User Guide
R & R
After a hard day in the Proving Grounds, every adventurer looks forward to a
refreshing stay in a first-class hotel. Unfortunately, there is nothing remotely
resembling a first-class hotel in the Castle, so weary travellers have to settle for the
Adventurer's Inn. Derf stumbles in and sacks out on a cot for 10 gp a week. Oops, no
money. I'll Pool the team's gold for him. Um, 65 gp left over from out outfitting at
Boltac's plus the 36 gp we got from the monsters only yields 101 gp. Derf was hurt 4
hit points, so it takes 4 weeks and 40 gold pieces. ouch. Next is Thomas the Fair. I
see why they call him the Fair, he escaped the encounter without a scratch. He can
get some free rest in the stables. I'll have to Pool gold (61 gp) for Prior Sebastion,
though. He was so busy saving Derf's life with DIOS spells, that he could not heal
himself. He needs 4 weeks also and the Inn soaks up 40 more of our meager gold
pieces. Snatch is even in worse shape than Prior Sebastion. He is down to 1 hit point
from 8 and will take 7 weeks to heal, but the teams only got 21 gp left. Well, two
weeks worth of recuperation is better than nothing. Snatch is now healing back to 3
out of 8 of his hit points and will really have to be protected on the next foray. Let's
hope we don't come across any monsters that can cast spells into our back ranks. The
team also did a great job of protecting Alfredo and Gabriella. They emerged without
a scratch, so they will join Thomas the Fair in the stables for a quick nap.
More Tales to Tell
Ah well, look at the bright side! We're not flat broke. Why, we have this one shiny
gold piece between us! Let's all of us go to Gilgamesh's Tavern for some ale and I'll
tell you some real tall tales....
Magic
The acquisition and careful use of magic spells and items is of paramount importance
to the successful adventurer. In many situations, the right spell can mean the
difference between life and death.
Magic items range from potions and scrolls with limited effects to artifacts mentioned
in strategic arms limitation treaties. Some can actually be purchased in the Trading
Post as readily as your grocer sells you a can of cheese dip. But most of the really
important ones are found only after many hair-raising adventures in the depths of the
Maze.
Magic items may do one or more of the following:
Cast a spell or have magical abilities you may invoke.
Alter Armor Class
Change fighting ability
Protect against certain monsters or be helpful in killing them.
Be usable only by certain character classes.
When magical items are first discovered in the Maze, their true nature is not known.
Only bishops and the Trading Post can identify them. Even so, some items may have
hidden qualities that you'll have to discover for yourself.
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Proving Grounds of the Mad Overlord