Quest
Game of the Underworld of the Empire of
the Petal Throne
by
William and Margaret Hoyt
The writers of this game wish to thank David R. Megary for the idea of
his wonderful game “Dungeon”. Also we would like to thank MAR
Barker,,the creator of the Petaled Throne, and a great friend with whom we
have spent many hours in trav 1g though his underworld. Without which
we would have been unable to do it justice.
As anyone who has played “Dungeon” will know this game is another
of the same type of game. The difference being that is intentionally
flavored with the strange creations of the imaginative Professor and a good
beginning for those who might wish to start a campaign in the world of
Tekumel.
We hoped that this game will be a bridge between the board games
and the paper and pencil role playing game. We have incorporated the
use of more tables which are used in the role playing games.
Background
When I first met Prof. Barker D&D was very new. The first Edition was
just an outline for making your own world. Arneson’s Blackmoor and
Gygax's Grayhawk were just models for how the game could be played. |
heard that there was a professor at the U of M who had made his own
world.
I found that Barker had not just made a game of his world, but the
whole thing. He had started making his world when he was 12 years old.
Being interested in cultures and languages, he created an alien world with
its own countries and each own scrips, languages, grammars and
governments. They had histories and the world was inhabited by races
from other planets.
As we played in this world with Professor, we also found out what a
great Game master he was. When playing with Arneson or Gygax you knew
something about their monsters. They were things you had read about. Butwith Barker, every thing was new. You had no idea what these things were
like. He had the ssu, the original inhabitants of the world, whose voices
sounded like chimes and whose shredding skin smelled of cinnamon and
the Shunned ones who wreaked of stench. They hated all the aliens who
had transformed their world.
‘There were his aliens, the Pei Choi, Humanoid Insects and the
Ahoggya, who had four faces and armored heads.
‘e running for when they caught us unawares they
killed in shocking ways. It was all new and so we exploring all the time.
The culture was different with real gods and strange morals.
1 feel like an explorer, for when we played the game with Barker he
had not reviled much of the history of the world. So we were the ones who
found out the background which the new players have access to.
‘The purpose for writing this game was to introduce people to the
world and lead them to the world of the Empire of the Petel Throne.
OBJECT OF THE GAME
‘As one may assume from the name, this is a game of searching a
maze to find something. In the basic game it Is a quest to find the
‘Thoroughly Useful Eye. (for those who have not played the Empire of the
Petaled Throne. This is a recharging device for all of the mechanical
weapons of the world of Tekumel, known as “eyes”.) The game is won by
the first person to find it.
For those who like to make the game more difficult, there is aquest
table, which allows the players to have a different item to look for.
‘Also with the use of table, each player may set out on his own secret
quest. Or you may set the goal of gaining a experience level. (types of
players)
TYPES OF PLAYERS
at the beginning of the game, each player will decide which type of person
he wishes to be. There are three types; The warrior or fighting persons,
the priests and the magic-users (Wizards).
Unlike Dungeon, the player will gain greater power by gathering
golden Kaitars (gold coins) and taking them back to surface world. This is
to show their increasing ability to deal with the creature’ and dangers of
the underworld. This increasing ability is called going uP experience
levels, The amounts needed by all player types are the sam All
characters start at level one. The game allows the players to advance toee ee ee
level four, or the 4" level.
The warriors being fighting men simply become more and more able
to kill the monsters they meet.
The Priests and Magic-Users both use spells and so as they rise in
level so also does the number of spells they can use. They may pick form
the spell cards
a problem in too many people wanting to be the same type
may be solved by a roll of the die.
NUMBER OF KAITAR NEEDED FOR EACH LEVEL;
All players start at level one
Priests and Magic-users, will have 3 spells s
40,000 Kaitar is needed for 2™ level
priests and magic-users, will have 4 spells
20,000 Kait: needed for 3“ level
priests and magic-users, will have 6 spells
30,000 Kaitar is needed for 4" level
priests and magic-users, have 8 spells
Again, here is a possible version of the game where the players will
only wish a shorter game. The players then could decide upon a level at
which point the first player to reach it would win. (i.e. the first player
reaching 2” level would win.) Or the players could make a long game by
setting the goal as 4" level. If a player is killed and no one has won the
game, they may start a new character at level one.
