The Dead Pit
Your turn begins in The Dead Pit.
Roll two dice for what you encounter while exploring the dead pit:
2 = A master of death magic lives near this pit and has taken command of many of the dead here. Fight a Magical Combat with a necro mancer. The necro mancer's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. If the necro mancer does not have any Wounds at the start of any Magical Combat, roll a die. If the die roll is less than the necro mancer's Craft, fight a Melee Combat with a servant zombie first. The servant zombie's attribute's are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the servant zombie unless it has fallen. If the servant zombie has fallen due to Combat with you, the Combat with you and the necro mancer occurs. If the necro mancer has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is less than the necro mancer's Craft, receive 1 Wound. If the necro mancer has fallen due to Combat with you, gain a necro ring, unless you have a necro ring. A necro ring is an Item. If you have the necro ring, and a monster has fallen due to Combat with you, you may choose to roll a die. If the die roll is less than your Craft, gain a zombie servant. A zombie servant is an Ally. If you have the zombie servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the zombie servant first. The kind of Combat the zombie servant fights with the monster will be of the same kind you would have fought with the monster. The zombie servant has special attributes: It's Arms equals the Arms divided by two (round up) of the monster that had fallen when the necro ring was used, it's Magic equals the Magic divided by two (round up) of the monster that had fallen when the necro ring was used, and it's Craft and Vitae equals 1. If the monster has fallen due to Combat with the zombie servant, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the zombie servant has fallen due to Combat with the monster, lose the zombie servant, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the zombie servant. If neither the zombie servant nor the monster has fallen due to the Combat between them, another Combat with the zombie servant and the monster occurs, with the zombie servant and the monster retaining any Wounds they received due to Combat with each other.
3 = A mortician magician here has written a zombie magic incantation for a brain-sapping spell. If you choose, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Craft, gain braindead. Braindead is a Spell. You may use braindead at the start of any Combat. when used, the Craft of the monster in the Combat becomes 1. The monster's Craft will be 1 until the monster has fallen or if you choose to end combat with the monster.
4 = This pit of the dead leads to an underworld below, but the way has a guard set before it. If you choose, fight a Melee Combat with a guard zombie. The guard zombie's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If the guard zombie has fallen due to Combat with you, your turn ends and the next turn will begin in The Underworld; Proceed to that page if so.
5 = A grotesque zombie covered in blood rises from the pit and comes shambling towards you. Fight a Magical Combat with a blood zombie. The blood zombie's attributes are Arms: 1, Magic: 4, Craft: 1, Vitae: 1. At the start of any Magical Combat with the blood zombie, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Magic by 1 for that Magical Combat only. You cannot end Combat with the blood zombie unless it has fallen.
6 = A zombie with a life-draining moan comes shambling towards you from the pit. Fight a Melee Combat with a moan zombie. The moan zombie's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat with the moan zombie, roll a die. If the die roll is greater than your Vitae, decrease your Arms by 1 for that Melee Combat only. You cannot end Combat with the moan zombie unless it has fallen.
7 = From this deep dark pit in the earth comes the constant emergence of evil zombies. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a dead zombie. The dead zombie's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the dead zombie unless it has fallen. If the die roll is 4, 5, or 6, fight a Magical Combat with a pit zombie. The pit zombie's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. You cannot end Combat with the pit zombie unless it has fallen.
8 = A zombie with a groan that drains life comes shuffling towards you from the pit. Fight a Magical Combat with a groan zombie. The groan zombie's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. At the start of any Magical Combat with the groan zombie, roll a die. If the die roll is greater than your Vitae, decrease your Magic by 1 for that Magical Combat only. You cannot end Combat with the groan zombie unless it has fallen.
9 = A gross zombie with guts hanging out rises from the pit and comes shuffling towards you. Fight a Melee Combat with a guts zombie. The guts zombie's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat with the guts zombie, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Arms by 1 for that Melee Combat only. You cannot end Combat with the guts zombie unless it has fallen.
10 = This pit of the dead leads to an underworld below, but the way has a guardian set before it. If you choose, fight a Magical Combat with a guardian zombie. The guardian zombie's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. If the guardian zombie has fallen due to Combat with you, your turn ends and the next turn will begin in The Underworld; Proceed to that page if so.
11 = A priest from a far land has traveled here to teach others how to invoke voodoo magic. If you choose, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Vitae, gain voodoo. Voodoo is a Spell. You may only use voodoo when a monster has fallen due to a Combat with you. When used, gain a zombie slave. A zombie slave is an Ally. If you have the zombie slave at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the zombie slave first. The kind of Combat the zombie slave fights with the monster will be of the same kind you would have fought with the monster. The zombie slave has special attributes: It's Arms equals the Arms divided by two (round up) of the monster that had fallen when voodoo was used, it's Magic equals the Magic divided by two (round up) of the monster that had fallen when voodoo was used, and it's Craft and Vitae equals 1. If the monster has fallen due to Combat with the zombie slave, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the zombie slave has fallen due to Combat with the monster, lose the zombie slave, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the zombie slave. If neither the zombie slave nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the zombie slave.
12 = A large group of zombies merge together to form a powerful zombie of great size. Fight a Melee Combat with a grand zombie. The grand zombie's attributes are Arms: 7, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Melee Combat with the grand zombie, roll two dice. If the die roll is equal to or less than the grand zombie's Arms, receive 1 additional Wound. If the grand zombie receives a Wound due to Melee Combat, roll a die. If the die roll is equal to or less than the grand zombie's Vitae, the grand zombie does not receive the Wound. If the grand zombie has fallen due to Combat with you, gain a corpse cleaver, unless you have a corpse cleaver. A corpse cleaver is an Item and a weapon. If you have the corpse cleaver at the start of any Combat with a monster with the word 'zombie' or 'corpse' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the corpse cleaver and a monster with the word 'zombie' or 'corpse' in it's name receives a Wound due to a Combat with you, the monster receives 1 additional Wound. If you have the corpse cleaver, and a monster with the word 'zombie' or 'corpse' in it's name has fallen due to Combat with you, heal 1 Wound.
Unless you rolled a 4 or 10 and went to The Underworld, after your dead pit encounter ends, you must choose between staying in The Dead Pit or going back to The Badlands. If you choose to stay in The Dead Pit, your turn ends and the next turn will begin at The Dead Pit; Stay on this page if so. If you choose to go to The Badlands, your turn ends and the next turn will begin in The Badlands; Proceed to that page if so.
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