The Dungeon

Your turn begins in The Dungeon.

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


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


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


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


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


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


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


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


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


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


4 = A tribe of sniveling snotlings tries to chase you out of the dungeon. Roll a die. 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 trio of imps tries to magically trick you out of this dungeon. Roll a die. 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 = You walk through a door and suddenly find yourself transported out of the 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 special room encounter, go to the section of this page with the name 'DUNGEON ROOM'.


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


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


2 = A dungeon adventurer of no real consequence is met.


3 = You meet a holy man who heals the wounded in this dungeon. If you have 1 or more Wounds, heal 1 Wound.


4 = You meet a healer who charges for his services. Pay 1 Gold to heal 1 Wound.


5 = A stealthy burglar steals some of your gold. If you have 1 or more Gold, lose 1 Gold.


6 = A cunning cutthroat ambushes you from the shadows. Pay 1 Gold or receive 1 Wound.


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


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


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


2 = A 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 2 Wounds. If your Alignment is Good and you do not have any Wounds, 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.


3 = A 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 2 Wounds. If your Alignment is Neutral and you do not have any Wounds, 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.


4 = A 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 2 Wounds. If your Alignment is Evil and you do not have any Wounds, 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.


5 = A dwarven priest might be willing to teach you some dungeon magic. Roll a die. If the die roll is equal to or less than your Arms, gain dungeonboost. Dungeonboost is a Spell. You may use dungeonboost 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 divided by two (round up). The increase lasts until the monster in the Combat that you used dungeonboost at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 dungeonboost per monster per turn.


6 = An elven mage may be willing to show you a dungeon magic spell. Roll a die. If the die roll is equal to or less than your Magic, gain dungeonblast. Dungeonblast is a Spell. You may use dungeonblast 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 dungeonblast at the start of receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 dungeonblast per monster per turn.


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


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


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


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


3 = An acidic green mist fills the room. Roll a die. If the die roll is greater than your Arms, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.


4 = A brilliant flash of bright light illuminates the room. Roll a die. If the die roll is greater than your Magic, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.


5 = A creeping darkness overtakes the room. Roll a die. If the die roll is greater than your Craft, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.


6 = A blood red cloud envelops the room. Roll a die. If the die roll is greater than your Vitae, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.


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


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


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


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


3 = A wicked spell is triggered that changes gold into fool's gold. Roll a die for each Gold you have. If the die roll is 1 or 6, lose 1 Gold.


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


5 = A powerful magic trick is triggered that cannot be resisted. Roll a die. If the die roll is 1 or 2, lose 1 Item. If the die roll is 3 or 4, lose 1 Ally. If the die roll is 5 or 6, lose 1 Spell.


6 = A mystical vortex with a diminutive being trapped within appears before you. If you choose, roll a die, unless you have a quasit. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain a quasit. A quasit is an Ally. If you have the quasit at the start of any Magical Combat, roll a die. If the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you have the quasit, and a monster receives a Wound due to a Magical 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 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 quasit.


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


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


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


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


3 = A crossbow trap is set off and several arrows are shot at you. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.


4 = A lightning trap is set off and several bolts are shot at you. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.


5 = A poison gas trap is set off to suffocate you. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


6 = A poison blade trap is set off and cuts you. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


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


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


1 = A horrible trap wounds you horridly. Roll a die. Receive a number of Wounds equal to the die roll divided by two (round up).


2 = A boulder trap is set off that can smash you to bits. Roll a die. If the die roll is greater than your Arms, receive a number of Wounds equal to the die roll minus your Arms.


3 = An explosive fireball trap is set off that can burn you to ashes. Roll a die. If the die roll is greater than your Magic, receive a number of Wounds equal to the die roll minus your Magic.


4 = An insect swarm trap is set off that can eat you alive. Roll a die. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft.


5 = A pendulum trap is set off that can cut you in half. Roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.


6 = A strange little being is stuck in a deadly trap and requires help to get out. If you choose, roll a die, unless you have a homonculus. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a homonculus. A homonculus is an Ally. If you have the 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 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 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 homonculus.


