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Exiles Of The Wicked Maze

Exiles
Of The Wicked Maze
A Complete Game For 1 Player

Created By: David (Dave) L. Woodrum Jr.


Cover By: Dan (Smif) Smith
Interior Art By: Dan (Smif) Smith
Graphics By: David (Dave) L. Woodrum Jr.
Additional Interior Art By: David (Dave) L.Woodrum Jr.
Copyright 2014, Fishwife Games
Art By Dan Smith is Copyright 2014, Dan Smith. (Used With Permission)

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Exiles Of The Wicked Maze

TABLE OF CONTENTS:
Section: Page:
Intro Story: Banished To The Face The Horrors Below... 4
Introduction 5
Part 1: The Rules Of The Game (Cover of Section) 6
The Basic Rules Of The Game 7
Character Creation 7
The Symbols Of The Maze (Introduction) 10
Maze Symbol Key 10
Game Rules Of the Maze Symbols 11
Entrance (Maze Symbols Rules) 11
Alchemical Substances (Maze Symbols Rules) 12
Coins (Maze Symbols Rules) 15
Cursing Eye (Maze Symbols Rules) 16
Foes (Maze Symbols Rules) 17
Gemstones (Maze Symbols Rules) 21
Hazards (Maze Symbols Rules) 22
Portals (Maze Symbols Rules) 23
Mushrooms (Maze Symbols Rules) 24
Random Encounters (Maze Symbols Rules) 25
Relic Items (Maze Symbols Rules) 25
Special Items (Maze Symbols Rules) 26
Weapons And Armor (Maze Symbols Rules) 30
Exit (Maze Symbols Rules) 32
Ending The Game- What's Next? 32
Part 2: Adventurer's Lore (Cover of Section) 33
Alchemical Substances Lore 34
Foes Lore 37
Hazards Lore 41
Special Items Lore 43
Part 3: Optional Rules (Cover of Section) 48
Optional Rules 49
Part 4: Pages To Print (Cover of Section) 51
Maze Map (Needs To Be Printed) 52
Character Sheet (Needs To Be Printed) 53
Quick Charts (Needs To Be Printed) 54

Special Thanks:
I would like to offer a special thanks to the following people: My wife Cathy, for putting up with “that maze game” that
has taken me so long to develop. My parents, for always being accepting of my hobbies. Dan Smith, for being an
awesome friend, seasoned game industry turned mentor, and being so willing to provide the artwork for this project.
Tisha Parti, for putting up with me and Dan’s schemes and dreams. Jennell Jaquays and Rebecca Heineman, also
seasoned industry veterans, for providing a caring, listening ear and continual support and encouragement. Special
additional thanks to “Burger Becky” for her past work on Bard’s Tale III– A classic game that has provided a
great deal of inspiration for this project.
I would also like to thank the following people who have provided extended examination and input during the
development of Exiles Of The Wicked Maze. Even why I was reduced to moments of incoherent babbling, they
listened and helped steer me back to where I needed to be: Patti Dunford, Eric Fabiaschi, Heath Medlin, Stacy Smith,
Missy Thomas, and Jody Webb.
Finally, a sincere thanks to anyone and everyone that shows even the slightest bit of interest in this game.
-Thank you!
David (Dave) L. Woodrum Jr.

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Exiles Of The Wicked Maze

Banished To Face The Horrors Below...


Welcome scoundrel, to the gated passage into the tunnels below our great city, the entry point to the great maze
that lies beneath our lands above. As you have been convicted of a serious crime against the citizens of our
realm, you are now considered to be an exile, doomed to wander the endless labyrinth below. There you will find
companionship amongst other pathetic souls such as yourself, as well as the many horrors that are rumored to
exist within the winding corridors and passages below. It is most certain that your days will be few once you
have descended down the stairs beyond this gate.
Though a quick and brutal death is predicted for you, there is a possible chance for both survival and redemp-
tion. In order to return to our blessed lands above as a free and worthy citizen, you must do two things. First, you
must find your way to an exit that is located at the opposite end of the maze. You will recognize this exit by its
own set of steps, secured iron gate, and the presence of a guard waiting to assist a lucky survivor's passage back
into our society.
Second, before you may pass through the gate at the end, you must accomplish a little something extra for your
most worthy rulers. A fine of five thousand coins has been placed upon your head. Within the bowls of the maze
there is an enormous bounty of valuable treasures and items to be found. These items were carefully tucked away
ages ago and guarded by magical creations. At one time our rulers and their servants could travel into the maze
and safely recover these items when needed, despite the presence of a few criminals such as yourself. In those
days exiles were not given the blessing to roam freely, but treated in a manner more fitting. They were confined
to tight quarters, or shackled up to the walls of the maze and left to die. However, the maze is no longer a safe
place to travel, therefore the chance for redemption has been offered.
There are various treasures deemed worthy of paying your fine. The first, naturally, consists of the very coins
that your fine is based upon. The second most common treasure consists of loose gemstones that are scattered
about the wretched corridors of the labyrinth. Perhaps even more valuable than the coins and loose gems are
ancient treasures of the ruling ancestry. From garments to jewelry to assorted objects of luxury, acquiring just a
few of these treasures may be more than enough to buy your way back into our society.
Beyond the treasures most commonly associated with our rulers, the maze is home to a variety of more bizarre,
but never the less valuable, assorted items. A collection of sacred ceremonial items are deemed worthy, and rep-
resentatives from the various temples of the city will gladly cover a portion of your fine in exchange for such
items. The wizards of the land are likewise interested in a collection of magical tools and devices rumored to still
exist below. They have offered to cover portions of an exile's fine in exchange for some of these objects. Third,
the recovery of the horns of a slain minotaur has become a much valued commodity lately, mostly due to the mys-
tical properties of such horns. Getting a hold of these horns requires the actual killing of a minotaur, of course,
and it is unlikely that you will ever accomplish that barehanded.
If you are wishing to survive your passage through the maze, much less kill a minotaur, then it is important that
you consider collecting a few other items to assist you in your survival. The old halls of the corridors were once
filled with an assortment of weapons, armor, potions, and various items of useful magical abilities. While there is
no interest in the bartering of these items to pay your fine, collecting some of these objects will better your
chances of survival.
As an act of compassion and generous spirit, we are giving you a small hemp sack. Use this sack to carry around
the coins, gems, and assorted items that you may find below. Hopefully this gift will transform your wretched
heart by showing you that our great rulers even care about the welfare of a worthless exile such as yourself.
Now that you have been briefed on the dangers of the maze and the criteria that defines your potential return to
the society above, there is nothing else to tell you. The iron gate is to now being raised and you are to pass
through. Do not try to return to the surface through this passage, for such attempts will be forcibly denied. Pass
forth into the bowls of the wicked maze, you shameful exile, and may you find redemption or die!

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Exiles Of The Wicked Maze

INTRODUCTION:
Welcome to Exiles Of The Wicked Maze, a complete traditional tabletop game for 1 player! This game is a
sword and sorcery style quest in which you play a prisoner exiled to a massive labyrinth located below the vast,
wicked city that you once called home. The basic rules are simple enough. Start at the entrance of the maze and
work your way through to the ending point, collecting enough treasure to pay a fine of 5,000 coins as you go.
Along the way you will encounter a variety of different symbols, most of these will require you to make a ran-
dom roll on a chart or two. Some of these symbols will allow you to gain treasure, while others may require
you to avoid a deadly trap or fight a monster. Your gained treasures and suffered wounds are recorded on a
simple character sheet, which in some ways is similar to the character sheets that you would expect to find with
a typical table top role playing game.

Unlike a typical table top role playing game, no “game master” is required. The encountered symbols and ran-
dom roll charts dictate the challenges and treasures that you stumble upon. Unlike a typical table top board
game, you draw your way through freshly printed copy of the maze rather than rolling dice and moving an
equal number of spaces.
Sound fun? Good! Now let's take a look at what all you will need to play this game.

What You Need To Play This Game:


In addition to this rulebook, you will need a few items in order to play this game.
These items are provided below.

A Printer And Extra Copies of Maze and Character Sheet: First off, you will need access to a computer and
printer as you will need to make extra copies of the maze (located on page 52) and the blank character sheet
(located on page 53). You will also need to make at least one copy of the quick charts (pages 54 to 57). Although
not required, it is recommended that you have at least one printed copy of this rulebook for easy reference.
Keeping the copy in a 3 ring binder is preferred.

Another thing that you will want/need to make a copy of is the random roll charts. At the back of the book
(located on pages # to #) you will find all of the random charts grouped together for quick reference. Rather than
having to flip through the whole rule book each time you encounter a different symbol requiring a random roll,
simply print up and keep a copy of the quick reference charts to speed up things while you are playing.

A Twenty Sided Die: A twenty sided die is needed for playing this game. Though a bit harder to find than com-
mon six sided dice, twenty sided dice are available at most hobby stores as well as countless locations online. If
you don't already have these dice, you may want to go ahead and pick up at least half a dozen in case you loose a
few over time.

A Pencil: A pencil, instead of a pen, is recommended for playing this game. A good eraser is also recommended.
You will be constantly making changes to your character sheet as you suffer wounds, gain treasure, etc.

Scrap Paper (Optional): From time to time you may want to make scratch notes on a piece of scrap paper in-
stead of making immediate changes to the character sheet. This is particularly true when entering a round of
combat with a monster or other foe. Naturally, at the end of such an encounter you will want to make any final
adjustments to your character sheet in regards to hit points, sick points, or otherwise.

Calculator (Optional): Though not required, a small pocket calculator is handy to have on hand when playing
this game.

Now that you know what you will need to play, let's go over the basic rules of the game once again.

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PART 1:
THE RULES OF THE GAME

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Exiles Of The Wicked Maze

The Basic Rules Of The Game:


As stated before, the most basic rules of the game are simply this: Begin at the starting point at the upper left
hand corner of the maze (the area with a set of steps and an arrow) and work your way through the maze until
you have reached the end of the maze (another area with a set of steps and an arrow) with enough treasure to be
worth at least 5,000 coins in value. That will buy your freedom back to the surface above.

Along the way you will find yourself facing a number of additional challenges, including fighting villainous foes
and horrifying monsters, disarming deadly traps and hazards, experimenting with the properties of bizarre look-
ing fungi, searching for treasure and other valuable items, and making good use of magical portals that take you
to random parts of the maze.

So, are you ready to read the rest of the rules and get ready to play?
Good! We'll start with the character creation first.

Character Creation:
Before you can play the game, you need to create a character for yourself. This is a simple enough process, and
adds to the fun and imagination of the game. The first thing you will need to do is have a printed copy of the
blank character sheet for the game. This sheet can be found on page 53.
Once you have a character sheet in hand, its time to fill out a few things as well as learn about everything that is
printed on the character sheet itself.

Name: Every character needs a name, and this is one of those areas where you have full creativity. It does not
matter what you call your character, as long as you call it something. Though you might want to go with a com-
mon everyday name, such as “Joe” or “Nancy”, you will probably prefer something more suited for a fantasy
setting, such as “Xavius”, “Prita”, “Rengok”, or “Tykia”.

Crime: While not exactly necessary for the game play, it is nice to know what sort of crime that the exiled char-
acter committed. After all, if one is to be shoved into the dungeon maze below, shouldn't there be at least some
knowledge of what sort of heinous thing that the character did that is worthy of such punishment?
You are free to come up with any damning crime that you desire. However, if you are short of ideas, feel free to
make good use of the crime chart that is provided on this page. Simply roll 1d20 and consult the following chart.

Roll: Criminal Offense:


1 Theft Of A Mule
2 Posing As A Tax Collector
3 Highway Robbery
4 Unlawful Public Drunkenness
5 Lewd Public Behavior
6 Criminal Trespassing
7 Cheating At A Game Of Chance
8 Sleeping During Guard Duty
9 Poaching On Noble Land
10 Forgery
11 Spying
12 Fortune Telling Without A Permit
13 Destruction Of Valuable Property
14 Stealing Food In The Public Square
15 Peddling Dubious Charms And Potions
16 Insulting A Local Ruler
17 The Intentional Selling Of Sickly Livestock
18 Fighting In A Tavern
19 Harboring A Wanted Fugitive
20 Practicing Unlawful Sorcery

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Character Creation Continued:

Character Image: Placed on the character sheet is a blank rectangular box that is to be used for a character image.
While it is not required that you draw an illustration of your exiled prisoner, doing so adds to the flavor of the
game.

Hit Points: Each character in the game starts out with 100 hit points. While hit points can go up and down, de-
pending on the various encounters and events that the character experiences in the game, the maximum hit points
to have is 100 and the very minimum, in order to stay alive, is 1. Once a character reaches 0 or lower hit points the
character is dead and cannot go further. Game Over, essentially.
However, when starting the game, write in 100 in the hit points area of your character sheet.

Sick Points: Each character in the game starts out with 0 sick points. Unlike hit points, having fewer sick points is
better. In addition to running out of hit points, accumulation of too many sick points can also result in the death of
a character. If a character has 30 or more sick points at any given time, they are dead.

Sick points are acquired in a number of ways. Many foes, particularly the monstrous varieties, are venomous or
carry disease. Each time such foes cause damage to your character, additional sick points are added. Sick points
can also be acquired from hazards, whether natural or of the trap variety. Another source of sick points can come
from messing around with the maze's colonies of mushrooms. Ironically, some mushrooms can reduce your sick
points or cure you altogether. Careful experimentation is the key. Other ways to get rid of sick points involves
finding the right alchemical substances.

Carried Equipment: The equipment carried by the exiled character can be a variety of things picked up in the
game, from armor and weapons to alchemical substances and special items of special use. Also included in this
mix are valuable relics, which include ceremonial fetish items, wizard tools, and offerings of royal treasure.

When creating a character, do not add anything. The character starts with nothing more than the ragged clothing on
their backs, a small coarse sack (for gathering loot) tucked in their rawhide belt, some bruised knuckles, and a hope
of survival.
It is important to note that a character can typically carry no more than 10 items at any single time, minus coins
and loose gems (which are counted separately). Should the character find a special item known as a an Etherweave
Sack, however, the character can carry 5 more additional items (provided that the etherweave sack is counted
amongst one of the original 10 items in possession). A glance of the character sheet will show the storage for the
items carried in this sack. You will learn more about the etherweave sack and the rules for carrying items in it in
the Special Items section of the basic rules.

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Character Creation Continued:

Coins Carried: The kingdom recognizes a standard coin, and in the exiled character's quest to escape banish-
ment to the maze there is a price of 5,000 coins for release from the dungeons. While some of this cost may be
satisfied from treasures picked up along the way, a fair bit may come from the gathering of actual coins. These
coins appear in many different amounts during the course of one's travels, from a single piece lying in the floor
of a filthy corridor to the contents of a loaded and locked chest tucked away in an obscure alcove.

Coins are nice to have because you can carry around an unlimited amount of them and they do not add to your
limited availability of carried equipment.

Gems Carried: There are twenty different types of loose gemstones in the maze below. Each of these gemstone
types have a set value in coins, with examples including agate (value of 10 coins), diamond (value of 500 coins),
ruby (value of 250 coins), etc. On the character sheet these gems are listed along with their values. As you pick
up loose gemstones, add them to the quantity on the character sheet. For example, if you were to pick up your
first peridot, you would mark a 1 on the quantity. If you picked up another peridot later, you would change that
quantity to 2.
Loose gems are like coins in the manner that you can carry an unlimited amount. These gems can be even better
because quite often the value of a found gem is more valuable than most findings of coinage. However, having a
lot of gems can be costly to one's health due to the presence of cursing eyes placed within the maze. These eyes
cause an amount of damage to your hit points that is equal to the total amount of loose gemstones that you are
carrying. You will learn more about cursing eyes in the section on map symbols.

Character Background: This final section is an optional area where you can write up a bit of a background
story regarding your character. While you do not have to do this to play the game, having a bit of past history
makes your character more unique and interesting. You may come up with anything you like for this and make it
as detailed or as simple as you wish.

Once you have created your own character (which you will need to do before starting play), it will be time to
learn about the various symbols that you will stumble across in the maze. You will also learn about the random
roll characters that often go along with such symbols.

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The Symbols Of The Maze:


The map (page 52) of the wicked maze is littered with a
variety of different symbols. While one of the primary
goals of the game is to simply move from the starting
location to the ending point, interaction with the sym-
bols on the map is a required event, especially when you
consider the fact that you must have at least 5,000 coins
worth of treasure on hand in order to buy your way back
to freedom in the end.

The different symbols of the maze are provided in a general listing below. General notes of interest are provided
for each symbol type. This list is to simply help you identify the basics of the symbols of the map. Once you are
familiar with the symbols we will go into the finer details regarding the symbols and how they work into the
game.

Entrance: The entrance symbol looks like a set of steps with an arrow pointing away from the steps. This is
where you start the game at.

Alchemical Substance: This symbol looks like a potion bottle. Alchemical substances can do a variety of useful
things for you. They are cumbersome, however, taking up one equipment item slot for each alchemical substance
in possession. Furthermore, alchemical substances are “consumables”, essentially meaning that once they are
used they are removed from your possession.

Coins: This symbol looks like three coins. Coins are the most basic of treasures to collect as the fine that you
must pay is based on the overall treasure value of 5,000 coins.

Cursing Eye: This symbol looks like an eye. The cursing eye causes you damage to your hit points when you are
carrying about loose gemstones on your person.

Foe: This symbol looks like a skull. The foe symbol represents the various enemies and monsters that you must
fight (or bribe) as you make your way through the maze.

Gemstone: This symbol looks like a faceted gem. Be sure to seek out this symbol when you are looking for
some valuable loose gemstones to add to your treasure count. Avoid this symbol if you are wounded and have a
cursing eye or two blocking your intended path.

Hazard: The hazard symbol looks like a blood splatter. This symbol represents a number of natural dangers and
cleverly designed traps. These hazards may reduce your hit points, make you sick, or wreck havoc on the stuff
that you are carrying.

Portal: The portals on the map resemble a colorful block with a number (from 1 to 20). “Stepping into” one por-
tal will take you to another numbered portal on the map (usually random).

Mushroom: This symbol looks like a pink capped mushroom. The mushrooms of the maze have wildly random
properties. When eaten some of these may be helpful while others are harmful. Consume at your own risk!

Random Encounter: This symbol looks like a question mark. True to its name, a random encounter is simply
what it is... a random encounter type. When you come across a random encounter you roll on a random roll chart
to find out exactly what sort of other symbol you have come across. Such examples include foe, alchemical sub-
stance, gemstone, etc.

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The Symbols Of The Maze Continued:


Relic Item: This symbol looks like an idol made of stone or clay. The relic item represents three different types of
valuables instead of a list of one. These three categories of such items consist of: ceremonial fetishes, wizard tools,
and royal treasure. Relic items are cumbersome but add to your total treasure. Some are very valuable in fact! Fur-
thermore, relic items are useful when a bribe is needed to satisfy the interests of certain foes.

