The Roleplaying Game of Heroic Adventure in the - Mazes ...
The Roleplaying Game of Heroic Adventure in the - Mazes ...
The Roleplaying Game of Heroic Adventure in the - Mazes ...
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Golden Apples<br />
<strong>The</strong>se rare magical apples can only be found on<br />
special magical trees - which only grow on a few<br />
magical islands.<br />
Each time a character takes a golden apple from its<br />
tree and eats one <strong>of</strong> <strong>the</strong>se wonderful fruits, he<br />
receives one <strong>of</strong> <strong>the</strong> follow<strong>in</strong>g gifts. <strong>The</strong> gift must be<br />
chosen by <strong>the</strong> character himself – but <strong>the</strong> same gift<br />
can only be received once <strong>in</strong> an entire lifetime.<br />
Strength: Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Might.<br />
Dexterity: Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Skill.<br />
Cleverness: Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Wits.<br />
Fortune: Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Luck.<br />
Willpower : Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Will.<br />
Comel<strong>in</strong>ess: Ga<strong>in</strong> 1d3 po<strong>in</strong>ts <strong>of</strong> Grace.<br />
All attribute ga<strong>in</strong>s are permanent and cannot br<strong>in</strong>g<br />
an attribute over 18.<br />
<strong>The</strong>se fruits lose <strong>the</strong>ir magical power once <strong>the</strong>y fall<br />
from <strong>the</strong>ir tree. When such trees are met, <strong>the</strong>re will<br />
be 1d6 trees, each hold<strong>in</strong>g 1d6 edible apples.<br />
Hydra Head Potion<br />
When <strong>the</strong> user imbibes this rare and costly potion,<br />
extra heads sprout from his shoulders. One extra<br />
head is grown per dose consumed, which lasts for<br />
one hour.<br />
Each head beyond <strong>the</strong> first adds one opponent to<br />
<strong>the</strong> creature’s maximum number <strong>of</strong> opponents per<br />
round. Each extra head also gives +1 to <strong>the</strong><br />
character’s Initiative score and detection mod,<br />
mak<strong>in</strong>g him more difficult to surprise.<br />
A pair <strong>of</strong> human shoulders cannot support more<br />
than 3 heads. Each dose taken beyond this limit will<br />
simply <strong>in</strong>flict 1d6 Hits <strong>of</strong> damage to <strong>the</strong> dr<strong>in</strong>ker.<br />
Also note that each extra head gives a -4 penalty to<br />
Personal Charisma (and makes it impossible to<br />
pass <strong>in</strong>cognito).<br />
When found, Hydra Head Potion usually comes <strong>in</strong> a<br />
a small bottle conta<strong>in</strong><strong>in</strong>g 1d6 doses.<br />
Hyperborean Beer<br />
Each cup <strong>of</strong> this thick, golden-brown beer restores 1<br />
Hit to <strong>the</strong> dr<strong>in</strong>ker, up to his start<strong>in</strong>g Hits total.<br />
Each time a character dr<strong>in</strong>ks a cup <strong>of</strong> hyperborean<br />
beer, roll 1d6. If <strong>the</strong> result is 6, he suffers heavy<br />
<strong>in</strong>toxication and immediately loses 1d6 Hits – and<br />
will be unable to dr<strong>in</strong>k more Hyperborean beer for a<br />
number <strong>of</strong> days equal to <strong>the</strong> number <strong>of</strong> Hits lost.<br />
Barbarians are immune to this unfortunate sideeffect<br />
and can swallow unlimited quantities <strong>of</strong> this<br />
liquid (<strong>of</strong> which <strong>the</strong>y are usually quite fond).<br />
This beer is generally found <strong>in</strong> barrels that conta<strong>in</strong><br />
<strong>the</strong> equivalent <strong>of</strong> 24 cups.<br />
Le<strong>the</strong> Water<br />
Hydra Head Potion <strong>in</strong> Action!<br />
Dr<strong>in</strong>k<strong>in</strong>g a s<strong>in</strong>gle dose <strong>of</strong> this magical water will<br />
cause <strong>the</strong> immediate loss <strong>of</strong> one class level (and all<br />
related bonuses and benefits) unless a Mystic<br />
Fortitude roll is made.<br />
Level 1 characters cannot be reduced below <strong>the</strong>ir<br />
current level but will suffer complete amnesia,<br />
forgett<strong>in</strong>g all details about <strong>the</strong>ir personal lives<br />
(friends, family, <strong>the</strong>ir own names).<br />
Le<strong>the</strong> Water is generally found <strong>in</strong> small phials<br />
conta<strong>in</strong><strong>in</strong>g 1d3 doses.<br />
Mead <strong>of</strong> Poseidon<br />
Each dose <strong>of</strong> this greenish brew gives <strong>the</strong> ability to<br />
brea<strong>the</strong> and speak under water for <strong>the</strong> next hour.<br />
Multiple doses will <strong>in</strong>crease duration accord<strong>in</strong>gly.<br />
This dr<strong>in</strong>k is generally found <strong>in</strong> <strong>the</strong> form <strong>of</strong> small<br />
amphoras that conta<strong>in</strong> <strong>the</strong> equivalent <strong>of</strong> 6 doses.<br />
Mead <strong>of</strong> <strong>the</strong> Muses<br />
This magical, beer-like, honey-tast<strong>in</strong>g brew can help<br />
a tired Lyrist to refresh his poetic <strong>in</strong>spiration – but it<br />
is also extremely <strong>in</strong>toxicat<strong>in</strong>g.<br />
Each cup <strong>of</strong> <strong>the</strong> mead restores 2d6 Power po<strong>in</strong>ts to<br />
<strong>the</strong> Lyrist, without exceed<strong>in</strong>g his regular total – but if<br />
<strong>the</strong> rolled po<strong>in</strong>ts do take <strong>the</strong> character’s Power<br />
above its maximum, he will immediately collapse<br />
and fall <strong>in</strong>to a deeply enchanted sleep for a number<br />
<strong>of</strong> hours equal to <strong>the</strong> number <strong>of</strong> po<strong>in</strong>ts <strong>in</strong> excess.<br />
Moreover, each hour <strong>of</strong> this enchanted, Mead<strong>in</strong>duced<br />
sleep will cause <strong>the</strong> loss <strong>of</strong> 1d6 Power<br />
po<strong>in</strong>ts, as <strong>the</strong> Muses take back what <strong>the</strong>y have<br />
given to <strong>the</strong> hapless poet…<br />
When found, <strong>the</strong> Mead <strong>of</strong> <strong>the</strong> Muses usually comes<br />
<strong>in</strong> a small phial or flask conta<strong>in</strong><strong>in</strong>g <strong>the</strong> equivalent <strong>of</strong><br />
1d6 cups. If drunk by a character o<strong>the</strong>r than a Lyrist,<br />
<strong>the</strong> Mead will have <strong>the</strong> standard effects <strong>of</strong> alcohol.<br />
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