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EXILES OF

THE WICKED MAZE


DARK LUST
Damian Secol (order #5719140)
Copyright 2014, Fishwife Games Page 2
Exiles Of The Wicked Maze
Exiles Of The Wicked Maze:
Dark Lust
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.

Copyright 2014, Fishwife Games
Art By Dan Smith is Copyright 2014, Dan Smith. (Used With Permission)
A Mini-Expansion To Exiles Of The Wicked Maze
Damian Secol (order #5719140)
Copyright 2014, Fishwife Games Page 3
Exiles Of The Wicked Maze
Introduction
Roughly five harvests ago a particularly courageous prisoner was exiled into the dungeon maze only to return to the surface
as a great warrior. This prisoner was able to reclaim their right to return to the society above and was championed as a hero
amongst the commoners. As the unwashed masses whispered praises about their hero, other factions took note that perhaps
the maze was easier to infiltrate than previously thought. There were certainly riches to be found in the maze below, as well as
objects that could be exploited in an effort to gain controlling power in the lands above.
A lust for wealth and power blanketed the populations that lived in the civilization above the great maze. Suddenly the dun-
geon maze was no longer a dreaded threat but rather a potential promise of might and fortune for those who could prove their
selves worthy of survival. Impoverished citizens were now purposefully breaking the law for the sole purpose of having a
shot at the maze. The arcane tools that the wizard college had once had sole interest of recovering were being talked about
and covens of outlaw magicians were taking notice. The tales of old royal jewelry spread a wildfire of jealousy amongst the
guards assigned to control the entry and exit of the maze. If the filthy rabble of the streets should be allowed a chance at such
wealth, then why not the members of the elite ruling guard!
Though a bit of chaos was spreading because of the maze, the ruling powers turned a blind eye to the problem. After all, why
not let these corrupt members of society and worthless beggars aspire to taking their chances in the maze below? Should a
few survive, then perhaps these exiles could be recruited as great warriors to handle the occasional uprisings at the border-
lands.
The lack of concern from the rulers of the land was all that was needed to help the covens of outlaw warlocks put their plans
into action. For too long had the wizard colleges held the interests of magical research, the lands above needed to experience
real power! Why let the bumbling little wizard apprentices recover such items of power when it is more fitting to have such
tools discovered by a true magician? Getting an establishment in the maze would be simple, just hire a gang of desperate cut-
throats to infiltrate the maze, enchantment with a few toxin spells, and let them wipe out the wizard apprentices in a fell
swoop! Naturally, since the alchemist scholars were so connected to this school of practice, the warlocks decided that their
hired cutthroats would eradicated these eccentrics from the maze as well.
A few representatives of the warlocks greased the palms of the more corrupt members of the guards and their plans quickly
succeeded. The wizard apprentices were slaughtered with ease and the alchemist scholars quickly followed. The cutthroats
also managed to take out a few dark acolytes along the way as well as a couple of hags. These actions naturally infuriated the
leaders of the cult temples as well as the hag covens.
Realizing that their gains in lost ceremonial items was in jeopardy, one of the cult temples called upon their most morbid of
resources, the murderous blood zealots. As the faith of these grim followers preached blood lust as being the highest of vir-
tues, the blood zealots would prove much more effective in the maze than the weaker, more inexperienced dark acolytes. The
typical contacts in the guard were bought off and the zealots were offered open passage into the maze below. Once inside,
their search for ceremonial relics was mixed with rampant bloodshed.
The hags had their own solutions as well. The imps were not proving to be effective enough in the hags' quest for dominance
so these foul spell casters decided that their ranks needed a boost. After recruiting/capturing several female exiles, the hags
performed a foul ritual that transformed these exiles into a seductive, half demon hybrid known as an infernal harlot. Possess-
ing intense, hypnotic beauty and a deadly kiss (or if needed, bite) that dripped with vile toxin, these harlots were created to
provide a perfect solution to dealing with the presence of power hungry warlocks and their enhanced cutthroat thugs.
And thus our story of the great maze continues. Though the lot of a convicted exile remains the same, the dangers below have
considerably changed. These days are indeed darker, driven by a horrid lust for power and wealth, an era that challenges even
the boldest of prisoners below.
