The Dark Dungeon

Your turn begins in The Dark Dungeon.

Go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON ROOM - Roll a die for what kind of dark dungeon room you enter:


1 = You enter a special dark dungeon room. Go to the section of this page with the name 'DARK SPECIAL ROOM'.


2 = A dark dungeon adventurer is met when you enter a room. Go to the section of this page with the name 'DARK DUNGEON ADVENTURER'.


3 = You enter a room with a dark magic trick cast on it. Go to the section of this page with the name 'DARK DUNGEON TRICK'.


4 = You enter a room with a dark trap in it. Go to the section of this page with the name 'DARK DUNGEON TRAP'.


5 = You enter a room with a dark monster in it. Go to the section of this page with the name 'DARK DUNGEON MONSTER'.


6 = You enter a dark treasure room. Go to the section of this page with the name 'DARK DUNGEON TREASURE'.


DARK SPECIAL ROOM - Roll a die for what kind of dark special room you enter:


1 = A set of stairs winds it's way up and out of this dark dungeon. If you choose, your turn ends and your next turn will begin at The Ruins; Proceed to that page if so.


2 = A ladder goes up to a trapdoor in the ceiling which leads out of this dark dungeon. If you choose, your turn ends and your next turn will begin at The Ruins; Proceed to that page if so.


3 = A mystic portal teleports those who walk through it out of this dark dungeon. If you choose, your turn ends and your next turn will begin at The Ruins; Proceed to that page if so.


4 = A legion of skeletons tries to force you out of this dark dungeon. Roll two dice. If the die roll is greater than your Arms, or if you choose, your turn ends and your next turn will begin at The Ruins; Proceed to that page if so.


5 = A dozen wraiths surround you and try to expel you from this dark dungeon. Roll two dice. If the die roll is greater than your Magic, or if you choose, your turn ends and your next turn will begin at The Ruins; Proceed to that page if so.


6 = A bolt of black energy strikes you and transports you out of this dark dungeon. Your turn ends and your next turn will begin at The Ruins; Proceed to that page.


Unless you went to The Ruins, after your dark special room encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON ADVENTURER - Roll a die for what kind of dark dungeon adventurer is met:


1 = A special dark dungeon adventurer is met. Go to the section of this page with the name 'DARK SPECIAL ADVENTURER'.


2 = A dark dungeon adventurer of minor significance is met.


3 = You meet a holy woman who heals the wounded in this dark dungeon. If you have 1 or more Wounds, roll a die. Heal a number of Wounds equal to the die roll divided by two (round up).


4 = You meet a dark healer who charges little for his formidable services. Pay 1 Gold to heal 2 Wounds.


5 = A sneaky pilferer robs you of some of your gold. If you have 1 or more Gold, roll a die. If the die roll is 1, 3, or, 5, lose 2 Gold. If the die roll is 2, 4, or 6, lose 1 Gold.


6 = A lethal assassin steps out of the shadows and shoots you with a poison arrow. Receive 1 Wound.


Unless you rolled a 1 and went to the section 'DARK SPECIAL ADVENTURER', after your dark dungeon adventurer encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK SPECIAL ADVENTURER - Roll a die for what kind of dark special adventurer is met:


1 = An ambitious merchant offers to sell you a chest with dark dungeon treasure in it. Pay 2 Gold to go to the section of this page with the name 'DARK DUNGEON TREASURE'. 


2 = An arch wizard in white will assist you if you serve the gods of good. If your Alignment is Good and you have 1 or more Wounds, heal all Wounds. If your Alignment is Good and you do not have any Wounds, gain a green potion. 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.


3 = An arch druid in grey will assist you if you serve the gods of neutrality. If your Alignment is Neutral and you have 1 or more Wounds, heal all Wounds. If your Alignment is Neutral and you do not have any Wounds, gain a green potion. 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.


4 = An arch warlock in black will assist you if you serve the gods of evil. If your Alignment is Evil and you have 1 or more Wounds, heal all Wounds. If your Alignment is Evil and you do not have any Wounds, gain a green potion. 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.


5 = A dwarven high priest might be willing to teach you some dark dungeon magic. Roll two dice. If the die roll is equal to or less than your Arms, gain dungeonbooster. Dungeonbooster is a Spell. You may use dungeonbooster at the start of any Combat on a page with the word 'Dungeon' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used dungeonbooster at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 dungeonbooster per monster per turn.


6 = An elven high mage may be willing to show you a dark dungeon magic spell. Roll two dice. If the die roll is equal to or less than your Magic, gain dungeonblaster. Dungeonblaster is a Spell. You may use dungeonblaster at the start of any Combat on a page with the word 'Dungeon' in it's name. When used, roll a die. The monster in the Combat that you used dungeonblaster at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 dungeonblaster per monster per turn.


