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Heroic Adventure in the Corridors of Doom

1.0 Introduction
2.0 Game Equipment
3.0 General Course of Play
4.0 Winning the Game
5.0 Exploring the Deathmaze
6.0 Unusual Features
7.0 Monsters and Negotiation
8.0 Combat
9.0 Treasure
10.0 Traps
11.0 Wizards and Magic
12.0 Special Powers
13.0 Character Continuity
[1.0] Introduction [2.22] Room Chit with Special Feature
Door
Deathmaze is a game for one to six Players in
Special feature
which each Player controls the actions of one or Door
(trap door)
more adventurers exploring the depths of a
horror-filled catacomb in pursuit of glory and
gold.
[2.3] Monster Chits
[2.0] Game Equipment Number of dice rolled for
wound points
[2.2] Segment Chits Combat bonus
(or weapon) Number added
The Room and Corridor chits are used to build the 7 1+2 to die roll

Mummy
Deathmaze in the course of play; no game-map is
Monster
included with the game. Instead, Players lay Monster name
symbol
Room and Corridor chits adjacent to each other
during play, like dominoes, to show the
configuration of the Deathmaze. Each chit, and
[2.4] Dice Codes
each area adjacent to previously-placed chits Throughout these rules, you will find Dice Codes,
where a chit may be placed, is called a Segment of like this: 1D6, or 3D6x5 . The first number
the Deathmaze. dictates the number of dice to be rolled; the
number after "D" determines whether six sided or
[2.21] Corridor Chit
three-sided dice are to be rolled (when rolling
Door
three-sided dice, roll six-sided dice and divide the
resulting number by two, rounding fractions up).
Open Open
End End The third number is a number added to,
subtracted from, or multiplied by the number
rolled. Example: "3D6x5" means: roll three six
sided dice, and multiply the resulting number by
five.
[3.0] General Course of Play one Player can win. Deathmaze is a cooperative,
After creating characters and setting up the game, not competitive, game.
each round starts by moving into an unexplored In order to exit the Deathmaze (and thus end the
segment of the maze, and consists of the following game), a Player must get his adventurers back to
phases: the Corridor chit from which they originally
a) if moving through a door, determine if entered the Deathmaze.
the door is trapped, and handle the All surviving adventurers keep their points and
trap. items, as described in "Character Continuity"
b) Determine if and which monsters you below, and can enter another game. Thus your
encounter. adventurers will get stronger each time they enter
c) Negotiate or attack the monsters. If you the maze.
survive:
d) Investigate special room features, if
any.
[4.0] Creating Characters
e) Determine the treasures that the If Deathmaze is played solitaire, the Player may
monsters or features yielded. create up to six adventurers. (Four adventurers is
f) Decide where to move. If it's an about the minimum number that have a chance of
unknown segment, draw a room or success). Two Players should each control three
corridor chit. adventurers; three Players, two each; four to six
[3.1] Winning the Game Players, one each.

A Player is considered to win the game if: a) at One Character Record must be filled out for each
least half of his adventurers make it out of the adventurer who is to enter the Deathmaze. Only
Deathmaze alive, and b) all of the adventurers one Record sheet is provided with the game: you
which make it out have gained at least 75 are free to photocopy it, or to copy Records on
Experience Points and 100 Bezants (the unit of pieces of scrap paper.
currency in Deathmaze) or an equivalent value in
First enter the Name and Class: Thief or Hero (or
gems. Thus, in a multi-Player game, more than
(in the advanced game Wizard, see 3.2). Under
Wound Points, enter 8 for Heroes and 6 for
Thieves. Enter 1 under Magic Resistance for all Table). Enter the spell name under Skills/Spells on
adventurers. Two weapons must be entered for the Wizard's Character Record.
each adventurer; the available weapons are listed
[4.13] When giving a Wizard Initial Experience
on the Combat Table.
(see 4.0), instead of increasing his Wound Points,
If the adventurer is a Thief, enter 1 Detrap under Magic Resistance, or giving him a Weapon Skill,
Skills/Spells. he may be assigned a second spell.