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Copyright 2014, Fishwife Games Page 4
Exiles Of The Wicked Maze
How To Use This Product
Dark Lust is the first mini-expansion for Exiles Of The Wicked Maze. As indicated in the introduction
story, the events of this mini-expansion occur roughly five years after the original timeline of the
game. Many of the original foes have been replaced by tougher counterparts, making this expansion
more challenging than the original game.
In order to play Dark Lust you will need the original Exiles Of The Wicked Maze game rules. These
rules can be purchased from RPGNow and Drive Thru RPG. Though this product offers new changes to
a few of the elements of the original rules, most of the original rules, including the maze, character
sheets, instructions, most charts, etc. will still be needed.
The Dark Lust expansion presents changes to three major components of the main game rules: the
foes, the special items, and the optional rules/missions. When playing the game with the expansion,
you will use all of the normal rules, charts, etc. of the main game with the exception of the Dark Lust
foes and foe chart, the special items and special item chart, and the possible inclusion (if you so
choose) of the optional rules/missions.
A brief summary of the changes that this expansion offers is provided for each in the following
information.
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Exiles Of The Wicked Maze
Foes: The foes of the original game get an extensive makeover in this mini-expansion. Several of the
original foes are replaced with more powerful counterparts or completely different types of foes alto-
gether. The foes in this expansion tend to offer more human/humanoid encounters over the mixed
variety of monstrosities found in the original game. Though a few fanged beasties remain, a significant
portion of the foes you will encounter in this add on are of the intelligent, walking on two legs variety.
The foes in this expansion also tend to be more powerful than the mix of the original game. This
makes Dark Lust a bit more challenging and difficult to crawl out of alive. If you have never played Ex-
iles Of The Wicked Maze before, it is recommended that you try the original version of the game be-
fore incorporating the Dark Lust expansion into the game. As with the main game, there is a section
covering the adventurer's lore of the new foes. Feel free to read those entries if you want learn more
about the story background concerning these new foes.
Special Items: A handful of new special items join the roster of the original game. While all of the old
special items from the main rules are present in this expansion, the chart has been modified to ac-
commodate the presence of the new items. A couple of these items are specific to the interests of the
new foes presented in Dark Lust. As with the main game, there is a section covering the adventurer's
lore of the special items. Feel free to read those entries if you want learn more about the story back-
ground concerning these special items.
Optional Rules/Missions: There are optional rules/missions for Dark Lust that make use of the new
entries in this file. If you are wishing to further add to the excitement of the Dark Lust expansion with
optional rules/missions then these will be more appropriate than some of the optional rules/missions
provided in the main rulebook.
In addition to these three changes, there is also an expansion to the quick charts. As stated before,
use the roll charts for the foes and special items on this chart when playing the Dark Lust expansion.
For all other needed charts, consult the main roll charts on the main quick charts for Exiles Of The
Wicked Maze.
The Photo That Became The
Inspiration For The Blood Zealot
This is a childhood image of Becky LeelooDallas Panovich, an avid
member of the gaming community and one of the designers friends.
In a day and age where meme images are a dime a dozen, this
photo is a rare classic. The image is so comical yet eerie that it has to
somehow earn a permanent place in gamer culture. Gaining
inspiration for a new foe from this classic image is one way that the
designer of Exiles Of The Wicked Maze can help ensure that this
hilariously awesome photo, and the subject, gets such a place.
You can find Becky LeelooDallas Panovich, and fellow gaming
friend Matt Cowger, over at Dimension-X RPG on Facebook.
https://www.facebook.com/groups/165438863613875/
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Exiles Of The Wicked Maze
Foes: Rules Changes
The following entries contain the important information regarding the Special notes of each new foe.
Important note: the cutthroat and the potion sludge have two different special entries instead of just
one.
Note: For all other foe encounters you should just refer to the rules in the main Exiles Of The Wicked
Maze rule book.
Blood Zealot: The blood zealot can be bribed with one ceremonial item (relic item) of any variety.
Burning Corpse: The burning corpse can be repelled with the use of 1 dose of skullbane (alchemical
substance).
Cutthroat: The cutthroat can be bribed with one royal treasure item (relic item) of any variety. The cut-
throat adds 3 sick points to your sick point score any time it damages you.
Errant Guard: The errant guard can be bribed with one royal treasure item (relic item) of any variety.
Infernal Harlot: The infernal harlot adds 5 sick points to your sick point score any time it damages you.
