Quick Reference

Game Tables

Every reference table from the board: hero and monster stats, combat results, spells, finds, treasure, and magic items.

These are the Labirynt Śmierci tables. Citadel of Blood changes a few cells and dice. See what changes →

English translation of the "Labirynt śmierci" table board. Table numbering matches the rulebook's section numbers. Monster tile data (agility and strength are printed only on the tiles, not in the tables) is appended at the end.

Table of Contents


4.2 Character Sheet

Field Value
Name
Race
Strength
Magic Potential
Resistance
Agility
Weapon
Proficiency
Ability
Spells
Magic Items
Gold Pieces
Valuables
Experience Points

4.3 Hero Stats

Name Race STR MP RES AGI Weapon Proficiency Abilities
Almuryk human 8 1/1/2 2 3 sword, dagger +2 sword 1 Black Gate
Alryk human 6 2/3/4 2 0 sword, knife none 1 Black Gate
Curvenol human 5 5/5/5 1 0 sword, knife none 2 Black Gate
Dalmilandril elf 5 3/4/5 3 2 bow, dagger +2 bow +2 negotiation
Dierdra human 7 0/0/0 1 4 hammer, sword +1 hammer 1 Black Gate
Eodred human 6 3/4/5 2 0 bow, knife none 2 Black Gate
Gerudirr dwarf 6 0/0/0 2 6 axe, dagger +3 axe 1 traps
Gilith elf 8 0/0/0 3 4 bow, dagger +2 bow +2 negotiation
Gislan dwarf 10 4/4/4 3 4 axe, hammer +2 axe 3 traps
Gwaigilion elf 7 4/3/2 3 4 bow, dagger +2 bow +1 negotiation
Larraka human 5 6/5/4 3 0 bow, dagger none 1 Black Gate
Linfalas elf 9 0/0/0 2 5 bow, sword +2 bow +3 negotiation
Lord Dil human 10 0/0/0 3 5 sword, dagger +2 sword 2 Black Gate
Maytwist elf 7 3/3/3 2 0 bow, knife +2 bow +3 negotiation
Paladyn Glade human 10 0/0/0 2 4 sword, knife +2 sword 2 Black Gate
Raman half-kronk 9 0/0/0 3 4 sword, dagger +1 sword 1 traps
Sliggoth dwarf 8 1/2/3 2 4 axe, bow +1 axe 1 traps
Stephen Paladyn human 10 0/0/0 2 5 sword, dagger +2 sword 2 Black Gate
Theregond human 8 4/3/2 2 1 sword, knife +3 sword 3 Black Gate
Weldron human 9 0/0/0 2 5 sword, bow +2 sword 3 Black Gate
Wendolyn human 7 4/3/2 2 1 sword, dagger +2 dagger 4 Black Gate
Zareth human 9 0/0/0 4 4 sword, knife +1 sword 3 Black Gate
Zuryk dwarf 8 3/4/5 2 3 axe, dagger +2 axe 3 traps

STR: Strength, MP: Magic Potential, RES: Resistance, AGI: Agility


4.4 Magic Potential

Roll Red Yellow Blue
1 0 0 0
2 0 0 0
3 2 1 0
4 0 1 2
5 1 1 1
6 2 2 2

(magic potential: influence of the Sun)


6.7 Maze Levels

Stat Level 1 Level 2 Level 3
Strength +0 +2 +4
Agility +0 +1 +3
RN +0 +1 +2
Number of monsters ×1 ×1 ×2
Treasure type +0 +1 +2
Experience ×1 ×1 ×2

RN: Reluctance to Negotiate


7.1 Traps

Roll Kind
1 arrow
2 poisoned arrow
3 poison gas
4 explosion
5 boiling oil
6 roll twice

