The Blasted Chapel
Your turn begins at The Blasted Chapel.
Go to the section of this page with the same name as your Alignment.
EVIL - If your Alignment is Evil, you may choose to do any of the following in any order you choose:
Heal 1 Wound.
Gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
Pay 1 Gold to gain a green potion, unless you are a priest, in which case you gain a green potion without paying 1 Gold. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.
Pay 3 Gold to gain a dark mace, unless you are a priest, in which case pay 2 Gold to gain a dark mace. A dark mace is an Item and a weapon. If your Alignment is Evil and you have the dark mace at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Arms by an additional 1 for that Melee Combat only.
Pay 3 Gold to gain a dark book, unless you are a priest, in which case pay 2 Gold to gain a dark book. A dark book is an Item and a weapon. If your Alignment is Evil and you have the dark book at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by an additional 1 for that Magical Combat only.
Pay 3 Gold to gain dark armor, unless you are a priest, in which case pay 2 Gold to gain dark armor. Dark armor is an Item. If your Alignment is Evil and you have the dark armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, or if you are a priest and the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'shield', or 'armor' in it's name if you have the dark armor.
Pay 3 Gold to gain dark robes, unless you are a priest, in which case pay 2 Gold to gain dark robes. Dark robes is an Item. If your Alignment is Evil and you have the dark robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 8 or more, or if you are a priest and the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', or 'robe' in it's name if you have the dark robes.
Pay 1 Gold to gain curing, unless you are a priest, in which case you gain curing without paying 1 Gold. Curing is a Spell. Curing may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to 1 plus the die roll divided by two (round up).
Pay 1 Gold to gain blessing, unless you are a priest, in which case you gain blessing without paying 1 Gold. Blessing is a Spell. Blessing may be used at the start of any Combat. when used, decrease the Arms of the monster in Combat with you by 1 if the Combat is a Melee Combat or decrease the Magic of the monster in Combat with you by 1 if the Combat is a Magical Combat. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 blessing per Combat.
Pay 1 Gold to gain darkwater, unless you are a priest, in which case you gain darkwater without paying 1 Gold. Darkwater is a Spell. You may use darkwater when a monster receives a Wound due to any Combat with you. When used, the monster receives 1 additional Wound. You may not use more than 1 darkwater per Wound per Combat.
Pay 1 Gold to gain harmtouch, unless you are a priest, in which case you gain harmtouch without paying 1 Gold. Harmtouch is a Spell. You may use harmtouch when a monster receives a Wound due to any Combat with you. When used, the monster does not receive the Wound, then roll a die. The monster receives a number of Wounds equal to the die roll. You may not use more than 1 harmtouch per Wound per Combat.
When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Blasted Chapel or going back to The Badlands. If you choose to stay at The Blasted Chapel, your turn ends and the next turn will begin at The Blasted Chapel; Stay on this page if so. If you choose to go to The Badlands, your turn ends and the next turn will begin in The Badlands; Proceed to that page if so.
NEUTRAL - If your Alignment is Neutral, roll a die. If the die roll is greater than your Craft, go to the section of this page with the name 'GOOD'. If the die roll is equal to or less than your Craft, you may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound.
Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.
When you are done gaining Items and/or healing Wounds, your turn ends and the next turn will begin in The Badlands; Proceed to that page.
GOOD - If your Alignment is Good or Neutral, roll two dice for what you encounter in the blasted chapel:
2 = You have incurred the wrath of the gods of evil. Roll two dice. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.
3 = The priests of this blasted chapel charm one of your compatriots. Roll two dice. If the die roll is greater than your Craft, lose 1 Ally.
4 = The priests of this blasted chapel have a special spell for thwarting good magic. Roll two dice. If the die roll is greater than your Magic, lose 1 Spell.
5 = A dark priest attempts to exorcise you from the blasted chapel. Fight a Magical Combat with a dark priest. The dark priest's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. If the dark priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the dark priest does not receive the Wound.
6 = A dark mage assails you with dark magic spells. Fight a Magical Combat with a dark mage. The dark mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the dark mage receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the dark mage does not receive the Wound.
7 = The gods of evil curse you for entering their blasted chapel in an unwanted manner. Receive 1 Wound.
8 = A dark knight assaults you with a dark mace. Fight a Melee Combat with a dark knight. The dark knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the dark knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the dark knight does not receive the Wound.
9 = A dark paladin tries to excommunicate you from the blasted chapel. Fight a Melee Combat with a dark paladin. The dark paladin's attributes are Arms: 5, Magic: 3, Craft: 4, Vitae: 3. If the dark paladin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the dark paladin does not receive the Wound.
10 = The priests of this blasted chapel have a special spell for disarming do-gooders. Roll two dice. If the die roll is greater than your Arms, Lose 1 Item.
11 = You manage to free a young priest of good from a torture cell. Roll a die if your Alignment is Good, unless you have a neophyte. If the die roll is less than your Magic, gain a neophyte. A neophyte is an Ally. If you have the neophyte at the start of any Magical Combat, and your Alignment is Good, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, increase your Magic by 1 for that Magical Combat only.
12 = You come face to face with the dark leader of this blasted chapel of evil. Fight a Magical Combat with a dark bishop. The dark bishop's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 4. If the dark bishop receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the dark bishop does not receive the Wound. If you receive a Wound due to Combat with the dark bishop, and the dark bishop has 3 Wounds, roll a die. If the die roll is less than the dark bishop's Craft, you receive a number of Wounds equal to the dark bishop's Craft minus the die roll. If the dark bishop has fallen due to Combat with you, gain a dark relic. A dark relic is an Item. If you have the dark relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the dark relic to gain 4 Gold.
After your blasted chapel encounter, you must choose between staying at The Blasted Chapel or going back to The Badlands. If you choose to stay at The Blasted Chapel, your turn ends and the next turn will begin at The Blasted Chapel; Stay on this page if so. If you choose to go to The Badlands, your turn ends and the next turn will begin in The Badlands; Proceed to that page if so.
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