Special Item: This symbol looks like a light green geometric object that is sitting on a fancy stand. Special items
are cumbersome and possession of any such item takes up a slot in your inventory. While these items do not add
any value to your overall treasure, their usefulness can be worth more than finding a trunk of coins or a rare gem.
Unlike alchemical substances, special items can be used an unlimited number times once they are in your posses-
sion.

Weapons And Armor: The symbol for the weapons and armor looks like a shield. Weapons and armor improve
your chances of defeating foes and reducing the damage that you would normally take during combat.

Exit: The exit symbol looks like a set of steps with an arrow pointing towards the steps. This is the place that you
must reach in order to pay your fine (provided that you have 5,000 coins worth of treasure or more) and get out of
the maze. The exit symbol is located at the lower right hand corner of the maze.

In order to better help you get a visual on these symbols, a map key is provided on the previous page (see the
image at the top of page 10). This map key also appears on the character sheet (page 53).

When journeying through the maze, it is important to


know that any symbol that you must pass through or use
(as in the case of portals) are considered to be
“encounters”. Furthermore, some symbols are “X”d out
after you deal with them while others are not. Essen-
tially, this means that you X out an individual symbol by
drawing an X over it once you have dealt with such an
encounter (whether that being getting around a trap,
choosing to pick up or ignore an item or treasure, fight-
ing a foe, etc.). As a general rule of thumb, all individual
encountered symbols are “X”d out as an encounter
unless they are one of the following: Entrance symbol,
cursing eye, portal, exit symbol.

Now it is time to learn about the exact details, as well as


the random roll charts (if any) and game rules that back
each of these symbols through the examination of the
symbol game rules. We will start with the Entrance and
work our way to the Exit symbol.

Game Rules Of The Maze Symbols:


The following notes provide full game rules regarding each of the maze symbols that you will encounter in the
maze.

Entrance:
Also known as the “starting point”, the entrance to the maze is represented by a set of steps and an arrow
pointing away. There is only one appearance of this symbol in the maze. It is located in the very upper left hand
corner of the maze map. When beginning the maze, you will want to start drawing your line right after the arrow.

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Game Rules Of The Maze Symbols Continued:


Alchemical Substances:
The wicked maze is full of a wide range of different alchemical substances. These substances, whether they be
potions, powders, or otherwise, are considered to be “consumables”. By this definition when you come across an
alchemical substance and add it to your inventory, it is important to note that this substance may be used one
time only. After its use is done the item is removed from your inventory (essentially, you erase its listing from its
place on the list). Furthermore, on the note of inventory, alchemical substances are cumbersome, meaning that
they count as part of the total equipment that you can carry at once. When you come across an alchemical item
that you would like to keep for use later on, you add it to your carried equipment. If the alchemical substance is
something that you can make good use of immediately (such as to restore hit points or remove sick points), you
may do so without having to add this item to your inventory (since you are immediately using it upon finding it).

Regardless of whether you decide to keep an alchemical substance or leave it lying where you found it, you must
mark an X through the particular alchemical substance symbol that you encountered. As the maze is full of other
desperate beings, including other exiles such as yourself, there is no guarantee that the alchemical substance will
still be there should you return to this part of the maze.

When dealing with the “consumable” aspects of an alchemical substance, follow these guidelines: If the alchemi-
cal substance can be used at any time, then its effects are immediate and the substance is removed from your in-
ventory. If the alchemical substance is used during a particular type of encounter (foe encounter, mushroom en-
counter, etc.), then its effects last for that one single encounter only and then it is removed from your inventory.
When dealing with a foe encounter, the effects remain until the foe is defeated in combat (or you are slain your-
self).

When stumbling across the symbol for an alchemical substance, consult this random roll chart to determine ex-
actly what substance you find. Brief game rules are provided after the chart for each alchemical substance. Fur-
thermore, if you would like to read more about the details surrounding each alchemical item, you may do so in
the Adventurer's Lore section (which can be found later on in this book).

Roll: Alchemical Substances: Benefit: Use During:


1 Adder Oil Tonic Restores (up to) 20 Hit Points Any Time
2 Burnblade Oil Adds +4 to Weapon Attack Foe Encounter
3 Demon Hive Mead Pass By Cursing Eye Safely Cursing Eye Encounter
4 Dragon Scale Grease Adds +2 to Armor Foe Encounter
5 Fairy Wing Tonic Removes (up to) 10 Sick Points Any Time
6 Fire Giant Dandruff Disarms Some Hazards Hazard Encounter
7 Gilden Berry Vinegar Restores (up to) 35 Hit Points Any Time
8 Golem Rust Unlocks Locked Coin Treasure Coin Encounter
9 Grim Sap Adds+4 To Attack Vs Ghoul Foe Encounter
10 Hoofkill Toxin Adds+6 To Attack Vs Minotaur Foe Encounter
11 Invisibility Dust Pass By Foe Safely Foe Encounter
12 Manticore Marrow Powder Restores (up to) 25 Hit Points Any Time
13 Newt Tail Tonic Restores (up to) 10 Hit Points Any Time
14 Plague Saint Elixir Removes (up to) 5 Sick Points Any Time
15 Saintlarch Sap Adds+4 To Attack Vs Hags And Imps Foe Encounter
16 Skullbane Repels Most Undead Foe Encounter
17 Star Mage Incense Exit Through Portal Of Choice Portal Encounter
18 Swine Grub Liver Oil Detect Mushroom Type Mushroom Encounter
19 War Thorn Ale Restores (up to) 15 Hit Points Any Time
20 Witchroot Elixir Removes All Sick Points Any Time

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Game Rules Of The Maze Symbols: Alchemical Substances Continued

Adder Oil Tonic: This tonic can be used at any time during the game. When used, the tonic will restore up to 20
hit points (cannot exceed 100 total hit points).

Burnblade Oil: This substance is to be used during a foe encounter and must be applied before combat. Also, you
must have a weapon in order to use this substance. When used, the oil temporarily adds an additional +4 to your
weapon attack score.

Demon Hive Mead: This substance works only when you encounter a cursing eye. Should you decide to use the
mead during an encounter with a cursing eye then you will be able to pass by/through that cursing eye safely with
no damage, regardless of the amount of gemstones that you are carrying.

Dragon Scale Grease: This substance is to be used during a foe encounter and must be applied before combat.
Also, you must be using armor in order to use this substance. Dragon scale grease temporarily adds an additional
+2 to your armor score.

Fairy Wing Tonic: This tonic may be used at any time during the game. When used, the tonic will remove up to
10 sick points (cannot drop sick points below 0).

Fire Giant Dandruff: This substance can be used during some hazard encounters (see the section on hazards to
determine exactly which ones). Should you decide to use this substance then you will automatically disarm a haz-
ard, provided that fire giant dandruff is effective against the particular hazard.

Gilden Berry Vinegar: This substance may be used at any time during the game. When used, the substance will
restore up to 35 hit points (cannot exceed 100 total hit points).

Golem Rust: This substance may be used during a coin encounter in which such treasure is locked. Using the sub-
stance will automatically unlock the treasure for you.

Grim Sap: This substance is used during a foe encounter that is specifically against a ghoul. Use of this substance
adds a +4 to your attack versus a ghoul. Though typically applied to a weapon, it is not required that you have a
weapon in your possession to use grim sap.

Hoofkill Toxin: This substance is used during a foe encounter that is specifically against a minotaur. Use of this
substance adds a +6 to your attack versus a minotaur. Though typically applied to a weapon, it is not required that
you have a weapon in your possession to use hoofkill toxin.

Invisibility Dust: This substance may be used only during a foe encounter. When used, you become temporarily
invisible, allowing you to pass by a foe safely without having to engage in combat or otherwise. You still “X” out
the foe symbol even though you did not technically fight, repel, or bribe them).

Manticore Marrow Powder: This substance may be used at any time during the game. When used, the marrow
powder will restore up to 25 hit points (cannot exceed 100 total hit points).
Special Note: The healing benefits of manticore marrow powder are doubled (50 hit points) when you have a chi-
mera eye ring (special item) in your possession.

Newt Tail Tonic: This substance may be used at any time during the game. When used, the tonic will restore up to
10 hit points (cannot exceed 100 total hit points).

Plague Saint Elixir: This elixir may be used at any time during the game. When used, the elixir will remove up to
5 sick points (cannot drop sick points below 0).

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Exiles Of The Wicked Maze

Alchemical Substances Continued:


Saintlarch Sap: This substance is used during a foe encounter
that is specifically against a hag or an imp. Use of this substance
adds a +4 to your attack versus a hag or an imp. Though typi-
cally applied to a weapon, it is not required that you have a
weapon in your possession to use saintlarch sap.

Skullbane: Use skullbane during a foe encounter that is against


a foe that can be repelled by this alchemical substance (notably
skeletons, zombies, and fallen champions). Using the substance
causes the targeted foe to instantly flee from your presence,
avoiding combat with you at all costs. “X” through the foe's
symbol on the maze after using this substance.

Star Mage Incense: You may use this alchemical incense as


you enter one of the 20 magical portals in the maze. When the
incense is used, pick the exact portal that you wish to exit from
rather than randomly rolling to determine the portal that you will
be exiting out of.

Swine Grub Liver Oil: You may use this alchemical oil during
a chosen mushroom encounter. Instead of consuming the mush-
room (and thus accepting its effects, good or bad) before rolling
the dice for the mushroom effect, you can use this oil to deter-
mine the effects beforehand. Use of the oil allows you to choose
whether you want to consume the mushroom (and thus gain/
suffer its effects) or not.

War Thorn Ale: This substance may be used at any time during the game. When used, the ale will restore up to
15 hit points (cannot exceed 100 total hit points).

Witchroot Elixir: This substance may be used at any time during the game. When used, this elixir will remove
all sick points, thus reducing your sick point score down to 0.

Things Are About To Get Worse… Much Worse!!!


Just because you managed to crawl out of the wicked maze alive doesn’t mean the
journey is over… amongst the treasures discovered below were old scrolls revealing
the existence of other foul labyrinths in the surrounding lands. With the discovery of
these forgotten, forbidden places comes new challenges and threats…
The meddling of the star mages has invited the presence of tentacled nightmares from
places beyond the night sky. The hags and the imps have invited other fell creatures
into the world. The pollutions of half hazard magic and bizarre fungi has transformed
even more creatures into ravenous, fanged monstrosities. Worst of all, the rulers have
discovered that these new labyrinths contain even greater treasure… and they are
willing to risk anything and anyone to get to it.

Get ready for what lies beyond the wicked maze

Beyond The Wicked Maze: The upcoming free (yes, totally free!) expansion pack to
Exiles Of The Wicked Maze. This expansion pack includes new mazes, new foes, new
treasures, and a variety other new challenges for players of Exiles Of The Wicked
Maze.

Watch for it’s release by liking Fishwife Games on Facebook. Coming in 2014.

Copyright 2014, Fishwife Games Page 14


Exiles Of The Wicked Maze

Coins:
From a single petty coin lying on the floor to a king's chest secured with a massive iron lock, the noble treasury
of coins are available in a wide variety of quantities and conditions in the maze. When encountering a stash of
coins, you will first roll the twenty sided die and consult the chart (shown on this page) for the exact condition/
potential quantity that the coins are found in (example: a roll of 1 to 2 indicates a single coin, a roll of 10 to 11
indicates a coin purse containing 1d20x3 coins, a roll of 16 to 17 indicates a locked chest holding 1d20x15 coins,
etc.). In regards to finding such coins, there are two factors to pay attention to: quantity rolls and locked/unlocked
condition. We will look at both aspects, starting with the nature of the coins being openly available versus being
locked.

Unless the roll for a finding of coins indicates that the resource of coins is locked, the coins found may be freely
taken. However, should there be the notation that the finding is locked, along with a numerical score, then an at-
tempt to unlock the source of coins is required in order to gain such treasure.

Here's how this works: Roll: Coins:


When you encounter a locked source of coins, 1 to 2 Single coin lying on the floor (1 coin)
you must be able to bypass the lock in order to
actually get the coins to claim as treasure. The 3 to 6 Small cloth bag (1d20 coins)
most obvious way to go about this is to try to
7 to 9 Leather purse (1d20x2 coins)
“pick the lock”. The initial way to do this is to
roll the twenty sided die against the Locked 10 to 11 Peddler's coin purse (1d20x3 coins)
score. If your roll is equal to or higher than the
Locked score, you have succeeded and the treas- 12 to 13 Cracked wooden box (1d20x5 coins)
ure is yours. If you fail, you cannot pick the lock 14 to 15 Wooden merchant's chest (1d20x7 coins)
and you cannot gain the treasure that is inside. If
you have a set of lock picks (special item), these 15 to 16 Small chest, Locked: 10 (1d20x10 coins)
picks will give you a +5 bonus to your dice roll
16 to 17 Medium chest, Locked: 12 (1d20x15 coins)
against the Locked score. Another way to bypass
the lock, if you have it, is to use the alchemical 18 to 19 Large chest, Locked: 15 (1d20x20 coins)
substance known as golem rust. One “dose” of
this substance is good per a single lock. 20 King's chest, Locked: 18 (1d20x25 coins)

The next part of dealing with coins is determining the amount of treasure that you have managed to acquire. If
you happen to find a single coin lying in floor, the amount is easy: 1 coin. Simply add that 1 coin to your inven-
tory score of coins and you are good to go. If you find a larger amount, however, you will want to follow these
rules concerning amounts of coins:

Coins in larger amounts are determined by rolling your twenty sided die (noted as being 1d20) and multiplying
this roll if such a multiplier is called for. Small cloth bags do not call for a multiplier, so when these are encoun-
tered, simply roll the twenty sided die and record the rolled number (example: a roll of 17 indicates that 17 coins
were found). For larger finds, such as cracked wooden boxes, medium sized chests, etc., you will want to roll the
dice and then apply the indicated multiplier. For example, a small locked chest contains 1d20x10 coins. If you
were to roll an 11 on the twenty sided die, then you would multiply 11 x 10, for a total find of 110 coins.

When you have determined the amount of coins that you have recovered per coin encounter, record that amount
in the coins carried section of your character sheet. Though findings of coins tend to be less valuable than other
treasures, you can carry as many coins as you like.

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Exiles Of The Wicked Maze

Cursing Eye:
Created as a means of keeping guard of the royal
treasures, cursing eyes cause damage to anyone car-
rying loose gemstones on their persons. Unlike haz-
ards and foes, these eyes remain in place, continually
causing damage anytime a soul passes by. The only
way to destroy the presence of a cursing eye is to be
in possession of a scoundrel pebble (special item).
Hurling this item into the center of the eye will in-
stantly destroy the presence of these threats. Another
way to get around a cursing eye's harm if you have
gemstones on hand is to drink a dose of demon hive
mead (alchemical substance) before passing through
the presence of one of these floating, glaring eyes.

If you are able to destroy a cursing eye with a scoundrel pebble, then you will “X” the eye's symbol out. Other-
wise, cursing eyes are never X'd out, even if you pass through one under the influence of demon hive mead.
What this means, essentially, is that the very same cursing eye can cause damage to you over and over again, for
as many times as you need to pass through its presence.

In the event that you have to pass through the eye with loose gemstones in hand, you loose an amount of hit
points equivalent to the total amount of loose gemstones in your possession. For example, if you happen to have
3 agates, 2 garnets, 1 peridot, and 2 diamonds, you will loose 8 hit points when you pass through the presence of
a cursing eye.

If you are very low on hit points, you have the option of dropping some or all of your gemstones before passing
through the presence of the eye. However, if you do so, you loose these gems forever, as they cannot be regained.
The maze is full of other desperate exiles, and most are quite eager to snatch up the gems that you have so
willingly left behind.

ABOUT THE ARTIST:


DAN (SMIF) SMITH
Dan Smith, also popularly known as “Smif”,
is a legendary artist, illustrator, and game
designer/developer in the traditional table
top gaming industry. Dan is a 1997 Origins
Award winner for his artistic contributions
to the role playing game In Nomine. Dan
has worked on many other popular titles
over the years, including (but not limited to)
GURPS and Illuminati: New World Order by
Steve Jackson Games. Dan is the creator,
rules developer, and artist of the card
games Battle Of The Bands and King Of
Crime.
Dan is currently touring the North America
conventions as he promotes his new comic
book series, Armageddon Hell.

Copyright 2014, Fishwife Games Page 16


Exiles Of The Wicked Maze

Foes:
The foe symbol is perhaps one of the most important symbols on the map when it comes to potential harm to your
character. Foes represent a wide variety of monsters and enemies, from fanged toads and zombies to dark acolytes
and desperate prisoners such as your own self. Though fighting every foe you encounter is the primary action,
some foes can be avoided by other means.

If you choose to fight a foe, you will engage in a round of combat. The rules regarding combat will be discussed in
a moment. If you choose to use a method to try to avoid a fight, this method must be chosen before you engage in
combat rolls against a foe. Once you have started to fight a foe, the fight continues until one of you is dead.

Typically, only a few foes can be avoided in regards to combat. Such foes that can be avoided usually demand a
bribe or to be repelled. Look at the Special section of the foe chart to see if a particular foe will accept a bribe or be
repelled. Foes that have Repel: Skullbane can be repelled by using a dose of the alchemical substance skullbane. A
foe that has Bribe: Meat can be bribed by an offering of swine grub meat (which you have to kill a swine grub to
get). Both the options of repel and bribe naturally require that you have a particular item that you are carrying and
that you be willing to use it or give it away. In case of repelling certain undead monsters, you must have a dose of
skullbane (alchemical substance) and be willing to use it. In the case of a bribe, you must have the certain type of
object and be willing to give it away to be left in peace. If you choose either of these options, the item used is re-
moved from inventory and the foe encounter's symbol is “X'd” out on the map as though you had defeated the foe
by means of combat.

Another way to get around any foe is through the use of a dose of invisibility dust (alchemical substance). If you
choose to use a found dose of this alchemical substance, remove it from your inventory and “X” out the foe en-
counter's symbol on the map.

If fighting is your preferred or only option, then it is time to learn how combat works in this game. Each foe has
their own Difficulty score and their own Damage score, which are shown on the foe chart. When you attempt to
slay a foe, you roll the twenty sided die and attempt to make a roll that is equal to or greater than the difficulty
score of the foe. If you succeed, the foe is dead and combat is over. If you fail, you take an amount of damage to
your hit points that is equal to the damage score of the foe. Combat continues at this point, requiring you to con-
tinue rolling against the difficulty score of the foe until you have made a roll that is equal to or greater than the dif-
ficulty score. Each time you roll under this score, the damage is once again taken off your hit points. If your hit
points drop to 0 or lower while trying to defeat a foe, you die and the game is over for your character.

