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Tables

The document summarizes various game elements for an adventure game, including potions, medallions, magic items, spells, traps, monsters, combat, and exploration. Potions and medallions provide various combat bonuses or effects. Magic items include weapons, armor, rings, and other accessories that enhance abilities. Traps can inflict damage or have other consequences. Exploration involves encountering rooms, treasures, monsters, and navigating dangers. Combat outcomes are determined by dice rolls modified by character abilities and items.

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0% found this document useful (0 votes)
267 views6 pages

Tables

The document summarizes various game elements for an adventure game, including potions, medallions, magic items, spells, traps, monsters, combat, and exploration. Potions and medallions provide various combat bonuses or effects. Magic items include weapons, armor, rings, and other accessories that enhance abilities. Traps can inflict damage or have other consequences. Exploration involves encountering rooms, treasures, monsters, and navigating dangers. Combat outcomes are determined by dice rolls modified by character abilities and items.

Uploaded by

Canal do Tucano
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Potions Medallions
Healing: subtracts 1D6 from Neutralise Poison: immunity
1,2 adventurer's wounds 1,2 to poisoned potions,
fountains and traps

Poison: inflicts 1D3 wounds Potion Appraisal: identify


3 to adventurer 3 potions without tasting
Strength: adds a 1D6 combat
bonus for all weapons during Oratory: +2 in each
4 next/current combat 4 negotiation
sequence
Charm Person: takes control Dexterity: +2 combat bonus
5 of one Evil Hero, Wizard, 5 for bow and throwing dagger
Thief, Ogre, or Goblin
Charm Monster: take control Strangling: inflicts 2D6
6 of one monster except a 6 wounds on adventurer
person as listed above

Magic Items Spells 1


1 Blast: inflicts 2 wounds on
1 Weapon
C one opponent in first row

3 Charm: wizard takes control


2 Armour
C over a monster
Explosion: inflicts 1 wound
1
3 Potion
C
each on all monsters and
adventurers
Heal: subtracts 1D6 from
4 Spice 2 adventurer's wounds

2 Lightning: inflicts 1D6 +2


5 Medallion
wounds on opponent
C

6 Ring 1 Lock: permanently locks door


b
Rings Spices
Resistance +1: increase magic Mustard: subtracts 1D6 from
1 resistance up to a limit of 5 1 adventurer's wounds

Resistance +2: increase magic Sesame: automatic detrap, use


2 resistance up to a limit of 5
2 before Thief attempt
Spinach: adds a combat bonus
Sleep: wizard can cast this
3 spell (once per game) 3 for all weapons during the
next combat sequence
Neutralise: wizard can cast Red Pepper: inflicts 1D6
4 this spell (once per game) 4 wounds on opponent (instead
of weapon attack)
Heal: wizard can cast this Cloves: permanently locks
5 spell (once per game) 5 door

Blast: wizard can cast this Cannabis: allows 2 attacks on


6 spell (once per game) 6 the same monster

Spells 2 Magic Weapons


Mage Armour: protects from 1 Sword
1 next 1D3 non-magic wounds
Neutralise Poison: reverts any
1 poison damage for one 2 Hammer
adventurer

1 Oratory: +4 in a negotiation 3 Axe

2 Sleep: removes one monster 4 Bow


C from a combat round
Strength: adds a 1D6 combat
2 bonus for all weapons during 5 Dagger
next/current combat sequence
Stone-to-Flesh: reverts the 6 Throwing Dagger
3 Medusa effect
Traps f Statues
Arrow: inflicts wounds like in Becomes Gargoyle: statue
1 bow combat 1,2 turns into living monster
joining combat
Poison Arrow: like arrow, Produces Potion: reveals a
2 plus 1D2 wounds from poison 3 hidden potion
Poison Gas: inflicts 1D3
3 wounds 4,5 Gems: reveals 2 gems

Explosion: inflicts one wound


4 on each party member 6 No effect

Flaming Oil: inflicts one


5 wound

Roll Twice: suffer two traps,


6 possibly another Roll Twice

Trap Doors Armour Effect


1,2
Room: another standard room 1-3 +1 Wounds Bonus
without doors
4,5 +2 Wounds Bonus
Type J Treasure: a treasure in
3 a potentially trapped chest
6 Roll Twice
Trap: the door is trapped with
4,5 nothing behind
Weapons Effect
6 No effect
1-3 +1 Combat Bonus

4,5 +2 Combat Bonus

6 Roll Twice
b
Fountains Monster Weapons
Poison: inflicts 1D3 wounds Evil Hero +1D6 Sword
1,2 on the adventurer
Potion: applies 1 dose on the Evil Thief Sword
3 adventurer, and provides one
to take away
Alcohol: -2 combat bonus for Evil Wizard Dagger
4,5 the rest of the game

Goblin Dagger, Bow


6 No effect

Orc Sword, Bow

Exploration Gems
1 Room is trapped Dice Value Dice Value
1-3 Room has Monsters
2 1 8 35
Wandering Monsters
1 present
3 5 9 50
1-3 Treasure is trapped

4 10 10 75
Negotiations
5 15 11 100
<6 Failure
6 20 12 150
6-8 Agreement

>8 Cow 7 25
f
Monster Characteristics
Name, Negotiation, Treasure Type, Magic Resistance, Special Power
Alligator 4 E 1 - Flesh to
Medusa 5 G 2
Stone
Cronk 9 H 1 Stench Mummy 7 G 3 -
Evil Hero 5 J/C 2 - Ogre 2 I/C 2 -
Evil Thief 2 I/C 1 - Orc 0 H/B 1 -
Evil
3 J/C 5 Lightning Skeleton 9 F/A 1 -
Wizard
Gargoyle 4 G 3 - Troll 4 J 3 Regenerate

Giant Ant 4 D/A 1 - Vampire 4 J 4 Charm


Giant Vampire
4 E/A 1 - 4 A 1 -
Spider Bat
Goblin 0 H/B 1 - Werewolf 9 I/C 3 -

Hellhound 4 E/C 2 Fire Breath

Combat Results
Dagger Throwing Bow Sword, Axe, Monsters
Dagger Hammer,
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
b
Room Monsters
1 2 3 4 5 6
1 Evil Hero Evil Wizrd Evil Thief Gargoyle Hellhound Gnt Spider
1D6 Orcs 1D3 Ogres 1D6 Skeltns 1D6 Goblins 1D3 Cronks 1D6 Bats
3 2 Trolls Werewolf Mummy Skeleton Medusa Giant Ant
4 Werewolf Alligator Ogre Vampire Troll Goblin
5 Orc Cronk Evil Hero Evil Wizrd Mummy Vampire
6 Hellhound Gargoyle Evil Thief 2 Gnt Ants Medusa Gnt Spider

Wandering Monsters
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

Treasure Types
Type Bezants Gems Magic Items
A 0 : 00 0 : 00 0 : 00

B 5 : 1D6 0 : 00 0 : 00
C 6 : 3D6 0 : 00 1 : 01
D 1 : 3D6 1 : 1D3 0 : 00

E 2 : 1D6 x 10 2 : 1D6 2 : 01

F 6 : 1D6 x 4 3 : 1D3 1 : 01
G 6 : 3D6 x 5 3 : 1D6 2 : 01
H 6 : 2D6 1 : 1D3 1 : 01

I* 6 : 1D6 x 5 2 : 1D6 2 : 01
J* 6 : 1D6x20 2 : 1D6 3 : 1D3

*may be trapped

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