The Labyrinth

Your turn begins in The Labyrinth.

If you do not have a labyrinth pass, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.


If you have a labyrinth pass, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH ROOM - Roll a die for what kind of labyrinth room you enter:


1 = You enter a special labyrinth room. Go to the section of this page with the name 'LABYRINTH SPECIAL ROOM'.


2 = A labyrinth adventurer is met when you enter a room. Go to the section of this page with the name 'LABYRINTH ADVENTURER'.


3 = You enter a room with a labyrinth magic trick cast on it. Go to the section of this page with the name 'LABYRINTH TRICK'.


4 = You enter a room with a labyrinth trap in it. Go to the section of this page with the name 'LABYRINTH TRAP'.


5 = You enter a room with a labyrinth monster in it. Go to the section of this page with the name 'LABYRINTH MONSTER'.


6 = You enter a labyrinth treasure room. Go to the section of this page with the name 'LABYRINTH TREASURE'.


LABYRINTH SPECIAL ROOM - Roll a die for what kind of labyrinth special room you enter:


1 = The way out of the labyrinth and back to the castle looms before you. If you choose, or if you do not have a labyrinth pass, your turn ends and your next turn will begin at The Castle; Proceed to that page if so.


2 = Near an exit of the labyrinth, a group of martial guards attempt to escort you back to the castle. Roll two dice. If the die roll is greater than your Arms, or if you choose, lose a labyrinth pass, then your turn ends and your next turn will begin at The Castle; Proceed to that page if so.


3 = Near an exit of the labyrinth, a group of magical guardians try to transport you back to the castle. Roll two dice. If the die roll is greater than your Magic, or if you choose, lose a labyrinth pass, then your turn ends and your next turn will begin at The Castle; Proceed to that page if so.


4 = An enchanted door of iron blocks your way to the sanctum in the middle of the labyrinth. If you choose, roll two dice. If the die roll is greater than your Arms, lose a labyrinth pass. If the die roll is less than your Arms, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page if so.


5 = An invisible wall of force bars your way to the sanctum in the middle of the labyrinth. If you choose, roll two dice. If the die roll is greater than your Magic, lose a labyrinth pass. If the die roll is less than your Magic, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page if so.


6 = You have discovered the entrance to the inner sanctum at the center of the labyrinth. If you choose, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page if so.


Unless you went to The Castle or The Inner Sanctum, after your labyrinth special room encounter, go to the section of this page with the name 'LABYRINTH ROOM'


LABYRINTH ADVENTURER - Roll a die for what kind of labyrinth adventurer is met:


1 = You come face to face with a special adventurer exploring this labyrinth. Go to the section of this page with the name 'LABYRINTH SPECIAL ADVENTURER'.


2 = A royal scribe has been ordered by the king to write special passes for those who are worthy. If you do not have a labyrinth pass, roll a die. If the die roll is equal to or less than your Craft, gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


3 = A special unit of royal physicians monitors this labyrinth for wounded adventurers. If you have 1 or more Wounds, roll a die. If the die roll is 1, 2, or 3, heal 1 Wound. If the die roll is 4 or 5, heal 2 Wounds. If the die roll is 6, heal 3 Wounds.


4 = A pricey yet powerful healer offers his services to those that can afford him. Pay 2 Gold to heal all Wounds.


5 = A royal rogue has been commissioned by the king to plunder those who enter this labyrinth. If you have 1 or more Gold, roll a die. If the die roll is equal to or less than your Craft, lose 1 Gold. If the die roll is greater than your Craft, lose 2 Gold.


6 = A royal slayer has been assigned to this labyrinth as a nemesis to all who enter it. Roll a die. If the die roll is equal to or less than your Vitae, receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.


Unless you rolled a 1 and went to the section 'LABYRINTH SPECIAL ADVENTURER', after your labyrinth adventurer encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH SPECIAL ADVENTURER - Roll a die for what kind of labyrinth special adventurer is met:


1 = A royal pedlar has a closed chest full of treasure that you may purchase from him. Pay 2 Gold to go to the section of this page with the name 'LABYRINTH TREASURE'.