Roll: Foe: Difficulty: Damage: Special:


1 Alchemist Scholar 13 7 Bribe: Alchemical Substance
2 Carnivorous Sludge 15 7 Bribe: Meat
3 Crypt Looter 12 6 Bribe: Royal Treasure
4 Dark Acolyte 12 6 Bribe: Ceremonial Item
5 Dire Rat 11 4 Sick:1
6 Fallen Champion 15 9 Repel: Skullbane
7 Fang Toad 12 8 Bribe: Meat
8 Fungal Shambler 14 8 Sick:1
9 Ghoul 15 8 Sick:2
10 Hag 15 8 Bribe: Any Relic
11 Imp 13 6 Bribe: Gem
12 Minotaur 17 12 Carcass: Horns (1,000 coins)
13 Mutant Arachnid 14 6 Sick:3
14 Prisoner 13 7 Bribe: Weapon/Armor
15 Skeleton 12 5 Repel: Skullbane
16 Swine Grub 10 4 Carcass: Meat (Heal:10)
17 Toxipede 15 7 Sick:3
18 Wandering Statue 15 9 Carcass: Gem (Roll)
19 Wizard Apprentice 11 7 Bribe: Wizard Tool
20 Zombie 13 6 Repel: Skullbane

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Exiles Of The Wicked Maze

Foes Continued:
Also, some foes can cause you to gain sick points as well. If the foe has a Sick score in the Special column of the
foe chart, you add these sick points to your Sick Points score each time you are wounded by the foe. This is in ad-
dition to the damage to your hit points. If your own sick points ever reach 30 or greater, you die and the game is
over for your character.

Having a weapon and a form of armor in your carried equipment inventory can drastically change the outcome of
combat. A weapon's score is added to your dice rolls against the foe's difficulty and an armor's score allows for
points to be removed from the hit point damage that you take. Armor generally does not protect against sick points,
however, unless the armor score is equal to or greater than the total hit point damage that would have been taken-
see the note below for more information on this.

Note: If the armor score is greater than the total damage, then the adjusted amount is 0. Characters cannot “gain”
hit points from attacks by simply having a greater armor score than the foe's damage score. Furthermore, any time
that the armor score is equal to or greater than the total damage, thus dropping any amount of damage taken to 0,
sick points are also negated to 0.

Here's a quick example of how armor works: Suppose that you are carrying a spiked club (weapon: 3) and wearing
a bear hide shirt (armor: 2). The spiked club will give you a +3 to each dice roll that you make against the diffi-
culty score of a foe and the bear hide shirt will reduce 2 points off of the damage that you take each time the foe
wounds you.

There are a variety of alchemical substances that can be used


to also boost your rolls against a foe's difficulty or reduce the
damage that you take from your hit points. The exact rules
regarding these items are found in the notes detailing alchemi-
cal substances.

Some foes that have been defeated by means of combat leave


behind a valuable item. These foes have a special Carcass
note. In order to gain the treasure or valuable item that the car-
cass note provides, you must have defeated the foe in combat
and not handled the encounter by other methods (such as
bribes, repelling, etc.). Information regarding the carcass finds
are provided in the Special notes concerning each foe.

The following entries contain the needed information about


the Special rules regarding each foe in the maze.

Alchemist Scholar: The alchemist scholar can be bribed with


any variety of alchemical substance.

Carnivorous Sludge: The carnivorous sludge can be bribed


with 1 unit of meat (which is taken from the carcass of a
swine grub).

Crypt Looter: The crypt looter can be bribed with any variety of royal treasure (relic item).

Dark Acolyte: The dark acolyte can be bribed with any variety of ceremonial item (relic item).

Dire Rat: The dire rat adds 1 sick point to your total current sick points any time it wounds you.

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Exiles Of The Wicked Maze

Foes Continued:
Fallen Champion: Rather than fighting the fallen champion, you may choose to use 1 dose of skulbane
(alchemical substance) from your inventory if you have it and choose to use this instead.

Fang Toad: The fang toad can be bribed with 1 unit of meat (which is taken from the carcass of a swine grub).

Fungal Shambler: The fungal shambler adds 1 sick point to your total current sick points any time it wounds you.

Ghoul: The ghoul adds 2 sick points to your total current sick points any time it wounds you.

Hag: The hag can be bribed with any variety of relic item (ceremonial item, royal treasure, or wizard tool).

Imp: The imp can be bribed with any variety of loose gemstone.

Minotaur: When a minotaur is slain in combat, it's carcass yields treasure in the form of horns. The horns of a
slain minotaur are worth 1,000 coins and can be counted towards your fine. Each set of horns you recover is treated
as 1 item (thus separate from other collected horns) and placed in your carried equipment.

Mutant Arachnid: The mutant arachnid adds 3 sick points to your total current sick points any time it wounds
you.

Prisoner: A prisoner can be bribed with any variety of weapon or armor.

Skeleton: Rather than fighting a skeleton, you may choose to use 1 dose of skulbane (alchemical substance) from
your inventory if you have it and choose to use this instead.

Swine Grub: When a swine grub is slain in combat, it's carcass yields 1 unit of meat. This meat is added to your
carried equipment and each additional unit of meat counts as a separate item. Swine grub meat is useful in using as
a bribe against certain types of foes. If you wish, you may also consume a unit of swine grub meat, yourself. Doing
such will heal up to 10 (with a maximum of 100) hit points. When you consume a unit of swine grub meat, remove
that unit from your carried equipment.

Toxipede: The toxipede adds 3 sick points to your total current


sick points any time it wounds you.

Wandering Statue: When a wandering statue is slain in combat,


its carcass (crumbled remains) yields 1 random gemstone. After
you defeat a wandering statue, consult the gemstone chart and ran-
domly roll 1 time for a gemstone.

Wizard Apprentice: A wizard apprentice can be bribed with any


variety of wizard tool (relic item).

Zombie: Rather than fighting a zombie, you may choose to use 1


dose of skulbane (alchemical substance) from your inventory if
you have it and choose to use this instead.

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Exiles Of The Wicked Maze

Foes Continued:
An Example Foe Encounter
The best way to understand how a full round of combat works against a foe encounter is to look at an example.
As such, one is provided

Prita, our favorite exile, is wandering through the maze when her player runs across a foe encounter symbol
blocking a desired path. As the player wants Prita to journey down the particular hall in question, the player
decides to encounter the foe. The player rolls the twenty sided die and consults the foe encounter chart. The roll
was a 9, which on the chart shows that Prita will be going up against a ghoul.
The player quickly checks Prita's stats and carried equipment inventory. Prita currently has 100 hit points, 0
sick points, and has a chain mail cape (armor: 3) and a sword (weapon: 5) in her possession. Feeling confident,
the player decides to have Prita fight the ghoul.
The combat round opens with the player rolling against the ghoul's difficulty score of 15. The player rolls a 4
on the dice, and adds Prita's sword weapon bonus of 5 for a total of 9. Certainly not good enough. Since the roll
was short, Prita takes damage. The ghoul's normal damage is 8 but Prita is wearing a chain mail cape with an
armor score of 3. The armor score is subtracted from the typical damage, bringing the damage down to 5. The
player knocks 5 points off of Prita's current hit points, bringing her down to 95. The ghoul has a sick value of 2,
so Prita takes 2 sick points from this attack, bringing her sick score up from 0 to 2. Prita's armor is no good
against sick effects.
The player rolls again, with the twenty sided die landing on an 8. Adding in the weapon score of 5 brings the
attack score up to 13, still not good enough. Prita takes another 5 points of modified damage, bringing her hit
points down to 90. She also takes another 2 points of sickness, bringing her sick score up to 4.
The player rolls a third time, with the die landing on a 3. Even with the modified weapon damage this is cer-
tainly not good enough to slay the ghoul. As such, another 5 points of damage is suffered, bringing Prita down
to 85 hit points. Prita's sick points are further increased, giving her a total of 6 sick points now.

Frustrated, the player rolls again, but this time the die lands on a 14. The weapon score of 5 brings this up 19,
beating the ghoul's difficulty score of 15 and thus slaying the ghoul. Since Prita was able to kill the ghoul with
this attempt, she does not receive any more damage to her hit points or sick points.
The combat round ends and the foe encounter is over. Prita limps away bleeding and nauseated with illness, but
still quite alive and capable of facing further challenges ahead.

(The Beloved Swine Grub)

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Exiles Of The Wicked Maze

Gemstones:
Lying about the various nooks and crannies of the maze are loose gemstones. These shiny, beautiful bits of
treasure are quite popular amongst loot seekers for a few reasons. First, like coins, gemstones do not count
against the limits of carried equipment that you can have on your person. You can carry as many of these gems as
you can find. Second, finding a single gemstone tends to yield a much greater value than finding a few coins.
Third, gemstones can also be used to accomplish many other things. Some special items use them and imps will
take them as a bribe.
Gems are not an absolute perfect treasure, however, for carrying them on your person and passing through a
cursing eye can cause you harm. Go back and consult the section on cursing eyes if you need more information
about this.

When you encounter a gemstone symbol in the maze, roll the twenty sided die and consult the chart. Your roll
will determine what gemstone you get. The value of each individual gemstone, in coins, is presented beside the
stone. For example, an agate is worth 10 coins and a jasper is worth 50 coins. Once you have rolled for the
gemstone found, you are to “X” out the gemstone symbol that you encountered on the map. Even if you do not
decide to keep the stone, you still must “X” out this symbol. Should you leave a gemstone behind, consider it lost
forever (since it will be quickly stolen by someone else).

ROLL: GEM:
1 Agate (10)
2 Amethyst (150)
3 Aquamarine (80)
4 Bloodstone (60)
5 Citrine (120)
6 Diamond (500)
7 Emerald (200)
8 Garnet (100)
9 Jade (90)
10 Jasper (50)
11 Moonstone (140)
12 Onyx (70)
13 Opal (180)
14 Pearl (170)
15 Peridot (130)
16 Rose Quartz (20)
17 Ruby (250)
18 Sapphire (300)
19 Topaz (160)
20 Turquoise (30)
If you keep the gemstone, which is a most likely choice, you will record this stone on your character sheet. On
the character sheet all of the 20 different types of gemstones found in the maze are listed with their values.
Rather than having to write down the stone type and its value each time you find a stone, you simply change the
quantity of the appropriate gemstone on your character sheet. As such, if you had 2 rubies already and you find
another ruby, you will change the quantity to 3. If you had 0 emeralds before and you find your first, you will
change the quantity to 1.

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Exiles Of The Wicked Maze

Hazards:
Throughout the hallways and corridors of the maze are numerous hazards. Some of these are natural occurrences,
such as a cave in of debris, while others are deviously placed traps. Though many hazards can cause wounds and/
or sickness, handling hazards is different than dealing with foes.

The best way to examine the hazards and what they do is to look at the hazard chart and the different sections.
Each area is described below.

Roll: As with other charts in this game, the roll column is reflected of a twenty sided die roll. When you first en-
counter a hazard symbol on the chart, you make this roll and go from there.

Hazard: This is the hazard name/type. Examples include chill blast sigil and spike pit.

Difficulty: This numerical score represents how difficult a hazard is to avoid. When the exact type of hazard is
determined, the character must attempt to get around the hazard. Unless the character has a special means of dis-
arming or negating the hazard effect, the character must simply try to get around the hazard in question without
setting it off and causing its negative effects.
If the character is unable to otherwise disarm/negate the hazard, then they must try to get around the hazard by
this method. In order to do this, roll the twenty sided die. If the die roll is equal to or greater than the difficulty
score, the character has successfully gotten around the hazard without harm or otherwise experiencing its effects.
If the twenty sided die roll is less than the difficulty score then the hazard “goes off” and the character must
suffer the effects of the trap.

Roll: Hazard: Difficulty: Effect: Special Disarm/Negate Notes:


1 Blade Eater Rune 13 Destroy: All Carried Weapons Disruption Crystal Disarms/Negates
2 Blistering Mildew 13 10 Damage to Hit Points, Sick: 7 Fire Giant Dandruff Disarms/Negates
3 Blood Fly Swarm 11 10 Damage To Hit Points Fire Giant Dandruff Disarms/Negates
4 Burning Cobble Stones 11 15 Damage To Hit Points Featherwalk Boots Disarms/Negates
5 Casket Flukes 12 3 Damage To Hit Points, Sick: 4 Fire Giant Dandruff Disarms/Negates
6 Chill Blast Sigil 14 15 Damage To Hit Points Disruption Crystal Disarms/Negates
7 Falling Rubble 14 20 Damage To Hit Points Featherwalk Boots Disarms/Negates
8 Hag Ticks 15 Doubles Current Sick Points Everpure Wand Disarms/Negates
9 Itching Vines 11 Sick: 1 Fire Giant Dandruff Disarms/Negates
10 Nature Scorn Sigil 12 Destroy: All Carried Alchemical Disruption Crystal Disarms/Negates
Substances
11 Parasitic Spores 14 Sick: 3 Everpure Wand Disarms/Negates
12 Pauper's Sigil 12 Destroy: All Carried Coins Disruption Crystal Disarms/Negates
13 Plague Fog 15 Sick: 5 Everpure Wand Disarms/Negates
14 Rustleech Rune 13 Destroy: All Carried Armor Disruption Crystal Disarms/Negates
15 Septic Ooze 12 Sick: 2 Everpure Wand Disarms/Negates
16 Spider Swarm Cobweb 14 5 Damage To Hit Points, Sick: 5 Fire Giant Dandruff Disarms/Negates
17 Spike Pit 12 25 Damage To Hit Points Featherwalk Boots Disarms/Negates
18 Viper Pit 11 10 Damage to Hit Points, Sick: 7 Featherwalk Boots Disarms/Negates
19 Warrior's Curse Rune 12 Destroy: All Carried Weapons and Disruption Crystal Disarms/Negates
Armor
20 Whip Roots 13 8 Damage To Hit Points Featherwalk Boots Disarms/Negates

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Exiles Of The Wicked Maze

Hazards Continued:
Effect: All hazards have one or more effects. Some of these cause damage to hit points while others increase the
sick points of the character. As with other similar events, the character dies if their hit points reach 0 or below or
their sick points reach 30 or more. Though some hazards cause either sick points or loss to hit points, many can
cause both.
One special note of importance is in regards to the hazard hag ticks. Rather than causing a specific number of
sick points, hag ticks doubles the current amount of sick points that a character already has. Therefore, if a char-
acter has 0 sick points, then no additional sick points are gained. However, if the character currently has 15 or
more sick points, then the doubling of these points is enough to immediately kill the character.

Instead of causing sickness or wounds, some hazards destroy things that the character is carrying. For example,
setting off a warrior's curse rune will instantly destroy any and all weapons and armor that the character has in
their possession while the pauper's sigil instantly destroys all coins that the character is carrying.

Special Disarm/Negate Notes: All hazards have a means of being disarmed. Doing as such, however, requires
possession of a specific alchemical substance or special item. The specific item/substance that is needed to dis-
arm/negate the hazard is listed in this section. If the character happens to have the substance or item in their car-
ried equipment then they may use it (if they so choose) prior to trying to get around the trap (by rolling against
the difficulty score). Using the substance/item will instantly disarm the trap, rendering it harmless.

Once you have encountered a hazard then you need to “X” out the hazard symbol that you are at on the maze
map.

Portals:
Scattered across the maze are twenty different magical portals. Each of these portals are numbered (1 to 20) and
entering through one portal will cause you to randomly exit through another one. Unlike many symbols on the
map, portals are never “X'd” out. As such, the same portal may be used more than once during a game.

If you choose to use a portal, roll the twenty sided die when you enter the portal. If the rolled number is the exact
same number as the portal that you just entered then you will need to roll again. The number that you rolled is the
number of the portal that you will exit from (so if you entered portal 9 and rolled an 18 you will exit out of 18).

Although you do not “X” out portals, there is one important limitation to their use. You cannot immediately re-use
a portal that you have exited out of until you have entered into another portal.

Therefore, if you exit out of a certain portal and don't like the surroundings that you are going to face, simply re-
entering the portal you immediately left and going somewhere else is not an option. Once you have made use of
another portal by entering it, however, you may once again re-enter a portal that you exited prior.
Here's an example: Prita entered portal 9 and her player rolled a 2, causing Prita to exit portal 2. Prita checks out
the immediate hallways and realizes that there's a foe close by as well as a hazard. While it might seem desirable to
simply re-enter portal 2 and go somewhere else, Prita cannot do that just yet. Prita works her way through the maze
and eventually enters Portal 15, taking her this time to portal 19. Since Prita has used another portal since leaving
portal 2, Prita will be allowed to re-enter portal 2 (and then exit somewhere else) should Prita end up at portal 2
again.

While the choice of an exit portal is typically determined by the random roll of the die, a couple of objects in the
game can help sway this outcome. Using a dose of star mage incense (alchemical item) as you enter a portal will
allow you to exit anywhere you choose. Having a star mage compass (special item) will allow you to choose
between two possible random exits instead of simply being stuck with one.

Copyright 2014, Fishwife Games Page 23


Exiles Of The Wicked Maze

Roll: Mushroom Effects:


Mushrooms: 1 Remove (up to) 15 Sick Points
Growing in the damp corners of the maze are fertile
2 Remove (up to) 10 Sick Points
mounds of mushrooms. These fungi come in an endless
3 Fully Heal to 100 Hit Points
variety of colors, sizes, and shapes. As they have been
tainted by the pollutants of weird magic, the fungi found 4 Sick Points Are Reduced to 0
here remains a mystery to even the wisest of experts. Al- 5 Remove (up to) 5 Sick Points
chemists often send their best scholars into the maze in an 6 Take 10 Damage to Hit Points
attempt to better study the various properties of the mush- 7 Add 5 Sick Points
rooms. Regardless of such research, mushrooms still re- 8 Add 3 Sick Points
main a mystery. 9 Add 8 Sick Points
10 Heal (up to) 25 Hit Points
While many of the mushrooms in the maze can either heal 11 Heal (up to) 40 Hit Points
wounds or cure sickness, others can cause further damage 12 Heal (up to) 35 Hit Points
to your hit points or introduce more toxins to your body, 13 Add 12 Sick Points
thus increasing sick points. Since you usually cannot know 14 Heal (up to) 30 Hit Points
what the value of a randomly picked mushroom is until 15 Heal (up to) 20 Hit Points
after you have eaten it, these colorful fungi are usually best
16 Heal (up to) 45 Hit Points
avoided unless you are severely wounded/sick and have
17 Take 25 Damage to Hit Points
little left to lose.
18 Heal (up to) 15 Hit Points
19 Take 20 Damage to Hit Points
20 Add 10 Sick Points
There are a couple of things that can be found in the maze that will help you identify the properties of a mush-
room before consumption. Using a dose of swine grub liver oil (alchemical substance) on a mushroom will help
determine the mushroom's properties before consuming it. Likewise, if you happen to be lucky enough to come
across a mummified swine grub's tongue (special item) then you will able to always determine the properties of a
mushroom beforehand as long as you keep the tongue in your possession.

After you choose to identify and/or consume a mushroom you will “X” out the symbol of the mushroom that you
have encountered on the maze map.

