Instrukcja · Rozdział 9 z 10
9.0 Treasure
Cases:
9.1 Treasure Types
9.11 After the party kills a group of monsters (or, sometimes, after successful negotiation with them), a Player must determine what sort of treasure the monsters were guarding or carrying. Refer to the Monster Characteristics Chart (see 7.5), and cross-reference the monster type with the Treasure column of the Chart. This will yield either a single letter or two letters separated by a slash. If it is a single letter, the letter is the Treasure Type of the monsters. If there are two letters, the first letter is the Treasure Type for the monsters that were rolled for on the Room Monster Table, and the second is the Treasure Type for monsters that were wandering (i.e., if they were rolled for on the Wandering Monster Table).
9.12 Refer to the Treasure Table (see 9.81). Find the letter corresponding to the monster's Treasure Type along the left side of the table. There are three columns to the Table — Bezants, Gems, and Magic Items. Under each column on the Treasure Type's row will be a number followed by a colon followed by a die-roll code (e.g., "3:1D6×5"). For each column (Bezants, Gems, and Magic Items) roll 1D6. If the number rolled is equal to or less than the number indicated before the colon in the appropriate column, then roll the dice again, as specified by the die-roll code after the colon, to determine the number of Bezants, Gems, or Magic Items. If the number rolled is greater than the first number, there is no treasure of that type present which corresponds with that column. Example: If the above code had been under Bezants on the Treasure Table, a Player would roll a die. If the number rolled was 1, 2, or 3, the Player would then roll the die again, multiplying this roll by 5. The resulting number would be the number of Bezants in the monster's treasure.
9.13 Roll separately for each monster in the group — i.e., if there is more than one monster in the group, determine each monster's treasure separately.
9.14 For each Gem, roll 2D6 and refer to the Gem Table (see 9.82). Find the die-roll along the side of the Table; the corresponding entry is the value (in Bezants) of the gem. Note the value of each gem on a piece of scrap paper.
9.15 For each Magic Item, refer to the Magic Item Table (see 9.83), and roll 1D6. Find the entry on the Table corresponding to the die-roll, which will determine whether the Magic Item is a spice, medallion, armor, ring, potion, or weapon. To determine the effects of the item, see the following cases (9.2 through 9.7).
9.16 Treasure from monsters with Treasure Type I or J will be in chests. Roll a die for each chest; on a 1-3, the chest is Trapped. A Thief may attempt to Detrap the chest (see 10.0). Assuming the chest is detrapped or the adventurers survive the effects of the trap, they have free access to the treasure (as the party automatically does with all other Treasure Types).
9.17 Each magic item must be assigned to a specific adventurer who alone may use it during future combat or negotiation. Other than during combat and negotiation, he may give the item to another adventurer to be used by that adventurer. If an item-carrying adventurer dies, another adventurer may be assigned to use his item (but only after combat is completed).
9.18 A Player should keep a running total of the Bezant and Gems (with values) acquired by the party. At the end of the game, determine the total value of all Bezants and Gems, and divide this total among the adventurers equally. Charmed monsters (see Case 9.45) do not accrue treasure.
9.2 Weapons
9.21 If a Magic Item is a weapon, roll 1D6 and refer to the Weapon Table (see 9.24) to determine the weapon type. Then, roll 1D6 again and refer to the Weapon Effects Table (see 9.25) to determine the Combat Bonus of the weapon.
9.22 If a 6 is rolled on the Weapon Effects Table, a Player is instructed to roll twice. Roll the die two more times, referring to the Weapon Effects Table, and add the Combat Bonuses resulting from the two die-rolls to produce the total Combat Bonus of the weapon. If a 6 is rolled again during this process, roll twice more. Theoretically, rolling enough 6's could result in an infinite Combat Bonus.
9.23 Any adventurer may jettison one of his two weapons and use a magical weapon instead. Which adventurer is to use the weapon is left to the discretion of the Player.
9.24 Weapon Table (see charts and tables)
9.25 Weapon Effects Table (see charts and tables)
9.3 Armor
9.31 If a Magic Item is magical armor, roll a die and refer to the Armor Table (see 9.33). This will yield the Wound Points Bonus of the armor. If a 6 is rolled, roll twice on the table adding Wound Points Bonuses, as per the procedure for Weapon Combat Bonus explained in 9.22.
9.32 Any living adventurer may don magical armor, but which adventurer does so is at the discretion of the Player. An adventurer wearing magical armor has his Wound Points Total increased by the Wound Points Bonus of the armor. (Thus a Hero with 8 Wound Points wearing +2 armor would have 10 Wound Points.) A Player may have one adventurer give his magical armor to another at any time (except during combat or negotiation); the adventurer who removes the armor loses the Wound Points Bonus (which may kill him), and the adventurer putting it on gains the Bonus.
