The Crypt
Your turn begins in The Crypt.
If you are a priest and your Alignment is Good, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter within The Crypt:
2 or 3 = You find a blood bank run by an ancient vampire. If you choose, receive 1 Wound to gain 1 Gold. If your Alignment is Evil, pay 1 Ally to gain 1 Gold.
4 = You cross the path of a human hunter of vampires. If your Alignment is Good, roll a die, unless you have a magic cross. If the die roll is equal to or less than your Craft, gain a magic cross. A magic cross is an Item. If you have the magic cross at the start of any Combat with a monster with the word 'vampire' in it's name, increase your Arms and Magic by 1 for that Combat only. If your Alignment is Evil or Neutral, fight a Melee Combat with a hunter of vampires. The hunter of vampires' attributes are Arms: 5, Magic: 4, Craft: 4, Vitae: 3. If the hunter of vampires has fallen due to Combat with you, roll a die, unless you have a magic cross. If the die roll is less than your Craft, gain a magic cross. A magic cross is an Item. If you have the magic cross at the start of any Combat with a monster with the word 'vampire' in it's name, increase your Arms and Magic by 1 for that Combat only.
5 = You discover a one-way door to a corridor that leads back to the city. If you choose, your turn ends and the next turn will begin in The City; Proceed to that page if so.
6 = You awaken a vicious vampire in a protective coffin. Fight a Melee Combat with a coffin vampire, unless you are a priest, in which case you fight a Magical Combat with a coffin vampire. The coffin vampire's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the coffin vampire receives a Wound due to Melee Combat with you, and it is the first Wound the coffin vampire has received due to Combat with you this turn, roll a die. If the die roll is greater than your Craft, the coffin vampire does not receive the Wound.
7 = A large vampire bat comes swooping down on you. Fight a Melee Combat with a vampire bat. The vampire bat's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the vampire bat, and the vampire bat has 1 Wound, the vampire bat heals 1 Wound.
8 = You are stalked by a human servant of the vampires. Fight a Melee Combat with a vampire slave. The vampire slave's attributes are Arms: 3, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the vampire slave is in, if it is the first Combat the vampire slave has been in this turn, roll a die. If the die roll is greater than your Craft, receive 1 Wound.
9 = The door back to the dusty catacombs now lies before you. If you choose, your turn ends and the next turn will begin in The Catacombs; Proceed to that page if so.
10 = You encounter a mage among the vampires. If your Alignment is Evil, roll a die. If the die roll is equal to or less than your Craft, gain drain. Drain is a Spell. You may use drain when a monster receives a Wound due to Combat with you, and only if you have 1 or more Wounds. When used, heal 1 Wound. You may not use more than 1 drain per Wound per Combat. If your Alignment is Good or Neutral, fight a Magical Combat with a vampire mage. The vampire mage's attributes are Arms: 4, Magic: 5, Craft: 4, Vitae: 3. If you receive a Wound due to Combat with the vampire mage, and the vampire mage has 1 or 2 Wounds, the vampire mage heals 1 Wound. If the vampire mage has fallen, roll a die. If the die roll is less than your Craft, gain drain. Drain is a Spell. You may use drain when a monster receives a Wound due to Combat with you, and only if you have 1 or more Wounds. When used, heal 1 Wound. You may not use more than 1 drain per Wound per Combat.
11 or 12 = You come face to face with the head vampire of this crypt. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a head vampire. If the die roll is 4, 5, or 6, fight a Magical Combat with a head vampire. The head vampire's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Combat with the head vampire, if you are a priest, increase your Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the head vampire, and the head vampire has 1 or more Wounds, the head vampire heals 1 Wound. If the head vampire has fallen due to Combat with you, gain a vampyre blade, unless your Alignment is Good and you are a priest. A vampyre blade is an Item and a weapon. If you have the vampyre blade and a monster receives a Wound due to a Combat with you, heal 1 Wound if you have 1 or more Wounds.
Unless you rolled a 5 and decided to return to The City, or you rolled a 9 and decided to return to The Catacombs, your turn ends after your encounter within The Crypt ends, and the next turn will begin in The Crypt; Stay on this page if so.
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