Before play begins, each adventurer acquires a [4.14] The spells which the Wizard has listed on
little experience in the outside world. For each the Character Record are the only spells that the
adventurer, either: Wizard may cast during the game (unless a
magical ring is acquired).
a) increase his Wound Points by one; or
b) give him skill with one weapon (enter
"+ 1" and the name of the weapon, for [5.0] Exploring the Maze
example, " + 1 Sword,") under Weapon
Skill; or
[5.1] Setting up for Play
c) for Thieves, increase his Detrap skill by [5.11] Before the adventurers enter the
one (replace " 1 Detrap" with "2 Deathmaze, a Player must organize them into a
Detrap"). marching order. Take Hero, Thief and Wizard
counters from the counter mix, one for each
[4.1] Creating Wizards corresponding adventurer.
[4.11] In the Advanced Game of *Deathmaze*, [5.12] A marching order consists of a number of
there is a third kind of adventurer -- Wizards. rows of adventurers. Adventurers in the first row
Wizards initially have 4 Wound Points and a will come into direct contact with monsters, and
Magic Resistance of 2. The only weapons Wizards will have to use melee weapons to fight them;
may use (or carry) are daggers and throwing adventurers in the second row will be able to use
daggers. missile weapons or cast spells; adventurers in the
[4.12] When creating a Wizard, choose one of the third row will not be able to engage in combat. No
spells from the list of twelve spells (see Spells more than three adventurers may be present in
each row, and at least two adventurers must be Some of the chits in the Room cup are marked
present in the first row. Corridor; if one of these chits is drawn, return it,
and draw a Corridor chit instead. If the Corridor
[5.14] Note: Except when the party is engaged in
chits are all used, Room chits marked Corridor
combat or negotiations, a Player may rearrange
may be used instead. If then a Corridor chit with
the party's marching order any time.
no doors should be drawn, this corridor chit may
[5.13] After a marching order has been be placed with one of its open ends abutting the
determined, draw one Corridor chit at random. door the party has exited. If the party exits a door
Take the Party marker and place it on top of the into an area for which no chit has been drawn and
Corridor chit; this corridor is the first part of the that new area abuts on an open Corridor segment,
Deathmaze that the adventurers have entered. draw a Corridor chit (despite the fact that the
party is moving through a door).
[5.2] Moving Through the Maze
[5.24] If a chit which can be placed adjacent to the
[5.21] In Deathmaze, there is no playing board or
previous chit in more than one configuration, the
game-map. Instead, a Player builds up a map of
player may choose any valid direction.
the maze in the course of play by laying Corridor
and Room chits adjacent to each other. The Party [5.25] A chit must be placed so that it matches all
marker is always placed on top of one of the chits any adjacent chits (door to door, wall to wall etc.).
to mark the location of the adventurers' party. If this is not possible, draw another, until a chit
that fits is drawn, and throw the non-fitting chits
[5.22] Each time the party leaves a Corridor
back into the cup. If there are no chits that fit, use
Segment through one of the two open sides of the
one that matches as many of the adjacent chits as
Corridor (i.e., not through a door) into the
possible, and assume that chit-sides which do not
unknown, a Player draws a new Corridor chit and
match are impassable.
places it adjacent to the Corridor chit the party
has just left.

[5.23] Each time the party leaves any Segment


(Corridor or Room) through a door, a Player
draws a Room chit and places it adjacent to that
door.
[5.27] If the segment is a Corridor, or a Room that
the party has previously visited, roll 1D6. On a
roll of 1, the segment contains wandering
monsters. If the segment is a Room that has not
been visited previously, roll 1D6. On a roll of 1-3,
there is a Room monster. Refer to Monsters and
Negotiations, 7.0 for details.