Unless you rolled a 1 and went to the section 'DARK DUNGEON TREASURE', after your dark special adventurer encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON TRICK - Roll a die for what kind of dark dungeon trick occurs:


1 = A special dark dungeon trick is triggered. Go to the section of this page with the name 'DARK SPECIAL TRICK'.


2 = A dark magic trick is triggered, but it sputters out before taking any effect.


3 = A corrosive yellow mist fills up the room. Roll two dice. If the die roll is greater than your Arms, lose 1 Item, then lose 1 Ally, then lose 1 Spell.


4 = A dull flash of grey light brightens up the room. Roll two dice. If the die roll is greater than your Magic, lose 1 Item, then lose 1 Ally, then lose 1 Spell.


5 = A crawling blackness overcomes the entire room. Roll two dice. If the die roll is greater than your Craft, lose 1 Item, then lose 1 Ally, then lose 1 Spell.


6 = A bloody crimson cloud billows into the room. Roll two dice. If the die roll is greater than your Vitae, lose 1 Item, then lose 1 Ally, then lose 1 Spell.


Unless you rolled a 1 and went to the section 'DARK SPECIAL TRICK', after your dark dungeon trick encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK SPECIAL TRICK - Roll a die for what kind of dark special trick occurs:


1 = A bizarre curse reverses your alignment. If your Alignment is Good, roll a die. If the die roll is 1, 2, or 3, your Alignment becomes Evil. If the die roll is 4, 5, or 6, your Alignment becomes Neutral. If your Alignment is Neutral, roll a die. If the die roll is 1, 2, or 3, your Alignment becomes Good. If the die roll is 4, 5, or 6, your Alignment becomes Evil. If your Alignment is Evil, roll a die. If the die roll is 1, 2, or 3, your Alignment becomes Good. If the die roll is 4, 5, or 6, your Alignment becomes Neutral.


2 = A peculiar hex greatly harms those of the opposing alignment. Roll a die. If the die roll is 1 or 2, receive 2 Wounds if your Alignment is Good. If the die roll is 3 or 4, receive 2 Wounds if your Alignment is Neutral. If the die roll is 5 or 6, receive 2 Wounds if your Alignment is Evil.


3 = A sinister spell is triggered that changes gold into worthless pyrite. Roll a die for each Gold you have. If the die roll is 2, 3, 4 or 5, lose 1 Gold.


4 = A random dark spell is triggered that will either greatly harm you or greatly heal you. Roll a die. If the die roll is 1, 3, or 5, receive 2 Wounds. If the die roll is 2, 4, or 6, heal 2 Wounds.


5 = A very powerful dark magic trick is triggered that cannot be resisted. Lose 1 Item, then lose 1 Ally, then lose 1 Spell.


6 = A mystic vortex with a demonic being trapped within appears before you. If you choose, roll two dice, unless you have a dark quasit. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain a dark quasit. A dark quasit is an Ally. If you have the dark quasit at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the dark quasit, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound. If you have the dark quasit at the start of any turn on a page that does not have the word 'Dungeon' in it's name, roll two dice. If the die roll is 2 or 12, lose the dark quasit. You may not use a quasit if you have the dark quasit.


After your dark special trick encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON TRAP - Roll a die for what kind of dark dungeon trap occurs:


1 = A special dark dungeon trap is set off. Go to the section of this page with the name 'DARK SPECIAL TRAP'.


2 = A dark dungeon trap is set off, but it turns out to be defunct.


3 = A catapult trap is set off and a large rock is tossed at you. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound.


4 = A flaming gas trap is set off and shoots a column of fire towards you. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound.


5 = A hallucinogenic spore trap is set off to drive you insane. Roll two dice. If the die roll is greater than your Craft, receive 1 Wound.


6 = A poison dart trap is set off which punctures your skin. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.


Unless you rolled a 1 and went to the section 'DARK SPECIAL TRAP', after your dark dungeon trap encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK SPECIAL TRAP - Roll a die for what kind of dark special trap occurs:


1 = A horrid trap wounds you horribly. Roll a die. Receive a number of Wounds equal to the die roll.


2 = A collapsing ceiling trap is set off which can bury you alive. Roll two dice. If the die roll is greater than your Arms, receive a number of Wounds equal to the die roll minus your Arms.


3 = A burning oil trap is set off which can boil you down to your bones. Roll two dice. If the die roll is greater than your Magic, receive a number of Wounds equal to the die roll minus your Magic.


4 = A scorpion swarm trap is set off which can sting you to death. Roll two dice. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft.


5 = A spiked pit trap is set off which sends you plummeting down onto a set of sharp spikes. 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.


