Exiles of the Wicked Maze

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    Exiles Of The Wicked Maze

    Exiles

    Of The Wicked Maze

    Created By: David (Dave) L. Woodrum Jr.

    Cover By: Dan (Smif) SmithInterior Art By: Dan (Smif) SmithGraphics By: David (Dave) L. Woodrum Jr.Additional Interior Art By: David (Dave) L.Woodrum Jr.

    Copyright 2014, Fishwife GamesArt By Dan Smith is Copyright 2014, Dan Smith. (Used With Permission)

    A Complete Game For 1 Player

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    Exiles Of The Wicked Maze

    TABLE OF CONTENTS:

    Special Thanks:I would like to offer a special thanks to the following people: My wife Cathy, for putting up with that maze game that

    has taken me so long to develop. My parents, for always being accepting of my hobbies. Dan Smith, for being anawesome friend, seasoned game industry turned mentor, and being so willing to provide the artwork for this project.Tisha Parti, for putting up with me and Dans schemes and dreams. Jennell Jaquays and Rebecca Heineman, alsoseasoned industry veterans, for providing a caring, listening ear and continual support and encouragement. Special

    additional thanks to Burger Becky for her past work on Bards Tale III A classic game that has provided agreat deal of inspiration for this project.

    I would also like to thank the following people who have provided extended examination and input during thedevelopment of Exiles Of The Wicked Maze. Even why I was reduced to moments of incoherent babbling, they

    listened and helped steer me back to where I needed to be: Patti Dunford, Eric Fabiaschi, Heath Medlin, Stacy Smith,Missy Thomas, and Jody Webb.

    Finally, a sincere thanks to anyone and everyone that shows even the slightest bit of interest in this game.-Thank you!

    David (Dave) L. Woodrum Jr.

    Section: Page:Intro Story: Banished To The Face The Horrors Below... 4

    Introduction 5Part 1: The Rules Of The Game (Cover of Section) 6The Basic Rules Of The Game 7Character Creation 7The Symbols Of The Maze (Introduction) 10Maze Symbol Key 10Game Rules Of the Maze Symbols 11Entrance (Maze Symbols Rules) 11Alchemical Substances (Maze Symbols Rules) 12Coins (Maze Symbols Rules) 15Cursing Eye (Maze Symbols Rules) 16Foes (Maze Symbols Rules) 17Gemstones (Maze Symbols Rules) 21Hazards (Maze Symbols Rules) 22Portals (Maze Symbols Rules) 23Mushrooms (Maze Symbols Rules) 24Random Encounters (Maze Symbols Rules) 25Relic Items (Maze Symbols Rules) 25Special Items (Maze Symbols Rules) 26Weapons And Armor (Maze Symbols Rules) 30Exit (Maze Symbols Rules) 32Ending The Game- What's Next? 32Part 2: Adventurer's Lore (Cover of Section) 33Alchemical Substances Lore 34Foes Lore 37

    Hazards Lore 41Special Items Lore 43Part 3: Optional Rules (Cover of Section) 48Optional Rules 49Part 4: Pages To Print (Cover of Section) 51Maze Map (Needs To Be Printed) 52Character Sheet (Needs To Be Printed) 53Quick Charts (Needs To Be Printed) 54

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    Exiles Of The Wicked Maze

    Welcome scoundrel, to the gated passage into the tunnels below our great city, the entry point to the great maze

    that lies beneath our lands above. As you have been convicted of a serious crime against the citizens of our

    realm, you are now considered to be an exile, doomed to wander the endless labyrinth below. There you will find

    companionship amongst other pathetic souls such as yourself, as well as the many horrors that are rumored to

    exist within the winding corridors and passages below. It is most certain that your days will be few once you

    have descended down the stairs beyond this gate.

    Though a quick and brutal death is predicted for you, there is a possible chance for both survival and redemp-

    tion. In order to return to our blessed lands above as a free and worthy citizen, you must do two things. First, you

    must find your way to an exit that is located at the opposite end of the maze. You will recognize this exit by its

    own set of steps, secured iron gate, and the presence of a guard waiting to assist a lucky survivor's passage back

    into our society.

    Second, before you may pass through the gate at the end, you must accomplish a little something extra for your

    most worthy rulers. A fine of five thousand coins has been placed upon your head. Within the bowls of the maze

    there is an enormous bounty of valuable treasures and items to be found. These items were carefully tucked away

    ages ago and guarded by magical creations. At one time our rulers and their servants could travel into the maze

    and safely recover these items when needed, despite the presence of a few criminals such as yourself. In thosedays exiles were not given the blessing to roam freely, but treated in a manner more fitting. They were confined

    to tight quarters, or shackled up to the walls of the maze and left to die. However, the maze is no longer a safe

    place to travel, therefore the chance for redemption has been offered.

    There are various treasures deemed worthy of paying your fine. The first, naturally, consists of the very coins

    that your fine is based upon. The second most common treasure consists of loose gemstones that are scattered

    about the wretched corridors of the labyrinth. Perhaps even more valuable than the coins and loose gems are

    ancient treasures of the ruling ancestry. From garments to jewelry to assorted objects of luxury, acquiring just a

    few of these treasures may be more than enough to buy your way back into our society.

    Beyond the treasures most commonly associated with our rulers, the maze is home to a variety of more bizarre,

    but never the less valuable, assorted items. A collection of sacred ceremonial items are deemed worthy, and rep-

    resentatives from the various temples of the city will gladly cover a portion of your fine in exchange for such

    items. The wizards of the land are likewise interested in a collection of magical tools and devices rumored to still

    exist below. They have offered to cover portions of an exile's fine in exchange for some of these objects. Third,the recovery of the horns of a slain minotaur has become a much valued commodity lately, mostly due to the mys-

    tical properties of such horns. Getting a hold of these horns requires the actual killing of a minotaur, of course,

    and it is unlikely that you will ever accomplish that barehanded.

    If you are wishing to survive your passage through the maze, much less kill a minotaur, then it is important that

    you consider collecting a few other items to assist you in your survival. The old halls of the corridors were once

    filled with an assortment of weapons, armor, potions, and various items of useful magical abilities. While there is

    no interest in the bartering of these items to pay your fine, collecting some of these objects will better your

    chances of survival.

    As an act of compassion and generous spirit, we are giving you a small hemp sack. Use this sack to carry around

    the coins, gems, and assorted items that you may find below. Hopefully this gift will transform your wretched

    heart by showing you that our great rulers even care about the welfare of a worthless exile such as yourself.

    Now that you have been briefed on the dangers of the maze and the criteria that defines your potential return to

    the society above, there is nothing else to tell you. The iron gate is to now being raised and you are to passthrough. Do not try to return to the surface through this passage, for such attempts will be forcibly denied. Pass

    forth into the bowls of the wicked maze, you shameful exile, and may you find redemption or die!

    Banished To Face The Horrors Below...

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    Exiles Of The Wicked Maze

    INTRODUCTION:Welcome to Exiles Of The Wicked Maze, a complete traditional tabletop game for 1 player! This game is a

    sword and sorcery style quest in which you play a prisoner exiled to a massive labyrinth located below the vast,wicked city that you once called home. The basic rules are simple enough. Start at the entrance of the maze andwork your way through to the ending point, collecting enough treasure to pay a fine of 5,000 coins as you go.

    Along the way you will encounter a variety of different symbols, most of these will require you to make a ran-

    dom roll on a chart or two. Some of these symbols will allow you to gain treasure, while others may require

    you to avoid a deadly trap or fight a monster. Your gained treasures and suffered wounds are recorded on a

    simple character sheet, which in some ways is similar to the character sheets that you would expect to find with

    a typical table top role playing game.

    Unlike a typical table top role playing game, no game master is required. The encountered symbols and ran-

    dom roll charts dictate the challenges and treasures that you stumble upon. Unlike a typical table top boardgame, you draw your way through freshly printed copy of the maze rather than rolling dice and moving an

    equal number of spaces.

    Sound fun? Good! Now let's take a look at what all you will need to play this game.

    What You Need To Play This Game:In addition to this rulebook, you will need a few items in order to play this game.

    These items are provided below.

    A Printer And Extra Copies of Maze and Character Sheet: First off, you will need access to a computer andprinter as you will need to make extra copies of the maze (located on page 52) and the blank character sheet

    (located on page 53). You will also need to make at least one copy of the quick charts (pages 54 to 57). Although

    not required, it is recommended that you have at least one printed copy of this rulebook for easy reference.

    Keeping the copy in a 3 ring binder is preferred.

    Another thing that you will want/need to make a copy of is the random roll charts. At the back of the book

    (located on pages # to #) you will find all of the random charts grouped together for quick reference. Rather thanhaving to flip through the whole rule book each time you encounter a different symbol requiring a random roll,

    simply print up and keep a copy of the quick reference charts to speed up things while you are playing.

    A Twenty Sided Die: A twenty sided die is needed for playing this game. Though a bit harder to find than com-mon six sided dice, twenty sided dice are available at most hobby stores as well as countless locations online. If

    you don't already have these dice, you may want to go ahead and pick up at least half a dozen in case you loose a

    few over time.

