Optional content

Mods

A mod is a small pack of extra content that you can switch on for a game: a new monster, a hero, a kind of find, a potion, a spell, even a different set of maze tiles. It is added to the base game and played by the same rules, so nothing in the rulebook changes: the monster fights like any other, the find is examined like any other, and the potion is carried and drunk like any other.

You pick mods on the new game screen, under Customise, next to the house rules. A mod can also be switched on or off during an adventure, outside combat, from the town or maze menu. Switching only changes what appears from then on: tiles, monsters and heroes already in the adventure stay. A save remembers which mods it uses and loads only where all of them are installed.

Mods work with Labirynt Śmierci and Citadel of Blood; Deathmaze is played by its book, without mods. Mods add things to the game. To change how it is played, see the house rules.

Cave bestiary

Monsters · Eight new monsters

Adds eight creatures of the caves to the maze: the giant rat, ghoul, giant scorpion, mimic, treant, cave bear, basilisk and young dragon. Each has a portrait and stats on the same scale as the monsters of the book, from the feeble giant rat to the young dragon with 4D6+4 Strength.

They are not on the book's tables. Whenever an encounter roll lands on a row of the resident or wandering monster table, a further 1D6 that comes up 6 (one time in six) swaps the book's monster for a cave creature of that row, picked at random where the row has two. The strong creatures sit in the rows of the strong monsters (the mimic in row 1, the treant in row 2), the weak ones in the lowest rows (the giant rat in row 6). The treant regenerates: every third Monster phase of a fight it closes one wound, as the Troll does.

Kind RES RN Treasure AGI Strength Tiles Row
Mimic 2 – J/C 7 2D6+2 1 1
Treant 3 3 J 8 3D6 1 2
Ghoul 2 4 H 5 1D6+3 4 3
Basilisk 2 5 G 8 2D6+2 1 4
Young dragon 4 7 L 12 4D6+4 1 4
Giant scorpion 2 9 A 6 1D6+2 4 5
Cave bear 2 8 A 7 2D6+1 3 5
Giant rat 1 9 A 2 1D3 16 6

Stone Golem

Monsters · One new monster

Adds the Stone Golem to the maze: a heavy, tough opponent (AGI 6, Strength 2D6+4) that grows more dangerous as a fight drags on. Every third Monster phase its AGI rises by 1, with no upper limit, so the longer the party takes to bring it down, the more it hits.

The golem joins row 2 of the resident and wandering monster tables, beside the Orc, Troll, Vampire, Harpy, Ogre and Minotaur, and like the creatures of the other mods it replaces the book's monster one time in six. In Citadel of Blood the count starts from the phase after the golem is first wounded, as with the Troll's regeneration (15.4).

Kind RES RN Treasure AGI Strength Tiles Row
Stone Golem 3 4 J 6 2D6+4 2 2

Halfling

Hero and race · A new race and hero

Adds a new race, the halfling, and one hero of that race. Halflings are fragile and nimble: Pim Ziarnko has STR 4, RES 1 and AGI 2, no magic, a dagger and a bow, and 2 in the traps skill.

Pim joins the heroes who can be drawn for the party (or picked, with the free choice of heroes house rule). The halfling is also offered as a race when you create an Initiate (an apprentice in Labirynt Śmierci): STR 4, RES 1, dagger proficiency and the traps skill, with +1 AGI on top.

Well

Find · A new kind of find

Adds a new kind of find to the maze: a well. It has its own tile icon and one new room tile, walled on one side and with doors on the other three (laid out like the fountain room), which goes into the pool of tiles.

When a character examines the well, 1D6 decides what happens:

1
Gold. The character fishes 1D6 × 5 gold out of the well.
2
Moss. Nothing of interest.
3
Refreshing water. The character is healed 1D3 wounds.
4
Rats. Startled rats cost the character 1 AGI for the rest of the adventure.
5
Echo. Nothing happens.
6
Magic rune. The character learns the spell Resurrect, which raises a character who fell in the last fight.

Healing potions

Potions · Three new potions

Adds three healing potions to the magic items. A character can drink one between fights from the character sheet; it never heals more wounds than the character has.