9.33 Armor Table (see charts and tables)
9.4 Potions
9.41 If a Magic Item is a potion, roll 1D6 and refer to the Potion Table (see 9.47) to determine its type. One adventurer must be delegated to test the potion before rolling on the Table. The delegated adventurer will suffer the effects or gain the benefits of the potion. After testing the potion, one dosage will remain, to be used at any time in the remainder of the game.
9.42 If an adventurer uses a Healing Potion, roll 1D6 and subtract the number rolled from the number of Wounds suffered by the adventurer. (Obviously, the number of Wounds cannot be reduced below zero).
9.43 If the potion is Poison, the adventurer immediately suffers 1D3 Wounds.
9.44 If the adventurer uses a Strength Potion, roll 1D6. The adventurer will have a Combat Bonus equal to the number rolled for all weapons during the next (or current) combat sequence the party wages with monsters. After that combat, the effects of the potion wear off.
9.45 If an adventurer uses a Charm Person Potion, he may immediately take control of one Evil Hero, Wizard, Thief, Orc, or Goblin in his Segment. (If the potion is being tested and no monster is around, the potion has no effect). The monster taken over by the adventurer becomes, to all intents and purposes, a member of the party. Immediately place the monster's counter in an empty space in the party's marching order. The monster remains under the control of the adventurer. If the adventurer dies later during the game, the monster immediately attacks the party (if the party is already in combat, place the monster in any gap in the monster's marching order, as close to the party as possible). The party does gain Experience Points for monsters slain by charmed monsters, but charmed monsters themselves never accrue Experience.
9.46 Charm Monster potions work 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, Wizard, Thief, Orc, or Goblin.
9.47 Potion Table (see charts and tables)
9.5 Spice
9.51 If a Magic Item is magical spice, roll 1D6 and refer to the Spice Table (see 9.58) to determine the type of spice. Spices, unlike potions, are readily identifiable and thus need not be tested. Spices may only be used once, after which they are used up.
9.52 The Mustard spice works in the same way Healing Potions do (see 9.42).
9.53 Sesame spice can be used to open trapped doors or chests without setting the trap off. When the party encounters a trapped door or chest, Sesame may be used automatically to detrap the door or chest. Sesame must be used before a Thief attempts to detrap the door or chest; it may not be used after a detrapping attempt.
9.54 Spinach spices works in the same way that Strength Potions do (see 9.44).
9.55 Red Pepper spice allows an adventurer who uses it to breathe flame during one Combat Phase. The adventurer may not make a weapon attack in the same Phase he uses the spice, and only an adventurer in the party's front row may use Red Pepper. Roll 1D6; the adventurer's opponent immediately suffers as many Wounds as the number rolled.
9.56 Cannabis alters an adventurer's time perception. During the next combat sequence, the adventurer will be able to make two attacks per each Party Combat Phase, but both attacks must be made on the same monster. Once all combat is over, the effects of Cannabis wear off.
9.57 Cloves may be used to peg a door shut. After the party opens a door to a segment and determines what kind of monsters are in the segment (if any), a Player may, instead of negotiating or fighting with the monsters, use the Cloves to peg the door shut. Thereafter, the door is considered impassable. The party retreats to the segment it occupied before it opened the door. If the Room or Corridor segment is entered later by another path, the same monsters will be there (a Player may wish to note the positions of the monsters on a piece of scrap paper).
9.58 Spice Table (see charts and tables)
9.6 Medallions
9.61 If a Magic Item is a medallion, roll a die and refer to the Medallion Table (see 9.67) to determine its nature. An adventurer must be delegated to test the medallion.
9.62 The wearer of a Neutralize Poison medallion is immune to the effects of poison potions, poisonous fountains, and traps involving poison.
9.63 The wearer of a Potion Appraisal medallion may tell the nature of a potion without testing it. This means that each potion will have two doses (since one is not used up in testing) and that poison potions can be discarded without testing.
9.64 If there is a wearer of an Oratory medallion in the party, two is added to all rolls on the Negotiation Table (see 7.6). This modifier is cumulative with monsters' Negotiation values, other Oratory medallions, and Oratory spells.
9.65 The wearer of a Medallion of Dexterity has a Combat Bonus of +2 (in addition to any other bonuses) when using a Bow or Throwing Dagger (but not with other weapons).
9.66 An adventurer who tests a Medallion of Strangling immediately suffers 2D6 Wounds.
9.67 Medallion Table (see charts and tables)
9.7 Rings
Magical rings exist only in the Advanced Game. If a Player is playing the Basic Game and a magical ring is rolled on the Magic Item Table, roll again until some other result is obtained.
9.71 Ring Table (see charts and tables)
9.8 Treasure Tables
9.81 Treasure Type Table (see charts and tables)
9.82 Gems Table (see charts and tables)
9.83 Magic Item Table (see charts and tables)