The Chaos Citadel

Your turn begins at The Chaos Citadel.

If you are a warrior and your Alignment is Evil, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter at the citadel of chaos:


2 = The chaotic lord of the beastmen has a dark alliance with the warlord that rules this citadel. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with a chaos beastlord. If the die roll is 5 or 6, fight a Melee Combat with a chaos beastlord. The chaos beastlord's attributes are Arms: 5, Magic: 7, Craft: 5, Vitae: 7. At the start of any Combat the chaos beastlord is in, if it is the first Combat the chaos beastlord has been in this turn, roll a die. The chaos beastlord receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided  by two (round up). If the chaos beastlord has fallen due to Combat with you, gain scapegoat. Scapegoat is a Spell. Scapegoat may be used at the start of any Combat. When used, roll a die. The monster in the Combat that you used scapegoat at the start of receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 scapegoat per Combat.


3 = A decrepit chaos god trapped within this citadel can grant you some very potent chaos magic. If you choose, roll a die. If the die roll is less than your Arms, or if your Alignment is Evil and the die roll is equal to or less than your Arms, gain entropy. Entropy is a Spell. Entropy may be used at the start of any Melee Combat. When used, roll a die. The monster in the Melee Combat that you used entropy at the start of receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. You may not use more than 1 entropy per Combat.


4 = The highest among the chaos warpriests learn to invoke the darkest of chaos magic spells. Fight a Magical Combat with a chaos high priest. The chaos high priest's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 5. At the start of any Magical Combat the chaos high priest is in, if it is the first Combat the chaos high priest has been in this turn, roll a die. The chaos high priest receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. If the chaos high priest has fallen due to Magical Combat with you, gain 2 Gold.


5 = The elite among the beastmen give up their souls to become the much stronger manbeasts. Fight a Magical Combat with a chaos manbeast. The chaos manbeast's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. Roll a die. If the die roll is 1 or 2, increase the chaos manbeast's Magic by 1. If the die roll is 3, increase the chaos manbeast's Arms by 1. If the die roll is 4, increase the chaos manbeast's Craft by 1. If the die roll is 5 or 6, increase the chaos manbeast's Vitae by 1. If the chaos manbeast receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the chaos manbeast does not receive the Wound. If you receive a Wound due to Magical Combat with the chaos manbeast, receive 1 additional Wound. If the chaos manbeast has fallen due to Magical Combat with you, gain 1 Gold.


6 = This citadel is aggressively protected by a herd of chaos beastmen. Fight a Magical Combat with a chaos beastman. The chaos beastman's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 2. Roll a die. If the die roll is 1 or 2, increase the chaos beastman's Magic by 1. If the die roll is 3, increase the chaos beastman's Arms by 1. If the die roll is 4, increase the chaos beastman's Craft by 1. If the die roll is 5 or 6, increase the chaos beastman's Vitae by 1. If the chaos beastman receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the chaos beastman does not receive the Wound. If you receive a Wound due to Magical Combat with the chaos beastman, receive 1 additional Wound.


7 = The forces of chaos deny entry to this citadel to those that do not bear the sign of chaos. Unless you have an Item with the word 'chaos' in it's name, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin in The Chaos Wastelands; Proceed to that page if so.


8 = This citadel is staunchly defended by a battalion of chaos warriors. Fight a Melee Combat with a chaos warrior. The chaos warrior's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. Roll a die. If the die roll is 1 or 2, increase the chaos warrior's Arms by 1. If the die roll is 3, increase the chaos warrior's Magic by 1. If the die roll is 4, increase the chaos warrior's Craft by 1. If the die roll is 5 or 6, increase the chaos warrior's Vitae by 1. If the chaos warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the chaos warrior does not receive the Wound. If you receive a Wound due to Melee Combat with the chaos warrior, receive 1 additional Wound.


9 = The elite leaders of the chaos warriors are known as champions of chaos. Fight a Melee Combat with a chaos champion. The chaos champion's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. Roll a die. If the die roll is 1 or 2, increase the chaos champion's Arms by 1. If the die roll is 3, increase the chaos champion's Magic by 1. If the die roll is 4, increase the chaos champion's Craft by 1. If the die roll is 5 or 6, increase the chaos champion's Vitae by 1. If the chaos champion receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the chaos champion does not receive the Wound. If you receive a Wound due to Melee Combat with the chaos champion, receive 1 additional Wound. If the chaos champion has fallen due to Melee Combat with you, gain 1 Gold.


10 = The greatest of the chaos sorcerers become knights empowered by arcane spells and battle prowess. Fight a Melee Combat with a chaos sorcerer knight. The chaos sorcerer knight's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 5. At the start of any Melee Combat the chaos sorcerer knight is in, if it is the first Combat the chaos sorcerer knight has been in this turn, roll a die. The chaos sorcerer knight receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. If the chaos sorcerer knight has fallen due to Melee Combat with you, gain 2 Gold.