6 = A devilish little being is stuck in a deadly trap and requires assistance to escape. If you choose, roll a die, unless you have a dark homonculus. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a dark homonculus. A dark homonculus is an Ally. If you have the dark homonculus at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, increase your Arms by 1 for that Melee Combat only. If you have the dark homonculus, 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, the monster receives 1 additional Wound. If you have the dark homonculus at the start of any turn on a page that does not have the word 'Dungeon' in it's name, roll two dice. If the die roll is 2 or 12, lose the dark homonculus. You may not use a homonculus if you have the dark homonculus.


After your dark special trap encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON MONSTER - Roll a die for what kind of dark dungeon monster you encounter:


1 = A special dark dungeon monster is encountered. Go to the section of this page with the name 'DARK SPECIAL MONSTER'.


2 = A meandering dark monster meanders away before you can encountering it.


3 = You enter a room that is home to a darkly strong brute. Fight a Melee Combat with a dark dungeon brute. The dark dungeon brute's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 2.


4 = You enter the room that is the nest of a harpy with a lethal song. Fight a Magical Combat with a dark dungeon harpy. The dark dungeon harpy's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 2.


5 = You enter a room that is the domicile of a darkly powerful giant. Fight a Melee Combat with a dark dungeon giant. The dark dungeon giant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 3. If the dark dungeon giant receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the dark dungeon giant does not receive the Wound.


6 = You enter a room that home to a gorgon with a lethal gaze. Fight a Magical Combat with a dark dungeon gorgon. The dark dungeon gorgon's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 3. If the dark dungeon gorgon receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the dark dungeon gorgon does not receive the Wound.


Unless you rolled a 1 and went to the section 'DARK SPECIAL MONSTER', after your dark dungeon monster encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK SPECIAL MONSTER - Roll a die for what kind of dark special monster you encounter:


1 = This dark dungeon is watched by a society of zealous knights that fight until killed or wounded. Fight a Melee Combat with a dark dungeon knight. The dark dungeon knight's attributes are Arms: 7, Magic: 4, Craft: 3, Vitae: 2. If the dark dungeon knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the dark dungeon knight does not receive the Wound. You cannot end Combat with the dark dungeon knight unless it has fallen or it has 1 Wound.


2 = This dark dungeon is monitored by a cabal of fanatical sorcerers that fight until wounded or killed. Fight a Magical Combat with a dark dungeon sorcerer. The dark dungeon sorcerer's attributes are Arms: 4, Magic: 7, Craft: 3, Vitae: 2. If the dark dungeon sorcerer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the dark dungeon sorcerer does not receive the Wound. You cannot end Combat with the dark dungeon sorcerer unless it has fallen or it has 1 Wound.


3 = A deadly devil of this dark dungeon materializes before you and attacks with it's hooves. Fight a Melee Combat with a dark dungeon devil. The dark dungeon devil's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 3. If you receive a Wound due to a Melee Combat with the dark dungeon devil, roll a die. If the die roll 3, 4, 5, or 6, receive 1 additional Wound. If the dark dungeon devil receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 6, the dark dungeon devil does not receive the Wound. If the dark dungeon devil has fallen due to Combat with you, go to the section of this page with the name 'DARK DUNGEON TREASURE'. 


4 = A deadly demon of this dark dungeon materializes before you and attacks with it's fangs. Fight a Magical Combat with a dark dungeon demon. The dark dungeon demon's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the dark dungeon demon, roll a die. If the die roll 3, 4, 5, or 6, receive 1 additional Wound. If the dark dungeon demon receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, 3, or 6, the dark dungeon demon does not receive the Wound. If the dark dungeon demon has fallen due to Combat with you, go to the section of this page with the name 'DARK DUNGEON TREASURE'.


5 = One of the most dangerous denizens of this dark dungeon is a dreadful dragon that breathes flame. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a dark dungeon dragon. If the die roll is 4, 5, or 6, fight a Melee Combat with a dark dungeon dragon. The dark dungeon dragon's attributes are Arms: 9, Magic: 9, Craft: 2, Vitae: 4. At the start of any Combat the dark dungeon dragon is in, if it is the first Combat the dark dungeon dragon has been in this turn, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, receive 2 Wounds. If you receive a Wound due to Combat with the dark dungeon dragon, and it is the first Wound you have received due to Combat with the dark dungeon dragon this turn, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, receive 2 additional Wounds. If the dark dungeon dragon has fallen due to Combat with you, go to the section of this page with the name 'DARK SPECIAL TREASURE'.


6 = Lurking in this dark dungeon is an enormous violet-hued worm that devours most anything in it's path. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a violet worm. If the die roll is 4, 5, or 6, fight a Magical Combat with a violet worm. The violet worm's attributes are Arms: 9, Magic: 9, Craft: 1, Vitae: 4. If you receive a Wound due to Combat with the violet worm, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the die roll is 4, 5, or 6, lose 1 Item, then lose 1 Ally, then lose 1 Spell. If the violet worm has fallen due to Combat with you, go to the section of this page with the name 'DARK SPECIAL TREASURE'.