Potion Sludge: The potion sludge can be bribed with one alchemical substance of any variety. The po-
tion sludge adds 2 sick points to your sick point score any time it damages you.
Scoundrel: The scoundrel can be bribed with any form of treasure that has a coin value that is worth
100 coins or above. This form of treasure may be in coins, gems, relic items, or a combination of the
above. Example: An exile might use 20 gold coins and a plumed quill (worth 30 coins), and a loose jas-
per gemstone (worth 50 gold coins) to bribe a scoundrel.
Warlock: The warlock can be bribed with one wizard tool (relic item) of any variety.
Roll: Foe: Difficulty: Damage: Special:
1 Burning Corpse 15 8 Repel: Skullbane
2 Crypt Looter 12 6 Bribe: Royal Treasure
3 Cutthroat 14 9 Bribe: Royal Treasure, Sick: 3
4 Errant Guard 13 10 Bribe: Royal Treasure
5 Fallen Champion 15 9 Repel: Skullbane
6 Fang Toad 12 8 Bribe: Meat
7 Fungal Shambler 14 8 Sick:1
8 Ghoul 15 8 Sick:2
9 Hag 15 8 Bribe: Any Relic
10 Imp 13 6 Bribe: Gem
11 Infernal Harlot 14 7 Sick: 5
12 Minotaur 17 12 Carcass: Horns (1,000 coins)
13 Potion Sludge 16 10 Bribe: Alchemical Substance, Sick: 2
14 Prisoner 13 7 Bribe: Weapon/Armor
15 Scoundrel 13 8 Bribe: Any Treasure Worth 100+ coins
16 Swine Grub 10 4 Carcass: Meat (Heal:10)
17 Toxipede 15 7 Sick:3
18 Vile Zealot 14 8 Bribe: Ceremonial Item
19 Wandering Statue 15 9 Carcass: Gem (Roll)
20 Warlock 13 11 Bribe: Wizard Tool
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Exiles Of The Wicked Maze
Special Items: Rules Changes
The following entries contain the benefit notes for five new special items introduced with this expan-
sion of Exiles Of The Wicked Maze.
Note: For the benefit notes of the other items in the list, please refer to the rulebook of Exiles Of The
Wicked Maze.
Foulblood Bracer: This item is used in combat, particularly against a blood zealot. When you have this
item in your possession (most likely wearing it), you gain a +4 to your attack against a blood zealot.
Manticore Fang Collar: Whenever the character has this item in their possession and they consume the
meat of a swine grub, the amount of hit points (10) that is typically gained from such consumption is
tripled (for up to 100 hit points maximum). Example: If an exile consumes the meat of a swine grub
then they gain 30 hit points instead of 10 hit points.
Meteorite Pendant: Whenever the character has this item in their possession and they enter and exit a
set of portals, the character heals for an amount of hit points up to the number of the portal that they
exit from (for up to 100 hit points maximum). Example: If an exile enters portal 4 and exits from portal
18 then the exile heals for 18 hit points.
Plague Scarab: Whenever the character has this item in their possession and receives sick points, the
character heals for an equal amount of hit points (up to 100 hit points maximum). Example: If an exile
gains 3 sick points then when they gain these 3 sick points they heal for 3 hit points.
Unicorn Ring: Whenever the character has this item in their possession they are immune to the sick
points that are normally received from an infernal harlot.