[5.28] After Traps, monsters, unusual features, and


treasure have been dealt with by the party, the
party may leave its Segment through a door or
open corridor and enter an adjacent Segment. If
Example: In the above case, if the party were to
there is no chit for the adjacent Segment, draw a
enter the empty segment (marked with a star)
chit as outlined above. If a chit has already been
through a door, they would draw a Room chit. If
drawn for the Segment, simply move the party
they drew a chit with four doors, one with two
marker on top of the chit. There will be no Traps
adjacent doors, or one with one door, they would
on doors abutting on previously-explored
have to throw the chit back. Only a chit with two
Segments, but wandering monsters may exist in
opposite doors, or one with three doors (the third
such Segments.
door would be placed facing downwards) would
fit the circumstances. [5.29] In the unlikely event that all but one
potential exit from the explored area of the
[5.26] Each time the party moves into a new
Deathmaze have been closed off (for instance,
Corridor or Room Segment, a Player must:
only one last door or open corridor out of the
a) if moving through a door, determine Deathmaze remains and all other doors and open
whether the door is Trapped. roll 1D6. corridors end in or open into enclosed areas) and a
If a 1 is rolled, the door was Trapped; chit drawn for the last door or open corridor
see the Trap rules, 10.0. results in a dead end, throw the drawn chit back
b) determine whether there are any and draw another. Continue to draw chits until a
monsters in the new Corridor or Room chit is drawn that will not result in a dead-end.
Segment.
[6.0] Unusual Features now choose to have the party negotiate with the
monsters, or to attack the monsters. As a result of
Some Rooms contain unusual features, either negotiation, the party may be forced to engage in
fountains, statues, or trap doors. After a party has combat with the monsters anyway. Even if the
dealt with any monsters that may be in a Room, party successfully negotiates, they may attack the
the Player may delegate one adventurer, monsters after negotiation.
preferably a Thief, to investigate the feature, or
[7.14] If the party engages in combat with the
choose to ignore it.
monsters, a Player should find appropriate
Roll a dice and use the appropriate table to monster-counters for each present monster. Each
determine the effect of the feature. See the monster counter has a Combat Bonus and a
Almanac for details. Wound Die Code printed on it in this format:
number plus or minus a second number. Roll as
[7.0] Monsters and many D6's as the first number, and then subtract
or add the second number. (If the first number is "
Negotiation '/2", roll 1D3 instead.) The result is the number of
Wound Points of the monster. Note this number
[7.1] Discovering Monsters on a sheet of scrap paper for each monster.
[7.11] If the party discovers monsters in a Proceed to combat.
Corridor Segment or an explored Room, roll two
[7.15] In the basic game, Evil Wizards are ignored.
dice and refer to the Wandering Monster Table.
Similarly, Medusas, Hell Hounds, Cronks, and
The result will be a monster name, with a possible
Trolls don't have special powers.
modifier: 2 for two monsters, or a die code for 1-6
monsters. [7.2] Negotiation
[7.12] If monsters are discovered in a previously [7.21] If a Player chooses to negotiate with the
unexplored Room Segment, roll two dice and refer monsters, roll 2D6 and subtract the monsters'
to the Room Monster Table. The result will be in Negotiation Value. Refer to the Negotiation table
the same form above. and find the entry which corresponds to the
modified roll.
[7.13] Refer to the Monster Characteristics Table
for the monster's negotiation value. A Player may
Failure: The monsters immediately attack the which party members. Place any remaining
party, and the Player proceeds to combat. monsters in a row behind the first.