2 = A white bishop for the forces of good supports those in the labyrinth who share his alignment. If your Alignment is Good and you have a labyrinth pass, gain an orange potion. An orange potion is an Item. The orange potion may be used at any time you have 2 or more Wounds. When used, heal 3 Wounds, then lose the orange potion. If your Alignment is Good and you do not have a labyrinth pass, heal 1 Wound and gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


3 = A grey bishop for the forces of neutrality supports those in the labyrinth who share his alignment. If your Alignment is Neutral and you have a labyrinth pass, gain an orange potion. An orange potion is an Item. The orange potion may be used at any time you have 2 or more Wounds. When used, heal 3 Wounds, then lose the orange potion. If your Alignment is Neutral and you do not have a labyrinth pass, heal 1 Wound and gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


4 = A black bishop for the forces of evil supports those in the labyrinth who share his alignment. If your Alignment is Evil and you have a labyrinth pass, gain an orange potion. An orange potion is an Item. The orange potion may be used at any time you have 2 or more Wounds. When used, heal 3 Wounds, then lose the orange potion. If your Alignment is Evil and you do not have a labyrinth pass, heal 1 Wound and gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


5 = A mapmaker magician of this labyrinth will gladly teach his maze magic to all those who find him. Roll a die. If the die roll is equal to or less than your Craft, gain loopdeloop. Loopdeloop is a Spell. You may only use loopdeloop at the start of a turn on a page with the word 'Labyrinth', 'Maze', or 'Pen' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


6 = A marauder mage of this labyrinth has a powerful maze magic spell for all those who meet him. Roll a die. If the die roll is less than your Craft, gain mazeraze. Mazeraze is a Spell. You may use mazeraze at the start of any Combat with a monster that has a Craft of 2 or more. When used, roll a die. If the die roll is greater than the monster's Craft, the monster receives a number of Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 mazeraze per monster per turn.


Unless you rolled a 1 and went to the section 'LABYRINTH TREASURE', after your labyrinth special adventurer encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH TRICK - Roll a die for what kind of labyrinth trick occurs:


1 = A special magic trick invented for this labyrinth is triggered by you. Go to the section of this page with the name 'LABYRINTH SPECIAL TRICK'.


2 = A flash of flame spontaneously fills the room. If you have a labyrinth pass, roll a die. If the die roll is greater than your Craft, lose a labyrinth pass.


3 = A burst of freezing frost blasts into the room. Roll two dice. If the die roll is greater than your Arms, roll a die. If that die roll is 1 or 2, lose 1 Item, then lose 1 Ally. If that die roll is 3 or 4, lose 1 Item, then lose 1 Spell. If that die roll is 5 or 6, lose 1 Ally, then lose 1 Spell.


4 = A wave of electricity pulses throughout the room. Roll two dice. If the die roll is greater than your Magic, roll a die. If that die roll is 1 or 2, lose 1 Item, then lose 1 Ally. If that die roll is 3 or 4, lose 1 Item, then lose 1 Spell. If that die roll is 5 or 6, lose 1 Ally, then lose 1 Spell.


5 = The walls of the room contain cursed glyphs of destructive magic. Roll two dice. If the die roll is greater than your Craft, roll a die. If that die roll is 1 or 2, lose 1 Item, then lose 1 Ally. If that die roll is 3 or 4, lose 1 Item, then lose 1 Spell. If that die roll is 5 or 6, lose 1 Ally, then lose 1 Spell.


6 = The floor of the room is covered all over with hexed wards of disruptive power. Roll two dice. If the die roll is greater than your Vitae, roll a die. If that die roll is 1 or 2, lose 1 Item, then lose 1 Ally. If that die roll is 3 or 4, lose 1 Item, then lose 1 Spell. If that die roll is 5 or 6, lose 1 Ally, then lose 1 Spell.