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 Disruption Crystal Disarms/Negates Certain Hazards Hazard Encounter
5 Dwarven Luck Stone Roll 2 Times For Gem Encounter, Choose Preferred
One
Gem Encounter
6 Etherweave Sack Carry 5 More Items, Can Only Be In Contact
With 1 Sack
Any time
7 Everpure Wand Disarms/Negates Certain Hazards Hazard Encounter
8 Featherwalk Boots Disarms/Negates Certain Hazards Hazard Encounter
9 Foulblood Bracer Bonus Of +4 To Attack Rolls Against Blood Zealot Foe Encounter: Blood Zealot
10 Lock Picks Bonus of +5 Versus Picking Locks Coin Encounter with Lock
11 Looter's Cowl Bonus of +5 Versus Hazards Hazard Encounter
12 Manticore Fang Collar Hit Points Gained From Consuming Swine
Grub Meat x3
Use of Swine Grub Meat
13 Medicine Bag Changes 1 Gem into (up to) 15 Hit Points of Healing Any time
14 Meteorite Pendant Gain Hit Points Equivalent To Numer of Portal Exited Portal Encounter
15 Plague Scarab Gain Hit Points Equivalent To Sick Points Gianed Encounter Causing Sick Points
16 Scoundrel Pebble Destroys/Negates Cursing Eyes Cursing Eye Encounter
17 Star Mage Compass Roll 3 Times For Portal Exit, Choose Preferred One Portal Encounter
18 Swine Grub Tongue Always Know Mushroom Type Mushroom Encounter
19 Transmuter's Bag 2 Gems Become Random Gem Any time
20 Unicorn Ring Immune To Sick Points From Infernal Harlot Foe Encounter: Infernal Harlot
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Copyright 2014, Fishwife Games Page 8
Exiles Of The Wicked Maze
Optional Rules
While the main goal of gathering 5000 coins worth of treasure and making your way to the end of the
maze is a challenge in itself, especially with the changes in Dark Lust, extra replay value is gained with
optional missions. The following entries provide optional missions for the exile prisoner. These are
based on the elements of the Dark Lust expansion and are thus not suitable for use with the game
unless the other elements of the expansion are included.
A Duo Of Scarabs:
Distraught over their losses to the warlocks, the elders of the wizard college have sought out a poten-
tial champion to help them reclaim their presence within the maze. That champion is you! The wiz-
ards have learned of the plague scarab (special item) and believe that a gain of two of these items will
help some of their master evokers safely journey to the corridors below and restore order. You have
been given the mission to recover at least two plague scarabs to return to a representative of the wiz-
ard college. In addition, in order to make your way through the maze without drawing too much of
the warlock's attention, you must enter under the guise as a prisoner. As such, you will also have pay
your fine and find the exit of the maze.
Game Notes: This optional mission is simple enough to explain but potentially quite difficult to ac-
complish. In addition to the main goal of recovering 500 coins worth of treasure to pay your fine, you
must also return to the surface with two plague scarabs (special item). Do this and you will become a
hero amongst the wizard college and allowed to join their ranks as an associate. Fail to return with
two plague scarabs and the wizards will find a means to have you thrown back into the maze to
perish.
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Exiles Of The Wicked Maze
Bring Me Their Heads!:
Though seemingly unconcerned with the early developments of the warlocks' plot, the ruling powers above
have recently changed their tune concerning these magic wielding outlaws. You have been given the opportu-
nity to rise up from the lowly ranks of beggar to an elite post within the royal guard. Succeed well enough and
you might even be considered for a lofty post as a noble official! Your mission is simple enough: You will be
given a false conviction of a crime to get you past the noses of guards suspected to be working with the efforts
of the warlocks. Once inside you will have a special mission. Slay three warlocks and return to the surface with
their heads. There an official will be waiting for you to receive these grisly trophies. Oh, and to keep this matter
as quiet as possible, you will still be required to pain your fine of 5,000 coins and make your way to the exit
steps before you can return to the surface.
Game Notes: This mission requires you to recover three warlock heads in addition to recovering enough treas-
ure to pay your 5,000 coin fine. The needed goal of collecting three heads brings about an additional change of
rules to the warlock foe. For the purpose of this mission, add this following element to the warlock's Special
notes: Carcass: Head.
When carrying around the head of a slain warlock, this trophy counts as being 1 item towards your carried
equipment. As such, you must use 1 equipment slot for each head you carry (thus carrying all three heads will
take up 3 carried equipment slots). Naturally, this goal presents a limit on the amounts of weapons, armor, spe-
cial items, and treasure worthy relic items that you can carry in addition to the heads.
Justice Is Severed!:
The rulers have been informed that some of their once trusted guards are now looting the maze on a regular
basis. As a young member of the guard, you have been recruited to bring some of these hoodlums to justice.
The rulers have ordered you to enter the maze and return the heads of five errant guards. Since there's a good
chance that your mission might arouse suspicion if you were to simply enter the maze as a guard on duty, you
have been given a false crime of treason sentenced against you. You will be stripped of your armor, your weap-
ons, and your current post. You will enter the maze as any other guilty exile. As such, the guard at the maze's
end will expect that you pay your fine and resurface through the chose exit gates just like any other criminal.