Agreement: The monsters will leave the party [8.2] Combat Sequence
alone unless attacked. The party may investigate Combat between the party and a group of
any Unusual Features and exit the room via any monsters consists of a number of Combat Rounds,
path. The characters may still attack, should their each of which is divided into several Phases.
Player so desire. Rounds are repeated, until either the party or the
Cow: Evil Heroes, Wizards, Thieves, Ogres or monsters are dead.
Goblins, will offer one-quarter of their Bezants to [8.21] Party Combat Phase: Each member of the
the party in order to avoid being killed. party who is in the front row may attack a
Determine the Treasure according to the rules in monster in the monsters' front row. Any party
9.0. Other monsters treat Cow results like members in the second row who have bows or
Agreement. Again, the party may attack the throwing daggers may shoot their bows or throw
monsters. However, any Bezants taken during their daggers at monsters in the monsters' front
negotiation must be subtracted from the Treasure, row. (In the Advanced Game, any spell-casting by
if the party defeats the monsters in combat. Wizards also take place now). Combat results are
applied immediately.
[8.0] Combat [8.22] Monster Combat Phase: Each monster in
[8.1] Joining Combat the front row may attack a party member in the
party's front row. Any monster in the second row
[8.11] Once combat has been joined, it must be
who have bows may attack party members in the
continued until all the adventurers or all the
party's front row.
monsters are dead. The party may not back out in
the middle of a fight that's going badly. [8.23] Party Reorganization Phase: A Player may
move one adventurer from one row in the party's
[8.13] Place the three monsters with the highest
marching order to another adjacent row. At the
number of Wound Points (if three are present) in
end of this movement, no row may contain more
front of the party's first row. A Player may choose
than three adventurers. If the party's front row
which of these monsters are placed in front of
contains one or zero adventurers, one adventurer
from the second row (if any) must be moved to [8.34] During a Party Combat Phase, any
the front. adventurers in the second row who have bow or
throwing daggers may attack monsters in the
[8.24] Monster Reorganization Phase: If the
front line. An adventurer firing a bow or
monsters' front row contains fewer than three
throwing a dagger may fire at any monster in the
monsters, one monster from the second row (if
front line, at the option of the controlling Player.
any) must be moved into the front.
[8.35] During a Monster Combat Phase, any
[8.3] Opponents
monsters in the second row who have bows must
[8.31] If there are as many monsters in the attack an adventurer in the front line. If there are
monster front line as adventurers in the party's two adventurers in the front line, use the
front line, each adventurer in the front line must procedure in 8.33 to determine which is attacked;
attack his opposite the monster immediately in if there are three adventurers, roll 1D6; on a roll
front of him. During the Monster Combat Phase, of 1-2, the monster attacks the rightmost, on 3-4
the monsters will also attack their opposite the centre and on 5-6, the leftmost adventurer.
numbers. Roll separately for each firing monster.
[8.32] If during a Party Combat Phase the number [8.4] Attacking
of adventurers in the front line doesn't match the
[8.41] Before the party enters combat, a Player
number of monsters in their front line, each front
must determine which of his two weapons each
line adventurer must attack the monster that is
adventurer is using. An adventurer may change
closest to him. If there are two or more monsters
his weapons during any Party Combat Phase, but
that are equally close, the Player may choose
may not make an attack in that Phase.
either.
[8.43] To resolve an adventurer's attack,
[8.33] If during a Monster Combat Phase the
determine what weapon he is using. Refer to his
numbers in the front line don't match, each
Character Record, and roll 1D6. If the character
monster must attack the adventurer that is closest
has Weapon Skill with the weapon he is using
to him. If two are equally close, a Player must roll
(e.g., is wielding a sword and has "+1 Sword"
1D6. On a roll of 1-3, the monster attacks the
under Weapon Skill on his Record), add the Skill
rightmost adventurer, and on 4-6, the leftmost
to the die-roll. If the adventurer is wielding a
adventurer.
magical weapon, add the weapon's Combat Bonus [8.47] If the total number of Wounds an
to the die-roll. Refer to the Combat Table to find adventurer or monster suffers in combat is equal
the result, a number between 0 and 4. (Results are to or greater than his Wound Point Total, the
explained in 8.46). adventurer or monster is dead. Remove the
appropriate counter from play. This will leave an
[8.44] If a monster has two weapons, one of these
empty place in the front row which may be filled
will be a bow. The monster will use the bow if it
by an adventurer or monster from the second row
is in the second row of the monsters' marching
during the appropriate Reorganization Phase.
order, but his other weapon if in the first row.
Monsters with two weapons may change from one [8.48] When an adventurer makes an attack from
weapon to the other, and may attack in the the second row with a throwing dagger, he is
Combat Phase in which they change weapons, considered to have physically thrown his dagger.
unlike adventurers A throwing dagger may only be thrown once in a
single combat sequence; daggers may be retrieved
[8.45] When a monster attacks, determine the
after all combat is ended. An unarmed adventurer
Combat Bonus on the monster's counter. If the
may switch to his other weapon without spending
Bonus is "W," the monster is wielding a weapon.
a Combat Phase switching weapons. Bows may be
Refer to the Monster Weapons Table to find out
used any number of times. An adventurer with no
what the weapon is. For weapon wielding
weapons left may not make any further attacks
monsters, follow the procedure outlined in 8.43.
during that combat sequence.
For other monsters, roll 1D6 and add the
monster's Combat Bonus to the die-roll. Refer to [8.5] Reorganization
the Monster column in the Combat Table for the [8.51] During the Monster Reorganization Phase,
result, again a number between 0 and 4. if there are two or fewer monsters in the front
[8.46] The attacked monster or adventurer row and at least one in the second row, one
immediately suffers as many Wounds as the monster is moved forward. This will be the
number obtained on the Combat Results Table. A monster closest to the gap. If two second row
Player must keep track of the number of Wounds monsters are equidistant, or if there are two gaps,
each adventurer and monster has suffered. a die is rolled to determine which one of the
monsters moves (1-3, the rightmost, 4-6, the
leftmost monster).
[8.52] During the Party Reorganization Phase, Example: Three skeletons, with 2, 3, and 4 Wound
adventurers shifted from one box to adjacent Points respectively, are defeated. This is a total of
empty box in the same row, but not through 9 Wound Points which multiplied by six yields
another counter. In addition to this movement, 54. If there are three living adventurers, each
one adventurer may be moved from his row to a adventurer will receive 18 Experience Points.
row ahead of or behind the one he occupies, Exception: Charmed monsters do not accrue
directly or diagonally adjacent to it. Experience Points.

