Rulebook · Chapter 13 of 17
13.0 Finds
General Rule
In certain rooms, the party may come across unusual objects, such as fountains, statues, furniture, altars, mirrors, works of art, stairs, or trap doors. Once all monsters that may be present in such a room are dealt with, the party may (but need not) investigate the object it found.
Procedure
One party member must be delegated to investigate a find. In most cases, that character alone bears the consequences, both good and bad, of the found object's effect.
The player whose character was delegated rolls 1K6 and, in table 13.9 "Finds", at the intersection of the column matching the find's type and the row matching the number rolled, looks up the exact name of what was found. Descriptions of individual finds are given in sections 13.1 to 13.8.
Detailed Rules
[13.1] Fountain.
A large bronze fountain stands in the room. Examining the fountain means drinking some of the liquid gushing from it. The party may run into 6 kinds of fountains:
- Poison: The liquid is poison. The investigating character immediately suffers 1K3 wounds.
- Potion: The liquid is a magic potion. Roll 1K6 and check table 14.9 "Magic Items" to determine its kind (see 14.5), and immediately apply the effects of drinking that potion. The investigating character may take one dose of the potion with them (i.e. enough for one future use).
- Alcohol: The investigating character has drunk an unusually strong alcohol and is now drunk. Their agility is reduced by 2 points for the rest of the adventure.
- Diamond: The liquid is water, but in it the character investigating the fountain finds a large diamond. Determine its value using table 14.9 "Valuables", rolling 2K6 and adding 2 to the number rolled.
- Water: The liquid is water, with no unusual properties.
- Blood: The liquid is blood, and drinking it causes illness. The investigating character's agility is reduced by 1 point for the rest of the current adventure.
[13.2] Statue.
A life-sized statue, carved from magnificently worked alabaster, stands in the room. The investigating character must approach it to look closely. There may be 6 kinds of statues:
- Medusa: The statue depicts a Medusa, who comes to life while the character examines it, looking straight at the investigating character. The character must attempt to resist the spell, and if the attempt fails, is turned to stone. The rest of the party proceeds as in a normal monster encounter (see 15.3).
- Diamonds: The statue depicts a great ram, with two diamonds set in its eye sockets. The investigating character may take them (determining their value using table 14.9 "Valuables" and a roll of 2K6+2).
- Medallion: A medallion hangs around the statue's neck, which the investigating character may take. Its kind is determined using table 14.9 "Magic Items".
- Demon: The statue depicts a Demon. The investigating character must roll 1K6 and, in table 13.9 "Finds", find its name in the "altar" column. The statue is treated as an altar dedicated to that Demon (see 13.5).
- Talisman: A small talisman hangs around the statue's neck, which may be taken by the investigating character. Its kind is determined using table 14.9 "Magic Items".
- The Nameless One: The statue depicts the eternal, merciless enemy of all that lives, The Nameless One. The investigating character must immediately attempt to resist a spell. If successful, nothing happens; but if it fails, the character becomes a tool in the hands of The Nameless One and must immediately attack the rest of the party (placed opposite the middle character of the party's front rank). Combat begins, and can only end with the death of the enchanted character or of the party's members, or by successfully casting the "Release" spell on the character (a character under The Nameless One's power must attempt to resist this spell).
[13.3] Trap Door.
There's a trap door set into the floor at the centre of the room. Investigating it means opening it. The party may run into four kinds of trap doors:
- Trap: A "normal" trap is hidden in the door. The investigating character must check its kind in table 7.1 "Traps". If the trap is successfully disarmed, or goes off without killing the character, they may take the type J treasure that was hidden beneath the trap door.
- Room: The investigating character falls into a room beneath the floor (but not on the level below). The character must determine whether it contains a monster (by the normal method), and if so, proceed as in a normal encounter. The room contains type J treasure. Once any monster is dealt with (if there was one), the character may take that treasure and climb back out. The rest of the party cannot help in any way.
- Pit: Same as above, except the space beneath the floor contains a number of Kronks equal to 1K3. The character cannot climb out until they've dealt with them.
- Black Gate: The investigating character falls down a chute leading straight to the Black Gate. The character is removed from play until the Black Gate is destroyed (see 16.0), after which they are freed from its power and may rejoin the game.
[13.4] Furniture.
A magic piece of furniture stands in the room, which may be examined by careful inspection. The party may run into 6 kinds of furniture:
- Coffin: A coffin stands in the centre of the room, and a Vampire rises from it (see 15.5). The investigating character must immediately engage it in combat (negotiation and bribery are not possible). Other party members may join the fight after the first round.
- Bookshelf: The investigating character rolls 1K6. A roll of 1 to 3 means the bookshelf topples onto them, inflicting 1K3 wounds, while a roll of 4 to 6 lets the character find a book from which they can learn the "Resurrection" spell (see 10.8).
- Desk: A trap is set beneath the desk's surface. If the investigating character wants to take the medallion lying in the drawer, they must deal with this trap (disarm it, or suffer the consequences if it goes off, see 7.0), then use table 14.9 "Magic Items" to determine the medallion's kind.