    A Pencil: A pencil, instead of a pen, is recommended for playing this game. A good eraser is also recommended.You will be constantly making changes to your character sheet as you suffer wounds, gain treasure, etc.

    Scrap Paper (Optional): From time to time you may want to make scratch notes on a piece of scrap paper in-

    stead of making immediate changes to the character sheet. This is particularly true when entering a round ofcombat with a monster or other foe. Naturally, at the end of such an encounter you will want to make any final

    adjustments to your character sheet in regards to hit points, sick points, or otherwise.

    Calculator (Optional): Though not required, a small pocket calculator is handy to have on hand when playingthis game.

    Now that you know what you will need to play, let's go over the basic rules of the game once again.

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    Exiles Of The Wicked Maze

    PART 1:THE RULES OF THE GAME

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    The Basic Rules Of The Game:As stated before, the most basic rules of the game are simply this: Begin at the starting point at the upper left

    hand corner of the maze (the area with a set of steps and an arrow) and work your way through the maze until

    you have reached the end of the maze (another area with a set of steps and an arrow) with enough treasure to be

    worth at least 5,000 coins in value. That will buy your freedom back to the surface above.

    Along the way you will find yourself facing a number of additional challenges, including fighting villainous foesand horrifying monsters, disarming deadly traps and hazards, experimenting with the properties of bizarre look-

    ing fungi, searching for treasure and other valuable items, and making good use of magical portals that take you

    to random parts of the maze.

    So, are you ready to read the rest of the rules and get ready to play?

    Good! We'll start with the character creation first.

    Character Creation:Before you can play the game, you need to create a character for yourself. This is a simple enough process, andadds to the fun and imagination of the game. The first thing you will need to do is have a printed copy of the

    blank character sheet for the game. This sheet can be found on page 53.Once you have a character sheet in hand, its time to fill out a few things as well as learn about everything that is

    printed on the character sheet itself.

    Name: Every character needs a name, and this is one of those areas where you have full creativity. It does notmatter what you call your character, as long as you call it something. Though you might want to go with a com-

    mon everyday name, such as Joe or Nancy, you will probably prefer something more suited for a fantasy

    setting, such as Xavius, Prita, Rengok, or Tykia.

    Crime: While not exactly necessary for the game play, it is nice to know what sort of crime that the exiled char-acter committed. After all, if one is to be shoved into the dungeon maze below, shouldn't there be at least some

    knowledge of what sort of heinous thing that the character did that is worthy of such punishment?

    You are free to come up with any damning crime that you desire. However, if you are short of ideas, feel free to

    make good use of the crime chart that is provided on this page. Simply roll 1d20 and consult the following chart.

    Roll: Criminal Offense:1 Theft Of A Mule

    2 Posing As A Tax Collector

    3 Highway Robbery

    4 Unlawful Public Drunkenness

    5 Lewd Public Behavior

    6 Criminal Trespassing

    7 Cheating At A Game Of Chance

    8 Sleeping During Guard Duty

    9 Poaching On Noble Land

    10 Forgery

    11 Spying

    12 Fortune Telling Without A Permit

    13 Destruction Of Valuable Property

    14 Stealing Food In The Public Square

    15 Peddling Dubious Charms And Potions

    16 Insulting A Local Ruler

    17 The Intentional Selling Of Sickly Livestock

    18 Fighting In A Tavern

    19 Harboring A Wanted Fugitive

    20 Practicing Unlawful Sorcery

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    Character Creation Continued:

    Character Image: Placed on the character sheet is a blank rectangular box that is to be used for a character image.While it is not required that you draw an illustration of your exiled prisoner, doing so adds to the flavor of the

    game.

    Hit Points: Each character in the game starts out with 100 hit points. While hit points can go up and down, de-pending on the various encounters and events that the character experiences in the game, the maximum hit points

    to have is 100 and the very minimum, in order to stay alive, is 1. Once a character reaches 0 or lower hit points the

    character is dead and cannot go further. Game Over, essentially.

    However, when starting the game, write in 100 in the hit points area of your character sheet.

    Sick Points:Each character in the game starts out with 0 sick points. Unlike hit points, having fewer sick points isbetter. In addition to running out of hit points, accumulation of too many sick points can also result in the death of

    a character. If a character has 30 or more sick points at any given time, they are dead.

    Sick points are acquired in a number of ways. Many foes, particularly the monstrous varieties, are venomous or

    carry disease. Each time such foes cause damage to your character, additional sick points are added. Sick points

    can also be acquired from hazards, whether natural or of the trap variety. Another source of sick points can come

    from messing around with the maze's colonies of mushrooms. Ironically, some mushrooms can reduce your sickpoints or cure you altogether. Careful experimentation is the key. Other ways to get rid of sick points involves

    finding the right alchemical substances.

    Carried Equipment:The equipment carried by the exiled character can be a variety of things picked up in thegame, from armor and weapons to alchemical substances and special items of special use. Also included in this

    mix are valuable relics, which include ceremonial fetish items, wizard tools, and offerings of royal treasure.

    When creating a character, do not add anything. The character starts with nothing more than the ragged clothing on

    their backs, a small coarse sack (for gathering loot) tucked in their rawhide belt, some bruised knuckles, and a hope

    of survival.

    It is important to note that a character can typically carry no more than 10 items at any single time, minus coins

    and loose gems (which are counted separately). Should the character find a special item known as a an Etherweave

    Sack, however, the character can carry 5 more additional items (provided that the etherweave sack is countedamongst one of the original 10 items in possession). A glance of the character sheet will show the storage for the

    items carried in this sack. You will learn more about the etherweave sack and the rules for carrying items in it inthe Special Items section of the basic rules.

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    Character Creation Continued:

    Coins Carried: The kingdom recognizes a standard coin, and in the exiled character's quest to escape banish-ment to the maze there is a price of 5,000 coins for release from the dungeons. While some of this cost may be

    satisfied from treasures picked up along the way, a fair bit may come from the gathering of actual coins. These

    coins appear in many different amounts during the course of one's travels, from a single piece lying in the floorof a filthy corridor to the contents of a loaded and locked chest tucked away in an obscure alcove.

    Coins are nice to have because you can carry around an unlimited amount of them and they do not add to your

    limited availability of carried equipment.

    Gems Carried: There are twenty different types of loose gemstones in the maze below. Each of these gemstonetypes have a set value in coins, with examples including agate (value of 10 coins), diamond (value of 500 coins),

    ruby (value of 250 coins), etc. On the character sheet these gems are listed along with their values. As you pick

    up loose gemstones, add them to the quantity on the character sheet. For example, if you were to pick up your

    first peridot, you would mark a 1 on the quantity. If you picked up another peridot later, you would change thatquantity to 2.

    Loose gems are like coins in the manner that you can carry an unlimited amount. These gems can be even better

    because quite often the value of a found gem is more valuable than most findings of coinage. However, having a

    lot of gems can be costly to one's health due to the presence of cursing eyes placed within the maze. These eyescause an amount of damage to your hit points that is equal to the total amount of loose gemstones that you are

    carrying. You will learn more about cursing eyes in the section on map symbols.

    Character Background: This final section is an optional area where you can write up a bit of a backgroundstory regarding your character. While you do not have to do this to play the game, having a bit of past history

    makes your character more unique and interesting. You may come up with anything you like for this and make itas detailed or as simple as you wish.

    Once you have created your own character (which you will need to do before starting play), it will be time to

    learn about the various symbols that you will stumble across in the maze. You will also learn about the random

    roll characters that often go along with such symbols.

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    The Symbols Of The Maze:

    The map (page 52) of the wicked maze is littered with a

    variety of different symbols. While one of the primary

    goals of the game is to simply move from the starting

    location to the ending point, interaction with the sym-

    bols on the map is a required event, especially when youconsider the fact that you must have at least 5,000 coins

    worth of treasure on hand in order to buy your way back

    to freedom in the end.

    The different symbols of the maze are provided in a general listing below. General notes of interest are providedfor each symbol type. This list is to simply help you identify the basics of the symbols of the map. Once you are

    familiar with the symbols we will go into the finer details regarding the symbols and how they work into the

    game.

    Entrance: The entrance symbol looks like a set of steps with an arrow pointing away from the steps. This iswhere you start the game at.

    Alchemical Substance: This symbol looks like a potion bottle. Alchemical substances can do a variety of usefulthings for you. They are cumbersome, however, taking up one equipment item slot for each alchemical substancein possession. Furthermore, alchemical substances are consumables, essentially meaning that once they are

    used they are removed from your possession.

    Coins: This symbol looks like three coins. Coins are the most basic of treasures to collect as the fine that youmust pay is based on the overall treasure value of 5,000 coins.

    Cursing Eye: This symbol looks like an eye. The cursing eye causes you damage to your hit points when you arecarrying about loose gemstones on your person.

    Foe: This symbol looks like a skull. The foe symbol represents the various enemies and monsters that you mustfight (or bribe) as you make your way through the maze.