If you choose to consume a mushroom (or at least examine it beforehand) then roll the twenty sided die and
consult the mushroom effects chart to find out what the mushroom does to you (or can do to you).

Want To See This Craziness Done Up In Space Age Glitter!?!


Or With A Chainsaw!?!
Just because minotaurs are cool doesn't mean that maze games have
to be stuck in the realm of sword and sorcery! The crazy author be-
hind this mess is currently playing around with the idea of creating
similar maze games for a wide variety of different genres, from ga-
lactic death prisons to the sadistic ruins of a burnt out, post apoca-
lyptic city! Before these dreams can become a reality, however, the
sales of Exiles From The Wicked Maze have to make the time and
effort feasible for Fishwife Games. So, do you want to see more 1
player gaming action of this kind? If so, get the word out about Ex-
iles Of The Wicked Maze and encourage your friends to buy this
product! Get on facebook, like Fishwife Games, and tell others
about our humble little maze driven hack and slash efforts!

Copyright 2014, Fishwife Games Page 24


Exiles Of The Wicked Maze

Roll: Random Encounter:


Random Encounters: 1 to 2 Alchemical Item
Spread throughout the halls of the game map is an
3 to 6 Coins
abundance of question mark shaped symbols. These
7 to 8 Foe
symbols represent a random encounter type. Random
9 to 10 Gemstone
encounters add to the excitement and challenge of the
11 Hazard
maze because there is no way of knowing exactly what
type of encounter you will find until you actually cross 12 to 14 Mushroom
one. Some of these encounters may be foes or hazards 15 Relic Item: Ceremonial Item
while others may end up being treasure or a useful 16 Relic Item: Royal Treasure
item. 17 Relic Item: Wizard Tool
18 Special Item
19 to 20 Weapons/Armor
When you decide to investigate a random encounter, you will roll the twenty sided die to determine what type of
actual encounter the random encounter represents. After the exact type has been determined by the dice roll you
will then roll on the appropriate chart to finish with the encounter.

Here's an example: Prita is wandering down a darkened corridor of the maze when she comes across a random
encounter. Her player decides that Prita will further investigate this encounter and rolls the twenty sided die, for a
die roll of 8. Prita's player checks the random encounter chart and notes that the random encounter that Prita is
checking out is a foe encounter. Prita's player then goes to the foe chart and rolls the twenty sided die again. The
die lands on a 19. It looks like Prita will be going up against a wizard apprentice.

Once you have finished with investigating/interacting with a random encounter you need to “X” out that
particular random encounter symbol on the maze map.

Relic Items:
Located in various areas throughout the maze is a wide variety of ancient relics. Many of these relics are consid-
ered to be quite valuable, and are often sought out by other wanderers of the maze. There are three different types
of relic items: ceremonial items (also called ceremonial fetishes), wizard tools, and royal treasures. Regardless of
category, all of these items are useful in regards to collecting a sufficient amount of treasure needed to pay your
fine to get out of the maze. These items are cumbersome, however, and every single relic item that you locate
counts as 1 individual item in your carried equipment inventory. As such, it might actually be wise to drop a
lesser valuable item from time to time when you happen to come across an item of greater worth.

Having relic items in your possession is also beneficial when it comes to bribing some of the foes that you
encounter. Some of these foes may be willing to let you leave in peaceful in exchange for an item of a particular
relic category. Dark acolytes will accept ceremonial items as a bribe, wizard apprentices will accept wizard tools,
and crypt looters will accept a form of royal treasure as a bribe. Hags, on the other hand, will accept any relic
item from any category as a worthy bribe.

When you encounter a relic symbol on the map, you will need to first roll the twenty sided die to see what
category of relic item you have found. As you can see by the included chart, a roll of 1 to 6 results in finding a
ceremonial item, a roll of 7 to 12 results in finding a wizard tool, and a roll of 13 to 20 results in finding a royal
treasure.

Roll: Relic Type:

1 to 6 Ceremonial Fetish

7 to 12 Wizard Tool

13 to 20 Royal Treasure

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Exiles Of The Wicked Maze

Relic Items Continued:


After you know the category of relic items, roll the twenty sided die again. Consult the appropriate category col-
umn on the main relic item chart to find out which item you have found. The value in coins for that item is pro-
vided beside the item. Example: An animated bookmark (200) is worth 200 coins.

Once you have finished investigating a relic item symbol on the map you will need to "X" out that symbol before
moving on.
ROLL: CEREMONIAL FETISH: WIZARD TOOL: ROYAL TREASURE:
1 War Mask (900) Flying Broom (900) Signet Ring (2,000)
2 War Drum (650) Crystal Ball (950) Diamond Bracelet (1,750)
3 Sacrificial Blade (700) Wizard's Hat (50) Golden Arm Band (300)
4 Mummified Hand (750) Mage Wand (450) Pearl Earrings (400)
5 Elder Totem (850) Elemental Staff (850) Queen's Necklace (1,400)
6 Blood Bowl (600) Magic Tome (400) Sapphire Pendant (1,200)
7 Ivory Censer (550) Scroll Case (150) Noble Crown (3,000)
8 Shrunken Head (500) Golem Quill (550) Emerald Brooch (800)
9 Golden Idol (1,000) Archmage Robe (350) Silver Chalice (200)
10 Smiting Rod (350) Mortar And Pestle (100) Royal Orb (500)
11 Bone Flute (300) Witch Pot (500) Bejeweled Scepter (750)
12 Dark Goblet (800) Spectral Spectacles (800) Princess Tiara (2,500)
13 Spirit Pipe (200) Illusionist's Prism (250) Noble Robe (150)
14 Protective Amulet (250) Animated Bookmark (200) Fur Hat (100)
15 Warlock's Talisman (400) Imp Cage (300) Jewelry Box (350)
16 Rain Stick (50) Everfilling Flask (650) Plumed Quill (30)
17 Stone Calendar (950) Musing Mirror (700) Ivory Bowl (250)
18 Fertility Statue (450) Philosopher's Stone (1000) Silk Scarf (50)
19 Dream Catcher (100) Wizard's Pipe (600) Ballroom Tapestry (900)
20 Needle Doll (150) Everglowing Lamp (750) Silver Clasp (1,000)

Special Items:
Some of the most sought after objects in the maze are the special items. Though these items carry no value in re-
gards to paying your fine, many of these items are what it takes to stay alive and meet your goal of getting out of
the maze.
Special items are represented by an odd shaped maze symbol that resembles a light green stone sitting on an altar
or stand. Whenever you encounter this symbol you will need to roll the twenty sided die to see what variety of
special item you have found. The chart for this is located on this page.

ROLL: Special Items: Benefit: Use During:


1 Beggar's Palm Necklace Allows 1 Re-Roll (At Will) Per Coin Encounter Coin Encounter
2 Chimera Eye Ring Doubles Healing Power of Manticore Marrow Powder Use of Alchemical Substance
3 Conjurer's Amulet Roll 2 Times For Foe, Choose Preferred One Foe Encounter
4 to 5 Disruption Crystal Disarms/Negates Certain Hazards Hazard Encounter
6 Dwarven Luck Stone Roll 2 Times For Gem Encounter, Choose Preferred Gem Encounter
One
7 Etherweave Sack Carry 5 More Items, Can Only Be In Contact With 1 Any time
Sack
8 to 9 Everpure Wand Disarms/Negates Certain Hazards Hazard Encounter
10 to 11 Featherwalk Boots Disarms/Negates Certain Hazards Hazard Encounter
12 to 13 Lock Picks Bonus of +5 Versus Picking Locks Coin Encounter with Lock
14 Looter's Cowl Bonus of +5 Versus Hazards Hazard Encounter
15 Mage Bow Weapon:10, Disabled: Use Ruby and Sapphire to Foe Encounter (As Weapon)
Activate
16 Medicine Bag Changes 1 Gem into (up to) 15 Hit Points of Healing Any time
17 Scoundrel Pebble Destroys/Negates Cursing Eyes Cursing Eye Encounter
18 Star Mage Compass Roll 3 Times For Portal Exit, Choose Preferred One Portal Encounter
19 Swine Grub Tongue Always Know Mushroom Type Mushroom Encounter
20 Transmuter's Bag 2 Gems Become Random Gem Any time

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Exiles Of The Wicked Maze

Special Items Continued:


Once you have determined the item you will need to read about the item's exact properties. Also, if you wish to
keep the item then you will need to add the item to your character's carried equipment since all special items are
cumbersome.
Note: In the event that you find an etherweave sack (and do not already have one), placing this sack in your car-
ried equipment will open up the five additional slots for items on your character sheet. In the event that you al-
ready have an etherweave sack and you find another one, you will loose your current sack, the sack you found,
and any items you were carrying in the sack you had. See the rules on etherweave sacks for more information.

As you will notice, the special benefits are briefly listed on the chart. While this gives you an easy go to refer-
ence for what a special item does, a much better detailed description for each single item is provided in this sec-
tion of the rule book. There is also a section that shows you when you can use the item. The use of some items
are limited to certain encounter types only while others can be used at any given time.

Regardless of whether or not you decide to keep the special item that you found, you must mark an "X: over the
current special item symbol (on the map) that you are investigating when you are finished. If you leave the spe-
cial item (or another item in its place) behind, there is no guarantee (or chance) of you finding it again.

The following notes provide greater detailed rules about each special item type.

Beggar’s Palm Necklace: The beggar's palm necklace is a magical device that literally allows looters and exiles
such as yourself the ability to "wish" greater findings of coinage. When you have this in your possession you
have a greater advantage when making rolls during coin encounters. If you are unhappy with your roll of the coin
encounter, you are allowed to make 1 re-roll. Once you've made this second roll you may "keep" the preferred
roll of the two and go from there. Note: If you roll the same coinage option twice (example: rolling a leather
purse twice) then you are stuck with that one option.
Example: Prita has a beggar's palm necklace on her possession and her player comes across a coin symbol on the
maze map. The player decides that Prita should investigate. The player rolls a 4, indicating that all Prita found
was a small cloth bag containing 1d20 coins. As the player would prefer to see Prita find a much greater amount
of coins, the player rolls again. This time the roll is a 13, indicating a cracked wooden box holding 1d20x5 coins.
The player decides to keep the second roll over the first. After this decision the player rolls for total amount of
actual coins found.

Chimera Eye Ring: The chimera eye ring doubles the healing power of any manticore marrow powder
(alchemical substance) that you have in your possession. As such, when the chimera eye ring is in your posses-
sion and you use this alchemical item, you gain up to 50 hit points instead of the normal 25.

Conjurer’s Amulet: The conjurer's amulet is a powerful magical item that allows you to choose between two
possible foes instead of being stuck with one. When this item is in your possession, roll twice whenever you en-
counter a foe symbol. Choose the preferred foe. Note: If you roll the same foe twice then you are stuck with that
particular foe type.
Example: Prita has the conjurer's amulet in her possession and her player comes across a foe symbol on the maze
map. The player needs Prita to journey further down the hall so an encounter with a foe is inevitable. The player
rolls an 8 the first time, revealing the first foe to be a Fungal Shambler. The player then rolls a 12 for the second
roll, revealing the second foe option to be a minotaur. Not wanting to risk a battle with a minotaur, the player de-
cides that Prita will go up against the fungal shambler instead. The fungal shambler remains and the minotaur
disappears.

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Exiles Of The Wicked Maze

Special Items Continued:

Disruption Crystal: The disruption crystal is a most desirable item to have when dealing with a variety of haz-
ards, particularly the magical traps. Having this crystal on hand will allow you to instantly disarm/negate the ef-
fects of certain hazards. Please refer to the section on hazards to refer to which hazards in general that possession
of the disruption crystal disarms.
Example: Prita has the disruption crystal in her carried equipment and her player comes across a hazard symbol
on the maze map. The player rolls the die and determines that Prita has come across a Blade Eater Rune. The
cursed rune glows and pulses before Prita, waiting to be deactivated when she tries to pass around it. Rather than
trying her chances Prita simply pulls the disruption crystal from her sack and waves it around in front of the
magical rune trap. Bolts of erratic energy burst forth from the crystal, consuming the glowing rune. A large ex-
plosion fills the corridor, destroying the presence of the magical hazard in a thundering blast. As the sparks and
ozone scented smoke dies away, Prita places the crystal back in her sack and journeys forward, satisfied that that
the area is now safe from the effects of the magical rune.

Dwarven Luck Stone: The dwarven luck stone is a magical device that shares its origins with the beggar's palm
necklace. When you have this item in your possession you have the ability to "wish" for a better option when en-
countering loose gems (via the gemstone symbol on the map). With this item in your possession of carried equip-
ment, you are allowed two rolls anytime you come across a gemstone symbol. Keep the preferred one as the
found gem.
Example: Prita has the dwarven luck stone on her person and her player comes across a dwarven luck stone on
the maze map. The player rolls the twenty sided die, revealing a 17, which is a ruby worth 250 coins. Since the
dwarven luck stone is in Prita's possession the player rolls again, this time a 14, which is a pearl worth only 170
coins. Since the ruby is worth much more, the player decides that the possession of this ruby will be Prita's
"wish" upon the stone. The wish is granted and the ruby is Prita's. The player adds it to her list of found gem-
stones.

Etherweave Sack: Of all the possible special items to acquire, the etherweave sack is arguably one of the most
useful in the game. Possession of this sack allows you to use the five additional carried equipment slots on your
character sheet. These are the ones reserved for storage in the etherweave sack.

While having an etherweave sack can be a major game changer in regards to hauling cumbersome items around,
there is some degree of risk once you have this item. No two etherweave sacks can be within close proximity of
one another. They do not have to even touch one another, they just merely need to be close enough. Once this
happens, both sacks are destroyed in a flash of light. Furthermore, anything stored in either of the sacks are also
instantly destroyed. As such, any item listed on the etherweave sack spaces on the character sheet is destroyed.
Should the character be carrying an etherweave sack and discover another one when investigating a special item
symbol on the map, this is considered to be close enough to destroy both sacks (and property within).

Here’s an example: Prita is carrying around an etherweave sack and inside this sack is a disruption crystal and a
royal orb. Prita’s player comes across a special item symbol while exploring a section of the maze and decides to
have Prita investigate. The player rolls the die for the special item type and the roll reveals another etherweave
sack. Both Prita’s carried sack and this new sack explode in a flash of light. Also gone is the royal orb and the
disruption crystal that Prita was carrying in her etherweave sack.

Everpure Wand: The everpure wand is effective at disarming/negating the undesirable effects of certain haz-
ards, particularly those of the disgusting, less than sanitary variety. As such, the everpure wand allows the char-
acter to pass through such hazards without harm to their selves or possessions. Please refer to the section on haz-
ards to refer to which hazards in general that possession of the everpure wand disarms/negates.

Featherwalk Boots: Wearing a pair of featherwalk boots can be a real life saver when dealing with certain varie-
ties of hazards. As such, this magical item is effective at disarming/negating the undesirable effects of such haz-
ards, allowing the character to pass through such an area without harm to their selves or their possessions. Please
refer to the section on hazards to refer to which hazards in general that possession of the featherwalk boots dis-
arms/negates.

Copyright 2014, Fishwife Games Page 28


Exiles Of The Wicked Maze

Special Items Continued:


Lock Picks: While you could always try most anything in a pathetic attempt to picking the locks of chests filled
with gold coins, having an actual set of lock picks is the best! When you keep a set of lock picks in your carried
equipment you receive a +5 bonus towards your dice roll at attempting to pick a locked stash of gold coins.

Looter’s Cowl: While certain special items and alchemical substances are effective in regards to disarming spe-
cific hazards, the looter or exile with limited carrying space needs an item that is capable of working one's way
around hazards in general. This is where the looter's cowl comes into play. Though the looter's cowl does not offer
guaranteed disarm/negation of any given form of hazard, possession (and wearing) of the cowl does offer a signifi-
cant bonus towards slipping around the hazard in question, thus potentially avoiding setting the device off. This
cowl thus offers a +5 bonus towards your die roll against the hazard's difficulty score.

Mage Bow: Though classified as a special item, the mage bow is actu-
ally a powerful weapon that produces its own magical arrows when the
string is pulled back. When used, a mage bow is treated as a weapon
with a weapon score of 10. When a mage bow is first discovered, how-
ever, they are treated as “disabled” and thus cannot be used until acti-
vated. When you first acquire a mage bow, write “disabled” beside of
it.
Mage bows can be activated by combining a loose ruby gemstone and
a loose sapphire with the bow. Once this is done, the mage bow be-
comes activated and can be used. The ruby and the sapphire can longer
be used as treasure towards your fine, however, and they are removed
from your list of found gemstones. When the mage bow is activated,
erase the status of “disabled” that was written beside the bow in the
carried equipment section of your character sheet.

Medicine Bag: The medicine bag is a rather useful magical item that
you will want to hang around your neck. When you are in need of an
instant boost of hit points you can drop a loose gemstone of any value
into this bag. The magic of the bag will instantly grind the gemstone up
into a powder that is imbibed with mystical healing properties. The
properties of this stone then travels out into your body, healing up to 15
hit points per stone used.

Scoundrel Pebble: This magically enhanced stone is effective against


destroying any cursing eye that threatens your path. In fact, the scoun-
drel pebble is the only known means of ridding the maze of a cursing
eye (and thus allowing you to also "X" a cursing eye symbol out after
an encounter). When you have this item on you all that you have to do
is take a bit of careful aim, throw the pebble at the center of the eye's
pupil, and the glowing cursing eye will explode right before you, for-
ever destroyed. After which, of course, you may pass onward, un-
harmed by the eye's intended effects. Naturally, as you leave the area
you will want to pick up your trusty scoundrel pebble and place it back
into your carried equipment inventory.

Star Mage Compass: This magical device gives you more options when you come across one of the magical por-
tals in the maze. Rather than simply rolling once for the portal exit and taking that exit, this compass allows you to
roll three times and then select the preferred destination. Re-roll any duplicate rolls or rolls that match the number
of the entrance portal.
Example: Prita has the star mage compass in her carried equipment inventory. Her player comes across portal 12
on the maze and decides that Prita should go through. The player rolls the twenty sided die three times, for a result
of 9, 18, and 4. After considering these possible exits, the player decides that Prita will emerge from portal 18.

Copyright 2014, Fishwife Games Page 29


Exiles Of The Wicked Maze

Special Items Continued:


Swine Grub Tongue: Possession of a mummified swine grub tongue is a must have for anyone daring to chance
their luck with the mounds of colorful mushrooms and fungi growing within the depths of the maze. Rubbing this
tongue over an encountered mushroom (via a mushroom symbol) and examining the color changing results grants
the owner the knowledge of determining exactly what a mushroom does if you happen to consume it. As such, if
you have this tongue in your carried equipment you will want to use it on a mushroom encounter right before con-
sumption. If the mushroom is good, enjoy! If it is bad, thank yourself for keeping this strange looking mummified
tongue and walk cautiously away from the foul toadstool in question.
In strict game rules, possession of this object allows you to roll the twenty sided die first and determine what the
mushroom does before you actually consume it, and thus accept its effects, good or bad. Therefore, you can ac-
tively choose to accept or reject the properties of a mushroom encounter.

