The Greatwhite Dungeon
Your turn begins in The Greatwhite Dungeon.
Go to the section of this page with the name 'DUNGEON SOUTH'.
DUNGEON SOUTH - Choose one of the following parts of great white dungeon to enter: DUNGEON WEST, DUNGEON NORTH, DUNGEON EAST, or DUNGEON EXIT. To enter a part of the great white dungeon, go to the section of this page with the same name as the location.
DUNGEON WEST - Roll two dice for what you encounter while exploring the west part of the great white dungeon:
2 = A door opens up to a very large maze which is home to the legendary manticores. If you choose, your turn ends and your next turn will begin in The Manticore Maze; Proceed to that page if so.
3 = A secret wall slides open and a very large white zombie shuffles out to attack you. Fight a Magical Combat with a great white zombie. The great white zombie's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you are a priest, increase the great white zombie's Magic by 1. If you receive a Wound due to a Magical Combat with the great white zombie, roll a die. If the die roll is greater than your Vitae, you cannot end Combat with the great white zombie unless it has fallen.
4 = You enter a trapped room full of razor-sharp pendulums and poison-spiked pits. Roll a die. If the die roll is equal to or greater than your Craft, roll two dice. If that die roll is greater than your Arms, receive 1 Wound.
5 = A group of steam-powered automaton warriors patrol the western section of the dungeon. Fight a Melee Combat with a steam soldier. The steam soldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the steam soldier is in, roll a die. If the die roll is 4, 5, or 6, increase the steam soldier's Arms by 1 for that Melee Combat only. If the steam soldier receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the steam soldier does not receive the Wound. If the steam soldier has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, 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.
6 = A blast of hot steam vents through the western tunnels and heats up all types of armor. If you have an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, roll two dice. If the die roll is greater than your Vitae, lose 1 Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name or receive 1 Wound.
7 = A steamy tunnel leads back to the south part of the dungeon where you entered from. If you choose, go to the section of this page with the name 'DUNGEON SOUTH'.
8 = A vent of hot steam blasts through the tunnel you are in and heats up all types of weapons. If you have an Item that is a weapon, roll two dice. If the die roll is greater than your Vitae, lose 1 Item that is a weapon or receive 1 Wound.
9 = A secret panel slides open and a pale white zombie shuffles out to attack you. Fight a Magical Combat with a white zombie. The white zombie's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you are a priest, increase the white zombie's Magic by 1. If you receive a Wound due to a Magical Combat with the white zombie, roll a die. If the die roll is greater than your Vitae, you cannot end Combat with the white zombie unless it has fallen.
10 = You enter a bewitched room full of magical curses and mystical hexes. Roll a die. If the die roll is equal to or greater than your Craft, roll two dice. If that die roll is greater than your Magic, receive 1 Wound.
11 = The soldiers of this part of the dungeon are led by a scaly dragon man knight who breathes fire. Fight a Melee Combat with a dragon knight. The dragon knight's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat that the dragon knight is in, roll a die. If the die roll is 4, 5, or 6, increase dragon knight's Arms by 1 for that Melee Combat only, unless it is the first Combat the dragon knight is in this turn, in which case increase dragon knight's Arms by 2 for that Melee Combat only. If the dragon knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the dragon knight does not receive the Wound. If the dragon knight has fallen due to Combat with you, gain armor, unless you have 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.
12 = A door opens up to a very large maze which is home to the legendary manticores. If you choose, your turn ends and your next turn will begin in The Manticore Maze; Proceed to that page if so.
Unless you rolled a 7 and went to the section 'DUNGEON SOUTH', or you rolled a 2 or 12 and went to The Manticore Maze, after your west dungeon encounter, go to the section of this page with the name 'DUNGEON WEST' again.
DUNGEON NORTH - Roll two dice for what you encounter while exploring the north part of the great white dungeon:
2 = A steam vent erupts violently underneath you and expels you from the dungeon with it's force. Receive 1 Wound, then your turn ends and your next turn will begin at The Great White; Proceed to that page.
3 = From out of a steaming pool of white mud comes plodding a giant man-shaped monster made of the same. Fight a Magical Combat with a great white mudman. The great white mudman's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 5. If the great white mudman receives a Wound due to a Magical Combat with you, roll a die. If the die roll is greater than the great white mudman's Vitae, you cannot end Combat with the great white mudman unless it has fallen.
4 = You are near a lake of steaming water that heats up any weapons that get too close to it's shore. If you have an Item that is a weapon, roll a die. If the die roll is equal to or less than the number of Items you have that are weapons, receive 1 Wound.
5 = A clan of mysterious monks with masks made of mud inhabit the northern section of the dungeon. Fight a Melee Combat with a mudmask monk. The mudmask monk's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. Roll a die at the start of any Melee Combat the mudmask monk is in. If the die roll is equal to or less than the mudmask monk's Craft, increase the mudmask monk's Arms by 1 for that Melee Combat only. If the mudmask monk receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the mudmask monk does not receive the Wound. If you receive a Wound due to Melee Combat with the mudmask monk, roll a die. If the die roll is less than the mudmask monk's Craft, receive 1 additional Wound. If the mudmask monk has fallen due to Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain a diluted white potion. A diluted white potion is an Item. The diluted white potion may be used at any time you have 1 or more Wounds. When used, lose the diluted white potion, then roll a die. If the die roll is 4, 5, or 6, heal 1 Wound.