    Gemstone: This symbol looks like a faceted gem. Be sure to seek out this symbol when you are looking forsome valuable loose gemstones to add to your treasure count. Avoid this symbol if you are wounded and have a

    cursing eye or two blocking your intended path.

    Hazard: The hazard symbol looks like a blood splatter. This symbol represents a number of natural dangers andcleverly designed traps. These hazards may reduce your hit points, make you sick, or wreck havoc on the stuff

    that you are carrying.

    Portal: The portals on the map resemble a colorful block with a number (from 1 to 20). Stepping into one por-tal will take you to another numbered portal on the map (usually random).

    Mushroom: This symbol looks like a pink capped mushroom. The mushrooms of the maze have wildly random

    properties. When eaten some of these may be helpful while others are harmful. Consume at your own risk!

    Random Encounter: This symbol looks like a question mark. True to its name, a random encounter is simplywhat it is... a random encounter type. When you come across a random encounter you roll on a random roll chartto find out exactly what sort of other symbol you have come across. Such examples include foe, alchemical sub-

    stance, gemstone, etc.

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    The Symbols Of The Maze Continued:

    Relic Item: This symbol looks like an idol made of stone or clay. The relic item represents three different types ofvaluables instead of a list of one. These three categories of such items consist of: ceremonial fetishes, wizard tools,

    and royal treasure. Relic items are cumbersome but add to your total treasure. Some are very valuable in fact! Fur-

    thermore, relic items are useful when a bribe is needed to satisfy the interests of certain foes.

    Special Item: This symbol looks like a light green geometric object that is sitting on a fancy stand. Special itemsare cumbersome and possession of any such item takes up a slot in your inventory. While these items do not add

    any value to your overall treasure, their usefulness can be worth more than finding a trunk of coins or a rare gem.Unlike alchemical substances, special items can be used an unlimited number times once they are in your posses-

    sion.

    Weapons And Armor: The symbol for the weapons and armor looks like a shield. Weapons and armor improveyour chances of defeating foes and reducing the damage that you would normally take during combat.

    Exit: The exit symbol looks like a set of steps with an arrow pointing towards the steps. This is the place that youmust reach in order to pay your fine (provided that you have 5,000 coins worth of treasure or more) and get out of

    the maze. The exit symbol is located at the lower right hand corner of the maze.

    In order to better help you get a visual on these symbols, a map key is provided on the previous page (see the

    image at the top of page 10). This map key also appears on the character sheet (page 53).

    When journeying through the maze, it is important to

    know that any symbol that you must pass through or use

    (as in the case of portals) are considered to be

    encounters. Furthermore, some symbols are Xd out

    after you deal with them while others are not. Essen-

    tially, this means that you X out an individual symbol by

    drawing an X over it once you have dealt with such an

    encounter (whether that being getting around a trap,

    choosing to pick up or ignore an item or treasure, fight-

    ing a foe, etc.). As a general rule of thumb, all individualencountered symbols are Xd out as an encounter

    unless they are one of the following: Entrance symbol,

    cursing eye, portal, exit symbol.

    Now it is time to learn about the exact details, as well as

    the random roll charts (if any) and game rules that back

    each of these symbols through the examination of the

    symbol game rules. We will start with the Entrance and

    work our way to the Exit symbol.

    Game Rules Of The Maze Symbols:The following notes provide full game rules regarding each of the maze symbols that you will encounter in themaze.

    Entrance:Also known as the starting point, the entrance to the maze is represented by a set of steps and an arrow

    pointing away. There is only one appearance of this symbol in the maze. It is located in the very upper left hand

    corner of the maze map. When beginning the maze, you will want to start drawing your line right after the arrow.

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    Game Rules Of The Maze Symbols Continued:

    Alchemical Substances:The wicked maze is full of a wide range of different alchemical substances. These substances, whether they be

    potions, powders, or otherwise, are considered to be consumables. By this definition when you come across an

    alchemical substance and add it to your inventory, it is important to note that this substance may be used onetime only. After its use is done the item is removed from your inventory (essentially, you erase its listing from itsplace on the list). Furthermore, on the note of inventory, alchemical substances are cumbersome, meaning that

    they count as part of the total equipment that you can carry at once. When you come across an alchemical item

    that you would like to keep for use later on, you add it to your carried equipment. If the alchemical substance is

    something that you can make good use of immediately (such as to restore hit points or remove sick points), you

    may do so without having to add this item to your inventory (since you are immediately using it upon finding it).

    Regardless of whether you decide to keep an alchemical substance or leave it lying where you found it, you must

    mark an X through the particular alchemical substance symbol that you encountered. As the maze is full of other

    desperate beings, including other exiles such as yourself, there is no guarantee that the alchemical substance willstill be there should you return to this part of the maze.

    When dealing with the consumable aspects of an alchemical substance, follow these guidelines: If the alchemi-

    cal substance can be used at any time, then its effects are immediate and the substance is removed from your in-ventory. If the alchemical substance is used during a particular type of encounter (foe encounter, mushroom en-

    counter, etc.), then its effects last for that one single encounter only and then it is removed from your inventory.

    When dealing with a foe encounter, the effects remain until the foe is defeated in combat (or you are slain your-

    self).

    When stumbling across the symbol for an alchemical substance, consult this random roll chart to determine ex-actly what substance you find. Brief game rules are provided after the chart for each alchemical substance. Fur-

    thermore, if you would like to read more about the details surrounding each alchemical item, you may do so in

    the Adventurer's Lore section (which can be found later on in this book).

    Roll: Alchemical Substances: Benefit: Use During:

    1 Adder Oil Tonic Restores (up to) 20 Hit Points Any Time2 Burnblade Oil Adds +4 to Weapon Attack Foe Encounter

    3 Demon Hive Mead Pass By Cursing Eye Safely Cursing Eye Encounter

    4 Dragon Scale Grease Adds +2 to Armor Foe Encounter

    5 Fairy Wing Tonic Removes (up to) 10 Sick Points Any Time

    6 Fire Giant Dandruff Disarms Some Hazards Hazard Encounter

    7 Gilden Berry Vinegar Restores (up to) 35 Hit Points Any Time

    8 Golem Rust Unlocks Locked Coin Treasure Coin Encounter

    9 Grim Sap Adds+4 To Attack Vs Ghoul Foe Encounter

    10 Hoofkill Toxin Adds+6 To Attack Vs Minotaur Foe Encounter

    11 Invisibility Dust Pass By Foe Safely Foe Encounter

    12 Manticore Marrow Powder Restores (up to) 25 Hit Points Any Time

    13 Newt Tail Tonic Restores (up to) 10 Hit Points Any Time

    14 Plague Saint Elixir Removes (up to) 5 Sick Points Any Time

    15 Saintlarch Sap Adds+4 To Attack Vs Hags And Imps Foe Encounter

    16 Skullbane Repels Most Undead Foe Encounter

    17 Star Mage Incense Exit Through Portal Of Choice Portal Encounter

    18 Swine Grub Liver Oil Detect Mushroom Type Mushroom Encounter

    19 War Thorn Ale Restores (up to) 15 Hit Points Any Time

    20 Witchroot Elixir Removes All Sick Points Any Time

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    Game Rules Of The Maze Symbols: Alchemical Substances Continued

    Adder Oil Tonic: This tonic can be used at any time during the game. When used, the tonic will restore up to 20hit points (cannot exceed 100 total hit points).

    Burnblade Oil:This substance is to be used during a foe encounter and must be applied before combat. Also, youmust have a weapon in order to use this substance. When used, the oil temporarily adds an additional +4 to yourweapon attack score.

    Demon Hive Mead: This substance works only when you encounter a cursing eye. Should you decide to use themead during an encounter with a cursing eye then you will be able to pass by/through that cursing eye safely with

    no damage, regardless of the amount of gemstones that you are carrying.

    Dragon Scale Grease: This substance is to be used during a foe encounter and must be applied before combat.Also, you must be using armor in order to use this substance. Dragon scale grease temporarily adds an additional

    +2 to your armor score.

    Fairy Wing Tonic: This tonic may be used at any time during the game. When used, the tonic will remove up to10 sick points (cannot drop sick points below 0).

    Fire Giant Dandruff: This substance can be used during some hazard encounters (see the section on hazards todetermine exactly which ones). Should you decide to use this substance then you will automatically disarm a haz-

    ard, provided that fire giant dandruff is effective against the particular hazard.

    Gilden Berry Vinegar: This substance may be used at any time during the game. When used, the substance willrestore up to 35 hit points (cannot exceed 100 total hit points).

    Golem Rust: This substance may be used during a coin encounter in which such treasure is locked. Using the sub-stance will automatically unlock the treasure for you.

    Grim Sap: This substance is used during a foe encounter that is specifically against a ghoul. Use of this substanceadds a +4 to your attack versus a ghoul. Though typically applied to a weapon, it is not required that you have a

    weapon in your possession to use grim sap.

    Hoofkill Toxin: This substance is used during a foe encounter that is specifically against a minotaur. Use of thissubstance adds a +6 to your attack versus a minotaur. Though typically applied to a weapon, it is not required that

    you have a weapon in your possession to use hoofkill toxin.