Transmuter’s Bag: The transmuter's bag is a magical item that allows you to change two gems into one random
variety of gem. The two original gems may be of the same type or have a different variety. When these are placed
in the bag, roll the twenty sided die and consult the gem chart. The two gems have become the gem that was ran-
domly rolled. The transmuter's bag is sometimes called a "gambler's bag" since there is no guarantee of having a
gem of greater value than the two original gems combined.
The transmuter's bag may be used at any time and as many times as you'd like.
Example: Prita has the transmuter's bag and is loaded down with a handful of gems. The player notices that there is
a cursing symbol blocking a desired path and decides to try to reduce the number of gems that Prita is carrying
while boosting the overall value of treasure that Prita is carrying. The player has Prita place an agate (10 coin
value) and a garnet (100 coin value) into the bag. Prita closes the bag, makes a sweeping gesture with her hand,
and reopens the bag. The player rolls the twenty sided die and gets an 18, which is a sapphire (300 coin value).
Prita reaches into the bag and pulls out this valuable blue stone.

Weapons And Armor:


You entered the maze with nothing but the tattered rags on your back and a set of bruised but ready knuckles.
While this can offer you a bit of a defense against the evils of the corridors below, a decent weapon and a bit of
armor can best ensure your survival. The chart on this page offers twenty varieties of each, just waiting to be at
your disposal, provided that you can come across them.

Roll: Weapon: Armor:


1 Battle Axe (Weapon: 6) Assassin's Vestments (Armor: 2)
2 Battle Cleaver (Weapon: 4) Bear Hide Shirt (Armor: 2)
3 Broadsword (Weapon: 7) Chain Mail Cape (Armor: 3)
4 Cutlass (Weapon: 6) Dragon Hide Cloak (Armor: 5)
5 Dagger (Weapon: 1) Executioner's Garb (Armor: 2)
6 Flail (Weapon: 4) Gladiator's Armor (Armor: 4)
7 Hatchet (Weapon: 3) Imp Hide Cloak (Armor: 3)
8 Hunter's Knife (Weapon: 1) Knight's Armor (Armor: 6)
9 Mace (Weapon: 5) Looter's Outfit (Armor: 1)
10 Prisoners' Ball And Chain (Weapon: 3) Metal Breastplate (Armor: 5)
11 Quarterstaff (Weapon: 2) Nomad's Garb (Armor: 2)
12 Scimitar (Weapon: 3) Raider's Tunic (Armor: 1)
13 Spear (Weapon: 2) Ranger's Vestments (Armor: 3)
14 Spiked Chain (Weapon: 4) Ring Mail Shirt (Armor: 2)
15 Spiked Club (Weapon: 3) Scale Mail Tunic (Armor: 4)
16 Sword (Weapon: 5) Scavenger's Armor (Armor: 3)
17 Trident (Weapon: 4) Studded Leather Tunic (Armor: 2)
18 War Sickle (Weapon: 2) Warlock's Robe (Armor: 1)
19 Watchman's Cudgel (Weapon: 2) Watchman's Garb (Armor: 2)
20 Whip (Weapon: 1) Wyvern Hide Tunic (Armor: 3)

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Exiles Of The Wicked Maze

Weapons And Armor Continued:


Unless you happen to stumble upon a random encounter that sends you to the weapons and armor list, the shield
shaped symbols on the map is your cue that you have found either a worthy weapon or a protective piece of ar-
mor. When you happen to find such a symbol (or find yourself redirected from a random roll symbol), you will
need to first roll the twenty sided die to determine whether you found a weapon or a suitable form of armor. A
roll of 1 to 10 indicates that you found a weapon while a roll of 11 to 20 indicates that you have found some ar-
mor. From there, you will want to roll the twenty sided die again and then consult the appropriate column
(weapon or armor) to determine exactly what you found. If this seems a bit confusing then here's a couple of ex-
amples of how this works:

Prita, our example exile, is wandering through the maze when her player comes across a shield shaped symbol.
Deciding to investigate, the player rolls a twenty sided die and the roll lands on an 8, indicating that the found
object is a weapon. The player rolls again and the roll is a 16, this being a sword (weapon: 5). The sword is added
to Prita's carried equipment.

Second example: After finding the sword, Prita wanders on only to have her player come across another shield
shaped symbol on the maze. The player rolls a twenty sided die and the roll lands on a 12, indicating that Prita
has found some form of armor. The player rolls the twenty sided die again, which lands on a 3, indicating that
Prita has found a chain mail cape (armor: 3). Satisfied with the finding of this item, the player adds this armor
item to Prita's carried equipment.

As noted above, both weapons and armor are cumbersome and each
of these items take up another slot on your character's carried equip-
ment list. In addition, while it is possible to carry more than one type
of weapon and armor at any given time, only one particular weapon
and one particular type of armor can be used when combating a foe.
When this occurs, unless for some reason the player rules otherwise,
it is the norm that the most powerful weapon and the most powerful
form of armor are used.

Weapons are beneficial to you when battling foes. As detailed in the


section on foes, whenever you make a combat roll against a foe’s
difficulty score, you add the weapon score to your dice roll. In other
words, if you are using a sword and your twenty sided die roll is a
12, then the weapon score of 5 is added to the 12, making your final
roll a 17.

The score value of a weapon can be temporarily increased from us-


ing some alchemical substances. Burnblade oil is an example of such
a substance. When such a substance is used, the beneficial increase
lasts for only one foe encounter. Please refer to such details in the
section on alchemical substances for more information.

Player Tip: Pausing The Game


If you have to “pause” the game in mid play, you might find it hard to figure
out where you stopped at on the maze map. During the course of
playtesting, this same issue happened more than once for the designer.
Since previously visited map symbols are marked with an “X”, a good way
to indicate where you have paused at is to draw an “O” at the end of your
maze trail. See the included image for an example.

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Weapons And Armor Continued:


Armor is also useful in combat against foes. The armor score is subtracted from the hit point damage that you
take each time a foe wounds you. For example, if a minotaur wounds you for 12 points of damage and you are
wearing a bear hide shirt with an armor score of 2, the damage that you receive is reduced to 10 points. If your
armor score is higher than the damage that you receive then the damage received is dropped to 0 (and not a nega-
tive amount).
Though having some decent armor can be a life saver, it has its limitations. Armor is useless against damage to
hit points received from sources other than foes. This includes damage received from hazards and from consum-
ing certain mushrooms. Also, armor usually does nothing in regards to sick points. The only time that sick points
are affected is when the armor score is equal to that or greater than the damage that would have been applied to
the character’s hit points. As such, if the character takes so much as 1 point of damage to their hit points then the
full amount of sick points received still applies.

The score value of any type of armor can be temporarily increased from using the alchemical substance dragon
scale grease. When used, the beneficial increase lasts for only one foe encounter. Please refer to such details in
the section on alchemical substances for more information.

Once you have investigated a symbol for weapons or armor you will need to “X” out this symbol on the game
map. If you choose to leave the weapon or armor behind then it is considered to be gone forever. There are many
desperate exiles roaming about the maze below and an abandoned weapon or form of armor is quickly snatched
up.

Exit:
Also known as the "ending point", the exit appears on the maze as a set of steps with an arrow pointing towards
them. There is only one appearance of this symbol in the maze. It is located in the very lower right hand corner of
the maze map.

Reaching the exit typically means that you have prevailed and beaten the game, provided, of course, that you
have enough treasure to pay your fine. If you do not have enough treasure in coinage value to pay the 5,000 coin
fine then you will need to turn back and visit some of the surrounding symbols in hopes of gaining enough coins
to pay your fine and re-enter the lands above. When you have done this you have ended the game.

Ending The Game- What's Next?


Once you have reached the exit and paid your fine, the challenge for your character is over. If you wish, keep the
character sheet and the copy of the worked map for bragging rights. At this point you might be asking, "what's
next"?

Exiles Of The Wicked Maze is designed to allow for replay value. However, once a game is beaten it is typically
expected that if you play the game again you will do so with a fresh copy of the maze and a newly created char-
acter. There are also some optional rules in addition to the main set of rules. These can be found in the Optional
Rules section on pages 48 to 50.

Though this product offers more than enough challenges to satisfy you for several games in the maze, an optional
expansion set is currently in development. This expansion set is currently titled "Beyond The Wicked Maze" and
will feature new treasures, foes, hazards, mazes, and a variety of other things to keep the maze crawling
experience fresh and exciting. Please be on the watch out for this upcoming expansion.

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PART 2:
Adventurer’s Lore

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Adventurer's Lore
As you creep your way down the endless, dimly lit passages of the horrid maze, you find yourself reflecting on the
stories that you have heard about this unhallowed place. Childhood tales fill your head, bringing forth memories
of vivid descriptions. Stories of monstrosities, desperate criminals, potions with mysterious properties, powerful
items of ancient magic, and bizarre fungi that grow in an endless variety of colors, shapes, and sizes. Many of
these stories were told to you as a child by Galfus, an old beggar that you would visit and bring buns of stolen
bread to. Galfus was said to have once been a mighty warrior that was banished to the dungeon maze after refus-
ing to hunt down and kill the enemy of a baron. Though he managed to survive the twisting, danger filled pas-
sages of the place, Galfus emerged with deep wounds and a sickness brought on by the venom of a toxipede.
Though Galfus had managed to recover quite a bit of treasure in the passages below, most of this wealth covered
his fine of passage back into the lands above. This left Galfus with very little, nowhere near the amount required
to seek the help of the healers. As such, Galfus healed slowly, and the lack of proper treatment and recovery took
its toll on his body and livelihood.
Galfus was no longer a warrior and of limited use as a common laborer, but his knowledge of the maze below
provided fascinating stories for children and adults. Youngsters enjoyed hearing the vivid tales of sword fights,
terrifying monsters, and chests filled with coins. Adults fearing their own exile, or that of a loved one, would go
to Galfus in an effort to gain knowledge that might help a prisoner survive the passages below.
Your memories of the old beggar are interrupted by a pair of glowing eyes and an eerie growl coming from the
passage ahead. As you tighten your grip around a recently found dagger you whisper a quiet bit of gratitude to
the old beggar that taught you so much about the maze.

Quite a bit of interesting lore has been gathered about the contents and inhabitants of the maze. While research-
ing this lore is not required to play the game, knowing a bit more about some of the elements encountered below
heightens the imaginative experience. The lore for four types of encounters is covered in this section. These
encounters consist of alchemical substances, foes, hazards, and special items.

Alchemical Substances Lore:


Over the many years of the maze's existence, a wide variety of potions, powders, and other alchemical substances
have been introduced to the dungeon. Some of these were placed intentionally to assist the royal nobles and their
servants, others were left behind by alchemists, wizard apprentices, hags, and looters. The follow notes describe
the various alchemical substances that one might find and put to use as they make their way through the maze.

Adder Oil Tonic: This mystical healing potion contains the fatty oils and venom of a deadly swamp adder as
part of its active ingredients. Other notable ingredients include a variety of exotic berries, roots, and lichens.
Though considered to be a healing potion of only moderate strength, finding a bit of adder oil tonic may still
mean the difference between life or daze in the maze below.

Burnblade Oil: One of the initial tests of alchemist apprentices is the practice of harnessing the forces of fire in
a oily, liquid form. The result of this test of learning is a substance known as burnblade oil. Favored by warriors,
knights, and gladiators seeking a bit of an edge in battle, the application of burnblade oil on a weapon causes the
weapon to temporarily gain the destructive powers of fire. Though this alchemical substance causes no damage
to the treated weapon, the flames licking off the oily application causes severe burns to any target that the
weapon strikes.
Having a small flask of burnblade oil on hand can mean life or death when facing a particularly menacing en-
counter. However, the substance quickly burns away, making it useful for only one encounter per flask.

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Dragon Scale Grease: Dragon scale grease is an alchemical compound that combines the essence of crushed
dragon scales with sacred plant extracts and the run off grease of cooked dragon fat. This mixture has proven to
provide a temporary benefit of additional protection with a wide variety of armors, from layers of thick cloth to
bear hide shirts to the workings of intricate plate mail. Though the mystical effects are quick to wear off, never
lasting more than one battle, the benefits are well worth the investment when going up against a particularly
deadly foe.

Fairy Wing Tonic: On the surface of things, fairy wing tonic is a rather gruesome, grisly potion. The primary
active ingredients of this bitter tasting fluid consists of the fermented blood and crushed wings of hunted down,
slain fairies. Though quite a few individuals consider this concoction to be the product of evil, greedy apothecar-
ies, one must admit that a dose of the tonic does wonders. Though not as potent as witchroot elixir, fairy wing
tonic is capable of removing quite a few toxins and foul ailments from one's body.

Fire Giant Dandruff: A small bag of fire giant dandruff has proven to be worthy when it comes to effectively
disarming some of the hazards that exist within the maze. An application of this dandruff causes the trap/hazard
to burst into flames. Though most of this dandruff is collected from the scalp of a sleeping fire giant, the best se-
lections are gathered from the giant's orange-red beard.

Gilden Berry Vinegar: Gilden berries are brilliantly toned, gold colored berries that grow up in majestic gar-
dens that have been touched by magic. The vinegar made from these berries is believed to be quite effective
when applied to open battle wounds or consumed as a tonic. A flask of gilden berry vinegar is considered to be
more potent than the heavily sought after manticore marrow powder.

Golem Rust: True to its name, this rust is scraped from the bodies of ancient iron golems. The magical qualities
of animation are trapped in this rust, and also enhances the corrosive powers when applied to certain mechanical
devices. Scoundrels have found this rust to be especially effective when it comes to bypassing the lock of a coin
laden chest. As such, use this rust when you need to open a locked chest full of coins and you don't have the
skills or tools to get the job done. A dose of golem rust generally comes in a small cloth bag dyed to a medium
shade of gray.

Grim Sap: Grim sap is a sticky, alchemical resin that contains several active ingredients. Included amongst such
ingredients is a bit of the powdered horn of minotaur, the dust of a lichen that commonly grows on tombstones,
the hairs from the head of a beggar, the sap of an evergreen tree that is no less than thirty years of age, the
crushed up remains of a bed bug, and a few drops of swine grub liver oil. When applied to a weapon, grim sap is
an effective contact poison against ghouls.

Hoofkill Toxin: This sticky, resin based poison contains a powerful fungal based ingredient that is a practical
death sentence to any minotaur that it comes into contact with. Minotaur hunters have been known to coat their
weapons with this stuff in an effort to quickly take down these creatures for their prized horns. Minotaur slavers
are also known to openly coat their weapons with the stuff, showing it to their beastly captives as a grim warning.

Invisibility Dust: Invisibility dust is an extremely useful alchemical substance to have when an exile feels like
avoiding a fight. A quick sprinkling of a vial of this substance renders the exile temporarily invisible, allowing
them to safely pass one foe before the effects wear off. Invisibility dust was initially tucked away as an emer-
gency means of allowing the royal family members (or their loyal servants) travel the corridors of the maze un-
molested. The use of this substance became more and more necessary as the animated statues became haywire
and violent.

Manticore Marrow Powder: A few centuries ago a great alchemist was studying the carcasses of slain beasts in
hopes of creating a powerful cure all for wounds. Taking note of the impressive healing qualities of the manti-
core, the alchemist begin experimenting with the extracted marrow of the creature's bones. The experiment was a
success and ever since, a vial of manticore marrow powder has been a standard treatment for everything from
lacerations to broken bones to internal injuries.

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Newt Tail Tonic: This simple tonic provides very minor relief from a variety of wounds and injuries. Newt tail
tonic is quite bitter in taste and its healing properties are limited, making it fairly unpopular. Still, when one is
severely wounded and quite at death's door, drinking down a flask of this tonic is all that is needed to stay alive.

Plague Saint Elixir: This mild, inexpensive potion was deemed to be a savior of society when the bleeding
plagues ravaged the lands above. Formulated by a trio of temple healers, this elixir contains many different active
ingredients, including swine grub snout oil, powdered minotaur horn, fermented chimera blood, and assorted fun-
gal extracts. Though its benefits are rather mild compared to fairy wing tonic and witchroot elixir, plague saint
elixir can help you stay alive when you are suffering from the effects of disease and toxins.

Skullbane: The dried leaves of the skullbane plant have curious properties that make it repulsive to most forms
of undead creatures. This is especially true when dealing with corpses that have been animated through necro-
mantic magic. While a sprinkling of dried skullbane will cause most undead creatures to flee, there are a few va-
rieties of the unliving that are unaffected by the use of this herb. Ghouls are such an example. It is rumored that
not only are ghouls immune to the repulsive properties of dried skullbane, these foul creatures actually find the
aroma and taste of the plant to their liking. Exiled prisoners have whispered terrible rumors about ghouls using
dried skullbane as an herbal seasoning, sprinkling recovered samples of it on the bodies of their slain victims be-
fore consumption.

Star Mage Incense: The star mages are renowned masters of the mysterious and powerful that exists within the
night skies and beyond. Able to craft their ways in the most mysterious of ways, star mage incense is a simple yet
most useful example of their abilities. If you have a stick of this magical incense on hand, use it before entering a
magical portal. Self lighting, star mage incense lights by a simple tap against a hard surface. The following
aroma is intoxicating, filling one's head with dreams and visions of all portals within the maze, and where such
portals lead to. Finding your way out of this damned maze is significantly easier with a stick or two of this rare
incense in your possession.

Swine Grub Liver Oil: The extracted oil of a swine grub's liver has been told to have unique properties when
spread upon a live mushroom. Depending on the exact shade of colorations that the oil changes to upon such
spreading, the individual using this oil is able to determine whether the mushroom in question is beneficial or
harmful before consuming. Instructions regarding identification are included with every found vial of this liver
oil. Simply use a vial of this extract on mushroom if you wish to know what its properties are before consuming.

War Thorn Ale: This fermented beverage is brewed from a mixture of barley, rye, and mugwort that has been
mixed with the tangled briers that grow up from the blood tainted soil of ancient battlefields. Though a great deal
of death was involved in the magic that goes behind this ale, the beverage itself has life giving properties. Seek
out and drink this ale if you need a bit of healing.

Witchroot Elixir: The active ingredient of this bitter tasting potion is concentrated, powdered witchroot. Herb-
alists and apothecaries value witchroot as being a cure all when it comes to sickness brought on by venom, tox-
ins, and a variety of diseases. Carrying about a bottle or two of witchroot elixir can mean the difference between
life and death. This is especially true when dealing with the various monstrosities, traps, and bizarre patches of
fungi encountered in the dungeon maze.