SETTING UP THE BOARD
The game board is the underworld of the petal throne with it's
temples, traps and tunnels. Each of the levels of the underworld is marked
by a different color. The traps and temples are named. In the center of the
map Is the room of colored doors. The colors indicated the depth or level of
the underworld. Yellow is level one, green is level two, tan is level three,
red is level four, blue is level five and purple is level six.
The cards of each color are shuffled and then dealt out, first thetreasure cards and then the monster cards, putting one card on each of
that colored rooms face down.
Separate and shuffle the temple cards and put the decks by the
board.
Then place the player pawns on the stairway at the top of board
beneath the name
THE GAME TURN
by Roll the dice to find out who goes first. At the beginning of their
turn each must check for wandering monsters by the roll of the die. If roll s
six you have a wandering monster (See Wandering Monsters) Then if there
are no wandering monsters the player roll the dice and move up to number
of spaces on the board.
COMBAT - KILLING MONSTERS
In each of the rooms there are monsters and treasure. When a player
wishes to enter a room he first moves his pawn into that space. If the
player is a priest or magic-user he cast a spell. Once the spell is used the
card should be given up so when he goes back to the surface it may be
renewed. He then turns over the monster card. For each type monster you
will find a number on the combat table. If you roll that number or greater
the monster is defeated and the card is removed. If the player doesn't roll
the number then they must roll on the losing table. If the player is killed he
start over with a new character and if they had any prizes they are left of
the board with the monster who killed them. The next player to fight that
monster and win will get those prizes. The monster is returned face down
on the board.
When the monster is killed you get the treasure in a room . When the
player has enough kaitar to go up a level they must go to the surface and
turn in their prizes to go up a level. The prizes are reused on the bottom of
the treasure deck to refill rooms. Players may go to the surface to get new
spells. They don't have to spend prizes to get them at their level. If the
treasure has an Eye with it or some other item the player may use it like a
spell. But to use the kaitar to go up a level they must give up the item.
There are several items which help you against monsters. There
steel sword which adds one to your die rolls. The eye of departing in
safety which allows you to retreat to another level rather then fighting and
losing to a monster. The eye of all seeing wonder allows you to see a
monster before attacking it so you may chose if you wish to attack or not.DESCRIPTIONS OF THE MONSTERS
2S] ahoggya' - “the Knobbed Ones” A knebbly brown bristly creature 4 or 5 feet
high. They are tremendously broad and strong. Their upper chest is
surrounded by four powerful arms. their eyes and eating apparatus lles under
ahomy ring. they have four thickly muscled legs.
‘Aqa'a’ - “Worm of the catacombs” This huge accordion shaped worm
reaches from 20-60 feet in lenath. It is covered with ragged brown bristles
and has a maw the size of a large man.
'
Birdlu' - “ the Mantle” These ancient treasure guardians are cape like black
flying creatures which cling to the ceilings and drop on the unwary.
Chne'th - “the ape like mutants” Roughly humanoid in appearance with long
sharp jaws and sharp teeth, a rudimentary nose and large jewel like eyes
beneath beetling brows.
Hly'ss - “Spawn of the old ones” These remnants of the prehuman world
are insectoid in appearance. They have six legs, and lightly armored and
have a row of razor sharp teeth beneath the proboscis. Their tails are
equipped with a sting that paralyzes the victim.
Hra’ - “ the blood Sucker” These are the creations of the a1
priests of Ksarul. They are reanimated dead. They will drain their
victims of all blood and bodily flulds leaving only the shriveled husk.
Ka‘yl "the eye” these creatures consist of a large gas bag and a single
huge bulging eye. They profer to hang high in the dark comers and
drop their thin fibrous tentacles nets down on passers bysMrur - “the undead” the corpses of the ancient dead warriors who
perished in the catacombs and who have been reanimated by the
priests of SA'RKU or Ksarul for their purposes.
Nga'yu - “the eater of swords” Their flattish crustacean creatures have
powerful claws and six legs. Their main weapon is a secretion. This
liquid affects the metal and destroys it completely.
Ngo'ro - “the Whelk” these huge creatures lie flat on the floor of a
chamber appearing much like the rough stone floor of the underworld.