11 = A bed-ridden old crone offers to teach you the incantation to a very powerful chaos spell. If you choose, roll a die. If the die roll is less than your Magic, or if your Alignment is Evil and the die roll is equal to or less than your Magic, gain bedlam. Bedlam is a Spell. Bedlam may be used at the start of any Magical Combat. When used, roll a die. The monster in the Magical Combat that you used bedlam at the start of receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. You may not use more than 1 bedlam per Combat.


12 = The dire warlord who rules this citadel has mastered the darkest of chaos spells. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a chaos warlord. If the die roll is 5 or 6, fight a Magical Combat with a chaos warlord. The chaos warlord's attributes are Arms: 7, Magic: 5, Craft: 5, Vitae: 7. At the start of any Combat the chaos warlord is in, if it is the first Combat the chaos warlord has been in this turn, roll a die. The chaos warlord receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. If the chaos warlord has fallen due to Combat with you, gain martyr. Martyr is a Spell. Martyr may be used at the start of any Combat. When used, roll a die. The monster in the Combat that you used martyr at the start of receives a number of Wounds equal to the die roll, then you receive a number of Wounds equal to the die roll. You may not use more than 1 martyr per Combat.


Unless you rolled a 7 and returned to The Chaos Wastelands, after your chaos citadel encounter, you may choose to do any of the following in any order you choose:


Pay 1 Item with the word 'chaos' in it's name to gain 1 Gold. Any Item with the word 'chaos' in it's name may be used as payment.


Pay 1 Gold to heal 1 Wound, unless your Alignment is Evil and you are a warrior, in which case you can heal 1 Wound without paying 1 Gold.


Pay 2 gold to gain a chaos sign, unless your Alignment is Evil and you are a warrior, in which case pay 1 Gold to gain a chaos sign. A chaos sign is an Item. If you have a chaos sign and 1 or more Wounds at the start of a turn on a page with the word 'Chaos' in it's name, you may choose to lose the chaos sign. If so, roll a die. Heal a number of Wounds equal to the die roll divided by two (round up).


Pay 4 Gold to gain a chaos axe, unless your Alignment is Evil and you are a warrior, in which case pay 3 Gold to gain a chaos axe. A chaos axe is an Item and a weapon. If you have the chaos axe at the start of any Melee Combat, roll a die. If the die roll is 1 or 2, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, increase your Magic by 1 for that Melee Combat only. If the die roll is 4, increase your Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Melee Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. If you have the chaos axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if your Alignment is Evil and you are a warrior, the monster receives 1 additional Wound.


Pay 5 Gold to gain chaos armor, unless your Alignment is Evil and you are a warrior, in which case pay 4 Gold to gain chaos armor. Chaos armor is an Item. If you have chaos armor at the start of any Melee Combat, roll a die. If the die roll is 1 or 2, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, increase your Magic by 1 for that Melee Combat only. If the die roll is 4, increase your Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Melee Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. If you have chaos armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have chaos armor.


Pay 5 Gold to gain chaos robes, unless your Alignment is Evil and you are a wizard or priest, in which case pay 4 Gold to gain chaos robes. Chaos robes is an Item. If you have chaos robes at the start of any Magical Combat, roll a die. If the die roll is 1 or 2, increase your Magic by 1 for that Magical Combat only. If the die roll is 3, increase your Arms by 1 for that Magical Combat only. If the die roll is 4, increase your Craft by 1 for that Magical Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Magical Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. If you have chaos robes, roll two dice when you receive a Wound due to a Magical Combat. If 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', 'robe', or 'robes' in it's name if you have chaos robes.


Pay 1 Gold to gain mutation, unless your Alignment is Evil and you are a warrior, in which case you can gain mutation without paying 1 Gold. Mutation is a Spell. Mutation may be used at the start of any Melee Combat. When used, roll a die. If the die roll is 1 or 2, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, increase your Magic by 1 for that Melee Combat only. If the die roll is 4, increase your Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Melee Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. You may not use more than 1 mutation per Combat.


Pay 1 Gold to gain mutator, unless your Alignment is Evil and you are a warrior, in which case you can gain mutator without paying 1 Gold. Mutator is a Spell. Mutator may be used at the start of any Magical Combat. When used, roll a die. If the die roll is 1 or 2, increase your Magic by 1 for that Magical Combat only. If the die roll is 3, increase your Arms by 1 for that Magical Combat only. If the die roll is 4, increase your Craft by 1 for that Magical Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Magical Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends. You may not use more than 1 mutator per Combat.


When you are done gaining Gold, gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Chaos Citadel or going back to The Chaos Wastelands. If you choose to stay at The Chaos Citadel, your turn ends and the next turn will begin at The Chaos Citadel; Stay on this page if so. If you choose to go to The Chaos Wastelands, your turn ends and the next turn will begin in The Chaos Wastelands; Proceed to that page if so.


The Chaos Wastelands

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