6 = The tunnel you are in becomes full of hot steam which may overheat you. Roll two dice. If the die roll is greater than your Magic, roll a die. If that die roll is equal to or greater than your Craft, decrease your Arms and Magic by 1 at the start of the next Combat you are in. The decrease lasts for that Combat only.
7 = A partly steaming tunnel leads back to the south part of the dungeon where you entered from. If you choose, go to the section of this page with the name 'DUNGEON SOUTH'.
8 = The tunnel you are in becomes filled with hot steam which may scald you. Roll two dice. If the die roll is greater than your Arms, roll a die. If that die roll is equal to or greater than your Vitae, receive 1 Wound.
9 = From out of a steaming pool of white mud comes trodding a man-shaped monster made of the same. Fight a Magical Combat with a white mudman. The white mudman's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 4. If the white mudman receives a Wound due to a Magical Combat with you, roll a die. If the die roll is greater than the white mudman's Vitae, you cannot end Combat with the white mudman unless it has fallen.
10 = You are close to a steaming lake of water that heats up any armor that gets too near it's edge. If you have an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, roll a die. If the die roll is equal to or less than the number of Items you have with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, receive 1 Wound.
11 = The monks of this part of the dungeon are led by a mage who morphs into a muddy monstrosity. Fight a Magical Combat with a mudmask mage. The mudmask mage's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If the mudmask mage receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the mudmask mage does not receive the Wound. If the mudmask mage has fallen due to Combat with you, fight a Melee Combat with a mud monster. The mud monster's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 1. At the start of any Melee Combat the mud monster is in, roll a die. If the die roll is 1 or 5, increase the mud monster's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the mud monster, roll a die. If the die roll is 1 or 5, you receive 1 additional Wound. If the mud monster receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 5, the mud monster does not receive the Wound. If the mud monster has fallen due to Combat with you, gain a magic robe, unless you have 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.
12 = Rising out of the steaming lake comes the largest golem you have ever seen. Fight a Melee Combat with a great white golem. The great white golem's attributes are Arms: 7, Magic: 5, Craft: 1, Vitae: 5. Roll a die. If the die roll is equal to or greater than your Craft, you may not use any Spells in Combat with the great white golem this turn. If the great white golem has 4 Wounds at the start of a Melee Combat, increase the great white golem's Arms by 1 for that Melee Combat only. If the great white golem receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the great white golem does not receive the Wound. If the great white golem has fallen due to Combat with you, gain a miracle mace, unless you have a miracle mace. A miracle mace is an Item and a weapon. If you have the miracle mace at the start of any Combat, increase your Arms by 2 and your Magic by 1 for that Combat only. If you have the miracle mace, and a monster receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound. If you have the miracle mace and a monster has fallen due to a Combat with you, roll a die. If the die roll is equal to or less than the monster's Arms, heal 1 Wound.
Unless you rolled a 7 and went to the section 'DUNGEON SOUTH', or you rolled a 2 and went to The Great White, after your north dungeon encounter, go to the section of this page with the name 'DUNGEON NORTH' again.
DUNGEON EAST - Roll two dice for what you encounter while exploring the east part of the great white dungeon:
2 = Amid all the steam, you discover a hidden room containing a variety of white ivory chests. If you choose, roll a die. If the die roll is 1, fight a Magical Combat with a white shadow. The white shadow's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the die roll is 2, fight a Melee Combat with a steam elemental. The steam elemental's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the die roll is 3, receive 1 Wound. If the die roll is 4, gain 1 Gold. If the die roll is 5, 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 6, gain a britewhite ring, unless you have a britewhite ring. A britewhite ring is an Item. If you have the britewhite ring at the start of a Combat with a monster with the word 'white' in it's name, increase your Arms and Magic by 1 for that Combat only.
3 = You step into a huge patch of lethal white slime which grows in this dungeon's steamy tunnels. Fight a Magical Combat with a great white slime. The great white slime's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 4. You may not use an Item that is a weapon in Combat with the great white slime. At the start of any Combat the great white slime is in, if it is the first Combat the great white slime has been in this turn, roll a die. If the die roll is greater than your Craft, you cannot end Combat with the great white slime unless it has fallen.
4 = You must cross a cavern by a series of relay ropes hanging over a steaming river of hot water. Roll a die. If the die roll is greater than your Craft, receive 1 Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 additional Wound.