So, Could This Sort Of Game Be Turned Into An Ever Expanding, 1 Person
Role Playing Game? Yeah, Possibly So… At Least Sorta.
During the course of the development of Exiles Of The Wicked Maze, there were quite a few extra potential
rules and features that were brainstormed and considered. In the effort to keep the game a bit more fun, fresh,
and less complex, several of these rules and features were omitted. There is the potential to turn this maze gam-
ing experience into something much bigger, ever expandable… kind of like a role playing game built for 1 person
even. Interested in this? Then do two things… 1. Get on facebook and let us know, or email us at
fishwifegames@gmail.com. Second, get as many friends as you can to buy this product. The more successful that
this game is, the greater the chance that the designer will consider taking things to the next level.

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Foes Lore:
The dungeon maze houses twenty known varieties of dangerous foes. It is likely that you will encounter a hand-
ful of these types, if not all, as you travel through the endless corridors of the underground maze. The legends
and lore surrounding these creatures, exiles, and wandering scoundrels are presented in the following notes.

Alchemist Scholar: In an effort to aid the wizards and the noble guard, master alchemists have sent their best
students into the maze below to collect samples of the fungi and to recover long lost potions and other alchemical
substances. Under normal circumstances these scholars are peaceful, even friendly. Being lost and wandering
through the endless, hazard ridden maze of the dungeon has made these folks paranoid and prone to violence.
Constant taste testing of numerous strange mushrooms does not help this altered state of mind either. Still, re-
gardless of the current situations, alchemist scholars are not without reason. Rather than spilling blood on their
curved daggers, these individuals will peacefully accept a bribe in the form of an offered alchemical substance.

Carnivorous Sludge: These overgrown, amoeboid like creatures are driven by endless hunger. Though carnivo-
rous sludges are practically mindless and generally aggressive, some prisoners have found that these creatures
can be temporarily distracted with bribes of meat, especially the flesh of a swine grub carcass.

Crypt Looter: Though most souls are forced into the dungeon maze below against their will, some folks enter
willingly. In fact, quite a few have been known to bribe the guards into opening the entrance and looking the
other way. One faction of such desperate invaders is a collection of greedy folk called “crypt looters”. Crypt loot-
ers are lured to the dungeon maze by legends regarding vast treasures tucked away below. The jewelry and prized
possessions of ancient royalty are amongst such treasures, and the crypt looters will do anything they can to get
their hands on such wealth.
Driven by greed, crypt looters are an aggressive bunch, ever willing to attack anyone else in an effort to waste
away perceived competition. Such individuals can be peacefully bribed, however, provided that you have an item
of royal treasure to give up.

Dark Acolyte: The dark acolyte are the devoted followers of a fanatical cult bent on destruction. These zealots
seek out the ceremonial items and fetishes of other traditions and warp their powers and influences into benefit-
ing the cult's interests. Devoted dark acolytes have volunteered to travel to the depths below in search of a wealth
of ceremonial fetishes. Such objects are said to be stored away in the various nooks and crannies of the massive
dungeon maze. Though these wicked followers are prone to violence and bloodshed, an encountered dark acolyte
can be peacefully bribed if you happen to have some form of ceremonial fetish on hand.

Dire Rat: These giant rodents can weigh up to 100 pounds or more when food sources allow. Dire rats are an
aggressive menace to deal with. These creatures are typically carriers of a foul disease that is transmitted through
a dire rat's bite. Apothecaries and other scholars have concluded that multiple bites from these rats increase such
infections, and can cause certain death if such a victim is bitten enough.

Fallen Champion: From time to time, the concentration of dangerous beasts and foes in the dungeons below
reaches a point where the safety of the lands above become compromised. The guards securing the entrance and
exit of the maze become worried and inform the ruler that the creatures below may eventually bust their way out.
When such concerns arise, the ruler orders his best warriors to travel below and wipe out as many threats as pos-
sible. Needless to say, most of these great fighters die in the process. Influenced by the foul, wicked magic that
exists within the walls of the dungeon maze, such slain heroes rise up and become fallen champions.
Fallen champions differ from normal skeletons and zombies in the sense that they are stronger, more agile, and
better equipped. Furthermore, they possess a sense of cunning intelligence and a driving hatred that is accented
by the reddish glow that is emitted from their otherwise empty eye sockets. Though eagerly attacking anything in
sight, a fallen champion can be driven away if someone happens to have a bit of dried skullbane in their
possession.

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Fang Toad: Many years ago the land above was stricken by a massive flood and then an earthquake. The combi-
nation of these two disasters caused damage to a portion of the ceiling and outer walls of the dungeon, connect-
ing the environment below to the ravaged lands above. Though the damage was quickly fixed, such repairs were
not before the invasion of numerous uninvited critters. The dire rats found their way in as well as the spiders and
centipedes that would later become mutated monstrosities. Another invader of the dungeon consisted of a few
dozen toads from the nearby marsh.
Just as the strange mushrooms, magic, and alchemical toxins changed the appearance and form of the spiders and
centipedes, most of these toads were affected as well. Once mere amphibians no bigger than a child's hand, the
toads were transformed into toothy monsters each weighing over 500 pounds.
Driven by constant hunger and madness, fang toads are aggressive creatures that typically try to eat anything they
come across. Due to this preoccupation with a food, a typically aggressive fang toad can be temporarily dis-
tracted with an offering of meat (notably from the carcass of a swine grub).

Fungal Shambler: Fungal shamblers are hulking, bipedal


creatures that resemble a humanoid cross with a toadstool. In
most places underground these creatures are peaceful, choos-
ing to all but ignore the presence of others below. The chaos
and bloodshed of the maze have caused the fungal shamblers
that exist here to be violently hostile towards anyone they
encounter.
In addition to their brute strength, fungal shamblers rely on a
secondary attack of toxic spores. These spores are released in
purplish clouds, causing sickness and nausea.

Ghoul: These hideous undead entities are created when a


prisoner guilty of rather foul and perverse crimes dies within
the presence of the eerie magical forces found of the sprawl-
ing dungeon. Ridden with a necromantic disease, these
drooling, ravenous ghouls seek out the living to infect with
their unholy illness and to dine upon.
Unlike other forms of undead creatures found in the maze,
ghouls are unaffected by the alchemical item skullbane.

Hag: Borne upon the world from a foul union of desperate


hedge witches and the spirits of lustful demons, hags are a
ghastly bane upon the realms of mankind. These hideous,
hunchbacked old crones seek to claim the world for their
own, and have no allies to anyone other than fellow hags and
the foul little imps.

Hags present a chaotic, opportunist evil to the sprawling dungeons below, seeking out the sources needed to prop-
erly work their magic against the forces of cultist acolytes, the colleges of the wizards, and the ruling power of the
feudal nobility. As such, hags are constantly on the look out for relics that offer them the benefits of power and
wealth. Though these foul ladies are quite difficult to take down in a fight, they are not above a peaceful compro-
mise. Simply offer them a ceremonial fetish item, a tool of wizardry, or a royal treasure and the grateful hag will
leave you alone.

Imp: Imps are small, mischievous creatures that were initially summoned forth from the nether realms by the hags.
Seeking the means to create an army that would give them an upper edge against the dark acolytes of the forbidden
cult and the scholarly wizards of arcane magic, the hags called upon the demons and devils of the underworld to do
their bidding. Instead of binding fiery, whip cracking monstrosities, the hags were stuck with a multitude of gig-
gling, child sized imps. Though quite dangerous when provoked or hungry, these creatures are rather stupid and
easily distracted. Imps are easily subdued by offerings of various shiny things and pretty objects. Simply give one a
gemstone to play with if you feel like avoiding a fight.

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Minotaur: The minotaurs are perhaps the toughest of foes to be found in the maze, and thus extremely difficult
to defeat. Legends reveal that after the programming that controlled the animated statues went haywire, a more
effective guard was needed. Several captured minotaurs were released into the dungeon in an effort to maintain
control and cut down the chances of exiled prisoners being able to escape their punishment. Prisoners in their
own sense, however, the minotaurs below are an angry lot. These vicious creatures are known to attack anyone
that crosses their paths in a rage of intense hatred.
Minotaurs are also hunted for their horns, which are often sold to wealthy alchemist shops and then converted
into a powder to be used in assorted potions. The horns from a single minotaur are typically worth 1,000 coins.

Mutant Arachnid: Originating from the common spiders that are found swarming about in the massive cobwebs
of the dungeon, these foul, venom drooling creatures can reach the size of a mule. Mutant arachnids are vicious
hunters, attacking anything that remotely resembles food. Prisoners such as yourself fall into this category.
Though their bite is fairly weak, the venom of the mutant arachnid is not. This toxin causes bouts of nausea, diz-
ziness, and in large enough doses, death.

Prisoner: You are not the first prisoner to have been thrown into the dungeon maze to meet your fate, and you
are probably not the last. Other prisoners explore the twisting corridors of the dungeon in desperation, hoping to
seek out the exit and the treasure needed to pay for their passage back into the world above. Fearful of losing life
and limb, these prisoners are hostile towards anyone they encounter. Bribes in the form of a weapon or protective
armor are peacefully accepted by other prisoners, however, as these folk are just as interested in staying alive as
you are.

Skeleton: The weird forces that pulsate through the walls of the dungeon is capable of doing rather strange
things. The rising of long dead corpses is a prime example of such bizarre magic. The skeletons that shamble
through the corridors of this dark, lonely maze are a horrid example of such power. Some scholars believe that
these skeletons are the intended guardians of great treasure. However, despite such theories, prisoners of the dun-
geon tend to agree that the skeletons wander about and attack at will, abandoning any possible perceived mission
or goal.
Though mindless, skeletons can sense the presence of the alchemical substance skullbane, and will flee from bat-
tle if they come into contact with the dried leaf matter of this plant.

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Swine Grub: Swing grubs are an unnatural beast, being an unsightly cross between a domesticated pig and an
overgrown insect larvae. Legend has it that the swine grub is the foul experiment of masterful transmuters. These
beasts were created to function as herd animals for the minotaurs of the dungeon. They were also designed to
keep the underground fungi and debris in check.
Despite their disgusting appearance, the meat of a slain swine grub is quite savory. Furthermore, consumption of
this flesh lends magical healing properties, restoring up to 10 hit points per the consumption of a single carcass.

Toxipede: These foul creatures resemble overgrown centipedes with brassy colored exoskeletons. Their mouths
drip with a bluish toxin that is said to cause nasty bouts of illness (and in some cases, death). Toxipedes are ex-
tremely aggressive, attacking most anything that crosses their path. Some exiles of the dungeon tell stories about
witnessing violent battles between toxipedes and other creatures, notably the mutant arachnids.

Wandering Statue: Ages ago the maze primarily served the ruling family as a crypt to bury their dead and a
place to store their vast fortunes and sources of mystical power. As the enemies of such rulers grew in number,
the maze became less a vault and more of a dungeon. In order to keep control of the activities below, the rulers
had the finest wizards in the land craft mighty guards in the form of animated statues.
Over time the initial programming of these golems decayed, causing the statues to become confused and hostile.
These ancient guards now wander the endless halls of the maze without a defined sense of purpose, mission, or
reason. Though no longer serving as effective guardians, these statues continue to attack most anything they en-
counter on sight.
Exiles fortunate enough to have survived a battle with a wandering statue have learned that each of these golems
have a gemstone for a heart. Upon defeat a statue falls to the floor and crumbles away into a mound of broken
rock and dust, allowing the survivor to search for the gemstone heart with ease. If you are lucky enough to live
through an encounter with one of these creatures then it would be wise to dig through the rubble of a fallen, shat-
tered statue.

Wizard Apprentice: As part of their final test of worth, local wiz-


ard apprentices are sent into the dungeon maze and ordered to re-
cover certain items before they can return. Needless to say, very
few of these apprentices ever make it to the end of the maze. In the
world above, most wizard apprentices tend to be level headed and
avoid an unnecessary fight. Down in the maze though, these ap-
prentices quickly become hostile, delusional, and paranoid. Though
typically weak in physical stature, these apprentices are capable of
commanding the forces of fire, lightning, and dark eldritch forces.
Such elements flow out from the hands of the wizard apprentices,
showering unfortunate targets with deadly energies.
Though the wizard apprentices encountered in the dungeon maze
are hostile, they are not without reason. One of the primary objec-
tives of these magic users is to recover ancient wizardly tools that
have been stowed away in hidden locations of the maze. If you have
such an item on hand, it might be best to bribe this item off and be
able to avoid a fight.

Zombie: Though sharing many similarities to the skeletons of the


dungeon, zombies differ in two main aspects. First, these risen un-
dead are from fresh corpses, not the dusty bones of those who died
ages ago. Second, it is believed that zombies were initially created
by wizard apprentices in an effort to create personal bodyguards.
Despite the latter theory, these shambling terrors wander about on
their own terms, seeking only to slay the living and offering protec-
tion to no one.
Like skeletons, zombies are repulsed by the presence of the al-
chemical substance skullbane.

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Hazards Lore:
The maze is full of a variety of different hazards. Some of these are naturally occurring dangers, while others are
magical or mechanical traps that were intentionally placed within the halls of the dungeon. There is a consider-
able amount of gathered lore regarding the various hazards that exist within the maze. Such information is re-
vealed in the following notes.

Blade Eater Rune: This magical trap destroys all forms of weapons that the target has in their possession. The
trap resembles a tall standing monolith with an etched rune that glows with a mysterious yellow light. An exile
lucky enough to have a disruption crystal will be able to disarm/negate the effects of this magical trap without
harm to their weapons.

Blistering Mildew: This variety of bluish colored mildew lines the walls and ceiling of the damp places of the
maze. Ever sporing, a colony of blistering mildew can be easily detected by the strange cyan colored haze that
fills the air. Contact with this cloud of spores causes painful, pus ridden blisters to form on one's skin. These
blemishes are accompanied by a fever, chills, watering eyes, and sneezing. Particularly serious cases of blistering
mildew infection may include dizzy spells and a ringing in the ears. Interestingly enough, despite growing in
damp locations, the colonies of mold as well as the spores are rather dry, powdery, and thus quite flammable.
The mildew and spores are also quite reactive to the presence of fire giant dandruff. Keeping a bit of this al-
chemical substance on hand will allow a traveler to quickly destroy a blistering mildew colony and clear the air
of the harmful spores.

Blood Fly Swarm: Swarms of blood flies entered the underground structure of the maze after a horrible flood
and earthquake damaged a part of the outer walls. Though resembling an enlarged, mutated housefly, these in-
sects are more like mosquitoes due to their ability to feed on the blood of much larger creatures. Blood flies are
especially vulnerable to fire, making an application of fire giant dandruff are perfect means of handling a thick
swarm of these blood sucking insects.

Burning Cobble Stones: A common magical trap devised by elementalists, these traps resemble the typical
cobble stones that are scattered about the dungeon floor. When some one steps on the trapped structure and adds
sufficient pressure is when the true nature of the stones is revealed. The stones immediately heat up, turning a
glowing orange-yellow in coloration. Even standing on the stones for a fraction of a second causes severe burns
and can eat through most mundane leather boots. If one wants to avoid the pain and agony of a burning cobble
stones trap then one should find a pair of featherwalk boots.

Casket Flukes: Casket flukes are four inch long, disease ridden parasites that live within rotting carcasses. When
a live potential host comes along, these creatures scurry out of their decayed hiding place and overwhelm their
new target with their sheer numbers. Once a casket fluke comes into contact with exposed skin, the creature be-
gins to burrow down into the flesh of this target, creating painful bleeding sores and infecting the target's body
with foul diseases. The natural oils that are secreted from the pores of casket flukes is rather flammable, making
an application of fire giant dandruff an effective means of negating/disarming this form of hazard.

Chill Blast Sigil: This variety of trap is created by a magical spell that is originated amongst the winter witches
of the northern lands. The chill blast sigil is essentially a glowing, magical symbol that floats in mid air., block-
ing passage. When someone comes into immediate contact with the sigil this magical spell creates an explosion
of bluish light that sends forth piercing shards of ice in all directions. The force behind these shards is enough to
cause the ice to rip through flesh and bypass the protection of armor. Having a disruption crystal on hand allows
one to safely disarm this magical trap.

Falling Rubble: Years of traffic, natural disasters, and general abuse have taken quite a toll on the structure of
the maze. Portions of the maze's ceiling has become unstable due to this wear and tear. Incidents of falling rubble
from overhead collapses have been reported and many of these occurrences have resulted in fatalities. Wearing a
pair of featherwalk boots helps to eliminate the vibrations that often cause these cave ins to happen.

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Exiles Of The Wicked Maze

Hag Ticks: Hag ticks are nasty little buggers that gang up in colonies. Though carrying no disease or toxins of
their own, the presence of these insects burrowing into the skin has a curious, rather nasty effect on pre-existing
ailments. If you are already sickened or poisoned and you come into contact with hag ticks then you can expect
your troubles to double. An everpure wand will protect you from this calamity.

Itching Vines: A natural form of hazard, itching vines are a bizarre, underground dwelling plant that is a very
distant cousin to poison ivy. Contact with these vines causes itching sores on the skin and a slight fever. These
vines are woody and dry, and easily burnt up when sprinkled with a dose of fire giant dandruff. Though the
smoke should be avoided during the process, burning up the vines negates the toxins, and thus the danger, of this
hazard.

Nature's Scorn Sigil: This magical trap is the bane of alchemists. Nature's scorn sigil appears as a large, glowing
symbol of emerald green light. This sigil is rather large, covering passage at various points within the maze.
Though not causing any harm to a body that sets the trap off, the sigil destroys any alchemical substances that an
individual happens to be carrying at the time. The use of a disruption crystal before passing through negates the
sigil's effects and essentially disarms the trap.

Nettle Pods: Nettle pods are essentially large, spiky plant pods that grow in clusters beneath the surface of the
earth. Needing the nutrients of split blood and fresh carrion to reproduce, nettle pods have an evolved means of
securing prey. The roots of the plant have sensitive hair like fibers that detect the vibrations caused by the move-
ments of a passing creature from beneath the soil. When such stimuli is present, the spiky pod opens up, sending
forth a shower of sharp, piercing needles. Even if a target manages to escape alive, the blood loss caused by mul-
tiple wounds from the needles generally supplies the thirsty roots of the pods with enough nourishment to begin
the reproduction cycle. Wearing a pair of featherwalk boots is a sufficient means of masking one's motions when
passing by a cluster of nettle pods.

Pauper's Sigil: This magical trap is considered both a miracle and a curse by the school of alchemy. The pau-
per's sigil is a glowing, mystical symbol of pulsating tones orange, green, red, and blue, that is large enough in
form to block passage through most parts of the maze. As with most sigils, stepping through the symbol sets off
the effects of the trap. The pauper's sigil causes coins of precious metal to turn into nearly worthless discs of lead.
As with many magical traps, possession of a disruption crystal allows an individual to effectively disarm/negate
this trap without harm to one's coins.

Parasitic Spores: This natural hazard appears as a swirling, hazy mist of orange. Floating within this strange,
musty smelling mist are thousands of blood seeking fungal spores. Upon contact these spores "sprout" fungal
roots that burrow into exposed flesh and cause infected sores that weep foul smelling, yellowish orange pus. Us-
ing an everpure wand on the swirling mist will allow you to safely pass through this noxious hazard.