Unless you rolled a 1 and went to the section 'LABYRINTH SPECIAL TRICK', after your labyrinth trick encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH SPECIAL TRICK - Roll a die for what kind of labyrinth special trick occurs:


1 = A sinister mental trick assaults your mind and tries to alter your natural disposition. If your Alignment is Good, roll a die. If the die roll is less than your Craft, your Alignment becomes Evil. If the die roll is greater than your Craft, your Alignment becomes Neutral. If your Alignment is Neutral, roll a die. If the die roll is less than your Craft, your Alignment becomes Good. If the die roll is greater than your Craft, your Alignment becomes Evil. If your Alignment is Evil, roll a die. If the die roll is less than your Craft, your Alignment becomes Good. If the die roll is greater than your Craft, your Alignment becomes Neutral.


2 = A summoned spirit assesses your soul and punishes you appropriately. Roll a die. If the die roll is 1 or 2, lose a labyrinth pass and receive 1 Wound if your Alignment is Good. If the die roll is 3 or 4, lose a labyrinth pass and receive 1 Wound if your Alignment is Neutral. If the die roll is 5 or 6, lose a labyrinth pass and receive 1 Wound if your Alignment is Evil.


3 = An illusionary treasure chest confuses you over which of your gold is real or not. Roll a die for each Gold you have. If the die roll is greater than your Craft, lose 1 Gold.


4 = Strands of ectoplasmic energy grab you and imbue you with a phantasmal force. Roll a die. If the die roll is 1, receive 3 Wounds. If the die roll is 2, receive 2 Wounds. If the die roll is 3, receive 1 Wound. If the die roll is 4, heal 1 Wound. If the die roll is 5, heal 2 Wounds. If the die roll is 6, heal 3 Wounds.


5 = A ray of enfeeblement strikes you and drains your possessions of power. Roll a die. If the die roll is 1 or 2, lose 1 Item, then lose 1 Ally. If the die roll is 3 or 4, lose 1 Item, then lose 1 Spell. If the die roll is 5 or 6, lose 1 Ally, then lose 1 Spell.


6 = A conjured portal releases forth a sickening imp that cancels all magic around it. Roll two dice, unless you have an ill imp. Unless the die roll is 7 or 11, gain an ill imp. An ill imp is an Ally. An ill imp is an Ally. If you have the ill imp, you may not use any Spells. You may not choose to lose the ill imp. If you have the ill imp at the start of a turn on a page that does not have the word 'Labyrinth' in it's name, lose the ill imp.


After your labyrinth special trick encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH TRAP - Roll a die for what kind of labyrinth trap occurs:


1 = A special trap designed for this labyrinth is set off by you. Go to the section of this page with the name 'LABYRINTH SPECIAL TRAP'.


2 = A mildly acidic mist is pumped into the air of the room. If you have a labyrinth pass, roll a die. If the die roll is greater than your Craft, lose a labyrinth pass.


3 = A flash flood fills the room and drowns you in water. Roll two dice. If the die roll is equal to your Arms, lose a labyrinth pass. If the die roll is greater than your Arms, receive 1 Wound.


4 = A volley of magically enchanted darts shoots out of the walls of the room. Roll two dice. If the die roll is equal to your Magic, lose a labyrinth pass. If the die roll is greater than your Magic, receive 1 Wound.


5 = A false floor tile gives way to a spiked pit concealed beneath it. Roll two dice. If the die roll is equal to your Craft, lose a labyrinth pass. If the die roll is greater than your Craft, receive 1 Wound.


6 = A cloud of fungal powder bursts forth and covers you in spores. Roll two dice. If the die roll is equal to your Vitae, lose a labyrinth pass. If the die roll is greater than your Vitae, receive 1 Wound.


Unless you rolled a 1 and went to the section 'LABYRINTH SPECIAL TRAP', after your labyrinth trap encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH SPECIAL TRAP - Roll a die for what kind of labyrinth special trap occurs:


1 = You trigger a bombastic explosive device created by the royal engineers. Roll a die. If the die roll is 1, 2, 3, or 4, receive a number of Wounds equal to the die roll. If the die roll is 5 or 6, lose all labyrinth passes and receive 2 Wounds.


2 = A grate in the wall lifts up and releases a pack of vicious biting rat-dogs known as snits. Roll two dice. If the die roll is equal to your Arms, lose a labyrinth pass and receive 1 Wound. If the die roll is greater than your Arms, receive 2 Wounds.


