Oryginalna instrukcja

Tabele

Arkusz tabel z instrukcji, po angielsku. Tabeli czarów z gry zaawansowanej tu nie ma.

5.3 Exploration Table

  • Room Trapped on 1
  • Wandering Monster on 1
  • Room Monster on 1-3
  • Treasure Type I or J trapped on 1-3

6.15 Fountain Table

Die Result
1 Poison
2-4 Potion
5 Alcohol
6 No Effect

6.25 Statue Table

Die Result
1-2 Becomes Gargoyle
3 Produces Potion
4-5 Gems
6 No Effect

6.35 Trap Door Table

Die Result
1-2 Room
3 Type J Treasure
4-5 Trap
6 No effect

7.3 Wandering Monster Table

Roll two dice: the first picks the row, the second the column.

1st die 2nd die 1-2 3-4 5-6
1 Evil Hero 2 Ogres Giant Spider
2 Evil Wizard Werewolf 1D3 Goblins
3 Evil Thief Hellhound Goblin
4 Orc Skeleton Troll
5 1D3 Orcs 1D3 Skeletons Giant Ant
6 Ogre Giant Ant Hellhound

7.4 Room Monster Table

1st die 2nd die 1 2 3 4 5 6
1 Evil Hero Evil Wizard Evil Thief Gargoyle Hellhound Giant Spider
2 1D6 Orcs 1D3 Ogres 1D6 Skeletons 1D6 Goblins 1D3 Cronks 1D6 Vampire Bats
3 2 Trolls Werewolf Mummy Skeleton Medusa Giant Ant
4 Werewolf Alligator Ogre Vampire Troll Goblin
5 Orc Cronk Evil Hero Evil Wizard Mummy Vampire
6 Hellhound Gargoyle Evil Thief 2 Giant Ants Medusa Giant Spider

7.5 Monster Characteristics Chart

In the Treasure column, two letters separated by a slash mean the type for a monster met in a room / the type for a wandering monster (see 9.11). The Special column applies in the Advanced Game only (see 7.15 and 12.3).

Monster Negotiation Treasure Magic Resistance Special
Alligator 4 E 1 –
Cronk 9 H 1 Stench
Evil Hero 5 J/C 2 –
Evil Thief 2 I/C 1 –
Evil Wizard 3 J/C 5 Magic
Gargoyle 4 G 3 –
Giant Ant 4 D/A 1 –
Giant Spider 4 E/A 1 –
Goblin 0 H/B 1 –
Hellhound 4 E/C 2 Firebreath
Medusa 5 G 2 Flesh/Stone
Mummy 7 G 3 –
Ogre 2 I/C 2 –
Orc 0 H/B 1 –
Skeleton 9 F/A 1 –
Troll 4 J 3 Regen
Vampire 4 J 4 Charm
Vampire Bat 4 A 1 –
Werewolf 9 I/C 3 –

7.6 Negotiation Table

Die (2D6 − Negotiation Value) Result
5 or less Failure
6 to 8 Agreement
9 or more Cow

8.7 Combat Results Table

Wounds inflicted, by die roll (modified by Weapon Skill and Combat Bonus) and weapon.

Die Dagger Throwing Dagger Bow Sword, Hammer, Axe Monsters
1-3 0 0 0 0 0
4 0 0 0 1 0
5 1 0 1 1 0
6-9 1 1 1 1 1
10 1 1 1 2 1
11 2 1 2 2 1
12 2 2 2 2 2
13 2 2 2 3 2
14 3 2 3 3 2
15 3 3 3 4 3
16 4 3 4 4 3
17+ 4 4 4 4 4

8.8 Monster Weapons Chart

Monster Weapon
Evil Hero +1D6 Sword
Evil Thief Sword
Evil Wizard Dagger
Goblin Dagger, Bow
Orc Sword, Bow

9.24 Weapon Table

Die Type
1 Sword
2 Hammer
3 Axe
4 Bow
5 Dagger
6 Throwing Dagger

9.33 Armor Table

Die Wounds Bonus
1-3 +1
4-5 +2
6 Roll Twice

9.47 Potion Table

Die Potion
1-2 Healing
3 Poison
4 Strength
5 Charm Person
6 Charm Monster

9.58 Spice Table

Die Spice
1 Mustard
2 Sesame
3 Spinach
4 Red Pepper
5 Cloves
6 Cannabis

9.67 Medallion Table

Die Medallion
1-2 Neutralize Poison
3 Potion Appraisal
4 Oratory
5 Dexterity
6 Strangling

9.71 Ring Table

Die Ring
1 Resistance +1
2 Resistance +2
3 Sleep
4 Neut. Poison
5 Heal
6 Blast

9.82 Gems Table

Die (2D6) Value (Bezants)
2 1
3 5
4 10
5 15
6 20
7 25
8 35
9 50
10 75
11 100
12 150

9.83 Magic Item Table

Die Type
1 Weapon
2 Armor
3 Potion
4 Spice
5 Medallion
6 Ring

9.81 Treasure Type Table

Each entry reads chance : amount: roll 1D6; on a result up to the number before the colon, roll the die code after it for the amount (see 9.12).

Type Bezants Gems Magic Items
A 0:0 0:0 0:0
B 6:1D6 0:0 0:0
C 6:3D6 0:0 1:1
D 1:3D6 1:1D3 0:0
E 2:1D6×10 2:1D6 2:1
F 6:1D6×4 3:1D3 1:1
G 6:3D6×5 3:1D6 2:1
H 6:2D6 1:1D3 1:1
I 6:1D6×5 2:1D6 2:1
J 6:1D6×20 2:1D6 3:1D3

10.3 Trap Table

Die Type
1 Arrow
2 Poison Arrow
3 Poison Gas
4 Explosion
5 Flaming Oil
6 Roll Twice

Character Record

Extra Character Records may be photocopied, or Players may use a piece of paper to record the information for each character. The form has these fields:

  • Name
  • Class
  • Wound Points
  • Magic Resistance
  • Weapon Skill
  • Weapon
  • Skills/Spells
  • Magic Items
  • Experience
  • Gold/Gems

9.25 Weapons Effects Table

Die Weapon Bonus
1-3 +1
4-5 +2
6 Roll Twice

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