    Invisibility Dust: This substance may be used only during a foe encounter. When used, you become temporarilyinvisible, allowing you to pass by a foe safely without having to engage in combat or otherwise. You still X out

    the foe symbol even though you did not technically fight, repel, or bribe them).

    Manticore Marrow Powder:This substance may be used at any time during the game. When used, the marrowpowder will restore up to 25 hit points (cannot exceed 100 total hit points).Special Note: The healing benefits of manticore marrow powder are doubled (50 hit points) when you have a chi-

    mera eye ring (special item) in your possession.

    Newt Tail Tonic: This substance may be used at any time during the game. When used, the tonic will restore up to10 hit points (cannot exceed 100 total hit points).

    Plague Saint Elixir: This elixir may be used at any time during the game. When used, the elixir will remove up to5 sick points (cannot drop sick points below 0).

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    Alchemical Substances Continued:

    Saintlarch Sap: This substance is used during a foe encounterthat is specifically against a hag or an imp. Use of this substance

    adds a +4 to your attack versus a hag or an imp. Though typi-

    cally applied to a weapon, it is not required that you have a

    weapon in your possession to use saintlarch sap.

    Skullbane: Use skullbane during a foe encounter that is againsta foe that can be repelled by this alchemical substance (notably

    skeletons, zombies, and fallen champions). Using the substance

    causes the targeted foe to instantly flee from your presence,

    avoiding combat with you at all costs. X through the foe's

    symbol on the maze after using this substance.

    Star Mage Incense: You may use this alchemical incense asyou enter one of the 20 magical portals in the maze. When theincense is used, pick the exact portal that you wish to exit from

    rather than randomly rolling to determine the portal that you will

    be exiting out of.

    Swine Grub Liver Oil: You may use this alchemical oil duringa chosen mushroom encounter. Instead of consuming the mush-

    room (and thus accepting its effects, good or bad) before rolling

    the dice for the mushroom effect, you can use this oil to deter-

    mine the effects beforehand. Use of the oil allows you to choosewhether you want to consume the mushroom (and thus gain/

    suffer its effects) or not.

    War Thorn Ale: This substance may be used at any time during the game. When used, the ale will restore up to15 hit points (cannot exceed 100 total hit points).

    Witchroot Elixir: This substance may be used at any time during the game. When used, this elixir will removeall sick points, thus reducing your sick point score down to 0.

    Things Are About To Get Worse Much Worse!!!Just because you managed to crawl out of the wicked maze alive doesnt mean the

    journey is over amongst the treasures discovered below were old scrolls revealingthe existence of other foul labyrinths in the surrounding lands. With the discovery ofthese forgotten, forbidden places comes new challenges and threatsThe meddling of the star mages has invited the presence of tentacled nightmares fromplaces beyond the night sky. The hags and the imps have invited other fell creaturesinto the world. The pollutions of half hazard magic and bizarre fungi has transformedeven more creatures into ravenous, fanged monstrosities. Worst of all, the rulers havediscovered that these new labyrinths contain even greater treasure and they arewilling to risk anything and anyone to get to it.

    Get ready for what lies beyond the wicked maze

    Beyond The Wicked Maze: The upcoming free (yes, totally free!) expansion pack toExiles Of The Wicked Maze. This expansion pack includes new mazes, new foes, newtreasures, and a variety other new challenges for players of Exiles Of The WickedMaze.

    Watch for its release by liking Fishwife Games on Facebook. Coming in 2014.

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    Coins:

    From a single petty coin lying on the floor to a king's chest secured with a massive iron lock, the noble treasury

    of coins are available in a wide variety of quantities and conditions in the maze. When encountering a stash of

    coins, you will first roll the twenty sided die and consult the chart (shown on this page) for the exact condition/

    potential quantity that the coins are found in (example: a roll of 1 to 2 indicates a single coin, a roll of 10 to 11

    indicates a coin purse containing 1d20x3 coins, a roll of 16 to 17 indicates a locked chest holding 1d20x15 coins,etc.). In regards to finding such coins, there are two factors to pay attention to: quantity rolls and locked/unlocked

    condition. We will look at both aspects, starting with the nature of the coins being openly available versus being

    locked.

    Unless the roll for a finding of coins indicates that the resource of coins is locked, the coins found may be freely

    taken. However, should there be the notation that the finding is locked, along with a numerical score, then an at-

    tempt to unlock the source of coins is required in order to gain such treasure.

    Here's how this works:

    When you encounter a locked source of coins,

    you must be able to bypass the lock in order to

    actually get the coins to claim as treasure. Themost obvious way to go about this is to try to

    pick the lock. The initial way to do this is to

    roll the twenty sided die against the Locked

    score. If your roll is equal to or higher than the

    Locked score, you have succeeded and the treas-

    ure is yours. If you fail, you cannot pick the lock

    and you cannot gain the treasure that is inside. If

    you have a set of lock picks (special item), these

    picks will give you a +5 bonus to your dice rollagainst the Locked score. Another way to bypass

    the lock, if you have it, is to use the alchemical

    substance known as golem rust. One dose of

    this substance is good per a single lock.

    The next part of dealing with coins is determining the amount of treasure that you have managed to acquire. If

    you happen to find a single coin lying in floor, the amount is easy: 1 coin. Simply add that 1 coin to your inven-

    tory score of coins and you are good to go. If you find a larger amount, however, you will want to follow these

    rules concerning amounts of coins:

    Coins in larger amounts are determined by rolling your twenty sided die (noted as being 1d20) and multiplying

    this roll if such a multiplier is called for. Small cloth bags do not call for a multiplier, so when these are encoun-tered, simply roll the twenty sided die and record the rolled number (example: a roll of 17 indicates that 17 coins

    were found). For larger finds, such as cracked wooden boxes, medium sized chests, etc., you will want to roll the

    dice and then apply the indicated multiplier. For example, a small locked chest contains 1d20x10 coins. If you

    were to roll an 11 on the twenty sided die, then you would multiply 11 x 10, for a total find of 110 coins.

    When you have determined the amount of coins that you have recovered per coin encounter, record that amount

    in the coins carried section of your character sheet. Though findings of coins tend to be less valuable than other

    treasures, you can carry as many coins as you like.

    Roll: Coins:

    1 to 2 Single coin lying on the floor (1 coin)

    3 to 6 Small cloth bag (1d20 coins)

    7 to 9 Leather purse (1d20x2 coins)

    10 to 11 Peddler's coin purse (1d20x3 coins)

    12 to 13 Cracked wooden box (1d20x5 coins)

    14 to 15 Wooden merchant's chest (1d20x7 coins)

    15 to 16 Small chest, Locked: 10 (1d20x10 coins)

    16 to 17 Medium chest, Locked: 12 (1d20x15 coins)

    18 to 19 Large chest, Locked: 15 (1d20x20 coins)

    20 King's chest, Locked: 18 (1d20x25 coins)

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    Cursing Eye:

    Created as a means of keeping guard of the royal

    treasures, cursing eyes cause damage to anyone car-

    rying loose gemstones on their persons. Unlike haz-

    ards and foes, these eyes remain in place, continually

    causing damage anytime a soul passes by. The onlyway to destroy the presence of a cursing eye is to be

    in possession of a scoundrel pebble (special item).

    Hurling this item into the center of the eye will in-stantly destroy the presence of these threats. Another

    way to get around a cursing eye's harm if you have

    gemstones on hand is to drink a dose of demon hive

    mead (alchemical substance) before passing through

    the presence of one of these floating, glaring eyes.

    If you are able to destroy a cursing eye with a scoundrel pebble, then you will X the eye's symbol out. Other-

    wise, cursing eyes are never X'd out, even if you pass through one under the influence of demon hive mead.

    What this means, essentially, is that the very same cursing eye can cause damage to you over and over again, foras many times as you need to pass through its presence.

    In the event that you have to pass through the eye with loose gemstones in hand, you loose an amount of hitpoints equivalent to the total amount of loose gemstones in your possession. For example, if you happen to have

    3 agates, 2 garnets, 1 peridot, and 2 diamonds, you will loose 8 hit points when you pass through the presence of

    a cursing eye.

    If you are very low on hit points, you have the option of dropping some or all of your gemstones before passing

    through the presence of the eye. However, if you do so, you loose these gems forever, as they cannot be regained.

    The maze is full of other desperate exiles, and most are quite eager to snatch up the gems that you have so

    willingly left behind.

    ABOUT THE ARTIST:DAN (SMIF) SMITH

    Dan Smith, also popularly known as Smif,is a legendary artist, illustrator, and gamedesigner/developer in the traditional tabletop gaming industry. Dan is a 1997 OriginsAward winner for his artistic contributionsto the role playing game In Nomine. Danhas worked on many other popular titlesover the years, including (but not limited to)

    GURPS and Illuminati: New World Order bySteve Jackson Games. Dan is the creator,rules developer, and artist of the cardgames Battle Of The Bands and King OfCrime.Dan is currently touring the North Americaconventions as he promotes his new comicbook series, Armageddon Hell.