8.2 Monster Stats

Kind RES RN Weapon Spells Treasure Special
The Nameless One 4 – sword Bl L see 16.0
Chimera 2 7 – – I breathes fire
Warlock 3 3 dagger Bl, MT J/C –
Black Knight 2 5 +1K6 sword – J/C –
Demon 4 – – – D see 16.0
Gargoyle 3 4 – – G –
Harpy 1 5 – – A –
Hydra 3 7 – – J see 15.6
Skeleton 1 9 – – F/A –
Kronk 1 9 – – E/B stench
Medusa 2 5 – – G turns to stone
Minotaur 3 7 – – J/C –
Ogre 2 2 hammer – J/E –
Orc 1 0 sword – H/B –
Troll 3 4 – – J regeneration
Wraith 2 4 – – H –
Vampire 4 6 – – J Charm
Warg 1 6 – – A –
Werewolf 1 9 – – A –
Evil Spirit 1 2 – – I/D –

RES: Resistance, RN: Reluctance to Negotiate


8.3 Resident Monsters

First die \ second die 1 2 3 4 5 6
1 Warlock Black Knight Kronks: 1K6 Gargoyle Chimera Medusa
2 Orcs: 1K3 Troll Vampire Harpies: 1K3+2 Ogre Minotaur
3 Werewolves: 1K6 Wraith Wargs: 1K3 Warlock Black Knight Kronks: 1K6+1
4 Gargoyles: 2 Chimeras: 2 Medusa Orcs: 1K6+1 Hydra Vampire
5 Harpies: 1K6+1 Ogres: 2 Minotaur Werewolves: 1K6 Wraiths: 2 Wargs: 1K6
6 Skeletons: 1K3 Evil Spirits: 1K3 Skeletons: 1K3 Troll Evil Spirits: 1K3+2 Hydra

8.3 Wandering Monsters

First die \ second die 1–2 3–4 5–6
1 Black Knight Warlock Chimera
2 Gargoyle Medusa Orcs: 1K3
3 Troll Vampire Harpies: 1K3+2
4 Ogre Minotaur Werewolves: 1K6
5 Wraith Wargs: 1K3 Evil Spirits: 1K3
6 Hydra Skeletons: 1K3 Kronks: 1K6

8.5 Negotiation

Result Outcome
6 or less failure
7–9 agreement
10 or more intimidation

8.9 Bribery

Gold offered \ monster STR + RN 1–5 6–9 10–12 13–16 17–20 21+
20 4 2 1 1 0 0
40 4 3 2 1 1 0
60 5 4 2 2 1 1
80 6 5 4 2 2 1
100 6 6 4 3 2 1
150 6 6 5 4 3 2
200 6 6 6 4 4 2
300 6 6 6 5 4 3
400 6 6 6 5 5 4

9.9 Combat Result

Roll dagger knife bow sword hammer axe monsters
1–3 0 0 0 0 0 0 0
4 0 0 0 1 1 1 0
5 1 0 1 1 1 1 0
6–9 1 1 1 1 1 1 1
10 1 1 1 2 2 2 1
11 2 1 2 2 2 2 1
12 2 2 2 2 3 2 2
13 2 2 2 3 3 3 2
14 3 2 3 3 4 4 3
15 3 3 3 4 4 4 3
16 4 3 4 4 5 5 4
17 4 4 4 5 5 5 5

10.9 Spell List

Spell Abbr. Cost Type
Charm Ur 3 W
Blast Wb 1 W
Explosion Ex 1 W
Lightning Bolt Bł 2 W
Sleep Up 2 W
Release Uw 3 W
Magic Shield MT 2 W
Uncertainty Np 2 W
Truce ZB 3 W
Psychic Strike PC 4 W
Lock Zm 1 O
Magic Armour MZ 1 O
Neutralise Poison NT 1 O
Revive from Stone OK 3 O
Strength Sł 1 O
Healing Uz 1 O
Rejuvenation Om 2 O
Teleportation Tl 3 O
Gentle Fingers DP 1 O
Eloquence El 1 N
Intimidation Zs 2 N
Discouragement Zn 3 N
Suggestion Sg 1 V
Flattery Ph 2 V
Wrath of God GB 2 S
Resurrection Ws 5 S

W: combat only; O: general use; N: used during negotiation; V: used during bribery; S: special

(Note: the table gives Wrath of God's cost as 2; rulebook section 10.8 gives it as 3.)