Plague Fog: This foul smelling, grayish hued fog is actually a floating, concentrated colony of plague causing
microbes. Having an everpure wand on hand will allow an exile to pass through this disease ridden fog safely.

Rustleech Rune: This magical trap destroys all forms of armor that the target has in their possession. The trap
resembles a tall standing monolith with an etched rune that glows with a mysterious orange light. An exile lucky
enough to have a disruption crystal will be able to disarm/negate the effects of this magical trap without harm to
their armor.

Septic Ooze: Septic ooze is a foul, slimy formation that is essentially a build up of raw sewage and colonies of
noxious mold. Septic ooze tends to harbor a variety of filth related bacterial diseases. When anyone enters the
general area of the mounds of septic ooze, the mold colonies detect such presence through vibrations. This stim-
uli causes the molds to release clouds of sickly yellow spores. Riding on these spores are the various microbes of
illness, allowing the diseases connected with septic ooze to become airborne (and thus create the risk of being
inhaled). Having an everpure wand in one's possession negates the nasty effects of this trap.

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Exiles Of The Wicked Maze

Spider Swarm Cobweb: The maze is littered with thick cobwebs that completely block passage in some areas.
Those these cobwebs can be torn away with a bit of effort, doing so attracts the attention of the thousands of spi-
ders that live within the web. These spiders rush towards anyone that molests their thick web, biting into the in-
truder's with needle like fangs that drip with a painful venom. Having a bit of fire giant dandruff on hand will
allow an exile to disarm this naturally occurring hazard.

Viper Pit: Carefully hidden beneath the floors of the maze are an assorted of snake ridden pits. Though fairly
shallow, and thus easy to climb back out of, falling into one of these pits can still be potentially deadly to a care-
less exile. Crawling around the base of these pits are dozens of poisonous, aggressive vipers. An exile wearing a
pair of featherwalk boots is safe from the dangers of this trap.

Warrior's Curse Rune: This is a powerful magical trap that destroys all forms of armor and weapons that the
target has in their possession. The trap resembles a crude stone monolith with an etched rune that glows with an
eerie purplish light.

Whip Roots: Whip roots is the common description for the animated, vine like structures of a large plant tuber
that grows within the upper ceiling of underground passages. The maze is infested with these plants and many
prisoners have witnessed the violent reactions of whip roots towards intruders. Passing through the hanging vines
is an invitation for a beating, it is said. The plant's strength is great enough to knock out a few teeth with one
good lash to your face.
Wearing a pair of featherwalk boots negates much of the vibrations that are needed to awaken the plant and its
animated vines to your presence.

Special Items Lore:


The dungeon maze is littered with a variety of special items. Though intended to aid the passage of royal nobles,
apprentice wizards, alchemists, and looters, the imprisoned exiles of the wicked maze may also find many of
these items beneficial. The lore regarding such items are provided in the following notes.

Beggar's Palm Necklace: This magical necklace is deceptively simple in appearance, as it appears to be nothing
more than a crudely carved wooden hang hanging from a plain leather cord. Those who are aware of the neck-
lace's true qualities, however, consider this simple item to be perhaps one of the most valuable of treasures.
Crafted as a joint venture between a renowned conjurer, a time walk seer, a star mage, and a powerful transmuter,
the beggar's palm necklace has the power to change one's luck when coming across minted currency. When you
encounter some form of potential coinage, grasp the necklace with your left hand, close your eyes, and make a
wish of prosperity. Visions between two possible outcomes should fill your head. Concentrate on the more pre-
ferred outcome, and open your eyes. You will find that your wish has been granted.
Note: The beggar's palm necklace simply grants your preference of up to two possible outcomes. It does not pro-
vide any magical bonus towards picking locks. Therefore, be ready to deal with difficult locks on your own if
your preference happens to be a secured chest over a cloth bag filled with a few coins.

ABOUT THE DESIGNER:


DAVID (DAVE) L. WOODRUM JR.
David (Dave) L. Woodrum Jr. is a veteran designer/writer of the tabletop
gaming scene and contributed to the publications of various other companies be-
fore starting his own in house label, Fishwife Games. Although most of the prod-
ucts that he works on are system generic supplements for a wide variety of paper
and dice rpg genres, Exiles Of The Wicked Maze is one of an assortment of com-
plete games and rules systems that Dave has been developing.

Copyright 2014, Fishwife Games Page 43


Exiles Of The Wicked Maze

Chimera Eye Ring: Ancient research amongst alchemists and scholars revealed a curious connection between
chimeras and manticores. Though often bitter enemies, many specimens of these creatures have been known to
form allied bonds with one another, even to the degree of companionship. Furthermore, the chimera and the man-
ticore have had recorded incidents of successful mating, and the offspring produced were hideous monstrosities
unique even amongst all the other fantastical beasts of the realm.
Shortly after the discovery of the magnificent healing properties of manticore marrow, another great revelation
was made. A young, gravely wounded prince was receiving a treatment of manticore marrow powder in desper-
ate hopes of saving his life. Though the marrow powder is known to have exceptional properties, the prince that
was on death's door healed up in a manner that had never been witnessed before. Scholars looked for all clues
that might reveal the cause of this stroke of good fortune. After ruling out other possibilities, the wise men of the
kingdom turned their attention to a rather peculiar piece of jewelry that the young noble had been wearing at the
time. Being rather the rather superstitious sort and quite keen on researching the elements of mysticism, the
young noble was known for his habits of purchasing odd bits of trinkets and charms offered to him by the as-
sorted hedge wizards, soothsayers, alchemists, sorcerers, and snake oil peddlers that littered the crowded bazaars
beyond the center of the merchant's square. One particular item, the piece of jewelry that the prince was wearing
on that day in fact, was a curious silver ring with a setting that just happened to be the magically petrified eye of
a slain chimera.
The scholars studied the ring and it was revealed that this item of jewelry in fact had a direct connection to the
manticore marrow powder. Whenever someone happens to wear such a ring and receive the said healing treat-
ment, the healing benefits of the powder is doubled. Since this discovery, many copies of the original have been
made. As a result, the realm's chimera population is on a sharp decline.

Conjurer's Amulet: The conjurer's amulet is a most strange and powerful magical device. The amulet resembles
a large faceted stone secured in engraved gold. The stone pulsates with a glow of ever shifting colors. Since the
coloration of the stone is constantly changing, curious jeweler's have never been able to accurately determine the
exact gemstone that is used in the fabrication of this magical item. The guild of conjurers that are responsible for
creating this item have kept it's exact details a secret, though a rogue telepath once claimed to have infiltrated the
mind of a lesser member of the guild in an effort to uncover the formula for crafting a conjurer's amulet. Accord-
ing to the telepath, these amulets are made from the left over rock crystal that was part of a large meteorite that
left behind a vast crater in one of the realm's most barren of wastelands. While this story has never been con-
firmed, both the telepath and the said member of the conjurer's guild were found dead a short time later, with evi-
dence pointing towards a grisly, ritualistic assassination.
When properly used, the conjurer's amulet can call forth the presence of another being, causing that being to
switch places with an entity that is already there. For example, if you ran into a minotaur and used the crystal to
call forth something else in its place, then the crystal might allow you to replace the presence of the minotaur
with that of a swine grub. Whenever using this amulet it is important to remember that the amulet makes the de-
cision regarding a replacement encounter, not the owner. The only power that the owner has is to choose or reject
the offered encounter of the amulet. Should the replacement encounter be chosen, then the original being disap-
pears and the replacement creature or person appears in its place. Should the replacement be rejected, the original
encounter remains.

Disruption Crystal: Disruption crystals are crafted from naturally occurring quartz crystals that are double ter-
minated, possess a minimal amount of flaws, and are between 10 to 12 inches in length. Once such a worthy
crystal is selected, craftsman carefully carve mystical symbols on the body of the crystal and perform various
spells to help awaken the crystal's special properties.
Disruption crystals possess the power to negate a variety of magical spells and effects, notably in the nature of
traps. Typically such hazards that have focus on the mystical qualities of a certain rune or sigil fall into this cate-
gory, although other traps may be affected by the crystal as well.

Dwarven Luck Stone: This rune covered stone has a rather curious effect on loose gemstones that a wearer hap-
pens to discover on their journeys. When having the luck stone in your possession and coming across a new gem-
stone, you will find that this gemstone may shift between two varieties of valuable stone. Grasp the stone in one
hand, hold the luck stone in another, and wish for the most desired form of the two shifting minerals. Thank the
dwarven masters afterwards and the preferred gemstone variety of the two shall be yours.

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Exiles Of The Wicked Maze

Etherweave Sack: Of all the specialty items that exist within the maze, the etherweave sack is perhaps the most
sought after. This small, mysterious blue sack is another creation of the star mages. While an exile can typically
carry only ten items other than gems and coins, an etherweave sack allows the exile to carry up to fifteen items
on their person instead (with the sack itself being one of the first ten items carried). This is due to the inside of
the bag essentially being a tiny pocket dimension, allowing additional items to be stored in this area without cre-
ating additional encumbrance on the individual carrying the bag.
While the sack has extremely useful qualities in regards to hauling stuff around, there is a note of caution about
using this magical bag. No two etherweave sacks should ever come into close proximity of one another. This is
due to an instability of the powerful magics involved in the sack's creation. Should the individual carrying an eth-
erweave sack happen to find another one in the maze, both etherwave sacks are instantly destroyed in a flash of
light. The two sacks do not even have to touch one another, just simply being that close to each other is enough
to cause the two sacks to be destroyed. Furthermore, it is important to know that any items carried inside the
sacks at the time are destroyed instantly as well.

Everpure Wand: The creation of druids, everpure wands are green to blue colored wands that bestow the ability
to magically “wish away” the presence of various unsanitary conditions and issues. This is particularly true when
it comes to certain hazards, notably ones that cause disease, or in the case of hag ticks, further pre-existing condi-
tions.

Featherwalk Boots: Though originally considered a failed attempt to combine elements of stealth to a pair of
boots of levitation, featherwalk boots have become accepted as being a most useful of item when navigating haz-
ardous, trap filled lairs (such as the maze). When wearing a pair of featherwalk boots, the wearer's feet barely
touch the floor, and none of the wearer's body weight is transferred to the surface. Furthermore, all bodily move-
ments are silenced. These qualities have proven quite effective when dealing with certain hazards of the maze,
from assorted traps to naturally occurring events such as a cave ins.

Lock Picks: Though it is possible to pick the locks of coin burdened chests with whatever one happens to find
handy down in the maze, some professional quality lock picks really helps get the job done. Fortunately, rumor
has it that many a dead looter left behind a set of these tools in their attempts to uncover the wealth of the maze.

Looter's Cowl: The looter's cowl is a magical hood crafted from leather and covered with an assortment of
glowing magical symbols. The purpose of this hood is to magically enhance a thief's cunning and insight, thus
making a wearer better equipped to deal with a variety of traps and hazards.

Medicine Bag: The creation of wise tribal elders, medicine bags are essentially tiny leather bags that are deco-
rated with small crystals, feathers, beads, and teeth. They are hung around one's neck by a leather cord. When a
small gemstone is placed within the bag, the magical properties of the bag reduce this stone into a fine powder.
Though the monetary value of the gemstone is lost, the powdered gemstone is transformed into a potent medicine
that can restore one's health.

The Meat Lover’s Guide To The Post Apocalypse…


You Know Your Mutated Taste Buds Are Curious.

The Meat Lover’s Guide To The Post Apocalypse is a system generic rules
supplement designed for post apocalypse role playing games (paper and
dice). In this guide you will find a wealth of information when it comes to
having the players skin out those mutated wasteland critters for food.
Add a bit of flavor to your post apocalyptic gaming, buy a copy today!

Available At RPGNOW.COM

Copyright 2014, Fishwife Games Page 45


Exiles Of The Wicked Maze

Mage Bow: This magical bow is crafted from the rib bones of a
slain mountain dragon and covered in an assortment of magical
runes. The creation of this fine device is believed to have been
brought about from the joint efforts of a master ranger, a royal
conjurer, a flame evoker from the desert canyons, and an elder
druid of the snowy mountain forests. When the string of the bow
is pulled back, a magical arrow consisting of the powers of fire
and ice instantly appears. This arrow has masterful accuracy and
its elemental power is capable of taking down the mightiest of
foes. The mage bow uses a ruby and a sapphire stone to fuel the
bow’s powers. These stones are located in the jewelry sockets
that are placed on the opposite ends of the bow.
When the mage bow is first discovered it is “disabled”. In order
to activate the bow’s powers, the two empty silver jewelry sock-
ets must be filled in order for the bow’s magic to be activated. To
do so, a character in possession of this bow must seek out a loose
ruby and sapphire gemstone. These gems are removed from the
character’s list of gemstones and permanently become part of the
mage bow. As such, the gems are considered part of a special
item and thus no longer count towards the total treasure needed to
pay the character’s fine at the end of the game. Once the mage
bow is activated, the character can use it as a weapon of extraor-
dinary power that has an unlimited supply of magical arrows.

Scoundrel Pebble: This magical marvel is essentially a common


river pebble that has been inscribed with a magical rune after be-
ing soaked in sacred oils and powdered substances for several
months. Though small in size, the pebble is strangely heavy when
carried about, causing significant burden on anyone that tries to
carry too many of these otherwise diminutive items at any given
time. The reason for this unnatural weight is due to the powerful
magics that are linked to the pebble's form.
Scoundrel pebbles are effective at dispelling the presence of curs-
ing eyes. When thrown at the center of such a hovering “eye”, the
pebble is true with direction and lands dead center in the pupil,
destroying the curse (and thus negating its presence) in a blast of
explosive colorful light.

These pebbles get their name due to their popularity amongst gemstone seeking thieves that sometimes join the
crypt looters in the dungeons below. Scoundrel pebbles are valuable find for anyone stuck in the maze below,
looters or otherwise, since this reusable stone allows an individual to safely carry around gemstones without fear
of being harmed by cursing eyes.

Star Mage Compass: An early creation of the star mages, this magical compass helps a traveler navigate
through the different possible exits when entering one of the underground portals of the maze. Rather than simply
entering one portal and hoping to arrive at a favorable exit, the compass allows the traveler to choose between
three possible exits. The compass itself is made of brass and its hand turns towards three different gems that are
aligned in a triangular fashion. By concentrating on the three gems, the holder of this device will receive visions
regarding each portal exit. The holder then chooses the preferred exit by making a wish.

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Exiles Of The Wicked Maze

Swine Grub Tongue: Originally little more than a “good luck” trinket to sell to the superstitious that dwell in the
lands above, alchemists have found a far more valuable use for a mummified swine grub's tongue. When rubbing
this preserved tongue across the surface of various mushrooms, the holder of the object will notice that a certain
part of the tongue will change color for a very brief amount of time (usually no more than half a minute or so). If a
certain part changes from its normal purplish-gray tone to a bright shade of yellowish green, then the holder knows
that the mushroom in question has a certain property about it. In an effort to simplify the use of this tongue, alche-
mists have tattooed tiny symbols that help describe the particular properties of the mushrooms at the locations
where the tongue would change color. For example, if a certain mushroom removes all sickness, the appropriate
location (towards the back center area of the tongue in fact) is tattooed with this symbolic description. If the mush-
room has a powerful toxin (normally around the tip), this area is marked.

Transmuter's Bag: The transmuter's bag is a small bag made from a patchwork of different colored bits of suede.
It has a leather cord drawstring that is decorated with a rainbow of tiny ornamental stone beads. A magical symbol
of purple leather is sewn on to the front of the bag. Whenever two gems are placed within this bag, the magical
symbol pulsates a purplish glow.
The transmuter's bag is often called a “gambler's bag” due to its curious properties. When two gems stones are
placed into the bag, the bag transforms these stones into another gemstone of random type and value. For example,
an agate and a topaz might be placed in the bag in an effort to gain a single stone of greater value. When the bag is
opened, the owner might find that these two stones have changed into a much more valuable stone, such as an em-
erald or a diamond, or the stones may have changed into a single stone of equal or lesser value, such as jade or an-
other agate. The transmuter's bag is an excellent way to try to gain a greater fortune in treasure if you are stuck
with a bunch of stones of low quality. Furthermore, if a cursing eye is blocking your path and you are wounded but
loaded down with gems, this is a way to to potentially preserve your treasure while taking less damage from the
eye.

Copyright 2014, Fishwife Games Page 47


Exiles Of The Wicked Maze

PART 3:
Optional Rules

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Exiles Of The Wicked Maze

Optional Rules:
While the main objective of this game offers quite a bit of replay value, the addition of optional missions maxi-
mizes the fun to be had with a player's return visits to the maze. The following scenarios below provided a differ-
ent set of goals and story lines.

Caught...Again!:
Shortly after returning to the surface, your character quickly found their selves once again in trouble with the rul-
ers of the city. Stripped of all possessions formally gained from your last venture into the maze, you once again
find yourself at the entrance gate, wearing nothing more than some dirty old rags and holding a familiar hemp
sack. As your conviction is read out to you, you learn that the stakes are now higher. The fine has been increased
to 10,000 coins for a repeated offender such as yourself!

Game Notes: This is a simple optional mission that plays almost identically to the original set of rules, except
that the fine has been doubled. When re-playing a character that formally beat the maze, you will need to do the
following changes: reset the hit points to 100 and the sick points to 0. Remove all carried equipment, items of
value, coins, and gems that the character has in their possession. Furthermore, you may want to replace the char-
acter's crime (unless they committed the same crime again) and add some notes to the background story about the
new offense.

Quest of Nine Rubies:


Once every nine years, the hermit dwellers of the high mountains to the west gather within the city to celebrate
an old tradition. This celebration is known as the Quest of Nine Rubies, and the origins point to an old legend of
a prisoner who was wrongfully accused of spilling the blood of nine different inoocent beggars. Since there was
great doubt regarding the crimes of this prisoner, the wrongfully excused was given a special task. The prisoner
was sent into the maze (which was then a bit safer to travel) and given the task of finding nine rubies amongst the
loose gems known to be scattered about the maze. Upon finding these gems the prisoner must find their way to
the exit and present the nine rubies to proclaim their innocence.
In a pact to encourage good relations with old allied cultures, the rulers of the city allow the hermits to pick one
prisoner to be assigned to this special task each year. You have just been selected for this quest.

Game Notes: While the collection of nine rubies has less value than a typical fine, the guarantee to find exactly
nine of these stones is quite a difficult task to accomplish. In this version of the game, the normal fine of 5,000
gold coins is replaced with the requirement to find exactly 9 loose rubies. No other stone will do, and no other
form of treasure will be allowed as a worthy compromise.

Making Your Own Optional Missions


New missions offer a wide variety of new experiences to the game. While the optional missions presented here
are certainly enough to keep you playing for a long time, making your own missions allows for endless gaming
possibilities.

