TEXT: Savage Worlds
   
  TOME OF BINDING 
  A treatise on all things arcane, 
  its cover emblazoned with 
  obscure sigils. 
  Wt – lb; Magic Item (Book). 
  Spell Binding. One power may 
  be maintained without the 
  Spellcasting Penalty for AB: 
  Magic, though Power Points 
  must be paid as usual. 
   
  ARMOR OF THE BLIND EYE 
  Blackened leather embossed 
  with sigils of obfuscation. 
  Wt 15 lb; Magic (Leather Armor). 
  Armor +1. 
  The Blind Eye. Attack rolls 
  against the wearer are at -1. 
   
  WINTER’S EMBRACE 
  Mist rises from this perpetually 
  frost-limned warhammer. 
  Wt 8 lb; Magic (Warhammer). 
  Dam Str+d6+2; counts as cold 
  damage for those vulnerable 
  to it. 
  AP 1 vs. rigid armor. 
   
  SPELLCASTER’S TOME 
  A treatise on all things arcane, 
  its cover emblazoned with 
  obscure sigils. 
  Wt – lb; Book. 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  BLACKENED LEATHER ARMOR 
  Blackened leather embossed 
  with strange symbols. 
  Wt 15 lb; Armor (Leather). 
  Armor +1. 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  ICY WARHAMMER 
  Mist rises from this frost-
  limned warhammer. 
  Wt 8 lb; Warhammer. 
  Dam Str+d6; AP 1 vs. rigid 
  armor. 
   
  CIRCLET OF AWARENESS 
  A hammered copper crown 
  suggesting the face of a fox. 
  Wt – lb; Magic Item (Head). 
  Awareness. +2 to Notice. 
   
   
   
   
  COPPER FOX CIRCLET 
  A hammered copper crown 
  suggesting the face of a fox. 
  Wt – lb; Jewelry (Head). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  LUCKY STONE 
  A dark stone marked with the 
  elven rune of luck. 
  Wt – lb; Lucky Item (Talisman). 
  Lucky. Not a true magic item; 
  it’s just lucky, and works for 
  anyone who believes in such 
  things. Grants the wearer one 
  free Soak roll per session. 
  Tomb of Terrors Adventurer Magic Items
  These cards represent items that the sample adventurers start with; you can give them to the players as references … or if 
  you’d like to run a campaign with beginning players, these might be interesting as treasure for them to earn along the way.  
  “Identified” and “Unidentified” versions are presented for most of them, in case you go the latter route. 
   “Tomb of Terror” ©2008 Pinnacle Entertainment Group; permission granted to print for personal use. 
  
  Savage Worlds
   
  ARMBAND OF RESISTANCE 
  The sigil-inscribed metal is 
  lightweight, with a strangely 
  purple tint. 
  Wt – lb; Magic Item (Arm). 
  Pain Resistance. Wearer may 
  ignore one level of Wound 
  penalties. 
   
  BRACER OF COMBAT 
  The purplish metal is too soft 
  to be protective, but is 
  inscribed with arcane sigils. 
  Wt – lb; Magic Item (Arm). 
  Combat Prowess. Wearer’s 
  Fighting is increased by one 
  die type. 
   
  POWER CRYSTAL 
  The crystal would be solid 
  black, if not for the pale wispy 
  glow emanating from its core. 
  Wt – lb; Magic Item (Gem). 
  Power Store. Stores 5 Power 
  Points. Caster can refill with 
  his own Points with a 
  successful Spellcasting roll. 
   
  RING OF CLEAR THOUGHT 
  An elven scholar’s ring, 
  wrought of silver but darkened 
  with corrosion. 
  Wt – lb; Magic Item (Ring). 
  Clear Thought. +2 to recover 
  from being Shaken. 
   
  VICIOUS SABER 
  When this purplish blade 
  strikes true, blood flows 
  through the engraved sigils, 
  turning them red. 
  Wt 4 lb; Magic Short Sword. 
  Dam Str+d6+1. 
  Vicious. Deals an extra d8 
  (rather than d6) damage on a 
  Raise. 
   
