The Devil Pits
Your turn begins in The Devil Pits.
Roll two dice for what you encounter while exploring the devil pits:
2 = From out of an enormous flaming pit looms a fiendish devil of tremendous size and power. Fight a Melee Combat with a pit fiend. The pit fiend's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 6. If you receive a Wound due to Melee Combat with the pit fiend, receive 1 additional Wound. If the pit fiend receives a Wound due to an Item, Ally, or Spell, roll two dice. If the die roll is less than the pit fiend's Arms, the pit fiend does not receive the Wound. If the pit fiend has fallen due to Combat with you, gain devil armor. Devil armor is an Item. If you have the devil armor, and you receive a Wound due to Melee Combat or a monster's Ability, roll two dice. If the die roll is less than your Arms, you do not receive the Wound. If the die roll is 12, lose the devil armor. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the devil armor. You may not use demon robes if you have the devil armor.
3 = The heat of the flaming devil pits begins to boil your blood. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 2 Wounds.
4 = A vacationing diabolicist has a devilish magic spell to teach others in the pits. If you choose, roll two dice. If the die roll is equal to or less than your Magic, gain devilpact. Devilpact is a Spell. You may use devilpact at the start of any Melee Combat. When used, the monster in the Melee Combat that devilpact was used at the start of must fight a Melee Combat with a pact devil first. The pact devil's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 1. At the start of any Melee Combat the pact devil is in, roll a die. If the die roll is equal to or greater than the Vitae of the monster in the Melee Combat, the monster receives 1 Wound. If the monster has fallen due to Melee Combat with the pact devil, the Melee Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Melee Combat with you. If the pact devil has fallen due to Melee Combat with the monster, then the Melee Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pact devil. If neither the pact devil nor the monster has fallen due to the Melee Combat between them, another Melee Combat with the pact devil and the monster occurs, with the pact devil and the monster retaining any Wounds they received due to Combat with each other. You may not use more than 1 devilpact per turn.
5 = Each of the many flaming pits here is home to a cruel devil. Fight a Melee Combat with a pit devil. The pit devil's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 3. At the start of any Melee Combat the pit devil is in, if it is the first Combat the pit devil has been in this turn, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
6 = A great number of soulless bodies have been entrapped in the pits and enslaved by the devils. Fight a Melee Combat with a pit slave. The pit slave's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the pit slave, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If the pit slave receives a Wound due to a Melee Combat with you, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
7 = A skeletal boatman in a hooded robe transports passengers in and out of the devil pits. If you choose, your turn ends and the next turn will begin in The Abyss; Proceed to that page if so.
8 = A great number of bodiless souls burn continually in the flames of the devil pits. Fight a Magical Combat with a pit soul. The pit soul's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 1. If you receive a Wound due to a Magical Combat with the pit soul, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If the pit soul receives a Wound due to a Magical Combat with you, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
9 = The devilkins are a rare form of devil that exist primarily in the pits. Fight a Magical Combat with a pit devilkin. The pit devilkin's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the pit devilkin is in, if it is the first Combat the pit devilkin has been in this turn, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
10 = A bold knight has sojourned to these pits to slay the many devils sired here. If you choose, roll two dice, unless you have a devil hunter. If the die roll is equal to or less than your Arms, gain a devil hunter. A devil hunter is an Ally. If you have the devil hunter at the start of any Combat with a monster with the word 'devil' or 'pit' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the devil hunter, and a monster with the word 'devil' or 'pit' in it's name receives a Wound due to 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 devil hunter, and you receive a Wound due to Combat with a monster with the word 'devil' or 'pit' in it's name, roll a die. If the die roll is 5 or 6, you do not receive the Wound, then lose the devil hunter.
11 = A burst of unearthly flame shoots out at you from one of the devil pits. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound.
12 = Each cluster of devil pits is ruled by various devilish dukes. Fight a Melee Combat with a devil duke. The devil duke's attributes are Arms: 8, Magic: 6, Craft: 6, Vitae: 4. If you have 1 or more Spells at the start of any Melee Combat with the devil duke, roll a die. If the die roll is less than the devil duke's Craft, you cannot use Spells for that Melee Combat only. If you receive a Wound due to Melee Combat with the devil duke, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound. If the devil duke receives a Wound due to Melee Combat with you, roll a die. If the die roll is less than the devil duke's Vitae, the devil duke does not receive the Wound. If the devil duke has fallen due to Combat with you, gain a devil crown, unless you have a devil crown or your Alignment is Good. A devil crown is an Item and a weapon. If you have the devil crown at the start of any Combat, increase your Arms by 2 and your Magic by 1 for that Combat only. If you have the devil crown, and a monster with the word 'devil' or 'devilkin' in it's name 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 servant devil. A servant devil is an Ally. If you have the servant devil at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the servant devil first. The servant devil's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 1. If the monster has fallen due to Melee Combat with the servant devil, the Melee Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Melee Combat with you. If the servant devil has fallen due to Melee Combat with the monster, lose the servant devil, then the Melee Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servant devil. If neither the servant devil 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 servant devil. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the devil crown.
Unless you rolled a 7 and went to The Abyss, after your devil pits encounter ends, your turn ends and the next turn will begin in The Devil Pits; Stay on this page if so.
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