Only one such movement may take place in a [8.7] Evil Heroes
single Reorganization Phase. If there is only one Evil Heroes, unlike all other monsters but like
adventurer in the front row, this movement must some adventurers, have Weapon Skills with
be made by the adventurer closest to the front swords. When an Evil Hero is encountered, roll
row in the direction of the front row (preferably, 1D6. The resulting number is the Evil Hero's
from the second to the front row). If there are two Weapon Skill with his sword, and will be added to
or three adventurers in the front row, this the Evil Hero's combat die-roll each time he
movement may be made by any adventurer in any attacks. Note: The "+1D6 Sword" under Evil Hero
direction. Exception: If there are two adventurers on the monster Weapon's Chart refers to this
in the front row, neither may move back to the ability, not to a Magical Weapon.
second row.

[8.6] Experience [9.0] Treasure


After all monsters in a group have been killed,
total the number of Wound Points the monsters
[9.1] Treasure Types
had before combat began, and multiply this [9.11] After successful combat or negotiation, a
number by six. Divide the resulting number by Player must determine what treasure the monsters
the number of adventurers who remain alive, were guarding. using the Monster Characteristics
rounding any fractions down; each living Chart. This will yield one or two letters. If there
adventurer receives this number of Experience are two letters, the first letter is for Room
Points. Monsters, and the second for Wandering
Monsters.
[9.12] Refer to the Treasure Table with monster's [9.16] Treasures of Type I or J are in chests. Roll a
Treasure Type. Under each column there is a die for each chest: on a 1-3, it is Trapped. A Thief
number followed by a colon followed by a die may attempt to Detrap it. If the chest is detrapped
code (e.g., 3:lD6x5). For each column roll 1D6. If or the adventurers survive the effects of the trap,
the result is equal to or less than the left number, they have free access to the treasure.
the monster has that type of treasure. Roll the dice
[9.17] Each magic item must be assigned to a
again, as specified by the die code, to determine
specific adventurer. Other than during combat
the number of items.
and negotiation, they may give the item to
Example: Assume 3:lD6x5 is a Bezant code. A another member of the party. If an item-carrying
Player rolls a die. If the number rolled was 1-3, adventurer dies, the item is assigned to another
the Player then rolls the die again, multiplying adventurer (but only after combat is completed).
this roll by 5. The resulting number would be the
[9.2] Weapons
number of Bezants in the monster's treasure.
Roll 1D6 and refer to the Magic Weapon Table to
[9.13] Roll separately for each monster in the determine the weapon type. Then, roll 1D6 again
group. and refer to the Weapon Effects Table to
[9.14] For each Gem, roll 2D6 and refer to the determine the Combat Bonus of the weapon.
Gem Table to determine the corresponding [9.21] If a 6 is rolled on the Weapon Effects Table,
Bezants value. roll the die two more times, referring to the table
Keep a running total of the value of Bezant and again, and add the Bonuses to the total Combat
Gems acquired by the party. At the end of the Bonus of the weapon. Theoretically, rolling
game, the loot is evenly distributed between the enough 6's could result in an infinite Combat
party members. Charmed monsters do not accrue Bonus.
treasure. [9.22] Any adventurer may jettison one of his two
[9.15] For each Magic Item, roll 1D6 and refer to weapons and use a magical weapon instead.
the Magic Item Table to determine the type of
[9.3] Armour
item. For the effects of the item, see the Almanac.
Roll 1D6 and refer to the Armour Table for the
Wound Points Bonus of the Armour. Like the
Weapon Combat Bonus (see 9.21), the Wound [9.6] Medallions
Point Bonus can theoretically become infinite. Roll 1D6 and refer to the Medallion Table and the
[9.31] An adventurer wearing magical Armour has Almanac for details. An adventurer must be
his Wound Points Total increased by the Wound delegated to test the medallion.
Points Bonus of the Armour. (Thus a Hero with 8
[9.7] Rings
Wound Points wearing +2 Armour would have 10
Wound Points.) Except during combat or Magical rings exist only in the Advanced Game. If
negotiation, an adventurer may give magical a Player is playing the Basic Game and a magical
Armour to another party member; the adventurer ring is rolled, roll again until some other result is
who removes the Armour loses the Wound Points obtained. Otherwise, see the Rings table and the
Bonus (which may kill him), and the adventurer Almanac for details.
putting it on gains the Bonus.