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    Foes:The foe symbol is perhaps one of the most important symbols on the map when it comes to potential harm to your

    character. Foes represent a wide variety of monsters and enemies, from fanged toads and zombies to dark acolytes

    and desperate prisoners such as your own self. Though fighting every foe you encounter is the primary action,

    some foes can be avoided by other means.

    If you choose to fight a foe, you will engage in a round of combat. The rules regarding combat will be discussed ina moment. If you choose to use a method to try to avoid a fight, this method must be chosen before you engage in

    combat rolls against a foe. Once you have started to fight a foe, the fight continues until one of you is dead.

    Typically, only a few foes can be avoided in regards to combat. Such foes that can be avoided usually demand a

    bribe or to be repelled. Look at the Special section of the foe chart to see if a particular foe will accept a bribe or be

    repelled. Foes that have Repel: Skullbane can be repelled by using a dose of the alchemical substance skullbane. A

    foe that has Bribe: Meat can be bribed by an offering of swine grub meat (which you have to kill a swine grub to

    get). Both the options of repel and bribe naturally require that you have a particular item that you are carrying and

    that you be willing to use it or give it away. In case of repelling certain undead monsters, you must have a dose of

    skullbane (alchemical substance) and be willing to use it. In the case of a bribe, you must have the certain type of

    object and be willing to give it away to be left in peace. If you choose either of these options, the item used is re-

    moved from inventory and the foe encounter's symbol is X'd out on the map as though you had defeated the foe

    by means of combat.

    Another way to get around any foe is through the use of a dose of invisibility dust (alchemical substance). If you

    choose to use a found dose of this alchemical substance, remove it from your inventory and X out the foe en-

    counter's symbol on the map.

    If fighting is your preferred or only option, then it is time to learn how combat works in this game. Each foe has

    their own Difficulty score and their own Damage score, which are shown on the foe chart. When you attempt to

    slay a foe, you roll the twenty sided die and attempt to make a roll that is equal to or greater than the difficulty

    score of the foe. If you succeed, the foe is dead and combat is over. If you fail, you take an amount of damage toyour hit points that is equal to the damage score of the foe. Combat continues at this point, requiring you to con-

    tinue rolling against the difficulty score of the foe until you have made a roll that is equal to or greater than the dif-

    ficulty score. Each time you roll under this score, the damage is once again taken off your hit points. If your hit

    points drop to 0 or lower while trying to defeat a foe, you die and the game is over for your character.

    Roll: Foe: Difficulty: Damage: Special:1 Alchemist Scholar 13 7 Bribe: Alchemical Substance2 Carnivorous Sludge 15 7 Bribe: Meat3 Crypt Looter 12 6 Bribe: Royal Treasure4 Dark Acolyte 12 6 Bribe: Ceremonial Item5 Dire Rat 11 4 Sick:16 Fallen Champion 15 9 Repel: Skullbane7 Fang Toad 12 8 Bribe: Meat8 Fungal Shambler 14 8 Sick:19 Ghoul 15 8 Sick:2

    10 Hag 15 8 Bribe: Any Relic

    11 Imp 13 6 Bribe: Gem12 Minotaur 17 12 Carcass: Horns (1,000 coins)13 Mutant Arachnid 14 6 Sick:314 Prisoner 13 7 Bribe: Weapon/Armor15 Skeleton 12 5 Repel: Skullbane16 Swine Grub 10 4 Carcass: Meat (Heal:10)17 Toxipede 15 7 Sick:318 Wandering Statue 15 9 Carcass: Gem (Roll)19 Wizard Apprentice 11 7 Bribe: Wizard Tool20 Zombie 13 6 Repel: Skullbane

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    Foes Continued:Also, some foes can cause you to gain sick points as well. If the foe has a Sick score in the Special column of the

    foe chart, you add these sick points to your Sick Points score each time you are wounded by the foe. This is in ad-

    dition to the damage to your hit points. If your own sick points ever reach 30 or greater, you die and the game isover for your character.

    Having a weapon and a form of armor in your carried equipment inventory can drastically change the outcome ofcombat. A weapon's score is added to your dice rolls against the foe's difficulty and an armor's score allows for

    points to be removed from the hit point damage that you take. Armor generally does not protect against sick points,

    however, unless the armor score is equal to or greater than the total hit point damage that would have been taken-

    see the note below for more information on this.

    Note: If the armor score is greater than the total damage, then the adjusted amount is 0. Characters cannot gainhit points from attacks by simply having a greater armor score than the foe's damage score. Furthermore, any time

    that the armor score is equal to or greater than the total damage, thus dropping any amount of damage taken to 0,

    sick points are also negated to 0.

    Here's a quick example of how armor works: Suppose that you are carrying a spiked club (weapon: 3) and wearing

    a bear hide shirt (armor: 2). The spiked club will give you a +3 to each dice roll that you make against the diffi-

    culty score of a foe and the bear hide shirt will reduce 2 points off of the damage that you take each time the foewounds you.

    There are a variety of alchemical substances that can be used

    to also boost your rolls against a foe's difficulty or reduce the

    damage that you take from your hit points. The exact rules

    regarding these items are found in the notes detailing alchemi-

    cal substances.

    Some foes that have been defeated by means of combat leave

    behind a valuable item. These foes have a special Carcass

    note. In order to gain the treasure or valuable item that the car-cass note provides, you must have defeated the foe in combat

    and not handled the encounter by other methods (such asbribes, repelling, etc.). Information regarding the carcass finds

    are provided in the Special notes concerning each foe.

    The following entries contain the needed information about

    the Special rules regarding each foe in the maze.

    Alchemist Scholar:The alchemist scholar can be bribed withany variety of alchemical substance.

    Carnivorous Sludge:The carnivorous sludge can be bribedwith 1 unit of meat (which is taken from the carcass of a

    swine grub).

    Crypt Looter:The crypt looter can be bribed with any variety of royal treasure (relic item).

    Dark Acolyte:The dark acolyte can be bribed with any variety of ceremonial item (relic item).

    Dire Rat:The dire rat adds 1 sick point to your total current sick points any time it wounds you.

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    Foes Continued:

    Fallen Champion:Rather than fighting the fallen champion, you may choose to use 1 dose of skulbane(alchemical substance) from your inventory if you have it and choose to use this instead.

    Fang Toad:The fang toad can be bribed with 1 unit of meat (which is taken from the carcass of a swine grub).

    Fungal Shambler:The fungal shambler adds 1 sick point to your total current sick points any time it wounds you.

    Ghoul:The ghoul adds 2 sick points to your total current sick points any time it wounds you.

    Hag:The hag can be bribed with any variety of relic item (ceremonial item, royal treasure, or wizard tool).

    Imp:The imp can be bribed with any variety of loose gemstone.

    Minotaur:When a minotaur is slain in combat, it's carcass yields treasure in the form of horns. The horns of aslain minotaur are worth 1,000 coins and can be counted towards your fine. Each set of horns you recover is treated

    as 1 item (thus separate from other collected horns) and placed in your carried equipment.

    Mutant Arachnid:The mutant arachnid adds 3 sick points to your total current sick points any time it woundsyou.

    Prisoner:A prisoner can be bribed with any variety of weapon or armor.

    Skeleton:Rather than fighting a skeleton, you may choose to use 1 dose of skulbane (alchemical substance) fromyour inventory if you have it and choose to use this instead.

    Swine Grub:When a swine grub is slain in combat, it's carcass yields 1 unit of meat. This meat is added to yourcarried equipment and each additional unit of meat counts as a separate item. Swine grub meat is useful in using as

    a bribe against certain types of foes. If you wish, you may also consume a unit of swine grub meat, yourself. Doing

    such will heal up to 10 (with a maximum of 100) hit points. When you consume a unit of swine grub meat, remove

    that unit from your carried equipment.

    Toxipede:The toxipede adds 3 sick points to your total currentsick points any time it wounds you.

    Wandering Statue:When a wandering statue is slain in combat,its carcass (crumbled remains) yields 1 random gemstone. After

    you defeat a wandering statue, consult the gemstone chart and ran-

    domly roll 1 time for a gemstone.

    Wizard Apprentice:A wizard apprentice can be bribed with anyvariety of wizard tool (relic item).

    Zombie:Rather than fighting a zombie, you may choose to use 1dose of skulbane (alchemical substance) from your inventory if

    you have it and choose to use this instead.

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    Foes Continued:

    An Example Foe Encounter

    The best way to understand how a full round of combat works against a foe encounter is to look at an example.As such, one is provided

    Prita, our favorite exile, is wandering through the maze when her player runs across a foe encounter symbolblocking a desired path. As the player wants Prita to journey down the particular hall in question, the player

    decides to encounter the foe. The player rolls the twenty sided die and consults the foe encounter chart. The roll

    was a 9, which on the chart shows that Prita will be going up against a ghoul.