Outside, however, there will be a trio of high officials waiting for your arrival. Present to them the five heads and
you will have no need for your old post as a guard. You will be promoted to the rank of royal advisor! Fail, and
you will truly be considered a traitor of the rulers and thrown back into the maze to meet your fate.
Game Notes: In many ways, this optional mission is quite similar to Bring Me Their Heads!, a mission in which
you go after the heads of the warlocks. In this version, however, the sought after heads are those of the royal
guard and you are required to recover, five, not three of such heads. As you must enter the maze under the
guise of a prisoner found guilty of treason, you will still need to gain 5,000 coins worth of treasure to pay your
fine and you will still need to find your way to the exit of the maze. For the purpose of this mission, add this fol-
lowing element to the errant guard's Special notes: Carcass: Head.
When carrying around the head of a slain errant guard, this trophy counts as being 1 item towards your carried
equipment. As such, you must use 1 equipment slot for each head you carry (thus carrying all five heads will
take up 5 carried equipment slots). Naturally, this goal presents a limit on the amounts of weapons, armor, spe-
cial items, and treasure worthy relic items that you can carry in addition to the heads.
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Exiles Of The Wicked Maze
Adventurer's Lore
This section provides detailed backgrounds and stories regarding the foes and special items that are
exclusive to the Dark Lust expansion. For the adventurer's lore of all of the other foes and special
items, please consult the main Exiles Of The Wicked Maze rules.
Foe Lore:
The following entries cover the adventurer's lore of the new foes presented in this expansion.
Blood Zealot: Shortly after the warlocks invaded the leaders of the dark cults above noticed that
fewer and fewer of their devoted acolytes were returning to the surface above. After consulting with
a few of their corrupted guard contacts it was revealed that these acolytes were being slaughtered
alongside the wizard apprentices in the maze below. After hearing such news, many of these elders
decided that a more powerful presence in the maze was needed. Enter the blood zealot!
For the most part, the blood zealots are a grim, murderous bunch. Driven by bloodlust and devotion
to serving a dark entity from horrid places beyond, these cultic followers are sent out to harvest with-
out fear or hesitation. Slaying you simply means the opportunity to offer a personal blood offering
to one of their foul deities. Losing their own life in battle means achieving a greater ascension, with
promise of greater rewards if the zealot's own death was rather gruesome and painful.
Despite this driven need to serve some foul being with murder and bloodshed, the blood zealots are
on a mission that overrides their typical acts of slaughter. That mission is to collect as many ceremo-
nial items as possible and get them back to their temple masters. If you happen to have a ceremonial
item on your possession, you might be able to quell their thirst for bloodshed with an offering of your
own.
Burning Corpse: Burning corpses are the result of dark experimentation on the behalf of the war-
locks. These flaming, hideous forms of the undead were once the animated zombies and skeletons
that roamed the corridors of the maze. These monsters are more powerful than their former counter-
parts and are surprisingly more agile in combat. Burning skeletons tend to leap towards their victims,
clawing at the targets and engulfing them with a greenish magical fire.
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Exiles Of The Wicked Maze
Cutthroat: When the warlocks first infiltrated the maze they did so with the help of hired cutthroats. In
order to secure the maze for the interests of the warlocks, these brutes entered the maze first under
the guise of being little more than common prisoners. Since they could carry no weapons with them,
the warlocks placed an enchantment on each cutthroat beforehand, allowing the very fists of these
hired killers to drip with a magically created toxin when needed. Interestingly enough, whenever a cut-
throat manages to get a hold of a weapon (such as crude knife, piece of jagged rock, sword, etc.), this
same toxin begins to form on and drip off the business end of the weapon.
Upon entering the maze, the cutthroats successfully carried out their first assignment, which was the
murder of all of the wizard apprentices and alchemist scholars found in the maze below. These murder-
ous thugs now freely roam the maze, seeking out items of wealth and making victims out of anyone
who is smaller and weaker.
Though the cutthroats are still technically aligned to the interests of the warlocks, these brutes appear
to be interested in little more than their own personal gain. As such, they are not above bribery. If you
want to avoid a fight with a cutthroat then an offering of any form of royal treasure will do the trick.
