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Monsters Saappy | Each Monster is named; its SKILL score is SBP | printed inthe hotom left hand corner of te ‘ Counter and is STAMINA score isi the Bot. 2) tom right. Monsters marked with asta) have special sills which are detailed below: ‘The Undead Apart from the Wight, all creatures marked ‘Undead canbe killed immediately - without a battle by the “Giver of Sleep’ Treasure Card SPECIAL MOASCERS Ghout ‘The revolting Ghoul wil paralyse and kilts victim after has inflicted ts fourth wound fon an adventurer Hell Hound ees Vampire Ifthe Vampire rolls a double (uch asa and 5, for example) when rolling for Attack Strengd the adventurer must Tes for Luck to avoid being enslaved by its hypnotic power Ifthe adventurer I Lucky, he or she Survives and play continues as normal. Ifthe result is Unlucky, the adventurer i6 enslaved and dies. Wight Thisis frightening and dangerous monster ‘which can only be harmed by magical ‘respons aclading the Giver of Sleep, which Inurts i ike any other normal weapon). The a ‘Wight must be fought 2s normal, But any suc $ cessful attack will ony case a wound ifthe stacker i carrying a magic weapon SPECIAL ENCOURCERS Case Tap “The first person to enter the Cage Tap can Gf | cists Tenino must miss ve ten. On SR, | sstweaen tens, he must ty to cape by Si ites:| citer testing for ck escaping when he Lucky) or trying to roll a § or 6 on one die $1 ir the escape is successfal he may move off again in the same turn Foot fhe has 2 Teasure Card, the Fool will give {ttoany adventurer who encounters him. I he has no Treasure Card, he wil give away sas many Gold Pleces a are rolled on one die by the visitor No adventurer may visit the Fool more than once. The Fool remains in his room throughout the game Hexmaster : Fora payment of 2 Gold Pieces, the Hex muster wil cor any adventurer wi has NOt already been cursed, providing the adven- turer's STAMINA exceeds 6. AMY adventurer 0 cursed mus lose 1 SKILL apd 4 STAMINA fo wse his serv [pola His Tice Card can be used by the fist adventurer ces. The Hexmaster remains in bis 100m, thronghout the game Hungry Beggar Thhe Bega will exchange his Treasure Card for 1 Gold Pece of 1 Provision. Hei remov: from pay a soon as this offer i taken up Lucky Find In onder 10 make the Lucky Find, an adven: carer must successfully Test for Luck. Ife {s Unlucky, he finds no treasure and the Lucy’ Find token emains in place, ready for visit from the next adventurer (the fist nly is the Luc find that many \Zy a), adventurer must leave) Each adventurer can ry Find room t try and find the treasure once ‘The first adventure tobe Lucky wil fad the Treasure (and can take the Treswire Card) He should also roll one die. and will bold Pleces 100 ictal! Trap ' An adventurer fling inco the Pitfall Tap must immediately Test for Luck. If be is Lucky he is not injured and may take the “Teanure Card. If he fs Unlucky, he must lose 44 STAMINA points, chough he may stil ake {he Treavare Gd 4. He may climb ovt and move off on his next Sane "The Sage will never allow his Treasure Card tobe stolen, but a visor may exchange one Of their own Tteasure Cards for the oft he guards. A'Key Challenge may be made by 2 Wisitor to the Sages room. The Sage remains {is Foom Hhroughow the game * REFEREDCE SECCION « Spike Trap, [An adventurer entering the Spike Trap room ‘must immediately lose 1 KILL point and 3 STAMINA points (no Luck roll. He may, lim the Treasure Card, and climb sand move off next tra ‘Thiet Anyone visiting the ‘Thief may buy his “Treanure Card for 1 Gold Piece. As they leave, ‘hough, the Thief wil teal oe Treasure Card (Chosen at random) from the adventurer. If ‘there Is more than one Treasure Card in this oom, the adventurer may take one at ran- dom. The Thief stays in his room throughout the game. ‘trader “The Mader will buy any