They are intelligent and have millions of cilia to hold weapons.
Qo’ - « the serpent headed ones” These mutants of the human stock
were created by Ksarul. They are roughly humanoid except for long
serpent necks and flat diamond shaped heads.
Qumqu'm - “the thunderer® this spectral creature is invisible to
humans. It can be heard a distance of five hundred feet away since it
makes a terrible roaring noise as it moves.
Ru'un -“ the demon of Bronze” they are animated manlike bronze demon
automatons some seven feet tall. They were sent to guard dimensional
Nexis points by ancients long ago.
She'n - “the demon warriors” their gleaming black scales and dragon like
appearance make them appear to be tall demon human warriors is
fantastic plate amour.
‘Shunned Ones - they are tall ragged looking spectral beings with
‘extremely long arms and legs. They have a terrible stanch with drives off
humans and non humans alike.Sro’ -“ the Dragon” These mutants of some ancient reptilian stock can
walk, swim and fly. They are six legged with a pair of small arms just
beneath their long dragon like heads. They can wield a huge broadsword
in either hand and bit with their jagged beaks.
Ssu' - “the enemies of man” they are tall slender six limbed beings
wrapped In what looks like gray shrouds. They smell like musky
cinnamon and make a hight sweet chiming sound.
Tsu'uru - “the illusion masters” they may appear as anything they wish
and can use ESP te determine what the party is most likely to believe.
‘They are a bundle of rope y, lumpy tentacles with a central brain ganglion.
Ye'leth - the angel of doom” These androids look like beautiful maids or
handsome youths with paper white skin and hair the color of polished
ebony. Their victim can be ordered to fight against their friends or may be
paralyzed forever.
THINGS THAT HAPPEN IN THE UNDERWORLD
There are places it is best to avoid. The Fire Pit, the Island of Death,
the Temple of Hess, and The Lair of the Demon, KURRITLAKAL. The fire pit
is a favorite of the priests of underworld as place to dispose of the
unwanted. The island of Death is where he lives and take people whose
time has come. Hess is the laughing God and likes company. What more
has to said of KURRITLAKAL the cracker of bones and eater of skins
WANDERING MONSTERS
“Does something come to eat you?” MAR Barker
At the beginning of their turn each player is to roll a die for wandering
monsters.
In the underworld of Tekumel, there are monsters, traps, temples, and
treasure. The wandering monsters in the game of Quest are taken from
first hand experience of exploring the underworld of the city of Jakalla.
They are but two of the horrors the professor Barker has chased playersaround with. The player will travel though tunnels and into rooms and
temples to find the treasure. There are two monsters who wander the
underworld you must be aware of. They are Lelmiyani and the Pale Legion
of Nyelmu.
Let a demon in the form of little girl who plays a flute. Her
music is enchanting and when she has caught you she will lead you one of
a number of terrible places. She may have the player dance around and
around the fire pit until they f She may take the player to some where
else.
While the Pale Legion are Nyelmu's servants and will take you to his
Garden of the Weeping Snows. He likes to keep his guests and you could be
there for a very long time.
Optional rule: If the player rolls a wandering monster then the
monster will enter the underworld through the Room of Colored Door and if
there is a player there, the player must make a saving throw. If they do
then they roll again to see which level on which the monster will travel
taking the player on that level closest to the Room of Colored Doors.
Wandering Monsters (roll with one die)
4 -Lelmiyani the singer of doom
2-3 - The Pale Legion of Nyelmu
4-6 - No Monster
If there is a wandering monster you may make a second saving roll to see if
you avoid them.
FOR LELMIYANI
1-4 - she takes you for a dance
5-6 - you escape
LELMIYANI takes you to; (roll with one die)
- the fire pit
- the island of Death
- the Garden of the Weeping Snows
the Temple of Hess
- the Room of Colored Doors
— the Lair of the demon, Kurritiakal
BUSoONs
1FOR THE PALE LEGION
4-3 - they take you to the Garden then roll 2 dice for the number of turns
you stay there
4-6 - you escape
if you fail then; THE PALE LEGION takes you to; THE GARDEN OF THE
WEEPING SNOWS
There you roll 2 dice for the number of turns you stay there,
remember Nyelmu has been known to keep his guests for 10,000 years
Optional rule: after the player's first entrapment in the garden, and this
time on a roll of 2 Nyelmu decides to keep. Start a new character. If not
the legion will leave you in the room of colored doors.
