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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Miscellaneous Items<br />
Amphora <strong>of</strong> Preservation<br />
Liquids stored <strong>in</strong> <strong>the</strong>se fabulous jars do not spoil.<br />
Poisonous or ta<strong>in</strong>ted liquids will be purified if stored<br />
with<strong>in</strong> it for 1d6 days. (Enc = 2)<br />
Ariadne's Ball <strong>of</strong> Tw<strong>in</strong>e<br />
This ord<strong>in</strong>ary-seem<strong>in</strong>g ball <strong>of</strong> pla<strong>in</strong>, non-descript<br />
tw<strong>in</strong>e can be used to f<strong>in</strong>d <strong>the</strong> exit to any labyr<strong>in</strong>th.<br />
Upon <strong>the</strong> utterance <strong>of</strong> <strong>the</strong> command word, <strong>the</strong> ball<br />
<strong>of</strong> tw<strong>in</strong>e, when dropped to <strong>the</strong> floor, will roll towards<br />
<strong>the</strong> nearest exit, leav<strong>in</strong>g a trail <strong>of</strong> tw<strong>in</strong>e beh<strong>in</strong>d it.<br />
<strong>The</strong> tw<strong>in</strong>e will not be able to pass through or over<br />
obstacles; <strong>in</strong>stead, it will take whatever detour is<br />
necessary to reach <strong>the</strong> exit. Only if <strong>the</strong>re is no way<br />
around an obstacle will <strong>the</strong> ball <strong>of</strong> tw<strong>in</strong>e stop roll<strong>in</strong>g.<br />
<strong>The</strong>re doesn't seem to be any limit to <strong>the</strong> amount <strong>of</strong><br />
tw<strong>in</strong>e wrapped around <strong>the</strong> ball, but any tw<strong>in</strong>e cut <strong>of</strong>f<br />
from <strong>the</strong> ma<strong>in</strong> l<strong>in</strong>e is just pla<strong>in</strong> tw<strong>in</strong>e. Once <strong>the</strong> exit<br />
has been found, repeat<strong>in</strong>g <strong>the</strong> command word will<br />
cause <strong>the</strong> tw<strong>in</strong>e to re-wrap itself around <strong>the</strong> ball.<br />
Sandals <strong>of</strong> Hermes: top speed & top style!<br />
Sandals <strong>of</strong> Hermes<br />
This pair <strong>of</strong> magical sandals has <strong>the</strong> same effects<br />
as Legg<strong>in</strong>gs <strong>of</strong> Speed, with which <strong>the</strong>y can be<br />
comb<strong>in</strong>ed for <strong>in</strong>creased speed (add +4 to Initiative<br />
and <strong>in</strong>crease Movement by two-thirds!).<br />
Siren’s Comb<br />
A decorative hair-comb, made from bone, with<br />
mo<strong>the</strong>r-<strong>of</strong>-pearl <strong>in</strong>lay. It carries <strong>the</strong> image <strong>of</strong> a<br />
woman-headed bird.<br />
This item is especially enchanted to resist a Siren’s<br />
power <strong>of</strong> Vocal Entrancement ; while worn <strong>in</strong> <strong>the</strong><br />
hair, it grants <strong>the</strong> wearer – and only <strong>the</strong> wearer -<br />
complete immunity to <strong>the</strong> Siren’s enchant<strong>in</strong>g songs.<br />
Any Siren who sees one <strong>of</strong> <strong>the</strong>se combs <strong>in</strong> <strong>the</strong> hair<br />
<strong>of</strong> her prey will become enraged, and physically<br />
attack <strong>the</strong> wearer; it is suspected that <strong>the</strong> bone from<br />
which <strong>the</strong> comb is made comes from a Siren sla<strong>in</strong><br />
for that purpose.<br />
Tunic <strong>of</strong> Fortune<br />
This garment adds +1 to <strong>the</strong> Luck mod <strong>of</strong> its wearer.<br />
Tunic <strong>of</strong> Nessos<br />
This cursed tunic appears as a beautiful reddish<br />
piece <strong>of</strong> cloth<strong>in</strong>g. Any character who puts it on will<br />
autiomatically suffer 1d6 Hits <strong>of</strong> damage per battle<br />
round until he is dead or <strong>the</strong> tunic is taken <strong>of</strong>f. <strong>The</strong><br />
victim is so wretched <strong>in</strong> pa<strong>in</strong> that he cannot remove<br />
<strong>the</strong> tunic himself, unless he makes a Danger<br />
Evasion roll (one try at <strong>the</strong> end <strong>of</strong> each round).<br />
Arrow <strong>of</strong> Infernal Direction<br />
This magical arrow will po<strong>in</strong>t <strong>the</strong> way to <strong>the</strong> nearest<br />
underworld entrance (with<strong>in</strong> 100 miles).<br />
Atlantean Wargalleys<br />
<strong>The</strong>se powerful warships are decorated with bronze<br />
dolph<strong>in</strong>s and fierce statues <strong>of</strong> Poseidon. <strong>The</strong>y are<br />
powered by a magical wood-burn<strong>in</strong>g copper boiler<br />
that turns 120 bronze oars. <strong>The</strong> crew <strong>of</strong> an<br />
Atlantean galley can be a m<strong>in</strong>imum <strong>of</strong> three: one<br />
steersman, one capta<strong>in</strong> and one eng<strong>in</strong>eer. Sails are<br />
not needed. Each galley is fitted with three large<br />
catapults. <strong>The</strong>se require <strong>the</strong>ir own crews. Atlantean<br />
galleys can row aga<strong>in</strong>st <strong>the</strong> w<strong>in</strong>d.<br />
Bag <strong>of</strong> W<strong>in</strong>ds<br />
Each <strong>of</strong> <strong>the</strong>se magical bags holds 2d6 po<strong>in</strong>ts <strong>of</strong><br />
W<strong>in</strong>d. Everytime <strong>the</strong> bag is opened by someone<br />
who knows its properties, <strong>the</strong> character will have to<br />
decide whe<strong>the</strong>r he wishes to spend 1, 2 or 3 po<strong>in</strong>ts<br />
<strong>of</strong> W<strong>in</strong>d, depend<strong>in</strong>g on <strong>the</strong> desired effect.<br />
When used on purpose, each po<strong>in</strong>t <strong>of</strong> W<strong>in</strong>d spent<br />
duplicates <strong>the</strong> equivalent magnitude level <strong>of</strong> Air<br />
Elementalism: thus, caus<strong>in</strong>g Swirl<strong>in</strong>g W<strong>in</strong>ds costs<br />
1pt, Talons <strong>of</strong> <strong>the</strong> W<strong>in</strong>d 2pts and Gale Fury 3pts.<br />
<strong>The</strong>se w<strong>in</strong>ds affect all characters and creatures <strong>in</strong> a<br />
radius <strong>of</strong> 20’ and <strong>the</strong>ir effects last for 1d6 battle<br />
rounds. All Danger Evasion rolls must be made<br />
aga<strong>in</strong>st a target number <strong>of</strong> 20.<br />
A s<strong>in</strong>gle po<strong>in</strong>t <strong>of</strong> W<strong>in</strong>d can also be used to propel a<br />
galley at top speed for 1d6 days.<br />
If <strong>the</strong> bag is opened wide by an unsuspect<strong>in</strong>g<br />
person, it will loose 1d3 po<strong>in</strong>ts <strong>of</strong> W<strong>in</strong>d per battle<br />
round until it is closed or emptied.<br />
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