3 = A set of sharp pendulums with mystic runes carved upon them swing down from the ceiling. Roll two dice. If the die roll is equal to your Magic, lose a labyrinth pass and receive 1 Wound. If the die roll is greater than your Magic, receive 2 Wounds.


4 = You suddenly find yourself surrounded by a series of tripwires that trigger deadly traps. Roll two dice. If the die roll is equal to your Craft, lose a labyrinth pass and receive 1 Wound. If the die roll is greater than your Craft, receive 2 Wounds.


5 = A number of huge heavy stone balls come rolling into the room at a lethal pace. Roll two dice. If the die roll is equal to your Vitae, lose a labyrinth pass and receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.


6 = A mechanical cage opens and frees a foul feathered fiend that frightens companions away. Roll two dice, unless you have a scary canary. Unless the die roll is 7 or 11, gain a scary canary. A scary canary is an Ally. If you have the scary canary, you may not use any Allies except for the scary canary or the ill imp. You may not choose to lose the scary canary. If you have the scary canary at the start of a turn on a page that does not have the word 'Labyrinth' in it's name, lose the scary canary.


After your labyrinth special trap encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH MONSTER - Roll a die for what kind of labyrinth monster you encounter:


1 = You have the misfortune of meeting a special monster imprisoned in this labyrinth. Go to the section of this page with the name 'LABYRINTH SPECIAL MONSTER'.


2 = A breed of strong war dogs has been specially trained to hunt throughout this labyrinth. Fight a Melee Combat with a labrador. The labrador's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 2. At the start of any Melee Combat the labrador is in, roll a die. If the die roll is 1, increase the labrador's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the labrador, roll a die. If the die roll is 1, you receive 1 additional Wound. If the labrador receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, the labrador does not receive the Wound. If you choose to end Combat with the labrador, roll a die. If the die roll is 1, you cannot end Combat with the labrador and must fight another Combat of the same type with it.


3 = A race of false men made from magic have been specifically created to patrol this labyrinth. Fight a Magical Combat with a simulacrum. The simulacrum's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 2. At the start of any Magical Combat the simulacrum is in, roll a die. If the die roll is 1, increase the simulacrum's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the simulacrum, roll a die. If the die roll is 1, you receive 1 additional Wound. If the simulacrum receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, the simulacrum does not receive the Wound. If you choose to end Combat with the simulacrum, roll a die. If the die roll is 1, you cannot end Combat with the simulacrum and must fight another Combat of the same type with it.


4 = The voracious and smelly troglodytes have been trapped in this labyrinth as a safety measure. Fight a Melee Combat with a troglodyte. The troglodyte's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 3. At the start of any Melee Combat the troglodyte is in, roll a die. If the die roll is 1 or 6, increase the troglodyte's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the troglodyte, roll a die. If the die roll is 1 or 6, you receive 1 additional Wound. If the troglodyte receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1 or 6, the troglodyte does not receive the Wound. If you choose to end Combat with the troglodyte, roll a die. If the die roll is 1 or 6, you cannot end Combat with the troglodyte and must fight another Combat of the same type with it.


5 = Cursed men who can assume a variety of beastly forms stalk this labyrinth for prey to feast on. Fight a Magical Combat with a lycanthrope. The lycanthrope's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 3. At the start of any Magical Combat the lycanthrope is in, roll a die. If the die roll is 1 or 6, increase the lycanthrope's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the lycanthrope, roll a die. If the die roll is 1 or 6, you receive 1 additional Wound. If the lycanthrope receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1 or 6, the lycanthrope does not receive the Wound. If you choose to end Combat with the lycanthrope, roll a die. If the die roll is 1 or 6, you cannot end Combat with the lycanthrope and must fight another Combat of the same type with it.


