Trap (DEX-4; Thief rolls at DEX-1) Two Turns (Be warned that a critical failure will set the trap off, while a normal failure just won't disarm it) Drinking a potion Half a Turn Using an item Half a Turn Equipping a weapon Half a Turn Equipping armor Three Turns Cast spell One Turn combat Okay, here we go. The big, nitty-gritty chapter on combat. This is where your ATT and DEF scores pop up. First of all, unless you have a ranged weapon, like a bow or blowgun, or a long weapon like a longsword, staff or halberd, you must be adjacent to the monster on the left, right, top or bottom sides to attack. Whoa, wait a sec. Before we figure this out, we'd better figure out who moves first, and in what order. Whoever has the highest AGI score gets to move first, the second highest moves second, and so on. If a tie is encountered, let the person with the highest Move go next. If you're still tied, use the highest DEX. If even after all this, you're still tied, just lower your self to other methods (i.e. 'I'm thinking of a number between one and ten...'). Anyway, as I was saying, you usually have to be beside a creature to attack. Check this out.... Poor Walt was not having a nice day. Trapped in the dungeons of Dhillin the Destitute, it was not fun. But, as his heart soared when he finally located the door to freedom, a skeleton and an orc burst out of the doorway to confront him!!!!! Now if you look at the diagram, Walt is trapped between an orc and a hard face (ha-ha.... um... yeah....). The skeleton can't attack Walt because he's not in range. However, the orc can!!!! Ahem. Now that we've got past all that, it's time to learn about the damage dealing portion of combat. To attack (once you're in range) you look at your ATT and roll that many Combat Dice (the ones with the skulls 'n' stuff on 'em). Every skull you roll does one damage. Now your opponent defends. He rolls as many combat dice as his DEF. Each white shield that comes up prevents one damage. The remaining damage is added to the Damage column on his character sheet. If at any time someone's Damage column is equal to their HP they are dead. Pretty simple, eh? The rewards of combat are quite substantial. After killing creatures and performing certain actions, you get what are called Experience Points (EXP). When enough of these are accumulated, a character will gain a level, becoming more powerful, having access to more spells, raising attributes, etc. Every character starts at level one, and the 'level up' table is provided in a later chapter. Now it's time to talk about a bunch of things that are just a pain in the butt, namely Poison and Disease. Certain creatures have the ability to afflict you with these. Generally, Poison does more damage but is shorter lived, while Disease lasts much longer but doing less damage. Anyway, when you are poisoned, make a CON-2 roll every turn. A success means the poison is gone. A failure means loss of one Hit Point. Use of a Herbal Remedy also eliminates the poison right away. Disease is a lot worse, and is commonly carried by the Undead. Every turn when you are diseased, make a CON-6 roll to shake it off. If you fail, make a second CON roll to avoid taking one point of damage. crypt Master Part vi The Town quick Overview There are 4 locations of note in the town. They are the Tavern, the Armory, the Mage Guild, and the Shrine. These four buildings are the framework of the town, offering everything from supplies to hired soldiers