    The player quickly checks Prita's stats and carried equipment inventory. Prita currently has 100 hit points, 0

    sick points, and has a chain mail cape (armor: 3) and a sword (weapon: 5) in her possession. Feeling confident,

    the player decides to have Prita fight the ghoul.The combat round opens with the player rolling against the ghoul's difficulty score of 15. The player rolls a 4

    on the dice, and adds Prita's sword weapon bonus of 5 for a total of 9. Certainly not good enough. Since the roll

    was short, Prita takes damage. The ghoul's normal damage is 8 but Prita is wearing a chain mail cape with an

    armor score of 3. The armor score is subtracted from the typical damage, bringing the damage down to 5. The

    player knocks 5 points off of Prita's current hit points, bringing her down to 95. The ghoul has a sick value of 2,

    so Prita takes 2 sick points from this attack, bringing her sick score up from 0 to 2. Prita's armor is no good

    against sick effects.The player rolls again, with the twenty sided die landing on an 8. Adding in the weapon score of 5 brings the

    attack score up to 13, still not good enough. Prita takes another 5 points of modified damage, bringing her hit

    points down to 90. She also takes another 2 points of sickness, bringing her sick score up to 4.The player rolls a third time, with the die landing on a 3. Even with the modified weapon damage this is cer-

    tainly not good enough to slay the ghoul. As such, another 5 points of damage is suffered, bringing Prita down

    to 85 hit points. Prita's sick points are further increased, giving her a total of 6 sick points now.

    Frustrated, the player rolls again, but this time the die lands on a 14. The weapon score of 5 brings this up 19,

    beating the ghoul's difficulty score of 15 and thus slaying the ghoul. Since Prita was able to kill the ghoul with

    this attempt, she does not receive any more damage to her hit points or sick points.

    The combat round ends and the foe encounter is over. Prita limps away bleeding and nauseated with illness, but

    still quite alive and capable of facing further challenges ahead.

    (The Beloved Swine Grub)

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    Gemstones:Lying about the various nooks and crannies of the maze are loose gemstones. These shiny, beautiful bits of

    treasure are quite popular amongst loot seekers for a few reasons. First, like coins, gemstones do not count

    against the limits of carried equipment that you can have on your person. You can carry as many of these gems as

    you can find. Second, finding a single gemstone tends to yield a much greater value than finding a few coins.

    Third, gemstones can also be used to accomplish many other things. Some special items use them and imps will

    take them as a bribe.Gems are not an absolute perfect treasure, however, for carrying them on your person and passing through a

    cursing eye can cause you harm. Go back and consult the section on cursing eyes if you need more information

    about this.

    When you encounter a gemstone symbol in the maze, roll the twenty sided die and consult the chart. Your roll

    will determine what gemstone you get. The value of each individual gemstone, in coins, is presented beside the

    stone. For example, an agate is worth 10 coins and a jasper is worth 50 coins. Once you have rolled for the

    gemstone found, you are to X out the gemstone symbol that you encountered on the map. Even if you do not

    decide to keep the stone, you still must X out this symbol. Should you leave a gemstone behind, consider it lost

    forever (since it will be quickly stolen by someone else).

    ROLL: GEM:

    1 Agate (10)2 Amethyst (150)3 Aquamarine (80)4 Bloodstone (60)5 Citrine (120)6 Diamond (500)7 Emerald (200)8 Garnet (100)9 Jade (90)10 Jasper (50)11 Moonstone (140)12 Onyx (70)13 Opal (180)

    14 Pearl (170)15 Peridot (130)16 Rose Quartz (20)17 Ruby (250)18 Sapphire (300)19 Topaz (160)20 Turquoise (30)

    If you keep the gemstone, which is a most likely choice, you will record this stone on your character sheet. On

    the character sheet all of the 20 different types of gemstones found in the maze are listed with their values.

    Rather than having to write down the stone type and its value each time you find a stone, you simply change the

    quantity of the appropriate gemstone on your character sheet. As such, if you had 2 rubies already and you find

    another ruby, you will change the quantity to 3. If you had 0 emeralds before and you find your first, you will

    change the quantity to 1.

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    Hazards:Throughout the hallways and corridors of the maze are numerous hazards. Some of these are natural occurrences,

    such as a cave in of debris, while others are deviously placed traps. Though many hazards can cause wounds and/

    or sickness, handling hazards is different than dealing with foes.

    The best way to examine the hazards and what they do is to look at the hazard chart and the different sections.

    Each area is described below.

    Roll: As with other charts in this game, the roll column is reflected of a twenty sided die roll. When you first en-counter a hazard symbol on the chart, you make this roll and go from there.

    Hazard: This is the hazard name/type. Examples include chill blast sigil and spike pit.

    Difficulty:This numerical score represents how difficult a hazard is to avoid. When the exact type of hazard isdetermined, the character must attempt to get around the hazard. Unless the character has a special means of dis-

    arming or negating the hazard effect, the character must simply try to get around the hazard in question without

    setting it off and causing its negative effects.

    If the character is unable to otherwise disarm/negate the hazard, then they must try to get around the hazard by

    this method. In order to do this, roll the twenty sided die. If the die roll is equal to or greater than the difficulty

    score, the character has successfully gotten around the hazard without harm or otherwise experiencing its effects.If the twenty sided die roll is less than the difficulty score then the hazard goes off and the character must

    suffer the effects of the trap.

    Roll: Hazard: Difficulty: Effect: Special Disarm/Negate Notes:

    1 Blade Eater Rune 13 Destroy: All Carried Weapons Disruption Crystal Disarms/Negates

    2 Blistering Mildew 13 10 Damage to Hit Points, Sick: 7 Fire Giant Dandruff Disarms/Negates

    3 Blood Fly Swarm 11 10 Damage To Hit Points Fire Giant Dandruff Disarms/Negates

    4 Burning Cobble Stones 11 15 Damage To Hit Points Featherwalk Boots Disarms/Negates

    5 Casket Flukes 12 3 Damage To Hit Points, Sick: 4 Fire Giant Dandruff Disarms/Negates

    6 Chill Blast Sigil 14 15 Damage To Hit Points Disruption Crystal Disarms/Negates

    7 Falling Rubble 14 20 Damage To Hit Points Featherwalk Boots Disarms/Negates8 Hag Ticks 15 Doubles Current Sick Points Everpure Wand Disarms/Negates

    9 Itching Vines 11 Sick: 1 Fire Giant Dandruff Disarms/Negates

    10 Nature Scorn Sigil 12 Destroy: All Carried AlchemicalSubstances

    Disruption Crystal Disarms/Negates

    11 Parasitic Spores 14 Sick: 3 Everpure Wand Disarms/Negates

    12 Pauper's Sigil 12 Destroy: All Carried Coins Disruption Crystal Disarms/Negates

    13 Plague Fog 15 Sick: 5 Everpure Wand Disarms/Negates

    14 Rustleech Rune 13 Destroy: All Carried Armor Disruption Crystal Disarms/Negates

    15 Septic Ooze 12 Sick: 2 Everpure Wand Disarms/Negates

    16 Spider Swarm Cobweb 14 5 Damage To Hit Points, Sick: 5 Fire Giant Dandruff Disarms/Negates

    17 Spike Pit 12 25 Damage To Hit Points Featherwalk Boots Disarms/Negates

    18 Viper Pit 11 10 Damage to Hit Points, Sick: 7 Featherwalk Boots Disarms/Negates

    19 Warrior's Curse Rune 12 Destroy: All Carried Weapons andArmor

    Disruption Crystal Disarms/Negates

    20 Whip Roots 13 8 Damage To Hit Points Featherwalk Boots Disarms/Negates

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    Hazards Continued:

    Effect: All hazards have one or more effects. Some of these cause damage to hit points while others increase thesick points of the character. As with other similar events, the character dies if their hit points reach 0 or below ortheir sick points reach 30 or more. Though some hazards cause either sick points or loss to hit points, many can

    cause both.

    One special note of importance is in regards to the hazard hag ticks. Rather than causing a specific number ofsick points, hag ticks doubles the current amount of sick points that a character already has. Therefore, if a char-

    acter has 0 sick points, then no additional sick points are gained. However, if the character currently has 15 or

    more sick points, then the doubling of these points is enough to immediately kill the character.

    Instead of causing sickness or wounds, some hazards destroy things that the character is carrying. For example,

    setting off a warrior's curse rune will instantly destroy any and all weapons and armor that the character has intheir possession while the pauper's sigil instantly destroys all coins that the character is carrying.

    Special Disarm/Negate Notes: All hazards have a means of being disarmed. Doing as such, however, requirespossession of a specific alchemical substance or special item. The specific item/substance that is needed to dis-

    arm/negate the hazard is listed in this section. If the character happens to have the substance or item in their car-

    ried equipment then they may use it (if they so choose) prior to trying to get around the trap (by rolling against

    the difficulty score). Using the substance/item will instantly disarm the trap, rendering it harmless.

    Once you have encountered a hazard then you need to X out the hazard symbol that you are at on the maze

    map.

    Portals:Scattered across the maze are twenty different magical portals. Each of these portals are numbered (1 to 20) and

    entering through one portal will cause you to randomly exit through another one. Unlike many symbols on the

    map, portals are never X'd out. As such, the same portal may be used more than once during a game.