Errant Guard: With all of the chaos going on below, several corrupt members of the guard have seized
this distraction to make a nice profit for their own selves. Claiming to be investigating some of the prob-
lems occurring near the portals and the entry/exit gates, these corrupt guard members have journeyed
into the maze in an effort to recover as much loot for their selves as they can possibly carry. Being well
equipped and armed, the errant guards are an overconfident lot that take a sadistic joy in slaying any-
one that dares to cross their path. They are not without reason though, and will peacefully accept any
bribe that is in the form of royal treasure.
Infernal Harlot: When the warlocks first entered the maze, the hags sought to seek an alliance with
these powerful masters of magic. Laughing off such gestures, the warlocks drove off the hags, slaying
quite a few of their numbers as well as that of the imps in the process. Now considering the warlocks to
be a bitter enemy of their cause, the hags got together to discuss their plight. In an effort to maintain
an upper hand of the activities of the dungeon, the hags were able to create a potential solution.
Through the use of various foul rituals, the hags were able to transform several willing (and quite a few
unwilling) female prisoners into a diabolical hybrid known as an infernal harlot. Part human, part de-
mon, these creatures appear as scantily garbed, beautiful human females with glowing eyes, garnet col-
ored lips, and fanged teeth. Infernal harlots are extremely agile and fierce in combat. The most deadly
aspect of the infernal harlot is their biting kiss, which allows a harlot to poison their victims with a pow-
erful form of venom.
The harlots were originally created as a form of seductive trap for the warlocks. It was also the inten-
tions that the harlots serve the hags with complete and utter loyalty. None of this happened, however,
as the infernal harlots quickly proved to be too unruly and unpredictable. Though quite fetching to the
eye, the harlots prefer bloodshed over seduction and thus have failed to serve as the distraction that
the hags hoped for. Furthermore, the harlots are not picky when it comes to picking a target. Finally,
the harlots have no interest in serving the hags, and have been known to murder at least one or two of
these intended masters since their initial creation. Unfortunately, the harlots were not aware of these
failures until many transformation rituals had already occurred.
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Exiles Of The Wicked Maze
Potion Sludge: An experiment gone wrong led to the transformation of a carnivorous sludge into a
bizarre variant that is toxic and feeds on poisonous toadstools and alchemical substances. This crea-
ture quickly reproduced by splitting, filling the corridors of the maze with multiple ooze like creatures
that fed on alchemical substances and vile mushrooms. Though having a change of dietary prefer-
ence, this mutated form is surprisingly more aggressive than the standard carnivorous ooze and has
been known to attack anything in sight. Throwing a bribe of an alchemical substance in the crea-
tures direction is usually all that is needed to allow a person to get away, however.
Scoundrel: The scoundrels are the tougher, more dangerous prisoners that intentionally committed
crimes in order to be sent to the maze. Though these opportunists are weaker than the cutthroats
they are more dangerous of an encounter than the typical crypt looters. Scoundrels also differ from
the crypt looters in the sense that they also seek the glory of surviving the maze as well as the treas-
ure. Those these individuals would have no trouble killing an exile like you, they are not above brib-
ery. Scoundrels need to gain enough treasure just like other prisoners in the maze, and an offering of
treasure that is worth 100 coins or more I sufficient enough to peacefully get away from the presence
of a scoundrel.
Warlock: Jealous of the treasures that the more accepted wizard colleges were collecting from the
maze, outlaw covens of magic wielding warlocks came together to form a master plan. Their goal was
to take over the maze below and recover all of the lost wizard tools for their own selves. Having con-
nections through corrupted members of the guard, the warlocks were able to send in groups of hired
cutthroats to help secure their wicked plans. These cutthroats murdered any of the wizard appren-
tices that they could find and also laid waste to all of the alchemist scholars that were exploring the
terrain and its bizarre fauna. Upon completing these initial tasks, the cutthroat goons allowed the
warlocks a safe initial entry and then began the task of wiping out many of the cult loyal acolytes be-
low. Satisfied that their agreed tasks had been complete, the cutthroat goons turned their interests
towards acquiring as much valuable treasure as they could possible acquire, particularly treasure that
was in the interest of past royal ownership.
Once their strength had manifested in the maze in pure numbers, the warlocks set out on their secon-
dary quests for power and dominance in the maze below. The associated necromancers and evokers
of these covens set out to find any wandering skeleton or zombie that existed within the maze. Once
these animated undead entities were encountered, the spell casters changed these vile things into
fierce corpses that were engulfed in a constantly burning greenish magical fire. This new form of ser-
vant helped ensure that the warlocks would be able to maintain a degree of dominance in the maze
below.