[9.4] Potions
[10.0] Traps
Roll 1D6 and refer to the Potion Table and the [10.1] Detrapping
Almanac for details. One adventurer must be [10.11] Sometimes doors or treasure chests are
delegated to test the potion and will suffer the guarded by traps. Thieves have the ability to
effects or gain the benefits of the potion. After remove traps so that they do not affect the party.
testing, one dosage will remain, to be used at any
time in the remainder of the game. [10.12] If a trap is encountered, one Thief in the
party may be delegated to remove it. Roll 1D6; if
[9.5] Spice the number rolled is less than or equal to the
Roll 1D6 and refer to the Spice Table and the Thief's Detrapping Skill as shown on his Character
Almanac for details. Spices, unlike potions, are Record, the Thief has successfully removed the
readily identifiable and thus need not be tested. trap, and receives 10 Experience Points. If the
Spices may only be used once, after which they number is higher, the Thief he also suffers the
are used up. trap effects.
[10.13] If there is no Thief in the party, some Wounds each time. Only one spell may be cast by
other party member must open the door or chest a Wizard per Party Combat Phase.
and automatically suffers the effects of the trap.
[11.14] Monsters on whom spells are cast may
[10.14] If a trap has effect, roll 1D6 and refer to attempt to resist the effects of such spells.
the Trap Table and the Almanac for details. Determine the monster's Resistance from the
Monster Characteristics Chart, and roll 1D6. If the
[11.0] Wizards And Magic number rolled is less than or equal, the spell has
no effect.
[11.1] Casting Spells [11.15] In the Advanced Game, monsters may also
[11.11] In the spells table, some spells have the resist the effects of Charm potions and Red
letter "C", in the first column. These may only be Pepper.
cast during combat; the others at any time except
during combat. Also, Oratory is the only spell that
may be cast during Negotiation. A Wizard casting
[12.0] Special Powers
a spell during combat (from either the front or Some monsters have special powers in the
second rows), may not make a weapon attack in Advanced Game, that apply in addition to the
the same Combat Phase. standard combat: Cronks, Hellhounds, Medusas,
[11.12] Each spell has a Cost, listed on the Spell Trolls, Vampires and evil Wizards. See the
Table. Each time that a Wizard casts a spell, he Almanac for details.
suffers as many Wounds as its Cost. A Wizard
may not cast a spell if suffering the necessary [13.0] Character Continuity
Wounds would be fatal. Unlike other Wounds,
spell casting Wounds s may never be cured by A Player may use any adventurer who survives a
Healing spells, potions, or Mustard. game of Deathmaze as one of his adventurers in a
later game. The adventurer retains any magical
[11.13] A Wizard may only cast spells listed on his items which he picked up in the first game, may
Character Record. He may cast a given spell any acquire any non-magical weapons he desires (but
number of times, as long as he suffers its cost in may only carry two as before), and is considered
to be cured of all Wounds. The adventurer's
abilities and powers are also increased in when he embarks on a new game of Deathmaze.
accordance with the amount of treasure Thus, if he survives, he may expend the Bezants
(measured in Bezants) and experience (measured he left at home as partial payment toward
in Experience Points) which he has accumulated. experience, but if he dies the Bezants are lost.
Experience Points are also saved in this manner.
[13.1] Using Experience Points and
Bezants [13.22] A monster charmed on one expedition is
considered to wander off before the next
[13.11] If at the end of a game, an adventurer has
expedition, and won't re-enter the Deathmaze
at least 75 Experience Points and 100 Bezants (or
with the adventurers.
equivalent value in Gems), subtract these values
from his Experience Points and Bezants totals.
Then give the adventurer one additional point of
ability. The Player may expend this ability point
to:

a) increase the adventurer's Wound Point


Total by one, or
b) give the adventurer skill with one
weapon or increase the adventurer's
skill with a weapon (from, for instance,
“+1 Sword” to “+2 Sword”), or
c) increase the adventurer's Magic
Resistance by one (but not be increased
above 5), or
d) if the adventurer is a Thief, increase the
Thief's Detrapping ability by one, or
e) if the adventurer is a Wizard, give the
Wizard a new spell.

[13.12] An adventurer is considered to leave the


Bezants acquired on previous expeditions at home

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