Treasure Card for 3 Gola Pieces. Wil sl any Treasure Card (un- scen) for as many Gold Pleces as ae rolled ‘on one die by an adventurer wishing 0 buy. ‘Sadvencurer may do both, but he must sell Defore he buys In this ase the cards re mixed up and the one tobe bought is chosen at random. Ifthe price is more than he ‘an afford, he loses al his Gold Peces and does nor get the Card. ‘Trickster This man is a practical joker. He demands 2 Gold Pleces, or he will send his ‘stor back the beginning of that section. ‘bf dhe dungeon Ge, Main Enrance forthe fst Section, of far side of the river for the se ‘cond) Whe has Treasure Card and the 2 GP are paid, he will allow the Treasure Card to be taken. He remains In his room ‘Uyoughout the game. FINED ENCOUDCER ROOMS Dragon a the last room before the Maze) ‘The Dragon cannot be killed. An adventurer “kllng the Dragon merely drives back into its cave, allowing that adventurer to pass Fountain of Life (Ia Maze) Costing 3 Gold Pieces 10 use, the Fountain estes STAMINA to its Initial level ts ‘Treasure Card may be claimed by the fist Player to enter and use the Fountain. Gambling Halls (Ia second section) “Adventurers may play ‘Runestones' here. Al ‘other adventurers must be invited to join in ‘8 s00n 383 visor enters the Halls ‘Any other players wishing to play must im- ‘mediately more their tokens tothe Gambl- ‘| ing Halls (a0. combat allowed here). The ‘game is played by as many players as wish pla, plus one ‘non- Player character. “Imagine that ll the contestants ate standing in a circle An en- ‘chanted Runestone is being thrown around the circle in a ‘lockwise direction. Is “enchantment is that it will explode St some time and whoever is holding «atthe time wil be i- jted. Dice to decide who stars with the Runestone and deer- ‘mine the order of the circle Anyone may act for the non-player a ¢ characicr (preferably someone who is not playing in the cir- ‘le. The Fit player mast roll ess than 12 with two dice. The “next must ollless than i; the next less than 10 and so on, The ‘Runestone explodes inthe hands of anyone who rol to high. ‘An unsuccessful player must drop out and loses 1 SKILL and 3 ‘STAMINA points The game then starts again and this continges ‘Until only one of the adventurers (not counting the non-player character) i sil eft in. The winner wins 10 Gold Pieces, and ‘may take one Treasure Card from anywhere else on the Board! “The Treasure Card in the Gambling Halls room may be taken | bby the first adventurer to ener che Gambling Halls and play Runestones, whether or not he wins. Lander (In second section) Provisions may be purchased at 2 cost of 2 Gold Pieces each. The fest adventurer ta five and buy food may take the Treasure Cand. ‘Shylock the Moneylender (near beginn- Ing of Ist section) Shylock will lend 10 Gold Pieces to any adventures A toal of 13 Gold Pleces (le, the loan together with 3 Gold Pieces interest) Baal must be repaid before entering the Maze sec- toa. Otherwise he calms his pound of flesh: 1 SKILL point plus § STAMINA points. He will give his Teasure ‘Card tothe lit adventurer to borrow Gold from him. He does fot have to be revisited in order to repay him ‘Zagot (Before Treasure Room) ‘The Warlock of Firetop Mountain himself He Can be fought and defeated or Killed without 2 battle, By using the Fye of the Cyclops. CREASURE CARDS ‘These fall into four categories: Keys, Gold Pieces, Provisions, ‘and Specials Keys < ‘There are nine Bunches of Keys. Each bunch holds three keys, whieh are numbered (1, "48" te). The individual keys on these bun ches aze to be used to open the Warlock's SM | TGS Scale anette ‘tree deta ‘There are three Skeleton Keys. Each key can be used in place fof one of the numbered keys When trying wo open the Warlock’s Chest Gold Pieces ‘Thee are marked in value berween 2 and 10 Gold Picees. When Gold Pieces ae found, they are declared immediatly. The cad Is handed in and the nimber of Gold Pieces {found is marked on that player's Adventure towards the maximum carrying capacity. Sheet. In this way, Gold does not count omens f | SPECIE CREASURES cheese EL, | Any adventurer finding the Cheese can force © 2 | another adventurer wo accept it in exchange 0. 