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The Mysterious Skeleton is surprised, but quickly draws his weapon. It is bigger and most certainly stronger, than a regular skeleton. You still have the opportunity to escape. If you do so, remove 1 H P from your HIT POINTS and

turn to page 26

.

As the fight is about to start, the Mysterious Skeleton sets the boat adrift. You can no longer use it to pass.

Stay and fight:

MYSTERIOUS SKELETON HP 5

HEALTH RING

This small iron ring does not look much to the world – but you can add ONE (1) extra HP to your HIT POINTS as long as you wear it.

THE TRAP RING

All traps in the underground has a fail safe – and this little item makes it possible for you to save yourself, by using this fail safe!

You can only use it once, and only when you have triggered a trap. After using it, discard it from your item list.

ITEMS

THE LOCKPICK ITEM

The LOCKPICK is a small piece of metal, used to pick locks. It works on almost all the locks – however, you need to be careful! If too much force is used, the lock pick can break.

If you want to use your LOCKPICK, then roll the dice and add your HP -1 (without any weapon modifier). If the value is lower or equal to zero (0), then treat this as 1.

1 - 4 The door opens –

 go to page 35

.

5 The door can not be opened, even with this item. You can try to open it by force (

go back to page 34

) or leave it be (

go to page 26

).

6 The LOCKPICK breaks.

Remove it from your item list on your Character sheet. The door is still locked.

You can try to open it by force (

go back to page 34

) or leave it be (

go to page 26

).

MONSTER RING

The MONSTER RING is a very powerful item. All Monsters (Goblins, Skeletons, Death Warriors and even Chimeras) fear you and choose not to engage in combat.

Treat each fight against any of these beasts as a win.

However, it only works once. When you want to use it, treat the fight as a win and discard the item.

THE SECRET DOOR MAP

When searching for a secret door – this map always helps! At least once. You can only use it to look for a secret door and only when prompted to do so.

Use it as described in the text, and then discard it.

BOOK OF CLUES

The BOOF OF CLUES is an amazing collection of knowledge, collected through generations. In these pages you will find ONE CLUE. When you have read it, you can discard it (remove it from your Character Sheet).

After reading the book, INCREASE the value in your CLUE box and go to page 54.

GOBLIN BOMB

The GOBLIN BOMB isn’t really a bomb – it is a small medallion in the shape of one. But it keeps the Goblins at arms length.

As soon as a goblin sees you, they run away, screaming in fear. If you meet a Goblin, you immediately win the fight.

 POTIONS

HEALTH POTION

The HEALTH POTION adds TWO (2) HP to your H IT POINTS. Increase your HIT POINT value on the Character sheet and discard the item from your potion list.

You can not raise your HIT POINTS (HP) to a higher value than 6, with this potion.

ANTI-SKELETON POTION

The ANTI-SKELETON POTION is thrown at the Skeleton when it emerges from the shadows. Use it once on a Skeleton to have it disappear. Treat the fight as a win and discard the potion.

SKELETON KEY

The SKELETON KEY is an amazing item – all Skeletons vanish from the site!

As soon as you encounter a Skeleton – it instantly disappears. You do not have to fight any Skeletons as long as you carry this key and you immediately win the fight.

ROPE

A ROPE is necessary sometimes. Especially if you have ended up in a pit and can not get up. Or down! Use the rope as instructed in t he text.

DOUBLE HEALTH POTION

The DOUBLE HEALTH POTION adds FOUR (4) HP to your HIT POINTS. Increase your HIT POINT value on the Character sheet and discard the item from your potion list.

You can not raise your HIT POINTS (HP) to a higher value than 6, with this potion.

LUCKY STRIKE POTION

The LUCKY STRIKE POTION wins any battle!

If you feel that the fight is not going your way – drink this potion and be done with it! Treat the fight as a win and discard the item.

ANTI-MONSTER POTION

The ANTI-MONSTER POTION is thrown at a Skeleton, Goblin, Death Warrior or Chimera. Use it once on the monster to have it disappear. Treat the fight as a win and discard the potion.

FIGHT SKILL POTION

The FIGHT SK ILL POTION can be used in one battle of your own choice. Drink it during the battle, and you can add TWO (2) HP to your Fight skill modifier during this fight.

When the fight is over, the item is removed and your Fight skill is back to normal.

 WEAPONS

DAGGER

The dagger is a simple, but effective, weapon. It is common in the dungeon, mostly because it is small and light.

Modifier: HP +1

SWORD

A sharp sword might be the difference between life and death in the dark dungeon!

With this shiny steel weapon you have a much better chance of winning the battles against the evil monsters.

Modifier: HP +2

LUCKY TRAP POTION

All traps are not in perfect working order – and this potion takes that into consideration. At an instance where you triggered a trap, drink this potion and the trap will not be released.

Discard the item and follow the instructions.

FLYING POTION

Sometimes it is needed to defy gravity. Drink this potion and fly up when needed.

Since the dungeon usually has a low ceiling, only use this potion if you are prompted to do so.

MORNING STAR

The most powerful weapon you can carry: the morning star. A dangerous piece of metal, created for the knights of the Kingdom. First forged by the dwarves, later created by the King’s own black smiths.

Now, it is in your hands. No monster is strong enough for you now. Modifier: HP +4