5 = Bashing their way through these steamed-up tunnels are muscular brutes who like to break stuff. Fight a Melee Combat with a break brute. The break brute's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. If the break brute receives a Wound due to Melee Combat with you, roll two dice. If the die roll is equal to or less than the break brute's Arms, the break brute does not receive the wound. If you receive a Wound due to a Melee Combat with a break brute, roll two dice. If the die roll is equal to or less than the break brute's Arms, you receive 1 additional Wound. If the break brute has fallen due to Combat with you, roll a die, unless you have a brutal breaker. If the die roll is 1, gain a brutal breaker. A brutal breaker is an Ally. If you have the brutal breaker 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 brutal breaker first. The brutal breaker's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 1. If the brutal breaker receives a Wound due to Melee Combat with a monster, roll two dice. If the die roll is equal to or less than the brutal breaker's Arms, the brutal breaker does not receive the wound. If a monster receives a Wound due to a Melee Combat with a brutal breaker, roll two dice. If the die roll is equal to or less than the brutal breaker's Arms, the monster receives 1 additional Wound. If the monster has fallen due to Combat with the brutal breaker, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the brutal breaker has fallen due to Combat with the monster, lose the brutal breaker, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the brutal breaker. If neither the brutal breaker 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 brutal breaker. If you have the brutal breaker at the start of a turn on a page that does not have the word 'Greatwhite' or 'Manticore' in it's name, lose the brutal breaker.
6 = A great white gate blocks off much of this part of the dungeon and requires strength to pass. Roll two dice, unless you have a brutal breaker. If the die roll is equal to or greater than the total of your Arms plus your Vitae, decrease your Arms by 1 at the start of the next Combat you are in. The decrease lasts for that Combat only.
7 = A steam-filled tunnel leads back to the south part of the dungeon where you entered from. If you choose, go to the section of this page with the name 'DUNGEON SOUTH'.
8 = A great white barrier blocks out most of this part of the dungeon and takes willpower to pass. Roll two dice, unless you have a brutal breaker. If the die roll is equal to or greater than the total of your Magic plus your Vitae, decrease your Magic by 1 at the start of the next Combat you are in. The decrease lasts for that Combat only.
9 = You step into a patch of lethal slime which is native to this dungeon's steaming tunnels. Fight a Magical Combat with a white slime. The white slime's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 3. You may not use an Item that is a weapon in Combat with the white slime. At the start of any Combat the white slime is in, if it is the first Combat the white slime has been in this turn, roll a die. If the die roll is greater than your Craft, you cannot end Combat with the white slime unless it has fallen.
10 = You must cross a precarious rope bridge dangling above a hot river of steaming water. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound, then roll a die. If that die roll is greater than your Craft, receive 1 additional Wound.
11 = This part of the dungeon is monitored by a mystic master of riddles who poses curious conundrums. Roll two dice. If the die roll is equal to or less than your Craft, heal all Wounds. If the die roll is greater than your Craft, roll a die. If that die roll is 1, 2, or 3, fight a Magical Combat with a riddle master. If that die roll is 4, 5, or 6, fight a Melee Combat with a riddle master. The riddle master's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat the riddle master is in, roll a die. If the die roll is less than the riddle master's Craft, increase the riddle master's Arms and Magic by 1 for that Combat only. If the riddle master has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain 1 Gold. If the die roll is 3 or 4, 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. If the die roll is 5 or 6, gain whiteout. Whiteout is a Spell. You may use whiteout at the start of any Combat with a monster with the word 'white' in it's name. When used, roll a die. That monster with the word 'white' in it's name receives a number of Wounds equal to the die roll divided by two (round up).
12 = Manifesting in the vapor above the steaming river appears the biggest ghost you ever have seen. Fight a Magical Combat with a great white ghost. The great white ghost's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 5. Roll a die. If the die roll is equal to or greater than your Craft, you may not use any Allies in Combat with the great white ghost this turn. If the great white ghost has 4 Wounds at the start of a Magical Combat, increase the great white ghost's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the great white ghost, and the great white ghost has 1 or more Wounds, the great white ghost heals 1 Wound. If the great white ghost has fallen due to Combat with you, gain a wonder wand, unless you have a wonder wand. A wonder wand is an Item and a weapon. If you have the wonder wand at the start of any Combat, increase your Arms by 1 and your Magic by 2 for that Combat only. If you have the wonder wand, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound. If you have the wonder wand and a monster has fallen due to a Combat with you, roll a die. If the die roll is equal to or less than the monster's Magic, heal 1 Wound.
Unless you rolled a 7 and went to the section 'DUNGEON SOUTH', after your east dungeon encounter, go to the section of this page with the name 'DUNGEON EAST' again.
DUNGEON EXIT - If you do not have an Item with the word 'miracle', 'wonder', or 'divine' in it's name, your turn ends and your next turn begins at The Great White; Proceed to that page if so. If you have an Item with the word 'miracle', 'wonder', or 'divine' in it's name, roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with an exit devil. The exit devil's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. You cannot end Combat with the exit devil unless it has fallen or you lose 1 Item with the word 'miracle', 'wonder', or 'divine' in it's name. If the exit devil has fallen due to Combat with you, your turn ends and your next turn begins at The Great White; Proceed to that page if so. If the die roll is 2, 4, or 6, fight a Magical Combat with an exit demon. The exit demon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. You cannot end Combat with the exit demon unless it has fallen or you lose 1 Item with the word 'miracle', 'wonder', or 'divine' in it's name. If the exit demon has fallen due to Combat with you, your turn ends and your next turn begins at The Great White; Proceed to that page if so.
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