| RANDOM ENCOUNTER TABLE | |
| Score | Encounter |
| 1 | Something appears to be shuffling towards you. |
| 2 | A shambling hairy mass emerges from the darkness and immediately attacks you. Its characteristics are initiative 27, attack strength 8+[D6], defence strength [12]. |
| 3 | As you proceed along the passage, strange sounds fade into the distance. |
| 4 | The sound of water trickling down the passage walls is drowned by several agonising screams. (Miss next turn to regain your composure.) |
| 5 | A powerful creature, half man, half reptile, with bulging eyes and scaley skin rushes towards you. Its characteristics are initiative 35, attack strength 10+[D6], defence strength [14]. |
| 6 | Strange noises can be heard but all is well. |
| UNLABELLED POTION EFFECT TABLE | |
| Die Roll | Effect |
| 1 | No Effect |
| 2 | Potion is slightly toxic (2 LP) |
| 3 | Potion restores 2 LPs (total cannot exceed 10) |
| 4 | Potion restores 3 LPs (total cannot exceed 10) |
| 5 | Potion causes weakness (-l LP) |
| 6 | Deadly poison, but bottle drops from hand before player can drink. Minus 1 Luck, if still above 2. |
| CREATURE INITIATIVE AND LOSS OF LIFE POINTS | ||
| Creature's Object Symbol | Initiative | Loss of LP if defeated by creature |
| light or black ¤ | 10 | -1 LP |
| red ¤ | 20 | -2 LP |
| green ¤ | 40 | -2 LP |
| light X | 35 | -2 LP |
| Exception: The Medusa has an initiative of 45: For combat against the Medusa, refer to "The Medusa". | ||
| BOOKS OF SPELLS | Ingredients required | |||
| Spell | Description | triangle | circle | rhomb |
| 1: Healing Hands | Will restore alt lost life points to a character and takes one full turn (no movement possible) | 4 | 2 | 4 |
| 2: Open Sesame | Takes one full turn to prepare and will open any locked or jammed door for the next two full turns; the door then resumes its original position. | 2 | 2 | - |
| 3: Invisibility | Player will remain invisible for one turn Takes one full turn to prepare; player will then be invisible for next turn. The effects of invisibility are the same as for the Cloak of Invisibility | 4 | 2 | 2 |
| 4: Guiding Light | Illuminates the square the caster is on as well as the horizontally, vertically and diagonally adjacent squares for two complete toms. Takes one turn to prepare; and then lights darkness for the next two turns. | 2 | - | 2 |
| 5: Boneshaker | Will destroy an undead Creature (*) on any horizontal or vertical adjacent or occupied square immediately with the exception of the Reaper. | - | 2 | 2 |
| 6: Icy Blast | Will immediately freeze say creature on a horizontal or vertical adjacent or occupied square (except undead (*) creatures on object cards marked with a green ¤ ) for one complete turn. | 2 | - | 2 |
| 7: Human Mole | Permits movement through a blocked square or wall. Takes one full tom to prepare, the player moves through on the next turn. | - | 2 | 2 |
| 8: Long Jump | Allows a player to jump over a known or assumed pit trap If the object card happens not to be the anticipated pit trap, and turns out to be a creature, gas, etc., then the square jumped over must be resolved In this case, player movement ends in the square. | 2 | 2 | - |
| PARCHMENT SPELLS | Ingredients required | |||
| Spell | Description | triangle | circle | rhomb |
| Ante Freeze | Will destroy any undead creature (*) including the l2eaper on any horizontal or vertical adjacent square as dwell as the one occupied by the player. | 4 | 4 | 6 |
| Mirror Image | Will destroy the Medusa (see "The Medusa"). | 6 | 4 | 4 |
| Double Trouble | Will double any attack strength in hand to hand combat for one turn. | 4 | 6 | 4 |
| Fireball | The most powerful of all spells available. A fireball will home in one of the nearest life force (not the sender) and destroy it, no matter how powerful it may' be. If two life-forces are equidistant from the sender; and no doors or walls interrupt the fireball's passage, then the fireball will destroy the life-force having the smaller experience / initiative. This possibly includes any other player characters A fireball will not destroy the undead (*), and will not penetrate doors or walls This spell can also be used to destroy a creature on the same square as the caster. Working a fireball spell costs the caster 2 life points. | 6 | 6 | 6 |
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