TEMPLES
When a player comes to a temple, the player takes the top card from
that temples deck. After they have read it they may keep it if it is a
treasure and if it is a trap the player will act on it. The trap card is returned
to the bottom of the temple deck. The player may stay in the temple as
long as they want so if the card was a treasure they may draw another
card the next turn.There are six temples in the underworld, they are;
= WURU"- the unnameable, he who appears where evil dwells, the many
legged serpent of Doom, Cohort of HRY’.
DLAME'LISH - the green eyed lady of sins, mistress of demons,
obstinate primness of the dammed.
SA'RKU - the five headed lord of worms, master of the undead, demon
ofdecay
VIMU'HLA - lord of fire, power of destruction and red ruin, maker of
‘thunders
KSA’RUL- ancient lord of secrets, Doomed prince of the Blue Room
HRY’ - the supreme principal of Evil, master of Negation and
‘Nothing, Opponent of good and dispenser of calamities.
HESS - the God of Comedy
9OPTIONS
If the players wish to attack each other they may do so according to
the combat table. The defender may also attack on the same turn. The
results of both are taken with the loser(s) rolling on the losing table. The
attack on a character is made against a 3“ level if the character is of 1* or
2™ and 6" level if the character is of 3 or 4" level.
For those who wish to go on a different quest there is a Quest table
which allows the players to go on individual quests which can be kept
secret.
If the game is too long you may set a goal to attain a experience level
or start the players at 4" level.
This game may easily be played solitaire. Try to complete the quest
before the character is killed by the monsters of the underworld.
(suggestion from the Professor) - if a player doesn't die on the island
of Death, he will floats down river and rolls a die at each path which
crosses the river. On the roll of 4-6 he climbs out there. If fails to climb
out before the river leaves the board he float off and start a new character.oO
THINGS THAT HAPPEN IN THE UNDERWORLD
There are places it is best to avoid. The Fire Pit, the Island of Death,
the Temple of Hess, and The Lair of the Demon, KURRITLAKAL.
THE FIRE PIT
“The fire pit Is a favorite of the
priests of underworld as place to
dispose of the unwanted guests
[THE ISLAND OF DEATH
is where he fives and takes people
whose time has come.
|] ITHE GARDEN OF THE WEEPING SNOWS
where Nyelms keeps his guests for a very long
time
|THE TEMPLE OF HESS THE GoD OF COMDEY
Hess is the God of Comedy and tikes
Company whom he will make laugh
sometimes to death.
|THE LAIR OF THE DEMON, KURRITLAKAL
What more has to said of KURRITLAKAL the
cracker of bones and eater of skinsQuest
Game of the Underworld of the Empire of
the Petal Throne
Quick start rules
Set Up
1. put monster & treasure card on each
room
2. shuffle the temple cards decks and
put by the board
3. pick pawn and put on the board
Play
1. roll dice to decide turn order
2. first player rolls.
a. for wandering monsters and
resolves
b. rolls for move and moves
c. resolves any action involving a
room and monsters
1. d. pass to next player
3. Repete a-dPLAYER TURN
4 roll for wandering monster
2 roll and move pawn
3 fight monster and collect treasure
USING COMBAT TABLE
| find the monster on the left side of the table
|2. follow the row to the column of your attack
3. roll dice and add bonus, if the roll is equel or greater you win.