    If you choose to use a portal, roll the twenty sided die when you enter the portal. If the rolled number is the exact

    same number as the portal that you just entered then you will need to roll again. The number that you rolled is the

    number of the portal that you will exit from (so if you entered portal 9 and rolled an 18 you will exit out of 18).

    Although you do not X out portals, there is one important limitation to their use. You cannot immediately re-use

    a portal that you have exited out of until you have entered into another portal.

    Therefore, if you exit out of a certain portal and don't like the surroundings that you are going to face, simply re-

    entering the portal you immediately left and going somewhere else is not an option. Once you have made use of

    another portal by entering it, however, you may once again re-enter a portal that you exited prior.

    Here's an example: Prita entered portal 9 and her player rolled a 2, causing Prita to exit portal 2. Prita checks out

    the immediate hallways and realizes that there's a foe close by as well as a hazard. While it might seem desirable to

    simply re-enter portal 2 and go somewhere else, Prita cannot do that just yet. Prita works her way through the mazeand eventually enters Portal 15, taking her this time to portal 19. Since Prita has used another portal since leaving

    portal 2, Prita will be allowed to re-enter portal 2 (and then exit somewhere else) should Prita end up at portal 2

    again.

    While the choice of an exit portal is typically determined by the random roll of the die, a couple of objects in the

    game can help sway this outcome. Using a dose of star mage incense (alchemical item) as you enter a portal will

    allow you to exit anywhere you choose. Having a star mage compass (special item) will allow you to choose

    between two possible random exits instead of simply being stuck with one.

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    Mushrooms:Growing in the damp corners of the maze are fertilemounds of mushrooms. These fungi come in an endless

    variety of colors, sizes, and shapes. As they have been

    tainted by the pollutants of weird magic, the fungi found

    here remains a mystery to even the wisest of experts. Al-chemists often send their best scholars into the maze in an

    attempt to better study the various properties of the mush-

    rooms. Regardless of such research, mushrooms still re-

    main a mystery.

    While many of the mushrooms in the maze can either heal

    wounds or cure sickness, others can cause further damage

    to your hit points or introduce more toxins to your body,

    thus increasing sick points. Since you usually cannot know

    what the value of a randomly picked mushroom is until

    after you have eaten it, these colorful fungi are usually best

    avoided unless you are severely wounded/sick and have

    little left to lose.

    Roll: Mushroom Effects:1 Remove (up to) 15 Sick Points

    2 Remove (up to) 10 Sick Points

    3 Fully Heal to 100 Hit Points

    4 Sick Points Are Reduced to 0

    5 Remove (up to) 5 Sick Points

    6 Take 10 Damage to Hit Points

    7 Add 5 Sick Points

    8 Add 3 Sick Points

    9 Add 8 Sick Points

    10 Heal (up to) 25 Hit Points

    11 Heal (up to) 40 Hit Points

    12 Heal (up to) 35 Hit Points

    13 Add 12 Sick Points

    14 Heal (up to) 30 Hit Points

    15 Heal (up to) 20 Hit Points

    16 Heal (up to) 45 Hit Points

    17 Take 25 Damage to Hit Points

    18 Heal (up to) 15 Hit Points19 Take 20 Damage to Hit Points

    20 Add 10 Sick Points

    There are a couple of things that can be found in the maze that will help you identify the properties of a mush-

    room before consumption. Using a dose of swine grub liver oil (alchemical substance) on a mushroom will helpdetermine the mushroom's properties before consuming it. Likewise, if you happen to be lucky enough to come

    across a mummified swine grub's tongue (special item) then you will able to always determine the properties of a

    mushroom beforehand as long as you keep the tongue in your possession.

    After you choose to identify and/or consume a mushroom you will X out the symbol of the mushroom that you

    have encountered on the maze map.

    If you choose to consume a mushroom (or at least examine it beforehand) then roll the twenty sided die andconsult the mushroom effects chart to find out what the mushroom does to you (or can do to you).

    Just because minotaurs are cool doesn't mean that maze games have

    to be stuck in the realm of sword and sorcery! The crazy author be-

    hind this mess is currently playing around with the idea of creating

    similar maze games for a wide variety of different genres, from ga-

    lactic death prisons to the sadistic ruins of a burnt out, post apoca-

    lyptic city! Before these dreams can become a reality, however, the

    sales of Exiles From The Wicked Maze have to make the time andeffort feasible for Fishwife Games. So, do you want to see more 1

    player gaming action of this kind? If so, get the word out about Ex-

    iles Of The Wicked Maze and encourage your friends to buy this

    product! Get on facebook, like Fishwife Games, and tell others

    about our humble little maze driven hack and slash efforts!

    Want To See This Craziness Done Up In Space Age Glitter!?!

    Or With A Chainsaw!?!

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    Random Encounters:Spread throughout the halls of the game map is an

    abundance of question mark shaped symbols. These

    symbols represent a random encounter type. Random

    encounters add to the excitement and challenge of the

    maze because there is no way of knowing exactly what

    type of encounter you will find until you actually crossone. Some of these encounters may be foes or hazards

    while others may end up being treasure or a useful

    item.

    Roll: Random Encounter:1 to 2 Alchemical Item3 to 6 Coins7 to 8 Foe9 to 10 Gemstone

    11 Hazard

    12 to 14 Mushroom15 Relic Item: Ceremonial Item16 Relic Item: Royal Treasure17 Relic Item: Wizard Tool18 Special Item

    19 to 20 Weapons/Armor

    When you decide to investigate a random encounter, you will roll the twenty sided die to determine what type of

    actual encounter the random encounter represents. After the exact type has been determined by the dice roll you

    will then roll on the appropriate chart to finish with the encounter.

    Here's an example: Prita is wandering down a darkened corridor of the maze when she comes across a randomencounter. Her player decides that Prita will further investigate this encounter and rolls the twenty sided die, for a

    die roll of 8. Prita's player checks the random encounter chart and notes that the random encounter that Prita is

    checking out is a foe encounter. Prita's player then goes to the foe chart and rolls the twenty sided die again. The

    die lands on a 19. It looks like Prita will be going up against a wizard apprentice.

    Once you have finished with investigating/interacting with a random encounter you need to X out that

    particular random encounter symbol on the maze map.

    Relic Items:Located in various areas throughout the maze is a wide variety of ancient relics. Many of these relics are consid-

    ered to be quite valuable, and are often sought out by other wanderers of the maze. There are three different types

    of relic items: ceremonial items (also called ceremonial fetishes), wizard tools, and royal treasures. Regardless of

    category, all of these items are useful in regards to collecting a sufficient amount of treasure needed to pay your

    fine to get out of the maze. These items are cumbersome, however, and every single relic item that you locate

    counts as 1 individual item in your carried equipment inventory. As such, it might actually be wise to drop alesser valuable item from time to time when you happen to come across an item of greater worth.

    Having relic items in your possession is also beneficial when it comes to bribing some of the foes that youencounter. Some of these foes may be willing to let you leave in peaceful in exchange for an item of a particular

    relic category. Dark acolytes will accept ceremonial items as a bribe, wizard apprentices will accept wizard tools,

    and crypt looters will accept a form of royal treasure as a bribe. Hags, on the other hand, will accept any relic

    item from any category as a worthy bribe.

    When you encounter a relic symbol on the map, you will need to first roll the twenty sided die to see what

    category of relic item you have found. As you can see by the included chart, a roll of 1 to 6 results in finding a

    ceremonial item, a roll of 7 to 12 results in finding a wizard tool, and a roll of 13 to 20 results in finding a royal

    treasure.

    Roll: Relic Type:

    1 to 6 Ceremonial Fetish

    7 to 12 Wizard Tool

    13 to 20 Royal Treasure

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    Relic Items Continued:After you know the category of relic items, roll the twenty sided die again. Consult the appropriate category col-

    umn on the main relic item chart to find out which item you have found. The value in coins for that item is pro-

    vided beside the item. Example: An animated bookmark (200) is worth 200 coins.

    Once you have finished investigating a relic item symbol on the map you will need to "X" out that symbol before

    moving on.

