The Catacombs

 Your turn begins in The Catacombs.

 Roll a die for what you encounter in the upper catacombs:


      1 = You find a passage that leads back to the city above. If you choose, your turn ends and the next turn will begin in The City; Proceed to that page if so.


      2 = You come upon a giant rat nest with many burrowed tunnels leading up to the city. Fight a Melee Combat with a catacombs rat. The catacombs rat's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the catacombs rat has fallen due to Combat with you, you may choose to end your turn. If so, the next turn will begin in The City; Proceed to that page.


      3 = Some thieves have set a tripwire trap. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


      4 = A shady figure shambles towards you. Fight a Melee Combat with a walking corpse. The walking corpse's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1.


      5 = A shadowy figure floats towards you. Fight a Magical Combat with a living shadow. The living shadow's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1.


      6 = You chance upon a horrid creature of crawling about these creepy catacombs. Fight a Melee Combat with a catacombs crawler. The catacombs crawler's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae:2. If the catacomb crawler has fallen due to Combat with you, gain a crypt key, unless you have a crypt key. A crypt key is an Item. If you have the crypt key at the start of a turn on a page that does not have the word 'Catacombs' in it's name, lose the crypt key. A crypt key does not count towards the number of Items you may have. 


Unless you rolled a 1 or 2 and decided to return to The City, after your upper catacombs encounter ends, roll a die for what you encounter in the lower catacombs:


      1 = You get caught in cobwebs. Fight a Melee Combat with a large spider. The large spider's attributes are Arms:1, Magic: 1, Craft: 1, Vitae: 1. If you receive a Wound due to Combat with the large spider, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.


      2 = You chance upon a coffer with a potion in it. If you choose, gain a diluted white potion. A diluted white potion is an Item. The diluted white potion may be used at any time you have 1 or more Wounds. When used, lose the diluted white potion, then roll a die. If the die roll is 4, 5, or 6, heal 1 Wound.


      3 = You encounter an evil spirit that hates do-gooders. If your Alignment is Good, fight a Magical Combat with an evil spirit. The evil spirit's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 1.


      4 = You encounter a vengeful spirit that punishes evildoers. If your Alignment is evil, fight a Magical Combat with a vengeful spirit. The vengeful spirit's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae 1.


      5 = A disembodied voice asks you a riddle. If you choose, roll a die. If the die roll is equal to or less than your Craft, gain 1 Gold. If the die roll is greater than your Craft, receive 1 Wound.


      6 = A ghastly ghoul guards the door to a crypt beneath these catacombs. Fight a Melee Combat with a catacombs ghoul, unless you are a priest, in which case you may choose to fight a Magical Combat with the catacombs ghoul instead of a Melee Combat. The catacombs ghoul's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae 2. If you receive a Wound due to a Melee Combat with the catacombs ghoul, roll a die, unless you are an elf. If the die roll is equal to or greater than your Vitae, decrease your Arms by 1. The decrease lasts until the catacombs ghoul has fallen or if you choose to end Combat with the catacombs ghoul. If you have a crypt key, and the catacombs ghoul has fallen due to Combat with you, you may choose to end your turn. If so, the next turn will begin in The Crypt; Proceed to that page.


Unless you rolled a 6 and decided to enter The Crypt, after your lower catacombs encounter ends, your turn ends and the next turn will begin in The Catacombs; Stay on this page if so.


The City


The Crypt

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