4 on winning remove the monster and treasure cards from that and end
your turn
|5. if yor e replace monster card face down and roll on the losing table
LOSING TABLE (with 2 dice) THE QUEST TABLE (roll with one
2-3 - the player is killed, start again die)
|4 = Badly wounded drop all prizes |1 - The Eye of Aerial Excellence
|and go. back. to start 2 - The Thoroughly Useful Eye
|5_ - Pushed back drop 1 prize & | 3- The Eye of Non-Seeing
|go back 2 spaces |4- The Amulet of Power over the
6 - Stunned - drop 1 prize Undead
7-9 - stand & fight 5+ The Gloves of Chirene
10-12 - the player escapes damage |6- The Eye of Being
Unimpeachably shielded against
Foes.Wandering Monsters (roll with one | SAVING THROWS FROM MONSTERS
die) \(roll with one die)
|4 - Letmiyani the singer of doom FOR LELMIYANI
2-3 - The Pale Legion of Nyelmu 1-4 she take for a dance
|4-6 - No Monster 5-6 you escape
FOR THE PALE LEGION
LeImiyani takes you to; (roll with _1-3 they take you the Garden then
lone die) roll 2 dice for the number of turns
|4- the fire pit you stay there
|2- the island of Death _ 4-6 you escape
3- the Garden of the Weeping
Snows
4- the Temple of Hess |
5 - the Room of Colored Doors
6 - the Lair of the demon, Kurritlakal
SAVING THROWS FOR PLACES (roll 2 dice) |
THE FIRE PIT
the player must get a number greater than 4 to escape or they are burned |
to death |
THE ISLAND OF DEATH
the player must get a number greater than 5 to escape their time has
come and Death takes them
THE GARDEN OF THE WEEPING SNOWS
roll 2 dice for the number of turns you stay there, remember Nyelmu has
been known to keep his guests for 10,000 years
THE TEMPLE OF HESS THE GOD OF COMDEY
here the player is told a first level word which they can not pronounce by
the God and they send the next 3 turns laughing about it.
THE LAIR OF THE DEMON, KURRITLAKAL
the player must get a number greater than 3 or they will be eaten by
KURRITLAKAL the cracker of bones and eater of skins
THE ROOM OF COLORED DOORS (roll with one die)
‘Once the player enters this room he feels a spinning sensation and when
this stops he will see that all of the doors have changed colors. Roll to
see which level he come out on. The number rolled is the level.COMBAT TABLE
ED N= NOEFFECT
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9 silizls 1S lie Into z7\e [wn 7TEMPLE CARDS
[TEMPLE OF WURU \TEMPLE OF WURU'
|
|
| |
5000 Kaitar 5000 Kaitar
TEMPLE OF WURU' TEMPLE OF WURU" |
|
|5000 Kaitar 5000 Kaitar
TEMPLE OF WURU' TEMPLE OF WURU"
| |
|
|
| Caught ! Drop one Prize
TEMPLE OF WURU' | TEMPLE OF WURU"
.
|
|
5000 Kaitar 5000 Kaitar
TEMPLE OF WURU' TEMPLE OF WURU*
Treasure guarded by monster, lose
Ritual in Progress wait for 6 turns _4 turns running away[TEMPLE OF SA'RKU TEMPLE OF SA'RKU
Caught by Priests save yourself by _Set of trap! Sent back to the room of
sacrificing best prize colored doors
TEMPLE OF SA'RKU TEMPLE OF SA'RKU
fall into the maze of SA’RKU, spend go though secret door find lair of
|6 turns finding your way out Kurritiakal (go there)
}
| TEMPLE OF SA'RKU TEMPLE OF SA'RKU
|
7000 Kaitar & the eye of Madness —_ 7000 Kaitar
TEMPLE OF SA'RKU TEMPLE OF SA'RKU
You carried off an empty chest lose
7000 Kaitar 2 turns In rage
| TEMPLE OF SA'RKU TEMPLE OF SA'RKU
Go back to start with a sack of gems 7000 Kaitar & the eye of
which turn out to be glass Unconquerable army |TEMPLE OF DLAME'LISH
6000 Kaitar
TEMPLE OF DLAME'LISH