These days the warlocks mostly concentrate their efforts on recovering wizard tools. Though hostile
to prisoners such as your own self, combat can be avoided by bribing a warlock with a wizard tool
item.
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Exiles Of The Wicked Maze
Special Item Lore:
The following entries cover the adventurer's lore of the new special items presented in this expansion.
Foulblood Bracer: This black leather bracer covers the wrist/forearm of a wearer's weapon hand. The
leather construction of this bracer is covered in metal spikes and a multitude of small secured settings
of garnet, ruby, bloodstone, opal, and peridot. Bestowed with a few magical enchantments, the
foulblood bracer radiates a magical aura that causes the presence of nearby spilt blood to curdle and
become foul. While this effect would be considered rather dubious under most circumstances, the
magical properties of this bracer is extremely unnerving to the blood zealots that currently inhabit the
maze. The magical effect is so unnerving, in fact, that these disciples tend to feel sickened and unable
to concentrate when they are within close presence of someone wearing a foulblood bracer. As such,
these cultists are easier to defeat in combat.
The exact reason that this item exists in the maze below is uncertain. For the most part, the foulblood
bracer is considered to be an item of rather worthless design, little more than a tacky accessory worn
by a less than skillful enchanter or necromancer that likes to show off some observable "powers of
their vile presence". Someone saw use in this otherwise pointless item, however, and it is believed
that whoever found use of such an item had the powers to either divine or travel into the maze's fu-
ture. For this very reason it is believed that the star mages gathered copies of this item and scattered
them about the maze in hopes that their use would sway the fate of darker days to come.
Manticore Fang Collar: This thick neck collar of studded leather features settings of bruted garnets
and numerous manticore fangs that hang from the base of the collar by thick ornate chain work.
Though some might mistake this collar for being little more than grisly accessory the collar is actually
bestowed with powerful magical enchantments. Crafted by the same magical scholars responsible for
the creation of the lowly swine grub, the wearer of a manticore fang collar greatly benefits from the
consumption of swine grub meat. It is said that the healing properties of such meat is tripled when
this magical collar is worn.
DONT JUST READ THIS
STUFF PLAY IT!!!
So, If you happen to like what youve been reading for the last sev-
eral pages and wondering what it would be like to go up against an
infernal harlot or two, its time to pick up the basic rulebook! Exiles
Of The Wicked Maze is a complete game for 1 player and is avail-
able at rpgnow.com and drivethrurpg.com
Come join us in our quest to survive an exile to the maze below and
gain the treasure needed to win renewed citizenship in the lands
above. Exiles Of The Wicked Maze is a download pdf that sells for
$6, which offers hours and hours worth of gratification yet is about
the same price that you would pay for a fast food combo.
Grab yourself a copy today!
Damian Secol (order #5719140)
Copyright 2014, Fishwife Games Page 14
Exiles Of The Wicked Maze
Meteorite Pendant: This silvery pendant resembles an ornate, draconian talon gripping on to a
spherical meteorite that glows with a soft bluish light. Hung from a thick chain of interwoven silver
and electrum, this pendant might be overlooked as simply being a piece of fine jewelry that has been
mildly enchanted with an illusionist's cantrip for additional visual effect. Anyone that has knowledge
about the mysterious star mages and the intricate workings of their portals will be quite aware that
these pendants are much more than a simple piece of curious jewelry.
Whenever worn, the meteorite pendant serves as a healing device for those that make use of the por-
tals. Though the level of life restoring benefit varies from portal to portal it is agreed that the ball
shaped meteorite absorbs flux energy from the portal that one exits rather than enters. It is believed
that the star mages created these pendants for their own selves originally and the healing benefits of
such a pendant is considerably greater when worn by an actual star mage.
Plague Scarab: The plague scarab, also commonly known as the "fever scarab" and the "crimson
scarab", is a sacred crafted item that is in the general shaped of a desert scarab beetle. Though origi-
nally the creation of some of the foulest of mad necromancers, this item is heavily sought after for its
rather bizarre blessing. When carried in one's possession, this scarab transfers the negative powers of
disease, venom, and various toxins into life healing energies. Even while one is sweating and vomiting
from the foulest of disease they will find that their cuts, scrapes, broken bones, and bruised areas are
healing up rather quickly and effortlessly.