6 = A treelike monster made of ropey flesh has planted itself in an intersection of the labyrinth. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a roper. If the die roll is 4, 5, or 6, fight a Magical Combat with a roper. The roper's attributes are Arms: 8, Magic: 8, Craft: 3, Vitae: 4. If you choose to end Combat with the roper, roll a die. If the die roll is equal to or less than the roper's Craft, roll another die. If that die roll is equal to or greater than your Vitae, you cannot end Combat with the roper and must fight another Combat of the same type with it. If the roper has fallen due to Combat with you, roll a die. If the die roll is 1, 2, 3, or 4, go to the section of this page with the name 'LABYRINTH TREASURE'. If the die roll is 5 or 6, go to the section of this page with the name 'LABYRINTH SPECIAL TREASURE'.


Unless you rolled a 1 and went to the section 'LABYRINTH SPECIAL MONSTER', or you rolled a 6 and went to the section 'LABYRINTH TREASURE' or 'LABYRINTH SPECIAL TREASURE', after your labyrinth monster encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH SPECIAL MONSTER - Roll a die for what kind of labyrinth special monster you encounter:


1 = A tricky monster with the ability to alter its form has marked you as it's next meal. Fight a Melee Combat with a doppel ganger. The doppel ganger's attributes are Arms: 7, Magic: 4, Craft: 4, Vitae: 2. At the start of any Melee Combat the doppel ganger is in, roll a die. If the die roll is less than the doppel ganger's Craft, increase the doppel ganger's Arms by 1 for that Melee Combat only. If the doppel ganger receives a Wound due to Melee Combat with you, roll a die. If the die roll is greater than your Craft, the doppel ganger does not receive the Wound. The doppel ganger cannot receive more than 1 Wound at a time due to Melee Combat with you or an Item or Ally you use; Ignore any instructions denoting the doppel ganger receiving more than 1 Wound due to a Melee Combat, Item, or Ally, and treat any Wounds received over 1 as 1.


2 = An amorphous monster with the power to change it's shape intends to make a meal of you. Fight a Magical Combat with a shape shifter. The shape shifter's attributes are Arms: 4, Magic: 7, Craft: 4, Vitae: 2. At the start of any Magical Combat the shape shifter is in, roll a die. If the die roll is less than the shape shifter's Craft, increase the shape shifter's Magic by 1 for that Magical Combat only. If the shape shifter receives a Wound due to Magical Combat with you, roll a die. If the die roll is greater than your Craft, the shape shifter does not receive the Wound. The shape shifter cannot receive more than 1 Wound at a time due to Magical Combat with you or an Item or Ally you use; Ignore any instructions denoting the shape shifter receiving more than 1 Wound due to a Magical Combat, Item, or Ally, and treat any Wounds received over 1 as 1.


3 = A giant chicken with the power to turn flesh to stone pecks at you with it's petrifying beak. Fight a Melee Combat with a cockatrice. The cockatrice's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 3. At the start of any Melee Combat the cockatrice is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the cockatrice, roll a die. If the die roll is greater than your Vitae, you receive 1 additional Wound. The cockatrice cannot receive more than 1 Wound at a time due to a Spell you use; Ignore any instructions denoting the cockatrice receiving more than 1 Wound due to a Spell, and treat any Wounds received over 1 as 1. If the cockatrice has fallen due to Combat with you, go to the section of this page with the name 'LABYRINTH TREASURE'.


4 = A big lizard with a gaze that turns flesh to stone leers at you with it's petrifying eyes. Fight a Magical Combat with a basilisk. The basilisk's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 3. At the start of any Magical Combat the basilisk is in, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the basilisk, roll a die. If the die roll is greater than your Vitae, you receive 1 additional Wound. The basilisk cannot receive more than 1 Wound at a time due to a Spell you use; Ignore any instructions denoting the basilisk receiving more than 1 Wound due to a Spell, and treat any Wounds received over 1 as 1. If the basilisk has fallen due to Combat with you, go to the section of this page with the name 'LABYRINTH TREASURE'.


5 = A very poisonous winged dragon stabs at you with a barbed tail leaking steaming venom. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a wyvern. If the die roll is 4, 5, or 6, fight a Magical Combat with a wyvern. The wyvern's attributes are Arms: 9, Magic: 9, Craft: 3, Vitae: 4. At the start of any Combat the wyvern is in, if it is the first Combat the wyvern has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If you receive a Wound due to Combat with the wyvern, roll two dice. If the die roll is greater than your Arms, you receive 1 additional Wound. If the wyvern receives a Wound due to Combat with you, roll a die. If the die roll is greater than your Vitae, decrease your Arms and Magic by 1. The decrease lasts until the wyvern has fallen or if you choose to end Combat with the wyvern. If the wyvern has fallen due to Combat with you, go to the section of this page with the name 'LABYRINTH SPECIAL TREASURE'.


