Instrukcja · Rozdział 14 z 17
14.0 Treasure
General Rule: Once the party has killed a monster or group of monsters (or, sometimes, after a successful negotiation with them), a player must determine what sort of treasure the monsters were guarding or carrying. Treasure is divided into three types: Gold Marks, jewels, and magic items. Once the various treasures have been determined, they are divided among the party members in any manner the players agree to. The treasure each member carries should be recorded on that player's Character Record. A character which receives a magic item may use that item at any time for the rest of the game and retains it for use in later campaigns as well. Should a character die during play, the other party members may divide his treasure among themselves as they see fit.
Procedure:
- Refer to the Monster Characteristics Chart. Cross-index the monster type killed with the Treasure column of the chart. This will yield either a single letter or two letters separated by a slash. A single letter represents the treasure type of that monster. If there are 2 letters, the first represents the treasure type for such a monster encountered as a result of the Room Monster Table, and the second letter is the treasure type for such a monster encountered as a result of the Wandering Monster Table.
- Refer to the Treasure Table. Cross-index the monster's treasure type with the three columns of the table: Gold Marks, Jewels, and Magic Items. Under each column will be a number followed by a colon followed by a die code (e.g., "3:1D6×5"). For each column roll 1D6. If the number rolled is less than or equal to the number before the colon in the appropriate column, then roll the die again, as specified by the die code after the colon, to determine the number of Gold Marks, jewels, or magic items. If the first number rolled is greater than the number before the colon, there is no treasure of that type present. Example: If the above code had been under Gold Marks and the first die rolled was a "1, 2, or 3," then the Player would roll the die again and multiply the result by "5." The result would be the number of Gold Marks in that monster's treasure.
- Refer to the Jewel Table if jewels were found. Roll 2D6 for each jewel. The resulting number determines the Gold Mark value of the jewel. This value is entered in the jewel section of the Character Record of the owning character. Each jewel should be kept track of separately, not as a running total.
- Refer to the Magic Item Table if magic items were found. Roll 1D6 for each magic item found. The resulting number is located on the Magic Item Table to determine the type of magic item. Then a second roll is made for each item, and the resulting number is located under the column on the Magic Item Table that corresponds to the result of the first die roll. The result will be the specific variety of that magic item type found. The results are explained in the cases for each magic item type.
- The Gold Marks are divided among the party members.
Cases:
14.1 Treasure types J, K, and L will always be in chests, which may be trapped.
Roll 1D6 for each chest; on a roll of 1-3, the chest is trapped. A character with a detrap skill may attempt to detrap the chest (see Procedure, 7.0). If the trap is detrapped or if the characters survive the effects of the trap, they have free access to the treasure inside.
14.2 Determine the treasure of each monster separately.
14.3 Weapons
The die roll under the Weapon column determines the type of magical weapon. The owning Player enters the weapon name under "Weapons" on that character's Character Record. In addition, a third die roll is made to determine the Weapon Bonus of that weapon. Roll on the Weapon Table. Should the result read roll twice, when the die is rolled twice and the results are added together to determine the weapon effect (e.g., +2 Sword, etc.). Should the second roll be a "roll twice" result, the die is rolled twice again, for a total of three rolls. Thus, it is possible for there to be an infinite number of die rolls, resulting in an infinite Weapon Bonus. If a character already has two weapons, he must discard one before he may pick up the magical one.
14.4 Armor
The second die roll under the Armor column determines the number of Wound Points added to a character's Wound Point total when he dons the armor. A result of "roll twice" is handled in the same manner as the procedure for Weapons in 14.3. Any living character may don magical armor, and the armor may be passed from one character to another (except during combat, negotiation, or bribery); the character who removes the armor loses the Wound Points Bonus (which may kill him) and the character putting it on gains the Bonus.
14.5 Potions
The second die roll under the Potion column determines the type of potion found. The character delegated to investigate the potion automatically suffers or gains the effects of the potion.
