Sorcerer's Cave Tiles Return to Home page

82 Areas in Total

Gate=Start/End point
SC=Sorcerer's Cave: Sorcerer
GH=Great Hall: +2 cards
ToK=Tomb of Kings: +1 card
DP=Deep Pool: Needs Giants to carry heavy treasure, and can only go to the next exit.
VP=Viper Pit: Can only go to the next clockwise exit and die roll 1 or 2 causes death!
BoK=Bridge of Khazadum: need Wizard to cross
SL=Shelob's Lair: only way out is down.
Roundabout=one direction and exit route each turn.

Green arrow = up
Red   arrow = down

Encounter Cards        
People Reaction (die roll) Strength
F M Tot
Carry Skills/Objects Points # available
39-41 Dragon 1-4 5-6 - 6 - 6 - Dragon slayer gets +1 to fighting strength 0 3
42-46 Dwarf - 1-4 5-6 1 - 1 25 Guides past Traps 2 5
47-49 Giant 1-3 4-5 6 7 - 7 150 - 7 3
50 Gollum - - 1-6 0 - 0 - Hides treasure 1 level up with die roll of 1. Finds secret doors 10 1
51 Hero 1-3 - 4-6 5 - 5 75 Add 1 to die roll when testing strangers 10 1
52-57 Man 1-2 3-4 5-6 3 - 3 50 - 5 6
58-60 Ogre 1-4 5 6 5 - 5 100 - 5 3
61-63 Priest 1 2-4 5-6 2 2 4 25 - 8 3
64 Sorcerer 1-6 - - 4 9 13 - Lotus Dust, Eye of God : each reduce Strength by 2 0 1
65-67 Spectre 1-5 6 - - 5 5 - Can be fought with Magical power only 0 3
68-70 Troll 1-3 4 5-6 4 - 4 75 - 4 3
71-72 Unicorn - 1-6 - 4 - 4 - Friendly to WOMEN otherwise indifferent 4 2
73-75 Wizard 1 2-5 6 2 5 7 - - 15 3
76-79 Woman 1-2 3-4 5-6 2 - 2 25 - 5 3
80 Woman-Hero 1-3 - 4-6 4 - 4 50 Add 1 to die roll when testing strangers 10 1
Treasure Weight   Points # available
1-4 Gems 25 - 20 4
5-11 Gold 25 - 10 7
12-17 Silver 25 - 5 5
18 Treasure Chest 100 1=Curse, 2=Spectre, 3=Sand, 4=Silver 20, 5=Gold 40, 6=Gems 80 0 1
Artifacts Actions Points # available
19 Charmed Flute When played by Man, Wizard, Woman, Hero, Priest lulls Dragons & Vipers to sleep. Creatures asleep protected by a curse. Opens secret doors. 10 1
20 Eye of God Renders all magic powerless. Kills Spectres & Zombies. Must be kept otherwise a Curse results 0 1
21 Lotus Dust Puts 1 creature to sleep for 2 turns. Works on Medusa but not Spectres, Ghouls or Zombies. 5 1
22 Healing Balm If a Wizard, Priest or Woman then will restore life to a creature just killed (1 only) 5 1
23 Magic Carpet With Priest or Wizard will transport Party to adjacent area orthogonally. Once only 5 1
24 Magic Staff Increases Magic of Priest by 1, Wizard by 2. Also Wizard can reanimate Turned to Stone 15 1
25 Magic Sword Adds 1 to Man or Woman; 2 to Hero. Enables bearer to fight Spectres 15 1
26 Ring Man, Woman, Dwarf, Priest, Wizard or Hero +1 to all die rolls of Party. Makes bearer invincible on 4th level or deeper 30 1
27 Ruby Set in forehead of Statue which attacks (strength 9). Defeat Statue to get Ruby 20 1
28 Strength Potion Adds 2 to strength - Man, Woman, Hero for Fight.1 draught only 5 1
29 Talisman Wards off Zombies & Ghouls. Also Spectres on 4th or lower levels. 10 1
Hazards Actions # available
30-33 Earthquake Area destroyed and impassable (if 2 drawn then last 2 areas destroyed) 4
34 Ghouls Each member of Party attacked with strength 2, then driven away until the Cave is re-entered 1
35 Medusa Die 1-2 turns creature to stone - for each party member. 1
36 Mutiny All Allies revert to Strangers. Retest as normal 1
37-38 Trap Entire party to 1 level below. Treasures found here remain 2