Deathmaze Expan
Deathmaze Expan
Deathmaze Expan
EXPANSION
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for the beginner, but a seasoned player who has played games
with many more classes will want greater variety in his
game.
Finally, there is the question of what to do if, when
playing the Character Continuity Rule, your character or
characters become very powerful. The game loses flavor when
you have so many Wound Points and magical items that even
Vampires and Gargoyles become child's play to deal with.
When this happens you either have to begin again or continue
as you are, eventually becoming invincible.
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on all negotiations, and several negotiation type spells.
Also, when facing monsters of over 15 Wound Points, they may
apply this +4 as a -4 on the Bribery Table roll.
All of the above begin the game with one spell, and use
and gain more spells in the exact same way as Wizards. Each
has a separate listing of spells. Cost is the cost in Wound
Points to cast the spell.
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Heal (Cost: 1, Non-Combat Spell) The spell recipient
immediately cures" 1D6" wounds.
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than the number of characters, eliminate monsters
until the numbers are equal.
Cease Fire (Cost: 3, Combat Spell) This spell has the same
effect as an "Agreement" on the Negotiation Table. The
advantage of this spell is that it may be used after combat
has begun, particularly if the party is losing.
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Trolls begin the game with 8 Wound Points, and may fight
either with weapons or bare-handed on the Monster Column.
They have an original Magic Resistance value of 2. Also,
once a Troll "has gained four points of Ability, he gains the
special Troll Regenerate Ability described in the game rules
(see 12.35). However, due to his stupidity, a Troll requires
100 Experience Points and 150 Bezants in order to gain an
additional point of Ability.
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this way it is possible to descend several levels in one
game, although the counters may run out eventually. To leave
this dungeon, retrace your steps all the way back up to the
starting level
TABLE 1:To use the chart, simply find the level number that
you are on, and read down the column, applying the indicated
modifiers during the game.
EXPLANATION OF MODIFIERS:
Monster Hd: When rolling for monster's Wound Points, add
this number to the number of dice normally rolled for each
monster. (Thus, rolling Wound Points for a monster with a
Wound Point die roll of "2 + 2" when on the third level, you
would actually roll "3 + 2" dice to determine Wounds.)
Monster Com: Whenever a monster rolls on the Combat Results
Table, add the indicated number to his die roll.
Monster Num:
Multiply the number of monsters encountered on a level by
the indicated multiple. (Thus, an indication of an encounter
with 3 goblins on the third level becomes an encounter with
6 goblins.)
Treas Type: Whenever rolling on the Treasure Table, shift
down the column the number of letters indicated. (For
example, a monster that normally has Treasure Type C would
have Treasure Type D if encountered on the third level.)
Exception: A monster that normally has Treasure Type A will
always have Treasure Type A. If the shift takes you beyond
Type J, (see table below).
Exp Points: Whenever a character gains experience points,
multiply the number gained by the given multiple.
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B. Other Charts and Tables
The charts and tables in this section replace the game
charts and tables with the same title and number; simply
roll thenumber of dice indicated next to the title of the
new chart or table instead of the old number of dice. Also
included are two totally new tables, the Mist and Bribery
Tables, and instruction on their use.
EXPLANATION OF RESULTS:
Poison: Adventurer testing Fountain immediately takes "1D3"
Wounds.
Treasure Pool: Find a type C Treasure in Fountain.
Alcohol: Adventurer testing the Fountain is considered
drunk, and has a " -2" Combat Bonus for the remainder of
the game.
Potion: Roll for a Potion on the Potion Table. The party
gets one dose of the Potion. In addition, the adventurer
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testing the Fountain immediately undergoes the effects of
the Potion.
Mist: A strange Mist eminates from the Fountain's waters;
roll on the Mist Sub-Table.
Alligator Pool: An alligator lives in the Fountain.
It makes one attack roll on the adventurer testing the
Fountain, and after the results are applied, normal combat
is undertaken. The alligator may not be negotiated with, but
it may have treasure.
Midas's Waters: The adventurer testing the Fountain turns to
gold, and is now worth 20 Bezants for every hit point that
he had. A Stone-To-Flesh Spell will revive the adventurer,
but thismust be done immediately; the gold is lost.
EXPLANATION OF RESULTS:
Medusa Face: The adventurer investigating the Statue must
make a successful resistance roll or turn to stone.
Statue Falls: The adventurer investigating the Statue has
the Statue fall on him, and suffers "1D6" Wounds.
Becomes Gargoyle: The Statue is now a living Gargoyle, which
may be attacked or negotiated with. It may have treasure
just like any other monster.
Potion: The party finds a Potion in the base of the Statue.
Mist: A magical mist emanates from the Statue's mouth. Roll
on the Mist Sub-Table.
Gems: The eyes of the Statue are two gems that may be pried
out. Roll twice on the Gems Table to determine their value.
Medallion: Around the statue's neck is a magical Medallion
that may be taken by the arty.
Magic Weapon: The Statue holds a Magic word that may be
taken by the Party
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EXPLANATION OF RESULTS:
Cronk Hole: Trap Door is really home for "1D3 + 1" Cranks,
who may be negotiated with or attacked. They may have
treasure just like any monster.
Pit: Adventurer investigating the Trap Door falls into a
shallow pit, taking "1D6" Wounds. However, on a roll of 6,
the pit is a magical bottomless pit; if the adventurer fails
to resist he is gone forever and cannot be resurrected.
Otherwise he tabes no damage.
Room: The Trap Door leads to a room directly below the
present room. This room automatically has no doors or
Special Features, but may contain monsters and treasures as
usual.
Type J Treasure: Find a Type J Treasure behind the Trap
Door.
Mist: A magical mist billows up from behind the Trap Door.
Roll on the Mist Sub-Table.
Trap: The Trap Door is trapped. Roll on the Trap Table. This
trap automatically affects the adventurer investigating the
Trap Door, unless he is a thief and can detrap it.
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been reached. Bribery may be tried only once per group of
monsters, and if successful the party subtracts the
appropriate number of Bezants from their treasure and gives
it to the monsters, if the monsters are later slain, the
treasure is regained.
EXPLANATION OF RESULTS:
# = Players must roll this number or less on "1D6" in order
to reach an "agreement" with the monsters, Note:
Negotiation is not possible after Bribery, no matterwhat
the result.
D. Mist Sub-Table
This table is used in conjunction with the three Advanced
Special Features Tables. Roll on this table whenever
instructed to by a die roll result. This table uses a die
roll of "1D6" for resolution.
EXPLANATION OF RESULTS:
Lycanthrope Fog: Player investigating the Special Feature
is from this point on governed by the Werewolf Player
Character rules, although his Wound Points remain the same.
Healing Vapor: Each member of the party is healed of 1D6
wounds.
Midas's Mist: Effects identical to that of Midas's Waters
on the Advanced Fountain Table (6.15).
Stone Haze: The Player investigating the Special Feature
must resist or be
turned to stone.
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EXPANDED
GAME TABLES