- Bed: A magic bed stands in the room, which can heal the investigating character (only them) of 1K3 wounds.
- Harpsichord: A harpsichord stands in the centre of the room, playing by itself. The investigating character must attempt to resist a spell; if the attempt fails, the harpsichord's music compels the character to place half of the party's treasure inside it. Getting it back is possible, but costs 2 wounds when attempting to open the harpsichord.
- Mirror: see 13.7.
[13.5] Altar.
An altar stands in the room, dedicated to one of the six Demons worshipped by the maze's inhabitants. The investigating character must attempt to resist a spell. If they succeed, the altar rewards them; if not, it curses them. The effects of both are as follows:
- Alloces: If the attempt to resist the spell succeeded, the character may cast all type W spells for free during the next combat, without suffering the wounds that are their cost. If the attempt failed, the character's agility is reduced by 1 point for the rest of the adventure.
- Vassago: If the attempt succeeded, the investigating character gains a "traps" ability of +3 (or their existing "traps" ability is increased by 3 points, though it may not exceed 5 points). If the attempt fails, the character permanently loses their "traps" ability (if they have one), for the rest of the game.
- Avnas: If the attempt succeeds, the character is granted the ability to cast the "Lightning Bolt" spell at a cost of just 1 wound, regardless of whether they could previously cast that spell at all. If the attempt fails, "Lightning Bolt" is cast on the investigating character.
- Malthus: A character who successfully resists the spell gains the ability to cast "Wrath of God". If the attempt fails, the altar attacks them with "Wrath of God".
- Leraje: A character who successfully resists the spell gains a bow proficiency of +3 (regardless of whether they carry a bow or not), or has their existing proficiency increased by 3 points. If the attempt fails, the character is attacked by 3 magic arrows, and the result of the attack must immediately be checked in the "bow" column of table 9.9 "Combat Result".
- Asmoday: If the attempt to resist the spell succeeds, the investigating character's agility is increased by 3 points, and they gain the ability to cast "Lightning Bolt" at the cost of just one wound (regardless of whether they could cast it before). If the attempt fails, each component of the character's magic potential is reduced by 1.
[13.6] Work of Art.
The room contains a work of art of great artistic value. The party may run into 6 kinds of works of art:
- Tapestry: An intricately woven tapestry, made in Elven workshops, hangs on the wall. The investigating character may take it, but must first discard one of their weapons. The tapestry's value is determined using table 14.9 "Valuables", adding 4 to the number rolled.
- Painting: A painting depicting a group of figures hangs on the wall. Every party member must immediately roll 1K6. If any of them rolls a 6, it means they are one of the figures depicted in the painting. Realising this acts like a curse, and the depicted character suffers 1K3 wounds.
- Sculpture: The room contains a large sculpture. Treat it as a statue, determining its name and properties using the "statue" column of table 13.9 "Finds".
- Crystal: A cube of beautifully cut crystal glass, depicting scenes from life in the maze, stands on a table at the centre of the room. If the investigating character decides to take this crystal, they must roll 1K6, where a roll of 1 to 3 means the crystal has the properties of a talisman, and a roll of 4 to 6 means it has the properties of a medallion. Use the appropriate column of table 13.9 "Finds" to determine the properties of either one.
- Icon: An icon hangs on the wall, depicting one of the 6 Demons that dwell in the maze. Use the "altar" column of table 13.9 "Finds" to determine that Demon's name.
- Manuscript: A manuscript lies on a table at the centre of the room; reading it lets the investigating character master the "Wrath of God" spell (see 10.8).
[13.7] Mirror.
A found mirror may reveal where the Black Gate lies.
From the first mirror the party runs into, the characters learn which level of the maze the Black Gate is on. The procedure here is to roll 1K6 and read the level number from the "level" column of table 13.9 "Mirror". If the level found this way is the same one the party is currently on, a second roll of 1K6 is made. The number of unexplored segments separating the party's current location from the Black Gate is read from the "segments" column of the same table.
If the level indicated by the first roll is different from the one the first mirror was found on, the second roll is not made. Instead, the party must find a second mirror on the level indicated by the first roll, and only then make the second roll and read the number of unexplored segments separating it from the Black Gate.
Example: The party finds a mirror on the first level and rolls the die. The number rolled indicates the Black Gate is on the third level. The party looks for stairs, and descends two levels. There it finds a second mirror and rolls the die a second time. The number rolled is 4. This means the Black Gate is in the sixth unexplored segment, counting the next one the party enters as the first. After passing through five segments (regardless of direction) normally, the party finds the Black Gate in the sixth, meaning the tile representing it is placed on that segment.
Note! Only the first mirror found matters, along with, if applicable, the one the party runs into on the level where, according to the first mirror, the Black Gate is supposed to be; any others may be ignored.
[13.8] Stairs: see 6.6.
[13.9] Tables "Finds", "Mirror": see the table board.