They turn up when a potion is found. After the table gives an ordinary potion, a further 1D6 that comes up 1 swaps it for a healing potion, and one more 1D6 picks which. So one potion in six is a healing potion, and the potion of Life is rare: one in thirty-six.

Light healing
Heals 1D3+1 wounds. Comes up on 1-3 of the second 1D6.
Greater healing
Heals 1D6+1 wounds. Comes up on 4-5.
Life
Heals every wound. Comes up on 6.

Crystal Cave

Maze tiles · A different entrance level

Replaces the entrance level of the maze (the first level) with a smaller deck of its own: 42 tiles instead of the book's 180. The rules stay the same; what changes is the shape of the maze. Besides plain corridors there are forks, crossroads, dead ends and open caverns, where a bend or a fork opens its corners into one cave.

Only the entrance level is built from the cave deck. The second and third levels (and deeper ones, with the infinite levels house rule) are made of the book's tiles as usual. The deck holds:

  • 18 corridors: 6 straight, 6 bends and 6 ending in a door
  • 10 forks, crossroads and dead ends: 3 T-forks, 2 forks with a door, 2 crossroads and 3 dead ends
  • 12 cavern tiles: 4 bends, 4 forks and 4 crossroads with open corners
  • 2 rooms with the stairs down

New spells

Spells · Eleven new spells

Adds eleven spells to the pool a character chooses its spells from, so each takes a place in the book like any other and is paid for in wounds like any other. Among them are Town Portal, which takes the party to town in the middle of an adventure and back to the very same tile, and Wave of Force, which strikes the whole front rank of monsters.

A character can pick them together with the book's own spells. Combat spells are cast in a fight, from the same ranks as the book's combat spells; the rest from the character sheet or the card, outside a fight (Cleanse in a fight as well). The cost is paid in wounds, as in the book:

Town Portal Any time · 3 STR
Opens a portal to town, with everything a normal visit has: the party heals, characters level up, new members can be recruited, and the shop, the temple and the blacksmith (when those house rules are on), weapons and the purse are all there. The fallen go to the graveyard, so the temple can raise them. The party then steps back through the portal onto the very tile it left, with its spells prepared anew; no new adventure begins. Once per adventure. Not in a fight or beside hostile monsters.
Wave of Force Combat · 3 STR
Every monster in the first rank rolls its own resistance; each that fails takes 2 wounds. A Magic Shield blocks it.
Slow Combat · 2 STR
One monster resists or loses 2 AGI for the rest of the fight.
Mass Healing Any time · 3 STR
Heals 1D3 wounds on every living character, the caster included.
Rally Combat · 2 STR
The whole party gets +1 AGI for the current fight.
Identify Any time · 1 STR
Shows what one unknown flask, talisman, medallion or ring lying on the ground really is, before anyone picks it up.
Silence Combat · 2 STR
One monster that casts spells resists or cannot cast for the rest of the fight.
Lay on Hands Any time · 2 STR
Heals the caster 1D3+1 wounds. Limited to 1D6 casts an adventure, like Healing and Rejuvenation.
Frenzy Combat · 3 STR
One character's blows are doubled for the current fight.
Mirror Image Combat · 2 STR
The next monster weapon or claw attack on one character that would have hit misses instead. Monster spells are not affected.
Cleanse Any time · 2 STR
Lifts the AGI penalties from one character: Kronk's stench, a bad altar's disfavour, a foul drink, the well's rats and the like. Works in a fight too. It heals no wounds and undoes no lasting loss, such as the trap skill or magic points a bad altar took.

Shields

Items · A new weapon-slot item

Adds magic shields. A shield takes one of a character's two weapon slots and never attacks, so a character carries, say, a sword and a shield. With the blacksmith house rule on, spare shields can be carried in the pack like spare weapons.

Only a character in the front rank gains anything. When a monster's weapon hit lands on them, a 1D6 of 4 to 6 (one chance in two) blocks as many wounds as half the shield's bonus, rounded down: a +7 shield blocks 3, so a blow of 5 deals 2. A +1 shield blocks nothing. Spells, poison and flames are not stopped. A shield turns up in place of a magic weapon: after the table gives one, an extra 1D6 of 1 makes it a shield with the same bonus.

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