Unless you rolled a 3 or 4 and went to the section 'DARK DUNGEON TREASURE', or you rolled a 5 or 6 and went to the section 'DARK SPECIAL TREASURE', after your dark special monster encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK DUNGEON TREASURE - Roll a die for what kind of dark dungeon treasure you discover:


1 = You discover a special dark dungeon treasure. Go to the section of this page with the name 'DARK SPECIAL TREASURE'.


2 = What appears to be valuable treasure is in fact an illusion that fades away.


3 = You discover a chest full of much gold. Gain 2 Gold.


4 = You discover a bottle with a potion in it. Roll a die. If the die roll is 1, 2, or 3, gain a green potion. 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. If the die roll is 4 or 5, gain an orange potion. An orange potion is an Item. The orange potion may be used at any time you have 2 or more Wounds. When used, heal 3 Wounds, then lose the orange potion. If the die roll is 6, gain a black potion. A black potion is an Item. The black potion may be used at any time you have 1 or more Wounds. When used, heal all Wounds, then lose the black potion.


5 = You discover an object useful in physical battle. Roll a die. If the die roll is 1, 2, or 3, gain a grand sword. A grand sword is an Item and a weapon. If you have the grand sword at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only. If the die roll is 4, 5, or 6, gain armor. Armor is an Item. If you have the 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 a helmet or a shield if you have armor.


6 = You discover an object useful in mystical battle. If the die roll is 1, 2, or 3, gain a grand wand. A grand wand is an Item and a weapon. If you have the grand wand at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. If the die roll is 4, 5, or 6, gain a magic robe. A magic robe is an Item. If you have the magic robe, 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 a magic hat or a magic cloak if you have a magic robe.


Unless you rolled a 1 and went to the section 'DARK SPECIAL TREASURE', after your dark dungeon treasure encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


DARK SPECIAL TREASURE - Roll a die for what kind of dark special treasure you discover:


1 = You discover a very large chest full of Gold. Roll a die. Gain an amount of Gold equal to the die roll.


2 = You discover a bottle with a potion in it. Roll a die. If the die roll is 1 or 2, gain a dark red potion. A dark red potion is an Item. The dark red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 2 for that Melee Combat only, then lose the dark red potion. If the die roll is 3 or 4, gain a dark blue potion. A dark blue potion is an Item. The dark blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 2 for that Magical Combat only, then lose the dark blue potion. If the die roll is 5 or 6, gain a dark purple potion. A dark purple potion is an Item. The dark purple potion may be used at the start of any Combat you are in. When used, increase your Arms and Magic by 2 for that Combat only, then lose the dark purple potion.


3 = Roll a die. If the die roll is 1 or 2, you discover a rare diamond of great worth. Gain a dark diamond, unless you have a dark diamond. A dark diamond is an Item. A dark diamond does not count towards the number of Items you may have. If you have the dark diamond at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the dark diamond. If so, gain 4 Gold. If the die roll is 3, 4, 5, or 6, you discover a powerful melee weapon. Gain a grand axe. A grand axe is an Item and a weapon. If you have the grand axe at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the grand axe, and a monster receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound.


4 = Roll a die. If the die roll is 1 or 2, you discover a rare diamond of great worth. Gain a dark diamond, unless you have a dark diamond. A dark diamond is an Item. A dark diamond does not count towards the number of Items you may have. If you have the dark diamond at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the dark diamond. If so, gain 4 Gold. If the die roll is 3, 4, 5, or 6, you discover a powerful magic weapon. Gain a grand staff. A grand staff is an Item and a weapon. If you have the grand staff at the start of any Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the grand staff, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound.


5 = Roll a die. If the die roll is 1 or 2, you discover a rare diamond of great worth. Gain a dark diamond, unless you have a dark diamond. A dark diamond is an Item. A dark diamond does not count towards the number of Items you may have. If you have the dark diamond at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the dark diamond. If so, gain 4 Gold. If the die roll is 3, 4, 5, or 6, you discover a magnificent suit of armor. Gain grand armor. Grand armor is an Item. If you have the grand armor at the start of any turn, increase your Arms by 1 for that turn only. If you have the grand 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 the grand armor.


6 = Roll a die. If the die roll is 1 or 2, you discover a rare diamond of great worth. Gain a dark diamond, unless you have a dark diamond. A dark diamond is an Item. A dark diamond does not count towards the number of Items you may have. If you have the dark diamond at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the dark diamond. If so, gain 4 Gold. If the die roll is 3, 4, 5, or 6, you discover magnificent set of magic robes. Gain grand robes. Grand robes is an Item. If you have the grand robes at the start of any turn, increase your Magic by 1 for that turn only. If you have the grand 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 the grand robes.


After your dark special treasure encounter, go to the section of this page with the name 'DARK DUNGEON ROOM'.


The Ruins

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