Tomb Raider Compendium Class 1.0c

Tomb Raider Compendium Class 1.0c

Tomb Raider Compendium Class 1.0c

Let me know what you think…

If you survive an expedition to raid a tomb of great lethality and historic importance you may take the following move when you next level up:

You are a Tomb Raider. When you spout lore or discern realities about ancient tombs, take +1.

When you pick locks and detect or ancient disable traps, roll+DEX. On a 10+, you do it, no problem. On a 7-9, you still do it, but the GM will offer you two options between a cost, danger, and suspicion. A Thief or character that has the class ability to pick locks or disarm traps gains a +2 on all such ability rolls when in a tombs, dungeons, tombs, crypts or catacombs.

Once you’ve taken the moves above the following moves count as class moves for you. In addition to your normal list of moves you may choose from this list when you level up:

Scholar of Unlife: You may turn undead as if you were a cleric. A holy symbol is not required.

True Vision: You gain the ability to automatically detect secret doors, see invisible creatures and detect shapeshifters and Illusions.

Tomb Wary: You’re never caught by surprise in ruins, dungeons, tombs, crypts or catacombs. When an enemy or trap would get the drop on you, you get to act first instead.

Dice with Death: If you take your last breath and either miss or refuse Death’s bargain, you can still come back to life; but may only use this ability once.

A couple of items adapted from Paul Kemp’s Egil and Nix novels:

A couple of items adapted from Paul Kemp’s Egil and Nix novels:

A couple of items adapted from Paul Kemp’s Egil and Nix novels:

The Illuminating Eye (1 weight)

A crystal sphere that contains a mystical eye. When commanded to open by its owner the sphere acts like a Light spell the illumination but also reveals secret doors, traps, invisible creatures or objects and illusions.

The Devouring Key (0 weight)

This key will open any lock or door (magic or not) if the key’s owner rolls 10+. A 7-9 and the key requires a food ration to open the door. On a fail the key will demand an expensive and rare fruit or vegetable to open the lock. If the owner agrees the key will open the lock but will not function again until it receives the promised gourmet item.

https://www.amazon.com/Hammer-Blade-Egil-Nix-Novel/dp/1101964952/ref=sr_1_3?ie=UTF8&qid=1467368232&sr=8-3&keywords=egil+and+nix

Sussurus (Solitary, Large, Construct)

Sussurus (Solitary, Large, Construct)

Sussurus (Solitary, Large, Construct)

Pummel (d10 damage) 19 HP (1 armor)

Near

Special Qualities: Music that soothes the undead, Immune to Illusions and Invisibility

Su·sur·rus: whispering, murmuring, or rustling.

Example:”the susurrus of the stream”

Or…

A big headless hulk made of honeycombed bone channels? Wind blows through it and makes a sound that forces sleeps on the undead? Check and double check. Many a party has destroyed this tomb guardian only to awaken things far worse…

Instinct: Attacks tomb raiders

Creates undead pacifying music

Guards tombs

Sees with echolocation like a bat

Ziggurat of the Sun Princess

Ziggurat of the Sun Princess

Ziggurat of the Sun Princess

This is a Dungeon World adventure that seems to be missing from the web I downloaded awhile back. I noticed the Dragons in my House link is sadly dead. Grab it before the evil Cthulhu cultists strike again!

By the by the other missing link on the Dragons site is Ghost Stories by by Peter Johansen …anyone have it?

https://drive.google.com/file/d/0B7cav44145d9a19Wc2JkLXBUMDQ/view?usp=sharing

For jim miller –

For jim miller –

For jim miller –

The Coco (Solitary, Stealthy, Intelligent)

Drains Life (d10 damage) 10 HP (0 armor)

Close, Ignores Armor

Special Qualities: Undead, Shapeshifter

The Coco (or Cuco, Coca, Cuca, Cucuy) is a mythical ghost-monster, equivalent to the bogeyman, found in many Hispanic and Lusophone countries. He can also be considered a Hispanic version of a bugbear,as it is a commonly used figure of speech representing an irrational or exaggerated fear. The Coco is a male being while Coca is the female version of the mythical monster, although it is not possible to distinguish one from the other as both are the representation of the same being.

The Coco is actually an undead, murdered child that preys on other children. Children killed but not consumed by a Coco will arise as a a Coco within three days of being drained.The Coco’s true form is hideous, that of a twisted, half melted corpse child in rags. It will normally only reveal its true form if and will only appear as a cloaked figure (sometimes with a jack-o-lantern head) if not shapeshifting. It can appear as anything roughly human to child-sized, but radiates magic and evil strongly. The Cuco is normally cowardly but has been known to work as a spy for other undead. It dislikes, but can endure, sunlight.It is vulernable to holy water and will normally not cross salt or running water.

Instinct: Devours children

Shapeshifts

Plots evil

Spy

For the “Rainforest Giant”

For the “Rainforest Giant”

For the “Rainforest Giant”

Jersey Devil (Solitary, Planar, Terrifying)

Hooves (w[2d10] damage 1 piercing) 12 HP (1 armor)

Close, Reach

Special Qualities: Unholy seer

Allegedly the thirteenth offspring of the ‘Witch’ Leeds and Satan as a father the little tyke was born sometime around 1735. After his blessed arrival he immediately turned into the “Jersey Devil”. The Jersey Devil apparently sprang into being full sized with a goat head, bat wings, horse’s hooves, and a bifurcated tail. The Jersey Devil is like a banshee, a occult creature that acts as an omen for coming disaster. It will provide knowledge that only serves to drive its hearer to their own destruction, like the witches in Shakespeare’s Macbeth.

Instinct: Provide Ill Omens

Swoops

Has terrible occult knowledge

Promises doom