to just plain entertainment!!! The Tavern is the meeting place of everyone (and everything!). If you're looking for information, this is the place to start. It's populated by everyone from nobles to beggars. Also, it's worth mentioning that the wine is the best in all of the province!!! It's owned by an old dwarf named Thuran Blackthorn. Rumored to be over 700 years old, he spends his days mingling with the pub's many patrons, exchanging stories. The tavern is the place to go for all food items. In addition, mercenaries are always available for hire there, for varying degrees of cost. The Armory is, as the name suggests, the supply depot of the village. Everything from lances to lamps is sold here. Unfortunately, the Armory only sells 'natural' items, not dealing in any magical possessions. You'll have to go to the Mage guild for that. It will buy items for half price, which is quite handy when you're just a few gold coins short of that new broadsword... The Mage Guild is the gathering place of all wizards. Services include identifying items, the buying and selling of potions and other magic items, teaching spells, and hiring out mercenary wizards. If you're looking for something strange, search here first. Finally, we come to the shrine, place of healing, curing and resurrection. Healing is always free, as is curing. However, the raising of the deceased carries a hefty price. It's a grand total of 100 GP per level of the character!! THE Armory Note: Items are represented by three classes. Class A items may be used by the non-fighters (Wizard, Cleric). Class B & A items may be used by the light fighters (Bard, Ranger, Thief, Assassin, Mage Warrior). Class C, B & A items may be used by the full fighters (Barbarian, Knight, Paladin). NAME Bonus CLASS Adjacent Diagonal Ranged Cost Dagger 1 A Y N Y 30 Staff 1 A/2h Y Y N 80 Blowgun 1 A N N Y 100 Mace 2 B Y N N 125 Shortsword 2 B Y N N 150 Hand Axe 2 B Y N N 200 Shortbow 2 B/2h N N Y 250 Broadsword 3 B Y N N 300 Longsword 3 B Y Y N 350 Morningstar 3 B Y Y N 325 Longbow 3 B/2h N N Y 400 Battleaxe 4 C/2h Y N N 500 Crossbow 4 B/2h N N Y 600 Halberd 4 C/2h N Y N 600 NAME CLASS BONUS Cost Notes Leather Armor A 1 200 Chain Mail B 2 450 MOVE - 1 Plate Mail C 3 700 MOVE - 3 DEX - 2 Small Helm B 1 150 Greathelm C 2 300 INT-1 Shield B 1 150 NAME EFFECT COST Fire Ash Does 1 undefendable point of damage 75 Lamp Casts a 6 square light 150 Tool Kit Disarms a trap (DEX roll) 300 Lamp Oil Enough oil for 1 scenario's lamp 150 The MAGE GUILD NAME EFFECT COST Healing Potion Restores 3 Hit Points to a Hero 200 Potion of Restoration Restores 8 Hit Points to a Hero 500 Herbal Remedy Cures poisoning on a CON + 3 roll 50 Antitoxin Cures disease on a CON roll 150 'Dispell' scroll When used right after a spell, it counters the spell, nullifying it 150 Amulet Comes in all attributes; raises attribute by 1 (eg. Amulet of Strength) 400 Elixer of Beastspeak May communicate with an animal 200 Elixer of Speed May add 4 to the next 3 movement rolls 200 Wards Nullifies any Fire/Water/Earth direct damage attack, then crumbles into dust 200 Here's an example of a mercenary wizard you can hire for your party. He'll hang with you for one quest only, then take off. If you wish to rehire him, you may do so as many times as you wish. Galen Fyrspan Level 1 500 GP HP- 3 Mana- 8 Detect Magic Att- 1 Def- 1 Detect Traps Str- 3 Con- 4 Mana Bolt Int- 7 Dex- 5 Fear Cha-4 Agi- 4 Dark Vision Staff / No Armor crypt Master