    ROLL: CEREMONIAL FETISH: WIZARD TOOL: ROYAL TREASURE:

    1 War Mask (900) Flying Broom (900) Signet Ring (2,000)

    2 War Drum (650) Crystal Ball (950) Diamond Bracelet (1,750)

    3 Sacrificial Blade (700) Wizard's Hat (50) Golden Arm Band (300)

    4 Mummified Hand (750) Mage Wand (450) Pearl Earrings (400)

    5 Elder Totem (850) Elemental Staff (850) Queen's Necklace (1,400)

    6 Blood Bowl (600) Magic Tome (400) Sapphire Pendant (1,200)

    7 Ivory Censer (550) Scroll Case (150) Noble Crown (3,000)

    8 Shrunken Head (500) Golem Quill (550) Emerald Brooch (800)

    9 Golden Idol (1,000) Archmage Robe (350) Silver Chalice (200)

    10 Smiting Rod (350) Mortar And Pestle (100) Royal Orb (500)

    11 Bone Flute (300) Witch Pot (500) Bejeweled Scepter (750)

    12 Dark Goblet (800) Spectral Spectacles (800) Princess Tiara (2,500)13 Spirit Pipe (200) Illusionist's Prism (250) Noble Robe (150)

    14 Protective Amulet (250) Animated Bookmark (200) Fur Hat (100)

    15 Warlock's Talisman (400) Imp Cage (300) Jewelry Box (350)

    16 Rain Stick (50) Everfilling Flask (650) Plumed Quill (30)

    17 Stone Calendar (950) Musing Mirror (700) Ivory Bowl (250)

    18 Fertility Statue (450) Philosopher's Stone (1000) Silk Scarf (50)

    19 Dream Catcher (100) Wizard's Pipe (600) Ballroom Tapestry (900)

    20 Needle Doll (150) Everglowing Lamp (750) Silver Clasp (1,000)

    Special Items:Some of the most sought after objects in the maze are the special items. Though these items carry no value in re-gards to paying your fine, many of these items are what it takes to stay alive and meet your goal of getting out of

    the maze.Special items are represented by an odd shaped maze symbol that resembles a light green stone sitting on an altar

    or stand. Whenever you encounter this symbol you will need to roll the twenty sided die to see what variety of

    special item you have found. The chart for this is located on this page.

    ROLL: Special Items: Benefit: Use During:

    1 Beggar's Palm Necklace Allows 1 Re-Roll (At Will) Per Coin Encounter Coin Encounter

    2 Chimera Eye Ring Doubles Healing Power of Manticore Marrow Powder Use of Alchemical Substance

    3 Conjurer's Amulet Roll 2 Times For Foe, Choose Preferred One Foe Encounter

    4 to 5 Disruption Crystal Disarms/Negates Certain Hazards Hazard Encounter

    6 Dwarven Luck Stone Roll 2 Times For Gem Encounter, Choose PreferredOne

    Gem Encounter

    7 Etherweave Sack Carry 5 More Items, Can Only Be In Contact With 1Sack

    Any time

    8 to 9 Everpure Wand Disarms/Negates Certain Hazards Hazard Encounter

    10 to 11 Featherwalk Boots Disarms/Negates Certain Hazards Hazard Encounter

    12 to 13 Lock Picks Bonus of +5 Versus Picking Locks Coin Encounter with Lock

    14 Looter's Cowl Bonus of +5 Versus Hazards Hazard Encounter

    15 Mage Bow Weapon:10, Disabled: Use Ruby and Sapphire toActivate

    Foe Encounter (As Weapon)

    16 Medicine Bag Changes 1 Gem into (up to) 15 Hit Points of Healing Any time

    17 Scoundrel Pebble Destroys/Negates Cursing Eyes Cursing Eye Encounter

    18 Star Mage Compass Roll 3 Times For Portal Exit, Choose Preferred One Portal Encounter

    19 Swine Grub Tongue Always Know Mushroom Type Mushroom Encounter

    20 Transmuter's Bag 2 Gems Become Random Gem Any time

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    Special Items Continued:

    Once you have determined the item you will need to read about the item's exact properties. Also, if you wish to

    keep the item then you will need to add the item to your character's carried equipment since all special items arecumbersome.

    Note: In the event that you find an etherweave sack (and do not already have one), placing this sack in your car-

    ried equipment will open up the five additional slots for items on your character sheet. In the event that you al-ready have an etherweave sack and you find another one, you will loose your current sack, the sack you found,

    and any items you were carrying in the sack you had. See the rules on etherweave sacks for more information.

    As you will notice, the special benefits are briefly listed on the chart. While this gives you an easy go to refer-

    ence for what a special item does, a much better detailed description for each single item is provided in this sec-

    tion of the rule book. There is also a section that shows you when you can use the item. The use of some itemsare limited to certain encounter types only while others can be used at any given time.

    Regardless of whether or not you decide to keep the special item that you found, you must mark an "X: over the

    current special item symbol (on the map) that you are investigating when you are finished. If you leave the spe-

    cial item (or another item in its place) behind, there is no guarantee (or chance) of you finding it again.

    The following notes provide greater detailed rules about each special item type.

    Beggars Palm Necklace:The beggar's palm necklace is a magical device that literally allows looters and exilessuch as yourself the ability to "wish" greater findings of coinage. When you have this in your possession youhave a greater advantage when making rolls during coin encounters. If you are unhappy with your roll of the coin

    encounter, you are allowed to make 1 re-roll. Once you've made this second roll you may "keep" the preferred

    roll of the two and go from there. Note: If you roll the same coinage option twice (example: rolling a leather

    purse twice) then you are stuck with that one option.

    Example: Prita has a beggar's palm necklace on her possession and her player comes across a coin symbol on the

    maze map. The player decides that Prita should investigate. The player rolls a 4, indicating that all Prita found

    was a small cloth bag containing 1d20 coins. As the player would prefer to see Prita find a much greater amount

    of coins, the player rolls again. This time the roll is a 13, indicating a cracked wooden box holding 1d20x5 coins.

    The player decides to keep the second roll over the first. After this decision the player rolls for total amount ofactual coins found.

    Chimera Eye Ring:The chimera eye ring doubles the healing power of any manticore marrow powder(alchemical substance) that you have in your possession. As such, when the chimera eye ring is in your posses-

    sion and you use this alchemical item, you gain up to 50 hit points instead of the normal 25.

    Conjurers Amulet:The conjurer's amulet is a powerful magical item that allows you to choose between twopossible foes instead of being stuck with one. When this item is in your possession, roll twice whenever you en-

    counter a foe symbol. Choose the preferred foe. Note: If you roll the same foe twice then you are stuck with that

    particular foe type.Example: Prita has the conjurer's amulet in her possession and her player comes across a foe symbol on the maze

    map. The player needs Prita to journey further down the hall so an encounter with a foe is inevitable. The player

    rolls an 8 the first time, revealing the first foe to be a Fungal Shambler. The player then rolls a 12 for the second

    roll, revealing the second foe option to be a minotaur. Not wanting to risk a battle with a minotaur, the player de-

    cides that Prita will go up against the fungal shambler instead. The fungal shambler remains and the minotaurdisappears.

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    Special Items Continued:

    Disruption Crystal:The disruption crystal is a most desirable item to have when dealing with a variety of haz-ards, particularly the magical traps. Having this crystal on hand will allow you to instantly disarm/negate the ef-

    fects of certain hazards. Please refer to the section on hazards to refer to which hazards in general that possession

    of the disruption crystal disarms.

    Example: Prita has the disruption crystal in her carried equipment and her player comes across a hazard symbolon the maze map. The player rolls the die and determines that Prita has come across a Blade Eater Rune. The

    cursed rune glows and pulses before Prita, waiting to be deactivated when she tries to pass around it. Rather than

    trying her chances Prita simply pulls the disruption crystal from her sack and waves it around in front of the

    magical rune trap. Bolts of erratic energy burst forth from the crystal, consuming the glowing rune. A large ex-

    plosion fills the corridor, destroying the presence of the magical hazard in a thundering blast. As the sparks and

    ozone scented smoke dies away, Prita places the crystal back in her sack and journeys forward, satisfied that thatthe area is now safe from the effects of the magical rune.

    Dwarven Luck Stone:The dwarven luck stone is a magical device that shares its origins with the beggar's palmnecklace. When you have this item in your possession you have the ability to "wish" for a better option when en-

    countering loose gems (via the gemstone symbol on the map). With this item in your possession of carried equip-

    ment, you are allowed two rolls anytime you come across a gemstone symbol. Keep the preferred one as the

    found gem.Example: Prita has the dwarven luck stone on her person and her player comes across a dwarven luck stone on

    the maze map. The player rolls the twenty sided die, revealing a 17, which is a ruby worth 250 coins. Since thedwarven luck stone is in Prita's possession the player rolls again, this time a 14, which is a pearl worth only 170

    coins. Since the ruby is worth much more, the player decides that the possession of this ruby will be Prita's

    "wish" upon the stone. The wish is granted and the ruby is Prita's. The player adds it to her list of found gem-

    stones.

    Etherweave Sack:Of all the possible special items to acquire, the etherweave sack is arguably one of the mostuseful in the game. Possession of this sack allows you to use the five additional carried equipment slots on your

    character sheet. These are the ones reserved for storage in the etherweave sack.

    While having an etherweave sack can be a major game changer in regards to hauling cumbersome items around,

    there is some degree of risk once you have this item. No two etherweave sacks can be within close proximity ofone another. They do not have to even touch one another, they just merely need to be close enough. Once this

    happens, both sacks are destroyed in a flash of light. Furthermore, anything stored in either of the sacks are also

    instantly destroyed. As such, any item listed on the etherweave sack spaces on the character sheet is destroyed.

    Should the character be carrying an etherweave sack and discover another one when investigating a special item

    symbol on the map, this is considered to be close enough to destroy both sacks (and property within).

    Heres an example: Prita is carrying around an etherweave sack and inside this sack is a disruption crystal and a

    royal orb. Pritas player comes across a special item symbol while exploring a section of the maze and decides tohave Prita investigate. The player rolls the die for the special item type and the roll reveals another etherweave

    sa