The Abyss
Your turn begins in The Abyss.
Roll two dice for what you encounter while exploring the abyss:
2 = From out of the bottomless abyss lurches a colossal demon of grotesque size and appearance. Fight a Magical Combat with an abyss colossus. The abyss colossus's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 6. If you receive a Wound due to Magical Combat with the abyss colossus, receive 1 additional Wound. If the abyss colossus receives a Wound due to an Item, Ally, or Spell, roll two dice. If the die roll is less than the abyss colossus's Magic, the abyss colossus does not receive the Wound. If the abyss colossus has fallen due to Combat with you, gain demon robes. Demon robes is an Item. If you have the demon robes, and you receive a Wound due to Magical Combat or a monster's Ability, roll two dice. If the die roll is less than your Magic, you do not receive the Wound. If the die roll is 12, lose the demon robes. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the demon robes. You may not use devil armor if you have the demon robes.
3 = The still cold of the vast abyss begins to numb your mind. Roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Craft, receive 2 Wounds.
4 = A visiting demonologist has a demonic magic spell to teach others in the abyss. If you choose, roll two dice. If the die roll is equal to or less than your Magic, gain demonpact. Demonpact is a Spell. You may use demonpact at the start of any Magical Combat. When used, the monster in the Magical Combat that demonpact was used at the start of must fight a Magical Combat with a pact demon first. The pact demon's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 1. At the start of any Magical Combat the pact demon is in, roll a die. If the die roll is greater than the Craft of the monster in the Magical Combat, the monster receives 1 Wound. If the monster has fallen due to Magical Combat with the pact demon, the Magical Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Magical Combat with you. If the pact demon has fallen due to Magical Combat with the monster, then the Magical Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pact demon. If neither the pact demon nor the monster has fallen due to the Magical Combat between them, another Magical Combat with the pact demon and the monster occurs, with the pact demon and the monster retaining any Wounds they received due to Combat with each other. You may not use more than 1 demonpact per turn.
5 = The demonoids are a rare form of demon that exist primarily in the abyss. Fight a Melee Combat with an abyss demonoid. The abyss demonoid's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 3. At the start of any Melee Combat the abyss demonoid is in, if it is the first Combat the abyss demonoid has been in this turn, roll a die. If the die roll is greater than your Craft, receive 1 Wound.
6 = A great number of bodies without souls here have become drones cursed by the power of the abyss. Fight a Melee Combat with an abyss drone. The abyss drone's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the abyss drone, roll a die. If the die roll is greater than your Craft, receive 1 additional Wound. If the abyss drone receives a Wound due to a Melee Combat with you, roll a die. If the die roll is greater than your Craft, receive 1 Wound.
7 = A skeletal boatman in a hooded robe transports passengers in and out of the abyss. If you choose, your turn ends, then you choose between starting the next turn in The Underworld or starting the next turn in The Devil Pits; Proceed to the appropriate page.
8 = A great number of souls without bodies here drift listlessly amid this cursed abyss. Fight a Magical Combat with an abyss drifter. The abyss drifter's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 1. If you receive a Wound due to a Magical Combat with the abyss drifter, roll a die. If the die roll is greater than your Craft, receive 1 additional Wound. If the abyss drifter receives a Wound due to a Magical Combat with you, roll a die. If the die roll is greater than your Craft, receive 1 Wound.
9 = This abyss has many layers and is home to many demons. Fight a Magical Combat with an abyss demon. The abyss demon's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the abyss demon is in, if it is the first Combat the abyss demon has been in this turn, roll a die. If the die roll is greater than your Craft, receive 1 Wound.
10 = A brave knight has journeyed to this abyss to slay the many demons spawned here. If you choose, roll two dice, unless you have a demon hunter. If the die roll is equal to or less than your Arms, gain a demon hunter. A demon hunter is an Ally. If you have the demon hunter at the start of any Combat with a monster with the word 'demon' or 'abyss' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the demon hunter, and a monster with the word 'demon' or 'abyss' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If you have the demon hunter, and you receive a Wound due to Combat with a monster with the word 'demon' or 'abyss' in it's name, roll a die. If the die roll is 5 or 6, you do not receive the Wound, then lose the demon hunter.
11 = A gust of unholy wind blows over you from the depths of the yawning abyss. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound.
12 = Each layer of the abyss is ruled by a variety of demonic princes. Fight a Magical Combat with a demon prince. The demon prince's attributes are Arms: 6, Magic: 8, Craft: 6, Vitae: 4. If you have 1 or more Spells at the start of any Magical Combat with the demon prince, roll a die. If the die roll is less than the demon prince's Craft, you cannot use Spells for that Magical Combat only. If you receive a Wound due to Magical Combat with the demon prince, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the demon prince receives a Wound due to Magical Combat with you, roll a die. If the die roll is less than the demon prince's Vitae, the demon prince does not receive the Wound. If the demon prince has fallen due to Combat with you, gain a demon crown, unless you have a demon crown or your Alignment is Good. A demon crown is an Item and a weapon. If you have the demon crown at the start of any Combat, increase your Arms by 1 and your Magic by 2 for that Combat only. If you have the demon crown, and a monster with the word 'demon' or 'demonoid' in it's name has fallen due to Combat with you, you may choose to roll a die. If the die roll is less than your Craft, gain a servant demon. A servant demon is an Ally. If you have the servant demon at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the servant demon first. The servant demon's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 1. If the monster has fallen due to Magical Combat with the servant demon, the Magical Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Magical Combat with you. If the servant demon has fallen due to Magical Combat with the monster, lose the servant demon, then the Magical Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servant demon. If neither the servant demon nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servant demon. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the demon crown.
Unless you rolled a 7 and went to The Underworld or The Devil Pits, after your abyss encounter ends, your turn ends and the next turn will begin in The Abyss; Stay on this page if so.
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