Part vii bestiary class one monsters Goblin Humanoid 3d6 GP 10 EXP HP- 1 mana- 0 Shortsword Att- 2 Def- 1 Leather Armor Str- 4 Con- 5 Int- 4 Dex- 5 Cha-3 Agi- 8 Move +3 Kobold Humanoid 2d20 GP 13 EXP HP- 1 mana- 0 Knife Att- 1 Def- 1 Leather Armor Str- 4 Con- 5 Int- 5 Dex- 7 Roll vs. Dex to Cha-4 Agi- 7 steal Player's Move +2 items. Wolf Animal 0 GP 12 EXP HP- 1 mana- 0 Fangs/claws Att- 2 Def- 2 A thick coat Str- 6 Con- 8 Int- 2 Dex- 5 Cha-4 Agi- 8 Move +2 Giant Frog Animal 0 GP 14 EXP HP- 1 mana- 0 Bash Attack POISON Att- 1 Def- 2 Thick skin CON roll to Str- 3 Con- 4 avoid; roll Int- 1 Dex- 5 whenever Cha-2 Agi- 4 he harms Move -2 you. Skeleton Undead 2d6 GP 13 EXP HP- 1 mana- 0 Mace Att- 2 Def- 2 Str- 5 Con- 3 Range attacks Int- 1 Dex- 5 are at -1 ATT Cha-1 Agi- 5 A blunt weapon Move +2 does +1 ATT class Two monsters Orc Humanoid 2d12 GP 22 EXP HP- 2 Mana- 0 Shortsword Att- 3 Def- 2 Leather Armor Str- 6 Con- 6 Int- 3 Dex- 4 Cha-3 Agi- 5 Move -1 Enchanter Humanoid 3d10 GP 30 EXP HP- 2 Mana- 12 Staff Att- 1 Def- 2 Leather Armor Str- 3 Con- 5 Int- 7 Dex- 5 Thaumaturgical Cha-6 Agi- 7 magic up to lvl Move +1 three. Dune Lizard Animal 0 GP 20 EXP HP- 2 Mana- 0 Umm... claws? Att- 2 Def- 3 Tough Hide!!! Str- 5 Con- 6 Int- 1 Dex- 6 Cha-4 Agi- 6 Move 0 Giant Scorpion Animal 0 GP 25 EXP HP- 2 Mana- 0 Stinger/Pincers POISON Att- 3 Def- 2 Tough Shell CON-1 roll Str- 6 Con- 8 to avoid. Int- 1 Dex- 5 Cha-3 Agi- 6 Move 0 Skullbat Animal 0 GP 20 EXP HP- 1 Mana- 0 Wings Etc. Att- 2 Def- 6 Evades!!!! Str- 3 Con- 2 Int- 1 Dex- 8 Cha-2 Agi- 9 Move +5 Zombie Undead 1d20 GP 25 EXP HP- 2 Mana- 0 Hand Axe DISEASE Att- 3 Def- 2 Leather CON roll to Str- 6 Con- 6 avoid. Int- 0 Dex- 4 Cha-1 Agi- 5 Move -2 Mimic ??????? 1d6 GP 15 EXP HP- 2 Mana- 0 Teeth These little Att- 3 Def- 2 Wood annoying guys Str- 1 Con- 2 disguise the- Int- 5 Dex- 1 mselves as Cha-1 Agi- 0 chests, then Move (no move) attack!! class Three monsters Ettin Humanoid 3d8 GP 40 EXP HP- 3 Mana- 0 Broadsword Two headed Att- 4 Def- 3 Leather, Shield orc. Str- 8 Con- 6 Int- 4 Dex- 6 Cha-3 Agi- 6 Move 0 gLOSSARY AGI- Agility. An attribute that deter-mines stuff like your reaction time, etc. ATT- Attack Power. How many combat dice you get to roll. Attributes- Stats like HP, STR etc. CON- Constitution. Measures your ability to fight off poison and disease, etc. CHA- Charisma. Another attribute. An accounting of your good looks and charm. Class- A character's chosen profession in life. CM- Crypt Master, the cosmic referee of the scenario, the man who controls all. Also known as the 'GM'. Combat Dice- The nifty little white dice with skulls on them that you roll for combat. DEF- Defense Power. A scale of how effective your armor is, how effective you are at dodging blows, etc. DEX- Dexterity. Your nimbleness with stuff like lockpicking. EXP- The points you get for defeating monsters, among other things. GM- The Game Master. Same as the Crypt Master. HP- An attribute. Hit Points, a measure of how much damage you can take before you die. INT- An attribute. Intelligence, how smart you are, how much life experience you've gained, and just your general knowledge. Level- A level of your greatness. Mana- A measure of how much magical energy you have left to put to use in spells. Move- A bonus or penalty to your 1d8 movement roll. Party- A group of people all hanging out together. RPG- Role Playing Game, like GURPS, D&D, and Shadowrun. STR- An attribute. It's a quick measure of physical brawn.