After this first dose, one dosage of the potion will remain, which the investigating character may use at any time for the rest of the game. There are five potions that may be found:
Poison. The character testing the potion immediately suffers 1D3 wounds.
Strength Potion. The character's Combat Bonus is increased by 1D6 for the next Combat Sequence (only). Then the potion wears off.
Charm Person Potion. The character may immediately take control of one Evil Hero, Evil Mage, Orc, or Troll in his segment. (If the potion is being tested and no monster is around, the potion has no effect). The charmed person behaves exactly as if he were subject to a Charm Spell. See 10.5 for effects.
Charm Monster Potion. The potion works in the same manner as Charm Person Potions, except that they may be used to take control of any single monster which is not an Evil Hero, Evil Mage, Orc, or Troll.
Healing Potion. The Player rolls 1D6 and subtracts the result from the number of wounds suffered by the character so far in the game. A character's Wound Point total may not be increased to more than he originally had at the beginning of the game.
14.6 Talismans
The second die roll under the Talisman column determines the type of Talisman found. The owning Player should enter the name of the Talisman on the Character Record of the investigating character. The owning character immediately has his abilities effected depending on the particular Talisman. There are six Talismans:
Talisman of Mind allows the owner to do mind battle with an enemy at a cost of one Wound Point. The talisman inflicts 1D6 wounds on its target if the target fails its Resistance Check. Important: The owning player must roll 1D6 to determine the number of times the talisman may be used in one game (same limit as Heal spell 10.6).
Yellow Sun Talisman increases the Magic Potential of the owning character by 1D3 for the Yellow Sun. This may result in the character being able to use more spells in the current game if the Yellow Sun is dominant (see 4.0).
Blue Sun Talisman has the same effect as the Yellow Sun Talisman, except the character's blue rating is affected.
Red Sun Talisman has the same effect as the Yellow Sun Talisman, except the character's red rating is affected.
Talisman of All Suns increases the Magic Potential of the owning character by 1D3 for all three sun ratings. Roll separately for each sun. This may allow the character to use more spells than he currently has recorded on his Character Record. If this occurs, the new spells may be added immediately (the same applies with the other color sun talismans if necessary).
Talisman of Evil forces the owning character to make an immediate Resistance Check. If he fails the check, he has succumbed to the talisman's power and must immediately attack the party. The attack is conducted from the character's current position in the marching order and he also attacks first in the Combat Sequence. The combat must continue until the character is killed, the rest of the party is killed, or one of the other party members charms the character (with magic or potion) or casts a successful Redemption spell upon him. When magic is attempted, the character must make a Resistance Check. A successful charming or Redemption breaks the power of the Talisman and the character returns to the party.
14.7 Medallions
The second die roll under the Medallion column determines the effects of the medallion found. A character must be delegated to test the medallion, and suffers or gains the benefit of the medallion. The medallion effects are:
Neutralize Poison makes the wearer immune to all poison for as long as he wears the medallion.
Potion Appraisal allows the wearer to tell the nature of a potion without testing it. Thus, a potion will have two doses (since one wasn't used up in testing), and any poison may be discarded without testing it.
Oratory adds 3 to rolls on the Negotiation Table, if the wearer is in the party when there is a negotiation. This modifier is cumulative with the other modifiers to the negotiation die roll.
Dexterity increases the wearer's Combat Bonus by 2 as long as he wears the medallion.
Strangling subjects the character delegated to test the medallion to strangling. The character immediately suffers 1D6 Wounds Points of damage.
14.8 Rings
The second die roll under the Ring column determines the type of ring found. Rings have the following effects:
Resistance +1 or +2 increases the owning character's Resistance Value by +1 or +2, respectively. This increase in resistance is good as long as the character wears the ring (it may be traded or given to another character).
Sleep, Neutralize Poison, Heal, or Resurrect allows the wearer to cast the same spell as the name of the ring once during the game at no cost in Wound Points. The ring should be kept after the spell is cast since it may be used again when the character reenters the Citadel.
14.9 Treasure Tables
(see charts and tables)