6 = A many-eyed intelligent orb of flesh focuses rays of harmful prismatic light upon you. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a beholder. If the die roll is 4, 5, or 6, fight a Melee Combat with a beholder. The beholder's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 4. At the start of any Combat the beholder is in, if it is the first Combat the beholder has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound. If you receive a Wound due to Combat with the beholder, roll two dice. If the die roll is greater than your Magic, you receive 1 additional Wound. If the beholder receives a Wound due to Combat with you, roll a die. If the die roll is greater than your Craft, decrease your Arms and Magic by 1. The decrease lasts until the beholder has fallen or if you choose to end Combat with the beholder. If the beholder has fallen due to Combat with you, go to the section of this page with the name 'LABYRINTH SPECIAL TREASURE'.


Unless you rolled a 3 or 4 and went to the section 'LABYRINTH TREASURE', or you rolled a 5 or 6 and went to the section 'LABYRINTH SPECIAL TREASURE', after your labyrinth special monster encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH TREASURE - Roll a die for what kind of labyrinth treasure you discover:


1 = You have the good fortune of finding a very special labyrinth treasure. Go to the section of this page with the name 'LABYRINTH SPECIAL TREASURE'.


2 = What seems like an empty coffer may in fact have a false bottom with something valuable in it. If you do not have a labyrinth pass, roll a die. If the die roll is equal to or less than your Craft, gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


3 = You come upon a treasure chest with the royal seal upon it. Roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain 3 Gold.


4 = You come across a magic box that may randomly have a potion or a scroll within it. Roll a die. If the die roll is 1, 2, or 3, gain a resistance potion. A resistance potion is an Item. You may use the resistance potion at the start of any turn or Combat. If you use the resistance potion at the start of a turn, lose the resistance potion, then you cannot receive more than 1 Wound at a time due to a Combat that turn or monster Ability used in a Combat that turn; Ignore any instructions denoting you receiving more than 1 Wound due to a Combat that turn or monster Ability used in a Combat that turn, and treat any Wounds received over 1 as 1. If you use the resistance potion at the start of a Combat, lose the resistance potion, then you cannot receive more than 1 Wound at a time due to that Combat or monster Ability used in that Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Combat or monster Ability used in that Combat, and treat any Wounds received over 1 as 1. If the die roll is 4, 5, or 6, gain resistor. Resistor is a Spell. You may use resistor at the start of any turn or Combat. When used at the start of a turn, you cannot receive more than 1 Wound at a time due to a Combat that turn or monster Ability used in a Combat that turn; Ignore any instructions denoting you receiving more than 1 Wound due to a Combat that turn or monster Ability used in a Combat that turn, and treat any Wounds received over 1 as 1. If you use resistor at the start of a Combat, you cannot receive more than 1 Wound at a time due to that Combat or monster Ability used in that Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Combat or monster Ability used in that Combat, and treat any Wounds received over 1 as 1.


5 = You uncover a small trove of military items endowed with a magic unique to the labyrinth. Roll a die. If the die roll is 1, 2, or 3, gain a resist sword. A resist sword is an Item and a weapon. If you have the resist sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you use the resist sword in a Melee Combat, you cannot receive more than 1 Wound at a time due to that Melee Combat or monster Ability used in that Melee Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Melee Combat or monster Ability used in that Melee Combat, and treat any Wounds received over 1 as 1. If the die roll is 4, 5, or 6, gain a resist helmet. A resist helmet is an Item. If you have the resist helmet, roll two dice when you receive a Wound due to Melee Combat. If the die roll is 11 or more, you do not receive the Wound. If you use the resist helmet in a Melee Combat, you cannot receive more than 1 Wound at a time due to that Melee Combat or monster Ability used in that Melee Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Melee Combat or monster Ability used in that Melee Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'helm', 'helmet', or 'armor' in it's name if you have the resist helmet.