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


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


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


2 = A wandering monster wanders off before encountering you.


3 = You enter a room that is guarded by an orc. Fight a Melee Combat with a dungeon orc. The dungeon orc's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.


4 = You enter a room that is the den of a ghoul. Fight a Magical Combat with a dungeon ghoul. The dungeon ghoul's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.


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


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


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


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


1 = This dungeon is patrolled by an order of fierce knights that fight until killed or wounded. Fight a Melee Combat with a dungeon knight. The dungeon knight's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. If the dungeon knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the dungeon knight does not receive the Wound. You cannot end Combat with the dungeon knight unless it has fallen or it has 1 Wound.


2 = This dungeon is protected by an enclave of bold sorcerers that fight until wounded or killed. Fight a Magical Combat with a dungeon sorcerer. The dungeon sorcerer's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If the dungeon sorcerer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the dungeon sorcerer does not receive the Wound. You cannot end Combat with the dungeon sorcerer unless it has fallen or it has 1 Wound.


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


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


5 = One of the deadliest denizens of this dungeon is a dreaded dragon that breathes fire. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a dungeon dragon. If the die roll is 4, 5, or 6, fight a Melee Combat with a dungeon dragon. The dungeon dragon's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 4. At the start of any Combat the dungeon dragon is in, if it is the first Combat the 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 1 Wound. If you receive a Wound due to Combat with the dungeon dragon, and it is the first Wound you have received due to Combat with the 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 1 additional Wound. If the dungeon dragon has fallen due to Combat with you, go to the section of this page with the name 'SPECIAL TREASURE'.


6 = Lurking in this dungeon is a gigantic purple-hued worm that will eat almost anything it finds. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a purple worm. If the die roll is 4, 5, or 6, fight a Magical Combat with a purple worm. The purple worm's attributes are Arms: 7, Magic: 7, Craft: 1, Vitae: 4. If you receive a Wound due to Combat with the purple 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, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell. If the purple worm has fallen due to Combat with you, go to the section of this page with the name 'SPECIAL TREASURE'.


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


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


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


2 = What looks like treasure turns out to be worthless junk.


3 = You discover a small chest full of Gold. Gain 1 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 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. If the die roll is 4 or 5, 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 6, 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.


5 = You discover an object useful in physical battle. Roll a die. If the die roll is 1, 2, or 3, gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.


6 = You discover an object useful in mystical battle. If the die roll is 1, 2, or 3, gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.


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


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


1 = You discover a large chest full of Gold. Roll a die. Gain an amount of Gold equal to the die roll divided by two (round up).


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


3 = Roll a die. If the die roll is 1 or 2, you discover a rare artifact that allows entry to a dark dungeon. Gain a dark orb, unless you have a dark orb. A dark orb is an Item. A dark orb does not count towards the number of Items you may have. If the die roll is 3, 4, 5, or 6, you discover a powerful melee weapon. Gain a great axe. A great axe is an Item and a weapon. If you have the great axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the great axe, 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.


4 = Roll a die. If the die roll is 1 or 2, you discover a rare artifact that allows entry to a dark dungeon. Gain a dark orb, unless you have a dark orb. A dark orb is an Item. A dark orb does not count towards the number of Items you may have. If the die roll is 3, 4, 5, or 6, you discover a powerful magic weapon. Gain a great staff. A great staff is an Item and a weapon. If you have the great staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the great staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.


5 = Roll a die. If the die roll is 1 or 2, you discover a rare artifact that allows entry to a dark dungeon. Gain a dark orb, unless you have a dark orb. A dark orb is an Item. A dark orb does not count towards the number of Items you may have. If the die roll is 3, 4, 5, or 6, you discover a pristine suit of armor. 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 = Roll a die. If the die roll is 1 or 2, you discover a rare artifact that allows entry to a dark dungeon. Gain a dark orb, unless you have a dark orb. A dark orb is an Item. A dark orb does not count towards the number of Items you may have. If the die roll is 3, 4, 5, or 6, you discover a splendid robe of magic. 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.


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


The Ruins

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