229) | for one of hele Treasure Cards, chosen un: Seen, The Cheese card can either be used im- mediately or kept for use later. The adventurer who receives the Cheese can pass it on inthe same _way after his next turn. The Cheese can never be passed back, {0 someone who has already had it, Adventurers Jo not need 1 be on the same square 10 use the Cheese. k — ae) | Sate ee ees ee the exception ofthe Wight. Against the Wight i i cffective as 41 normal weapon, but will not kil the creature outright ‘Cards or his Key Cards. As soon asthe bearer of the Eye leaves | the square the other adventurer is fred from the hypnotism Magic Sword ‘The bearer ofthis sword ean add 1 SeILt Point whilst carrying tf itis los or sicken, this bonus is aso fost It counts 18 « magic weapon and will be effective in combat Against the dreaded Wight Me, Any adventurer entering the Maze area (the ‘Maze begins on the steps after the Dragon's aie) eareying the Map may secretly Look at _| the Maze Cards without having to approach the adjacent space frst. ° Pickpocket ‘The Pickpocket is for hire. For 1 Gold Piece, ‘he will teal one Treasure Card from another adventurer and pve itt his hirer On enter- {ng a room that contains a Pickpocket card. an adventurer may choose 10 hire the Pickpocket and can nominate another adventurer who will have his pocket picked. That player must allow the hirer to choose ‘one of his Treasure Carde at random. The Pickpocker remains {mls room once he has been discovered. Each player may on Iy use the Pickpocket once TS Potton, ‘While carrying the Poison Card, an adven- ‘turer can poison ancdher adventurer Fst of all, both adventurers most be on the same space, whether in a passageway, in a room, 2 the Assembly Halls or at the Gambling alls The next time the victim eats Provisions, the poisonct ‘an then declare thatthe food has been poisoned and the vic- tim must lose 4 STAMINA points. An adventurer can only use the Poison once. so once an adventure has polsoned another, Jhe may not use the Poison again. [fan adventurer whose Pro- Visions ate poisoned dies, the player responable fr the poison ling must remember this. Any adventurer who picks them up Inthe forure and eas them wil suffer the same penalties. This does not happen ifthe advencurer does not de. <4 Potion of Fortune ‘When this potion s drunk, an adventurer’ {WOOK score recuens to ls iil level. This ppotion can only be used once during the fame. Any other adventurer who finds 2 ‘discarded Potion of Fortune (or seals ican Potion of tavisibility This potion allows an adventurer standing outside the door of 4 room to steal the ‘Treasure Card inside a room without having ‘to deal with the Encounter Card 1 ca as bbe used to pass through a room without hav ing to deal with the Encoumer Card (or Fized Encounter) If there ate two or more exits 0 2 room, an adventurer passing invisibly through the room may choose which exit he wishes to leave through. Ie can be used once only during the game and isuscless to an adventures finding or sealing i after it hasbeen ed, Tm. ] Potion of Strength inking this potion restores an adventurers STAMGNA to its initial level, I can only be wi ‘ed once during a game, and is useless to an coture nding or eal afer has mused stumver Pipes Tice poe me nw sep 7 ate i ae epee ty sorwoct on abkeadtemes at ar tet ne yo arr sitet Sie ip oie some imager iocungs he nen A my Sey Retr ay ol ed incre ser a sr Ga! ay {Scepng oer wl ake up aus eS fuer art he ont a o #

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