The Forbidden Temple

Your turn begins at The Forbidden Temple.

If you do not have a temple pass, your turn ends and the next turn will begin in The Forbidden City; Proceed to that page if so.


Roll two dice for what you encounter while at the forbidden temple:


2 = You may pray to the gods of this dark temple to endow you with a forbidden spell of great power. If you choose, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound. If the die roll is equal to or less than your Vitae, gain phobos. Phobos is a Spell. You may use phobos at the start of any Combat. When used, roll a die. You receive a number of Wounds equal to the die roll, then increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 phobos per monster per turn.


3 = The reptilian priests of this temple are willing to teach forbidden magic to any who dare to learn it. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain necros. Necros is a Spell. You may use necros at the start of any Melee Combat. When used, roll a die. You receive a number of Wounds equal to the die roll, then increase your Arms by an amount equal to the die roll. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 necros per monster per turn.


4 = A reptilian guard of this temple is extremely furious that you possess a temple pass. Pay 1 temple pass or fight a Melee Combat with a reptilian guard. The reptilian guard's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 4. If you have a temple pass and you receive a Wound due to Combat with the reptilian guard, roll a die. If the die roll is 1, 3, or 5, lose the temple pass, then you do not receive the Wound.


5 = You meet a fullblood of the advanced reptile man race known as the reptilians. Fight a Melee Combat with a reptilian noble. The reptilian noble's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 4. At the start of any Melee Combat the reptilian noble is in, if it is the first Combat the reptilian noble has been in this turn, roll a die. If the die roll is equal to or less than the reptilian noble's Craft, the reptilian noble receives 1 Wound, then increase the reptilian noble's Arms by 1. The increase lasts until the reptilian noble has fallen or if you choose to end Combat with the reptilian noble.


6 = You meet a halfblood of the advanced race of reptile men known as the reptilians. Fight a Melee Combat with a reptilian servant. The reptilian servant's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the reptilian servant is in, if it is the first Combat the reptilian servant has been in this turn, roll a die. If the die roll is equal to or less than the reptilian servant's Craft, the reptilian servant receives 1 Wound, then increase the reptilian servant's Arms by 1. The increase lasts until the reptilian servant has fallen or if you choose to end Combat with the reptilian servant.


7 = Within the center of this temple is a huge pit filled with every kind of snake there is. If you choose, your turn ends and the next turn will begin in The Snake Pit; Proceed to that page if so.


8 = The temple priests of the reptilian race dare to invoke forbidden death magic. Fight a Magical Combat with a reptilian priest. The reptilian priest's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 4. At the start of any Magical Combat the reptilian priest is in, if it is the first Combat the reptilian priest has been in this turn, roll a die. The reptilian priest receives a number of Wounds equal to the die roll divided by two (round up), then increase the reptilian priest's Magic by an amount equal to the die roll divided by two (round up). The increase lasts until the reptilian priest has fallen or if you choose to end Combat with the reptilian priest.


9 = A reptilian noble has mutated into a dark monster with forbidden powers. Fight a Magical Combat with a reptilian mutant. The reptilian mutant's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 7. At the start of any Magical Combat the reptilian mutant is in, if it is the first Combat the reptilian mutant has been in this turn, roll a die. The reptilian mutant receives a number of Wounds equal to the die roll, then increase the reptilian mutant's Magic by an amount equal to the die roll. The increase lasts until the reptilian mutant has fallen or if you choose to end Combat with the reptilian mutant.


10 = A reptilian guardian of this temple ferociously demands you hand over your temple pass. Pay 1 temple pass or fight a Magical Combat with a reptilian guardian. The reptilian guardian's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 4. If you have a temple pass and you receive a Wound due to Combat with the reptilian guardian, roll a die. If the die roll is 1, 3, or 5, lose the temple pass, then you do not receive the Wound.


11 = The reptilian priests of this temple will teach forbidden spells to all who dare to learn such. If you choose, roll a die. if the die roll is equal to or less than your Vitae, gain thanos. Thanos is a Spell. You may use thanos at the start of any Magical Combat. When used, roll a die. You receive a number of Wounds equal to the die roll, then increase your Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 thanos per monster per turn.


12 = The blood of the reptilian elite is exalted above all else in this forbidden temple. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an elite reptilian. If the die roll is 4, 5, or 6, fight a Melee Combat with an elite reptilian. The elite reptilian's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 5. At the start of any Combat the elite reptilian is in, if it is the first Combat the elite reptilian has been in this turn, roll a die. If the die roll is equal to or less than the elite reptilian's Craft, the elite reptilian receives 1 Wound, then increase the elite reptilian's Arms and Magic by 1. The increase lasts until the elite reptilian has fallen or if you choose to end Combat with the elite reptilian. If the elite reptilian has fallen due to Combat with you, gain a bloodvial amulet. A bloodvial amulet is an item. If you have the bloodvial amulet at the start of any Combat, and it is the first Combat you have been in during a turn, you may choose to receive 1 Wound. If so, increase your Arms and Magic by 1. The increase lasts until the monster in the Combat that you used the bloodvial amulet at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 bloodvial amulet at a time.


Unless you rolled a 7 and went to The Snake Pit, after your forbidden temple encounter, you may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound.


Pay 1 Gold to 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.


Pay 1 Gold to gain a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.


Pay 3 Gold to gain a snakeskin hat, unless you are a wizard and your Alignment is Neutral, in which case pay 2 Gold to gain a snakeskin hat. A snakeskin hat is an Item. If you have the snakeskin hat, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 10 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the snakeskin hat.


Pay 4 Gold to gain a snakeskin cloak, unless you are a wizard and your Alignment is Neutral, in which case pay 3 Gold to gain a snakeskin cloak. A snakeskin cloak is an Item. If you have the snakeskin cloak, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 8 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the snakeskin cloak.


Pay 6 Gold to gain a snakeskin robe, unless you are a wizard and your Alignment is Neutral, in which case pay 5 Gold to gain a snakeskin robe. A snakeskin robe is an Item. If you have the snakeskin robe, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 6 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 snakeskin robe.


Pay 1 Gold to gain venomfang. Venomfang is a Spell. Venomfang may be used whenever a monster receives a Wound due to Melee Combat with you. When used, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 venomfang per Wound per Combat.


Pay 1 Gold to gain cursefang. Cursefang is a Spell. Cursefang may be used whenever a monster receives a Wound due to Magical Combat with you. When used, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 cursefang per Wound per Combat.


When you are done gaining Items and/or healing Wounds, you must choose between staying at The Forbidden Temple or going back to The Forbidden City. If you choose to stay at The Forbidden Temple, your turn ends and the next turn will begin at The Forbidden Temple; Stay on this page if so. If you choose to go to The Forbidden City, your turn ends and the next turn will begin in The Forbidden City; Proceed to that page if so.


The Snake Pit


The Forbidden City

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