The Chapel
Your turn begins at The Chapel.
Go to the section of this page with the same name as your Alignment.
GOOD - If your Alignment is Good, 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 holy mace, unless you are a priest, in which case pay 2 Gold to gain a holy mace. A holy mace is an Item and a weapon. If your Alignment is Good and you have the holy 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 holy book, unless you are a priest, in which case pay 2 Gold to gain a holy book. A holy book is an Item and a weapon. If your Alignment is Good and you have the holy 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 holy armor, unless you are a priest, in which case pay 2 Gold to gain holy armor. Holy armor is an Item. If your Alignment is Good and you have the holy 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 holy armor.
Pay 3 Gold to gain holy robes, unless you are a priest, in which case pay 2 Gold to gain holy robes. Holy robes is an Item. If your Alignment is Good and you have the holy 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 holy robes.
Pay 1 Gold to gain cure, unless you are a priest, in which case you gain cure without paying 1 Gold. Cure is a Spell. Cure may be used at any time you have 1 or more Wounds. When used, roll a die. Heal a number of Wounds equal to the die roll.
Pay 1 Gold to gain bless, unless you are a priest, in which case you gain bless without paying 1 Gold. Bless is a Spell. Bless may be used at the start of any Combat. When used, increase your Arms by 1 if the Combat is a Melee Combat or increase your Magic by 1 if the Combat is a Magical Combat. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 bless per Combat.
Pay 1 Gold to gain holywater, unless you are a priest, in which case you gain holywater without paying 1 Gold. Holywater is a Spell. You may use holywater 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 holywater per Wound per Combat.
Pay 1 Gold to gain healtouch, unless you are a priest, in which case you gain healtouch without paying 1 Gold. Healtouch is a Spell. You may use healtouch when a monster receives a Wound due to any Combat with you. When used, roll a die. Heal a number of Wounds equal to the die roll. You may not use more than 1 healtouch per Wound per Combat.
When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Chapel or going back to The Castle. If you choose to stay at The Chapel, your turn ends and the next turn will begin at The Chapel; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; 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 'EVIL'. 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 at The Castle; Proceed to that page.
EVIL - If your Alignment is Evil or Neutral, roll two dice for what you encounter in the chapel:
2 = You have incurred the wrath of the gods of good. 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 chapel capture one of your companions. Roll two dice. If the die roll is greater than your Craft, lose 1 Ally.
4 = The priests of this chapel have a special spell for nullifying evil magic. Roll two dice. If the die roll is greater than your Magic, lose 1 Spell.
5 = A holy priest attempts to exorcise you from the chapel. Fight a Magical Combat with a holy priest. The holy priest's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. If the holy priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the holy priest does not receive the Wound.
6 = A holy mage assails you with holy magic spells. Fight a Magical Combat with a holy mage. The holy mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the holy mage receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the holy mage does not receive the Wound.
7 = The gods of good smite you for entering their chapel in a hostile manner. Receive 1 Wound.
8 = A holy knight assaults you with a holy mace. Fight a Melee Combat with a holy knight. The holy knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the holy knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the holy knight does not receive the Wound.
9 = A holy paladin tries to excommunicate you from the chapel. Fight a Melee Combat with a holy paladin. The holy paladin's attributes are Arms: 5, Magic: 3, Craft: 4, Vitae: 3. If the holy paladin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the holy paladin does not receive the Wound.
10 = The priests of this chapel have a special spell for disarming evil foes. Roll two dice. If the die roll is greater than your Arms, Lose 1 Item.
11 = You manage to free a young priest of evil from a jail cell. Roll a die if your Alignment is Evil, unless you have an acolyte. If the die roll is less than your Magic, gain an acolyte. An acolyte is an Ally. If you have the acolyte at the start of any Magical Combat, and your Alignment is Evil, 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 holy leader of this chapel of good. Fight a Magical Combat with a holy bishop. The holy bishop's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 4. If the holy bishop receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the holy bishop does not receive the Wound. If you receive a Wound due to Combat with the holy bishop, and the holy bishop has 3 Wounds, roll a die. If the die roll is less than the holy bishop's Craft, the holy bishop heals a number of Wounds equal to the holy bishop's Craft minus the die roll. If the holy bishop has fallen due to Combat with you, gain a holy relic. A holy relic is an Item. If you have the holy 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 holy relic to gain 4 Gold.
After your chapel encounter, you must choose between staying at The Chapel or going back to The Castle. If you choose to stay at The Chapel, your turn ends and the next turn will begin at The Chapel; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
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