6 = You discover a collection of mystical items enchanted with a rare magic of the labyrinth. Roll a die. If the die roll is 1, 2, or 3, gain a resist staff. A resist staff is an Item and a weapon. If you have the resist staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you use the resist staff in a Magical Combat, you cannot receive more than 1 Wound at a time due to that Magical Combat or monster Ability used in that Magical Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Magical Combat or monster Ability used in that Magical Combat, and treat any Wounds received over 1 as 1. If the die roll is 4, 5, or 6, gain a resist hat. A resist hat is an Item. If you have the resist hat, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 11 or more, you do not receive the Wound. If you use the resist hat in a Magical Combat, you cannot receive more than 1 Wound at a time due to that Magical Combat or monster Ability used in that Magical Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Magical Combat or monster Ability used in that Magical Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the resist hat.


Unless you rolled a 1 and went to the section 'LABYRINTH SPECIAL TREASURE', after your labyrinth treasure encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


LABYRINTH SPECIAL TREASURE - Roll a die for what kind of labyrinth special treasure you discover:


1 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a golden crown worth a lot of treasure. Gain an amount of Gold equal to the die roll.  


2 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a magical ring imbued with the resistant magic of the labyrinth. Gain a resistance ring. A resistance ring is an Item. If you have the resistance ring, you cannot receive more than 1 Wound at a time due to Combat or monster Ability used in a Combat; Ignore any instructions denoting you receiving more than 1 Wound due to Combat or monster Ability used in a Combat, and treat any Wounds received over 1 as 1.


3 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a magical shield imbued with the resistant magic of the labyrinth. Gain a resist shield. A resist shield is an Item. If you have the resist shield, roll two dice when you receive a Wound due to Melee Combat. If the die roll is 9 or more, you do not receive the Wound. If you use the resist shield in a Melee Combat, you cannot receive more than 1 Wound at a time due to that Melee Combat or monster Ability used in that Melee Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Melee Combat or monster Ability used in that Melee Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'shield' or 'armor' in it's name if you have the resist shield.


4 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a magical cloak imbued with the resistant magic of the labyrinth. Gain a resist cloak. A resist cloak is an Item. If you have the resist cloak, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 9 or more, you do not receive the Wound. If you use the resist cloak in a Magical Combat, you cannot receive more than 1 Wound at a time due to that Magical Combat or monster Ability used in that Magical Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Magical Combat or monster Ability used in that Magical Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the resist cloak.


5 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a magical suit of armor imbued with the resistant magic of the labyrinth. Gain resist armor. Resist armor is an Item. If you have the resist armor, roll two dice when you receive a Wound due to Melee Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the resist armor in a Melee Combat, you cannot receive more than 1 Wound at a time due to that Melee Combat or monster Ability used in that Melee Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Melee Combat or monster Ability used in that Melee Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the resist armor.


6 = Roll a die. If the die roll is 1 or 2, you find a rare orb of power that allows instant access to the inner sanctum. Gain an inner orb, unless you have an inner orb. An inner orb is an Item. An inner orb does not count towards the number of Items you may have. If you have the inner orb at any time on a page with the word 'Labyrinth' in it's name, you may choose to lose the inner orb. If so, your turn ends and your next turn will begin in The Inner Sanctum; Proceed to that page. If the die roll is 3, 4, 5, or 6, you find a magical set of robes imbued with the resistant magic of the labyrinth. Gain resist robes. Resist robes is an Item. If you have the resist robes, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the resist robes in a Magical Combat, you cannot receive more than 1 Wound at a time due to that Magical Combat or monster Ability used in that Magical Combat; Ignore any instructions denoting you receiving more than 1 Wound due to that Magical Combat or monster Ability used in that Magical Combat, and treat any Wounds received over 1 as 1. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the resist robes.


After your labyrinth special treasure encounter, go to the section of this page with the name 'LABYRINTH ROOM'.


The Castle


The Inner Sanctum

Comments

Popular posts from this blog

The Land Of Adventuria

Rules Of The Game

The Crossroads