The real key to creating new missions is getting a sense of balance in regards to difficulty. An objective is too
easy will cause you to quickly loose interest in the replay value of such a mission. An objective that is too hard
also looses its desirability.
The following are options that offer a reasonable level of balance for you to consider:
1. Make the character slay four or five of a certain type of foe before they can exit.
2. Require the character to collect a fine of only 3,000 coins, but it can be in coins only (no other treasure).
3. Require the character to place a gemstone on ten different portals (without the portals being active).
4. Require the character to bribe four different foes of a certain type (hags, etc.) before they can exit.
5. Require the character to collect a fine of only 3,000 coins, but it has to be in relic items only.
6. Require the character to slay 25 different foes before they can leave.

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Exiles Of The Wicked Maze

Test of the Star Mage:


After years of study and meditation as a wizard apprentice, you have been chosen to by the star mages to join their
elite, secretive ranks. Before you can be initiated into their coven, however, you must pass a final test.
The star mages have deactivated all but two of the magic portals in the maze. Furthermore, the properties of the
two active portals have been changed to suit the needs of the test. Rather than taking you to a random location in
the maze, one of active portals serves as a teleport into the maze while the other one serves as a teleport out. Your
mission is: you must begin at the portal of entry and find the portal of exit. In addition to finding the exit, you must
also locate three loose gemstone diamonds, which will serve as your payment for further instruction by the star
mages. The star mage masters will teleport you into the maze through the first active portal and you must journey
through the maze to other active portal, which will serve as you as your means out of the maze, thus proving your
worth amongst the star mages. The two portals chosen are done so completely at random. As such, this challenge
may be extremely difficult for some while quite easy for others. If luck is on your side, you will do fine. If not, be
prepared to face many challenges ahead.
As a final set of instructions, do not bother to attempt to leave via the normal exit of the maze, for doing so will
mean a failure to the test. Do not bother to acquire a star mage compass or star mage incense, for these items will
not work during this test. Also, do not bother to make your way through the final exit portal if you do not have
three diamonds in your possession. Only three diamonds will be accepted, no other stone or variety of treasure is
accepted. Good luck, and may you prove yourself worthy.

Game Notes: The first thing you will need to do is roll the twenty sided die twice. The first roll determines the acti-
vated entry portal, and the second roll determines the activated exit portal. You will need to roll again if the second
roll produces the same number as the first roll. The rest of the portals in this version of the game are inactive and
you cannot use either the entrance portal or the exit portal to randomly move about the maze. As such, star mage
incense and the star mage compass are worthless to you in this version of the game.
Instead of trying to accumulate 5,000 gold coins worth of treasure, you must find three diamonds in order to suc-
ceed the test and exit the maze safely.

Warrior of Wizardry:
The wizards and alchemists of the land have lost most of their apprentices and scholars in a daring attempt to re-
cover the ancient tools of wizardry. Lured by the promise of power and prestige, you have agreed to embark on a
most perilous mission for these masters of the mystical arts. After tattooing you with a glowing symbol that identi-
fies your mission to allies below, a trio of conjurers teleport you down into the maze, making use of the one of ran-
dom portals below as an entry point. From this random entry you must search the maze for five wizard tools. Once
you have acquired these tools you must make your way to the maze exit, as the wizards have an agent there that
will handle the negotiations of your release back into the lands of above.

Game Notes: This version plays much differently than the initial objectives of the game. Instead of starting at the
typical entrance of the maze you will start at one of the twenty random portals located in the maze. Roll the twenty
sided die to determine which portal you will begin at (example: if you roll a 16 on the die, then your entrance into
the maze will be portal 16). Furthermore, instead of collecting enough treasure to pay a fine, you will concentrate
on collecting five wizard tools only. Though the relics acquired must be five wizard tools, they do not have to be
five different varieties of such tools (example: you could have 2 crystal balls, a witch pot, and 2 magic tomes in
your possession and that would be fine).
Another important game note is your alliance to alchemist scholars and wizard apprentices that are normally en-
countered as foes in the maze. Whenever you encounter these individuals they will recognize your mission by the
glowing tattoo and leave you in peace. As such, you do not have to bribe these individuals or fight them.
As a final note, you can leave the crime section of your character sheet blank, since you are not being sentenced for
a crime. You will probably want your background area to be reflective of your mission.

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Exiles Of The Wicked Maze

PART 4:
Pages To Print

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EXILES OF THE WICKED MAZE GAME MAP

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CHARACTER SHEET

NAME:_____________

CRIME:_________________________

HIT POINTS:_____

SICK POINTS:_____

CARRIED EQUIPMENT:
1.______________________________
2.______________________________
3.______________________________
4.______________________________
4.______________________________
IMAGE
5.______________________________
6.______________________________
7.______________________________ GEMS CARRIED:
8.______________________________
8.______________________________
9.______________________________ GEM (Value): QUANTITY:
10._____________________________ Agate (10) ___________
Amethyst (150) ___________
Etherweave Sack Storage (Must Have Sack): Aquamarine (80) ___________
Bloodstone (60) ___________
1.______________________________
1.______________________________
Citrine (120) ___________
2.______________________________ Diamond (500) ___________
3.______________________________ Emerald (200) ___________
4.______________________________ Garnet (100) ___________
5.______________________________
5.______________________________ Jade (90) ___________
Jasper (50) ___________
Moonstone (140) ___________
COINS CARRIED:_____________ Onyx (70) ___________
Opal (180) ___________
Pearl (170) ___________
Peridot (130) ___________
Rose Quartz (20) ___________
Ruby (250) ___________
Sapphire (300) ___________
Topaz (160) ___________
Turquoise (30) ___________

Character Background:
_______________________________
_______________________________
_______________________________
_______________________________

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Exiles Of The Wicked Maze

QUICK CHARTS
This quick and easy guide features all the different random roll charts for the map symbols.
Print these off for quick reference while playing.

Alchemical Substances
Roll: Alchemical Substances: Benefit: Use During:
1 Adder Oil Tonic Restores (up to) 20 Hit Points Any Time
2 Burnblade Oil Adds +4 to Weapon Attack Foe Encounter
3 Demon Hive Mead Pass By Cursing Eye Safely Cursing Eye Encounter
4 Dragon Scale Grease Adds +2 to Armor Foe Encounter
5 Fairy Wing Tonic Removes (up to) 10 Sick Points Any Time
6 Fire Giant Dandruff Disarms Some Hazards Hazard Encounter
7 Gilden Berry Vinegar Restores (up to) 35 Hit Points Any Time
8 Golem Rust Unlocks Locked Coin Treasure Coin Encounter
9 Grim Sap Adds+4 To Attack Vs Ghoul Foe Encounter
10 Hoofkill Toxin Adds+6 To Attack Vs Minotaur Foe Encounter
11 Invisibility Dust Pass By Foe Safely Foe Encounter
12 Manticore Marrow Powder Restores (up to) 25 Hit Points Any Time
13 Newt Tail Tonic Restores (up to) 10 Hit Points Any Time
14 Plague Saint Elixir Removes (up to) 5 Sick Points Any Time
15 Saintlarch Sap Adds+4 To Attack Vs Hags And Imps Foe Encounter
16 Skullbane Repels Most Undead Foe Encounter
17 Star Mage Incense Exit Through Portal Of Choice Portal Encounter
18 Swine Grub Liver Oil Detect Mushroom Type Mushroom Encounter
19 War Thorn Ale Restores (up to) 15 Hit Points Any Time
20 Witchroot Elixir Removes All Sick Points Any Time

COINS
Roll: Coins:
1 to 2 Single coin lying on the floor (1 coin)
3 to 6 Small cloth bag (1d20 coins)
7 to 9 Leather purse (1d20x2 coins)
10 to 11 Peddler's coin purse (1d20x3 coins)
12 to 13 Cracked wooden box (1d20x5 coins)
14 to 15 Wooden merchant's chest (1d20x7 coins)
PLAYER GAME NOTES:
15 to 16 Small chest, Locked: 10 (1d20x10 coins)
16 to 17 Medium chest, Locked: 12 (1d20x15 coins)
18 to 19 Large chest, Locked: 15 (1d20x20 coins)
20 King's chest, Locked: 18 (1d20x25 coins)

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Exiles Of The Wicked Maze

Foes
Roll: Foe: Difficulty: Damage: Special:
1 Alchemist Scholar 13 7 Bribe: Alchemical Substance
2 Carnivorous Sludge 15 7 Bribe: Meat
3 Crypt Looter 12 6 Bribe: Royal Treasure
4 Dark Acolyte 12 6 Bribe: Ceremonial Item
5 Dire Rat 11 4 Sick:1
6 Fallen Champion 15 9 Repel: Skullbane
7 Fang Toad 12 8 Bribe: Meat
8 Fungal Shambler 14 8 Sick:1
9 Ghoul 15 8 Sick:2
10 Hag 15 8 Bribe: Any Relic
11 Imp 13 6 Bribe: Gem
12 Minotaur 17 12 Carcass: Horns (1,000 coins)
13 Mutant Arachnid 14 6 Sick:3
14 Prisoner 13 7 Bribe: Weapon/Armor
15 Skeleton 12 5 Repel: Skullbane
16 Swine Grub 10 4 Carcass: Meat (Heal:10)
17 Toxipede 15 7 Sick:3
18 Wandering Statue 15 9 Carcass: Gem (Roll)
19 Wizard Apprentice 11 7 Bribe: Wizard Tool
20 Zombie 13 6 Repel: Skullbane

GEMS MUSHROOM EFFECTS


ROLL: GEM: Roll: Mushroom Effects:
1 Agate (10) 1 Remove (up to) 15 Sick Points
2 Amethyst (150)
2 Remove (up to) 10 Sick Points
3 Aquamarine (80)
4 Bloodstone (60) 3 Fully Heal to 100 Hit Points
5 Citrine (120) 4 Sick Points Are Reduced to 0
6 Diamond (500)
5 Remove (up to) 5 Sick Points
7 Emerald (200)
8 Garnet (100) 6 Take 10 Damage to Hit Points
9 Jade (90) 7 Add 5 Sick Points
10 Jasper (50)
8 Add 3 Sick Points
11 Moonstone (140)
12 Onyx (70) 9 Add 8 Sick Points
13 Opal (180) 10 Heal (up to) 25 Hit Points
14 Pearl (170)
11 Heal (up to) 40 Hit Points
15 Peridot (130)
16 Rose Quartz (20) 12 Heal (up to) 35 Hit Points
17 Ruby (250) 13 Add 12 Sick Points
18 Sapphire (300) 14 Heal (up to) 30 Hit Points
19 Topaz (160)
20 Turquoise (30) 15 Heal (up to) 20 Hit Points
16 Heal (up to) 45 Hit Points

CURSING EYE 17
18
Take 25 Damage to Hit Points
Heal (up to) 15 Hit Points
Take 1 Damage For Each Loose Gem In Your
Total Gem Inventory. 19 Take 20 Damage to Hit Points
20 Add 10 Sick Points

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HAZARDS
Roll: Hazard: Difficulty: Effect: Special Disarm/Negate Notes:
1 Blade Eater Rune 13 Destroy: All Carried Weapons Disruption Crystal Disarms/Negates
2 Blistering Mildew 13 10 Damage to Hit Points, Sick: 7 Fire Giant Dandruff Disarms/Negates
3 Blood Fly Swarm 11 10 Damage To Hit Points Fire Giant Dandruff Disarms/Negates
4 Burning Cobble Stones 11 15 Damage To Hit Points Featherwalk Boots Disarms/Negates
5 Casket Flukes 12 3 Damage To Hit Points, Sick: 4 Fire Giant Dandruff Disarms/Negates
6 Chill Blast Sigil 14 15 Damage To Hit Points Disruption Crystal Disarms/Negates
7 Falling Rubble 14 20 Damage To Hit Points Featherwalk Boots Disarms/Negates
8 Hag Ticks 15 Doubles Current Sick Points Everpure Wand Disarms/Negates
9 Itching Vines 11 Sick: 1 Fire Giant Dandruff Disarms/Negates
10 Nature Scorn Sigil 12 Destroy: All Carried Alchemical Disruption Crystal Disarms/Negates
Substances
11 Parasitic Spores 14 Sick: 3 Everpure Wand Disarms/Negates
12 Pauper's Sigil 12 Destroy: All Carried Coins Disruption Crystal Disarms/Negates
13 Plague Fog 15 Sick: 5 Everpure Wand Disarms/Negates
14 Rustleech Rune 13 Destroy: All Carried Armor Disruption Crystal Disarms/Negates
15 Septic Ooze 12 Sick: 2 Everpure Wand Disarms/Negates
16 Spider Swarm Cobweb 14 5 Damage To Hit Points, Sick: 5 Fire Giant Dandruff Disarms/Negates
17 Spike Pit 12 25 Damage To Hit Points Featherwalk Boots Disarms/Negates
18 Viper Pit 11 10 Damage to Hit Points, Sick: 7 Featherwalk Boots Disarms/Negates
19 Warrior's Curse Rune 12 Destroy: All Carried Weapons and Disruption Crystal Disarms/Negates
Armor
20 Whip Roots 13 8 Damage To Hit Points Featherwalk Boots Disarms/Negates

SPECIAL ITEMS
ROLL: Special Items: Benefit: Use During:
1 Beggar's Palm Necklace Allows 1 Re-Roll (At Will) Per Coin Encounter Coin Encounter
2 Chimera Eye Ring Doubles Healing Power of Manticore Marrow Powder Use of Alchemical Substance
3 Conjurer's Amulet Roll 2 Times For Foe, Choose Preferred One Foe Encounter
4 to 5 Disruption Crystal Disarms/Negates Certain Hazards Hazard Encounter
6 Dwarven Luck Stone Roll 2 Times For Gem Encounter, Choose Preferred Gem Encounter
One
7 Etherweave Sack Carry 5 More Items, Can Only Be In Contact With 1 Any time
Sack
8 to 9 Everpure Wand Disarms/Negates Certain Hazards Hazard Encounter
10 to 11 Featherwalk Boots Disarms/Negates Certain Hazards Hazard Encounter
12 to 13 Lock Picks Bonus of +5 Versus Picking Locks Coin Encounter with Lock
14 Looter's Cowl Bonus of +5 Versus Hazards Hazard Encounter
15 Mage Bow Weapon:10, Disabled: Use Ruby and Sapphire to Foe Encounter (As Weapon)
Activate
16 Medicine Bag Changes 1 Gem into (up to) 15 Hit Points of Healing Any time
17 Scoundrel Pebble Destroys/Negates Cursing Eyes Cursing Eye Encounter
18 Star Mage Compass Roll 3 Times For Portal Exit, Choose Preferred One Portal Encounter
19 Swine Grub Tongue Always Know Mushroom Type Mushroom Encounter
20 Transmuter's Bag 2 Gems Become Random Gem Any time

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PORTALS RANDOM ENCOUNTERS


Roll the twenty sided die. The number that you Roll: Random Encounter:
roll is the number that you exit from. 1 to 2 Alchemical Item
3 to 6 Coins
7 to 8 Foe

RELIC CATEGORY 9 to 10
11
12 to 14
Gemstone
Hazard
Mushroom
Roll: Relic Type:
15 Relic Item: Ceremonial Item
1 to 6 Ceremonial Fetish 16 Relic Item: Royal Treasure
7 to 12 Wizard Tool 17 Relic Item: Wizard Tool
18 Special Item
13 to 20 Royal Treasure 19 to 20 Weapons/Armor

RELIC ITEMS
ROLL: CEREMONIAL FETISH: WIZARD TOOL: ROYAL TREASURE:
1 War Mask (900) Flying Broom (900) Signet Ring (2,000)
2 War Drum (650) Crystal Ball (950) Diamond Bracelet (1,750)
3 Sacrificial Blade (700) Wizard's Hat (50) Golden Arm Band (300)
4 Mummified Hand (750) Mage Wand (450) Pearl Earrings (400)
5 Elder Totem (850) Elemental Staff (850) Queen's Necklace (1,400)
6 Blood Bowl (600) Magic Tome (400) Sapphire Pendant (1,200)
7 Ivory Censer (550) Scroll Case (150) Noble Crown (3,000)
8 Shrunken Head (500) Golem Quill (550) Emerald Brooch (800)
9 Golden Idol (1,000) Archmage Robe (350) Silver Chalice (200)
10 Smiting Rod (350) Mortar And Pestle (100) Royal Orb (500)
11 Bone Flute (300) Witch Pot (500) Bejeweled Scepter (750)
12 Dark Goblet (800) Spectral Spectacles (800) Princess Tiara (2,500)
13 Spirit Pipe (200) Illusionist's Prism (250) Noble Robe (150)
14 Protective Amulet (250) Animated Bookmark (200) Fur Hat (100)
15 Warlock's Talisman (400) Imp Cage (300) Jewelry Box (350)
16 Rain Stick (50) Everfilling Flask (650) Plumed Quill (30)
17 Stone Calendar (950) Musing Mirror (700) Ivory Bowl (250)
18 Fertility Statue (450) Philosopher's Stone (1000) Silk Scarf (50)
19 Dream Catcher (100) Wizard's Pipe (600) Ballroom Tapestry (900)
20 Needle Doll (150) Everglowing Lamp (750) Silver Clasp (1,000)

WEAPONS AND ARMOR


Roll: Weapon: Armor:
1 Battle Axe (Weapon: 6) Assassin's Vestments (Armor: 2)
2 Battle Cleaver (Weapon: 4) Bear Hide Shirt (Armor: 2)
3 Broadsword (Weapon: 7) Chain Mail Cape (Armor: 3)
4 Cutlass (Weapon: 6) Dragon Hide Cloak (Armor: 5)
5 Dagger (Weapon: 1) Executioner's Garb (Armor: 2)
6 Flail (Weapon: 4) Gladiator's Armor (Armor: 4)
7 Hatchet (Weapon: 3) Imp Hide Cloak (Armor: 3)
8 Hunter's Knife (Weapon: 1) Knight's Armor (Armor: 6)
9 Mace (Weapon: 5) Looter's Outfit (Armor: 1)
10 Prisoners' Ball And Chain (Weapon: 3) Metal Breastplate (Armor: 5)
11 Quarterstaff (Weapon: 2) Nomad's Garb (Armor: 2)
12 Scimitar (Weapon: 3) Raider's Tunic (Armor: 1)
13 Spear (Weapon: 2) Ranger's Vestments (Armor: 3)
14 Spiked Chain (Weapon: 4) Ring Mail Shirt (Armor: 2)
15 Spiked Club (Weapon: 3) Scale Mail Tunic (Armor: 4)
16 Sword (Weapon: 5) Scavenger's Armor (Armor: 3)
17 Trident (Weapon: 4) Studded Leather Tunic (Armor: 2)
18 War Sickle (Weapon: 2) Warlock's Robe (Armor: 1)
19 Watchman's Cudgel (Weapon: 2) Watchman's Garb (Armor: 2)
20 Whip (Weapon: 1) Wyvern Hide Tunic (Armor: 3)

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Exiles Of The Wicked Maze

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