Though once shunned by the superstitious, these items became extremely popular during the re-
corded times in which the land above was ravished with the blistering fevers, the trembling cough,
and the blood tongue plagues. As a result, many plague scarabs sold in the in marketplaces in the
lands above the maze are in fact worthless fakes. Interestingly enough, however, the few that have
been found so far in the dark recesses of the maze have turned out to be the real item of power.
Unicorn Ring: These electrum rings feature a central amethyst setting that features a cameo of a uni-
corn's head. Though potentially mistaken as simply being a ring worthy of a knight's finger, the uni-
corn ring is actually a magical item that has proven useful against resisting the venom of certain fell
creatures. The toxic kiss of the infernal harlot falls into this category.
Damian Secol (order #5719140)
Copyright 2014, Fishwife Games Page 15
Exiles Of The Wicked Maze
QUICK CHARTS: DARK LUST
These charts replace the Foe charts and Special Item charts of the main quick charts list. Please use the rest of the
quick charts from the main rulebook when playing the Dark Lust expansion.
Roll: Foe: Difficulty: Damage: Special:
1 Burning Corpse 15 8 Repel: Skullbane
2 Crypt Looter 12 6 Bribe: Royal Treasure
3 Cutthroat 14 9 Bribe: Royal Treasure, Sick: 3
4 Errant Guard 13 10 Bribe: Royal Treasure
5 Fallen Champion 15 9 Repel: Skullbane
6 Fang Toad 12 8 Bribe: Meat
7 Fungal Shambler 14 8 Sick:1
8 Ghoul 15 8 Sick:2
9 Hag 15 8 Bribe: Any Relic
10 Imp 13 6 Bribe: Gem
11 Infernal Harlot 14 7 Sick: 5
12 Minotaur 17 12 Carcass: Horns (1,000 coins)
13 Potion Sludge 16 10 Bribe: Alchemical Substance, Sick: 2
14 Prisoner 13 7 Bribe: Weapon/Armor
15 Scoundrel 13 8 Bribe: Any Treasure Worth 100+ coins
16 Swine Grub 10 4 Carcass: Meat (Heal:10)
17 Toxipede 15 7 Sick:3
18 Vile Zealot 14 8 Bribe: Ceremonial Item
19 Wandering Statue 15 9 Carcass: Gem (Roll)
20 Warlock 13 11 Bribe: Wizard Tool
FOES
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 Disruption Crystal Disarms/Negates Certain Hazards Hazard Encounter
5 Dwarven Luck Stone Roll 2 Times For Gem Encounter, Choose Preferred
One
Gem Encounter
6 Etherweave Sack Carry 5 More Items, Can Only Be In Contact
With 1 Sack
Any time
7 Everpure Wand Disarms/Negates Certain Hazards Hazard Encounter
8 Featherwalk Boots Disarms/Negates Certain Hazards Hazard Encounter
9 Foulblood Bracer Bonus Of +4 To Attack Rolls Against Blood Zealot Foe Encounter: Blood Zealot
10 Lock Picks Bonus of +5 Versus Picking Locks Coin Encounter with Lock
11 Looter's Cowl Bonus of +5 Versus Hazards Hazard Encounter
12 Manticore Fang Collar Hit Points Gained From Consuming Swine
Grub Meat x3
Use of Swine Grub Meat
13 Medicine Bag Changes 1 Gem into (up to) 15 Hit Points of Healing Any time
14 Meteorite Pendant Gain Hit Points Equivalent To Numer of Portal Exited Portal Encounter
15 Plague Scarab Gain Hit Points Equivalent To Sick Points Gianed Encounter Causing Sick Points
16 Scoundrel Pebble Destroys/Negates Cursing Eyes Cursing Eye Encounter
17 Star Mage Compass Roll 3 Times For Portal Exit, Choose Preferred One Portal Encounter
18 Swine Grub Tongue Always Know Mushroom Type Mushroom Encounter
19 Transmuter's Bag 2 Gems Become Random Gem Any time
20 Unicorn Ring Immune To Sick Points From Infernal Harlot Foe Encounter: Infernal Harlot
SPECIAL ITEMS
Damian Secol (order #5719140)

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