Tarnhelm's Tome of Wonder (No Art)
Tarnhelm's Tome of Wonder: An Original Edition Toolkit is large collection of optional rules and subsystems for the original 1974 (0e) version of the world's most popular tabletop fantasy roleplaying game (and modern clones)¸ with a selection of new monsters¸ treasures and ideas for dungeon and wilderness hazards tossed in for good measure. Many of the optional rules are modern renditions of the better house rules the author used with his Original Edition games in the 1970s. This volume may be thought of as a revised and greatly expanded edition of our free Tarnhelm's Terrible Tome (from 2014) presented entirely as optional modules instead of as a supplement revising the game.
Tarnhelm's Tome of Wonderis full of options -- some of them mutually exclusive as they provide different ways of doing basically the same thing. It's a toolkit for an Original Edition Referee to select from to use as written or as a starting point for homebrewed material that better fits their needs.
Section I provides many optional rules and systems for Backgrounds and Talents¸ Heroic Characters¸ Psychic Gifts¸ Variant classes¸ Combat Stunts¸ Mobs¸ Hit Point Powered Magic¸ Common Magic¸ Divine Intervention¸ Funerals and Tombs¸ Mooks¸ Property and Finance¸ Psionics¸ Death and Dying¸ Encumbrance and Movement¸ Allegiance (replacing Alignment)¸ Wound Points¸ and about 40 more! Section II covers the "endgame” where PCs run their own domains and provides two systems: one simple and one more complex. Basic rules for mass combat are also provided. Section III has more monsters (mythos monsters and human cultists) and guidelines for NPC adventuring groups. Section IV provides over 18 pages of new new treasures¸ including some designed for use with some of the optional rules in Section I. Section V talks about "hazards” for both dungeons and wilderness areas. Section VI provides two different system for mutations -- one simple¸ one complex. Although these guidelines are mainly intended for Referees to mutate monsters¸ these rules can work for mutated player characters. Section VII gives a selection of comic book style superpowers designed to work with the Original Edition. While brief¸ experimental rules for superpowered PCs are included¸ this section is really for the Referee to model comic book superheroes should the PCs ever encounter any. Section VIII gives some simple rules for firearms of different eras. Section IX provides useful random tables for the Referee.
This the "pay what you want"/free version of the Tarnhelm's Tome of Wonder. It includes all the text of the paid version in a two-column letter-sized version¸ but lacks most of the art¸ the main single column¸ larger type tablet/digest version¸ the ebook (epub and mobi) versions¸ and the editable "SRD" version of the game (making it easy to produce a copy with just the rules your campaign needs). The paid version can be found here.
Tarnhelm's Tome of Wonder: An Original Edition Toolkit is large collection of optional rules and subsystems for the original 1974 (0e) version of the world's most popular tabletop fantasy roleplaying game (and modern clones)¸ with a selection of new monsters¸ treasures and ideas for dungeon and wilderness hazards tossed in for good measure. Many of the optional rules are modern renditions of the better house rules the author used with his Original Edition games in the 1970s. This volume may be thought of as a revised and greatly expanded edition of our free Tarnhelm's Terrible Tome (from 2014) presented entirely as optional modules instead of as a supplement revising the game.
Tarnhelm's Tome of Wonder is full of options -- some of them mutually exclusive as they provide different ways of doing basically the same thing. It's a toolkit for an Original Edition Referee to select from to use as written or as a starting point for homebrewed material that better fits their needs.
Section I provides many optional rules and systems for Backgrounds and Talents¸ Heroic Characters¸ Psychic Gifts¸ Variant classes¸ Combat Stunts¸ Mobs¸ Hit Point Powered Magic¸ Common Magic¸ Divine Intervention¸ Funerals and Tombs¸ Mooks¸ Property and Finance¸ Psionics¸ Death and Dying¸ Encumbrance and Movement¸ Allegiance (replacing Alignment)¸ Wound Points¸ and about 40 more! Section II covers the "endgame” where PCs run their own domains and provides two systems: one simple and one more complex. Basic rules for mass combat are also provided. Section III has more monsters (mythos monsters and human cultists) and guidelines for NPC adventuring groups. Section IV provides over 18 pages of new new treasures¸ including some designed for use with some of the optional rules in Section I. Section V talks about "hazards” for both dungeons and wilderness areas. Section VI provides two different system for mutations -- one simple¸ one complex. Although these guidelines are mainly intended for Referees to mutate monsters¸ these rules can work for mutated player characters. Section VII gives a selection of comic book style superpowers designed to work with the Original Edition. While brief¸ experimental rules for superpowered PCs are included¸ this section is really for the Referee to model comic book superheroes should the PCs ever encounter any. Section VIII gives some simple rules for firearms of different eras. Section IX provides useful random tables for the Referee.
This the "pay what you want"/free version of the Tarnhelm's Tome of Wonder . It includes all the text of the paid version in a two-column letter-sized version¸ but lacks most of the art¸ the main single column¸ larger type tablet/digest version¸ the ebook (epub and mobi) versions¸ and the editable "SRD" version of the game (making it easy to produce a copy with just the rules your campaign needs). The paid version can be found here .