Guards catch you, spend one turn
|bribing them with one prize
(TEMPLE OF DLAME'LISH
Hear an unearthly sound! Lose one
turn
TEMPLE OF DLAME'LISH
|
Meet an old man who tells there is
great treasure in the white garden
then guards come! Spend the
[next 4 turns running
TEMPLE OF DLAME‘! LISH
|5500 Kaitar & THE eye of
| summoning the unconquerable army
3000 Kaitar
|TEMPLE OF DLAME'LISH
‘6000 Kaitar
[TEMPLE OF DLAME'LISH
1000 Kaitar
TEMPLE OF DLAME'LISH
|4500 Kaitar
\TEMPLE OF DLAME'LISH
TEMPLE OF DLAME'LISH
|
Step too close to altar! It spins you
into another room
lose 5 turns finding you war backTEMPLE OF VIMU'HLA ql
TEMPLE OF VIMU'HLA
Run into guards they take two prizes
|TEMPLE OF VIMU'HLA
|
|
|
|
|
8000 Kaitar |
| TEMPLE OF VIMU'HLA
Caught by High Priest, he sends you
the fire pit
TEMPLE OF VIMU"HLA
3500 Kaitar & the eye of raging
power
TEMPLE OF VIMU'HLA
Too careless of fire moat, lose 2
turns
TEMPLE OF VIMU'HLA
Mad priest sees you and friezes you
for 4 turns
TEMPLE OF VIMU'HLA
Interrupt ritual spend 6 turns hiding
from the priests
TEMPLE OF VIMU'HLA
4000 Kaitar & the eye of Madness
TEMPLE OF VIMU'HLA
Meet a stranger start telling joke
and end in the Temple of HessTEMPLE OF KSARUL
| Overcome by undead (Start new
| Character)
TEMPLE OF KSARUL
Enchanted by spoked services
(wears off in 2 turns)
TEMPLE OF KSARUL
Hear magicians conjuring (wait 5
turns)
\TEMPLE OF KSARUL
4000 Kaitar
TEMPLE OF KSARUL
Found by magicians lose 3 prizes
while running away
- |TEMPLE OF KSARUL
TEMPLE OF KSARUL
\wi
|white helps you
| (go The Garden of The Weeping
__|Snows)
| TEMPLE OF KSARUL
|
|
Find the Blue Room (lose 3 turns
stupefied)
|TEMPLE OF KSARUL
|6000 Kaitar
Caught in enchantment forced to
|give up 3 best prizes
[TEMPLE OF KSARUL
2500 Kaitar & the eye of Kra the
Mighty
running from guards warrior in_TEMPLE OF HRY'Y"
Find chest of gold, it breaks spend 1
turn
[TEMPLE OF HRY'Y"
|
|
| Smell the stench of the shunned
| ones they take you the room of
[colored doors
TEMPLE OF HRY'Y"
\Find large ruby Idol, the room is
sealed. Lose 5 turns finding a way
lout
| TEMPLE OF HRY'Y"
Big haul 10,000 kaitar
TEMPLE OF HRY'Y’
Forced by hideous creature to fill
chest with 3 best prizes
|3 turns
TEMPLE OF HRY'Y"
Take eye from priests in fight, use 3
turns finding out what it is. 6000
kaitar & the throughly Useful eye
TEMPLE OF HRY'Y"
Given a black diamond to take to
Death (if he doesn't want you, you
may keep it) 7000 kaitar
TEMPLE OF HRY'Y’
You are caught by fiendish guard
they suspend you over the fire pit for
lose 2 prizes and
TEMPLE OF HRY'Y"
‘You have violated HRY'Y"s
sanctuary, He Disposes of you
TEMPLE OF HRY'Y"
‘Smell Cinnamon, hear high chiming.
Drop all prized running from a party
(of ssu
aa
|
|
|(‘Suck of Gold
A
190 Karar
‘eck of Goma
only
280 Katte
tel avert
adds +1 to
combat rolls
Sack of Gold
740 Kater
Sack of Gems
only
250 Kaitar
Sack of Gold
ons
500 Kaitar
Gloves of Chirone
"Sack of Gold
oats
1750 Kattar
‘Sack of Gems
Sack of Gold
oats
750 Kaltar
Steel Sword”
adds +1 to
combat rolls,
| Steel Sword
adds +1 to
Sack of Gold}
SlTia. ]wantion
aWaRRIOR
ij 250 KarTaR,
omen
400 Kalter
SAD LEVEL
3000 KAITAR | soo karran
loaner ear
SA) oe) SRO LEVEL,
4100 Kettar
wanton [a ga. 100 kaz74R
UPS PETE oF nai
YA ay
Viewed
Hievel
220 carne] final ||
'3000 KarraR.
AnocarA
{UNNED ONES
wi) snotever
é
YS
2
Hly'ss
2000 KATAR,
JveuerH
500 KAITAR,
anoaGYA
2000 Karan]
Suen
3000 KarTAR.
.
q