  JOURNAL OF ACECERACK 
  A thick tome full of arcane 
  scribbling that could take a 
  lifetime to decipher. 
  Wt 5 lb; Book. 
  Of no immediate apparent use, 
  but could be sold to certain 
  parties for the price of a small 
  keep (if you can live with the 
  consequences). 
   
   
  BLACK GEMS 
  A velvet drawstring pouch 
  filled with shiny black opals. 
  Wt – lb; Treasure (Gems). 
  Treasure. Each gem is worth 
  1d6x$50 if sold to a 
  merchant. There are 8 gems 
  in total. 
   
   
   
  BONE GOLEM GEM 
  With the destruction of the 
  golem, the glow has faded 
  from this shiny black opal. 
  Wt – lb; Treasure (Gem). 
  Treasure. The gem is worth 
  1d6x$50 if sold to a merchant. 
   
   
  NECROMANCER’S ROBES 
  The lightweight shoulder 
  guards and bone breastplate 
  look imposing, but offer little 
  protection. 
  Wt – lb; Clothing (Robes). 
  Apparently without magical 
  properties, this is unlikely to 
  fetch much of a price, given 
  who wore it last. 
   Tomb of Terrors Special Treasure (Identified)
  These cards represent loot that can be obtained once the Necromancer is defeated.  (The lone Bone Golem Gem can be 
  pried from the remains of the Bone Golem in the event that they somehow manage to defeat it without having to damage 
  the gem at its core.) 
   “Tomb of Terror” ©2008 Pinnacle Entertainment Group; permission granted to print for personal use. 
  
  Savage Worlds
   
  NECROMANCER’S ARMBAND 
  The sigil-inscribed metal is 
  lightweight, with a strangely 
  purple tint. 
  Wt – lb; Jewelry (Arm). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  NECROMANCER’S BRACER 
  The purplish metal is too soft 
  to be protective, but is 
  inscribed with arcane sigils. 
  Wt – lb; Jewelry (Arm). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  GLOWING CRYSTAL 
  The crystal would be solid 
  black, if not for the pale wispy 
  glow emanating from its core. 
  Wt – lb; Treasure (Gem). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  TARNISHED SILVER RING 
  An elven scholar’s ring, 
  wrought of silver but darkened 
  with corrosion. 
  Wt – lb; Jewelry (Ring). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  NECROMANCER’S SABER 
  When this purplish blade 
  strikes true, blood flows 
  through the engraved sigils, 
  turning them red. 
  Wt 4 lb; Short Sword. 
  Dam Str+d6. 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  NECROMANCER’S JOURNAL 
  A thick tome full of arcane 
  scribbling that could take a 
  lifetime to decipher. 
  Wt 5 lb; Book. 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
  POUCH OF GEMS 
  A velvet drawstring pouch 
  filled with shiny black opals. 
  Wt – lb; Treasure (Gems). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
   
  BONE GOLEM GEM 
  With the destruction of the 
  golem, the glow has faded 
  from this shiny black opal. 
  Wt – lb; Treasure (Gem). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
   
  NECROMANCER’S ROBES 
  The lightweight shoulder 
  guards and bone breastplate 
  look imposing. 
  Wt – lb; Clothing (Robes). 
  Unidentified. Might be 
  magical; Knowledge (Arcana) 
  check at -2 to identify. 
   
   “Tomb of Terror” ©2008 Pinnacle Entertainment Group; permission granted to print for personal use.
  Tomb of Terrors Special Treasure (unidentified)
  Optionally, rather than handing out the “identified” versions of these cards as loot, present these instead.  Are they cursed?  
  This calls for a Knowledge (Arcana) roll at -2 per item. If a brave player actually wears or uses the item, a +2 bonus can be 
  added to a subsequent attempt – or you may simply reveal its properties as appropriate. 
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Wizards & Warriors/Savage Worlds - Wizards & Warriors - One Sheet - The Tomb of Terrors - Treasure Cards.pdf