The Graveyard

Your turn begins in The Graveyard.


If you are a priest and your Alignment is Good or Evil, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter in the graveyard:


2 = A path made of skulls and bones leads to the evil inner sanctuary of the graveyard. If you choose, your turn ends and the next turn will begin in The Bone Yard; Proceed to that page if so.


3 = Before a gate made of bone stands a skeleton warrior guarding the way to a path made of bones and skulls. If you choose, fight a Melee Combat with a skeletal sentinel. The skeletal sentinel's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. If you are a priest, you may choose to fight a Magical Combat with the skeletal sentinel instead of fighting a Melee Combat. If the skeletal sentinel receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal sentinel does not receive the Wound. If the skeletal sentinel has fallen due to Combat with you, your turn ends and the next turn will begin in The Bone Yard; Proceed to that page if so.


4 = A very thin necromancer with incredibly pale skin offers you a sinister spell. If you choose, roll a die. If the die roll is less than your Magic, or if your Alignment is Evil and the die roll is equal to or less than your Magic, gain dembones. Dembones is a Spell. Dembones may be used at the start of any Melee Combat. When used, roll a die. The monster in the Melee Combat that you used dembones at the start of receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). You may not use more than 1 dembones per Combat.


5 = A rather large skeleton made of blood red bone has been imbued with a frightful hex. Fight a Melee Combat with a doom skeleton. The doom skeleton's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 4. At the start of any Melee Combat the doom skeleton is in, if it is the first Combat the doom skeleton has been in this turn, roll a die. The doom skeleton receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). If the doom skeleton receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1 or 3, the doom skeleton does not receive the Wound. If the doom skeleton has fallen due to Combat with you, roll a die. If the die roll is 1, gain a skele sword. A skele sword is an Item and a weapon. If you have the skele sword at the start of any Melee Combat with a monster with the word 'skeleton' or 'skeletal' in it's name, increase your Arms by 1 for that Melee Combat only. Also, Wounds received by a monster with the word 'skeleton' or 'skeletal' in it's name due to a Melee Combat in which the skele sword was used must be received; Ignore any instructions denoting a monster with the word 'skeleton' or 'skeletal' in it's name not receiving a Wound due to a Melee Combat in which the skele sword was used.


6 = An animated skeleton empowered by netherworld forces erupts forth from a grave nearby. Fight a Magical Combat with a grave skeleton. The grave skeleton's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. If the grave skeleton receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1 or 3, the grave skeleton does not receive the Wound.


7 = In the middle of this huge graveyard is a very prominent tomb from which emanates an aura of darkness. If you choose, your turn ends and the next turn will begin in The Tomb; Proceed to that page if so.


8 = Many skeletons roam this large graveyard area animated by the netherworld magic which is abundant here. Fight a Melee Combat with a yard skeleton. The yard skeleton's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. If the yard skeleton receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1 or 3, the yard skeleton does not receive the Wound.


9 = A very large skeleton made of pitch black bone has been empowered by an ancient curse. Fight a Magical Combat with a gloom skeleton. The gloom skeleton's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 4. At the start of any Magical Combat the gloom skeleton is in, if it is the first Combat the gloom skeleton has been in this turn, roll a die. The gloom skeleton receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). If the gloom skeleton receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1 or 3, the gloom skeleton does not receive the Wound. If the gloom skeleton has fallen due to Combat with you, roll a die. If the die roll is 1, gain a skele staff. A skele staff is an Item and a weapon. If you have the skele staff at the start of any Magical Combat with a monster with the word 'skeleton' or 'skeletal' in it's name, increase your Magic by 1 for that Magical Combat only. Also, Wounds received by a monster with the word 'skeleton' or 'skeletal' in it's name due to a Magical Combat in which the skele staff was used must be received; Ignore any instructions denoting a monster with the word 'skeleton' or 'skeletal' in it's name not receiving a Wound due to a Magical Combat in which the skele staff was used.


10 = Upon a large tombstone made of ebony is inscribed a dark and deadly incantation. If you choose, roll a die. If the die roll is less than your Magic, or if your Alignment is Evil and the die roll is equal to or less than your Magic, gain drybones. Drybones is a Spell. Drybones may be used at the start of any Magical Combat. When used, roll a die. The monster in the Magical Combat that you used drybones at the start of receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). You may not use more than 1 drybones per Combat.


11 = Searching amid the many graves and burial mounds is a shady-looking man with a shovel and lantern. If you choose, roll a die. If the die roll is less than your Craft,  or if you are a thief and the die roll is equal to or less than your Craft, gain a grave robber. A grave robber is an Ally. If you have the grave robber at the start of a turn on a page with the word 'Graveyard', 'Bone', 'Tomb', 'Catacombs', or 'Crypt' in it's name, you may choose to roll a die. If the die roll is 1, lose the grave robber. If the die roll is 6, roll another die. If that die roll is 1, gain 1 Gold and lose the grave robber. If that die roll is 2, 3, 4, or 5, gain 1 Gold. If that die roll is 6, gain 2 Gold.


12 = A ghostly undead knight with dark powers claims this vast grave site as his unholy domain. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a fright knight. If the die roll is 5 or 6, fight a Magical Combat with a fright knight. The fright knight's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 6. At the start of any Combat the fright knight is in, if it is the first Combat the fright knight has been in this turn, roll a die. The fright knight receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). If the fright knight receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the fright knight does not receive the Wound. If the fright knight has fallen due to Combat with you, gain bonechiller. Bonechiller is a Spell. Bonechiller may be used at the start of any Combat. When used, roll a die. The monster in the Combat that you used bonechiller at the start of receives a number of Wounds equal to the die roll divided by two (round up), then roll another die. You receive a number of Wounds equal to that die roll divided by two (round up). You may not use more than 1 bonechiller per Combat.


Unless you rolled a 7 and entered The Tomb, or you rolled a 2 or 3 and went to The Bone Yard, after your graveyard encounter ends, you must choose between staying in The Graveyard or going back to The Badlands. If you choose to stay in The Graveyard, your turn ends and the next turn will begin in The Graveyard; 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.


The Tomb


The Bone Yard


The Badlands

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