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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 />

40

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