13.9 Finds

Roll fountain statue trap door furniture altar work of art
1 poison Medusa trap coffin Alloces tapestry
2 potion diamonds trap bookshelf Vassago painting
3 alcohol medallion room desk Avnas sculpture
4 diamond Demon room bed Malthus crystal
5 water talisman pit harpsichord Leraje icon
6 blood The Nameless One Black Gate mirror Asmoday manuscript

13.9 Mirror

Roll Level Distance in segments
1 1 3
2 2 4
3 2 5
4 3 6
5 3 7
6 3 8

14.9 Treasure

Type Gold pieces Valuables Magic items
A 0:0 0:0 0:0
B 6:1K6 0:0 0:0
C 6:1K6 0:0 1:1
D 1:3K6 1:1K3 0:0
E 2:1K6x10 2:1K6 2:1
F 3:1K6x5 3:1K3 1:1
G 6:3K6x5 3:1K6 2:1
H 6:2K6 1:1K3 1:1
I 6:1K6x5 2:1K6 2:1
J 6:1K6x20 2:1K6 3:1K3
K 6:2K6x20 3:1K6 3:1K3
L 6:3K6x20 4:1K6 4:1K3

Code p:amount: roll 1K6; if the result ≤ p, the monster has that kind of treasure in the amount given by the second part of the code (see 14.0).


14.9 Valuables

Roll (2K6) Value in gold pieces
2 1
3 5
4 10
5 15
6 20
7 25
8 35
9 50
10 75
11 100
12 150

14.9 Magic Items

First die (kind):

Roll Kind
1 weapon
2 armour
3 potion
4 talisman
5 medallion
6 ring

Second die (name):

Roll weapon armour potion talisman medallion ring
1 sword +1 poison Thought Neutralise Poison Resistance +1
2 hammer +1 Dexterity Yellow Sun Potion Identification Resistance +2
3 axe +1 Dexterity Blue Sun Eloquence Sleep
4 bow +2 Charm (person) Red Sun Dexterity Neutralise Poison
5 dagger +2 Charm (monster) All Suns Neutralise Poison Healing
6 knife roll twice Healing Evil Choker Resurrection

14.9 Weapons

Roll Bonus
1 +1
2 +2
3 +2
4 +3
5 +3
6 roll twice

Appendix: Monster Tile Data

Monster tiles are printed with agility (with a "w" if the monster uses a weapon other than a natural one) and a strength code (number of K6 dice + bonus, see 3.2). A "½" denotes half a die, i.e. 1K3.

Monster Agility Strength (code) Strength (K) Tile count
The Nameless One 5w 1+6 (illegible, see note) 1K6+6 1
Chimera 7 2+2 2K6+2 4
Warlock 4w 1+3 1K6+3 2
Black Knight 5w 1+4 1K6+4 2
Demon 5 1+2 1K6+2 5
Gargoyle 9 3+1 3K6+1 4
Harpy 0 ½+0 1K3 16
Hydra 0 2+3 2K6+3 2
Skeleton 2 1+1 1K6+1 11
Kronk 4 1+1 1K6+1 14
Medusa 2 2+0 2K6 2
Minotaur 10 2+4 2K6+4 2
Ogre 5w 1+2 1K6+2 4
Orc 3w 1+0 1K6 14
Troll 6 2+3 2K6+3 2
Wraith 6 2+0 2K6 4
Vampire 11 3+0 3K6 2
Warg 3 ½+2 1K3+2 12
Werewolf 1 ½+1 1K3+1 12
Evil Spirit 3 1+3 1K6+3 10

Note: on The Nameless One's tile, the strength code is partly illegible ("1+6×…"); the digital version uses 1K6+6.

Remaining tiles: Black Gate (1), Maze Gate (1), Party (1), die-substitute tiles 1–6 (6), heroes (23), apprentices (9: elf a/b/c, human a/b/c, dwarf a/b/c), maze segments (180, corridors and rooms, including those with finds: fountain 5, statue 4, altar 4, furniture 5, work of art 5, trap door 5, mirror 10, stairs 10).