The Mummy Tomb
Your turn begins in The Mummy Tomb.
Roll two dice for what you encounter while exploring the mummy tomb:
2 = You open a sarcophagus and find a secret passage to a strange underworld beneath the tomb. If you choose, your turn ends and the next turn will begin in The Set Underworld; Proceed to that page if so.
3 = You discover a stairway leading down to a strange underworld below, but the way is guarded. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a guardian mummy. If the die roll is 4, 5, or 6, fight a Melee Combat with a guardian mummy. The guardian mummy's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the guardian mummy, roll a die. If the die roll is equal to or greater than your Vitae, decrease your Arms and Magic by 1. The decrease lasts until the guardian mummy has fallen or if you choose to end Combat with the guardian mummy. If the guardian mummy receives a Wound due to Combat, roll a die. If the die roll is less than the guardian mummy's Vitae, the guardian mummy does not receive the Wound. If the guardian mummy has fallen due to Combat with you, your turn ends and the next turn will begin in The Set Underworld; Proceed to that page if so.
4 = You enter a forbidden chamber wherein the full power of the tomb's curse is unleashed. If you do not have any Wounds, roll a die. If the die roll is equal to or greater than your Vitae, receive 2 Wounds.
5 = One of the cursed mummies of this tomb comes shuffling towards you down a dark passageway. Fight a Melee Combat with a tomb mummy. The tomb mummy's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If you do not have any Wounds at the start of any Melee Combat with the tomb mummy, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound. If you receive a Wound due to Melee Combat with the tomb mummy, roll a die. If the die roll is equal to or greater than your Vitae, decrease your Arms by 1. The decrease lasts until the tomb mummy has fallen or if you choose to end Combat with the tomb mummy. If the tomb mummy receives a Wound due to Melee Combat, roll a die. If the die roll is less than the tomb mummy's Vitae, the tomb mummy does not receive the Wound. If the tomb mummy has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 2 Gold. If the die roll is 9, gain 1 Gold.
6 = This tomb is swarming with stinging scorpions that have a lethal poison unique to the pyramid. Fight a Melee Combat with a tomb scorpion. The tomb scorpion's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1. Roll a die. If the die roll is 3, increase the tomb scorpion's Arms by 1. If the die roll is 6, increase the tomb scorpion's Vitae by 1. If you receive a Wound due to Melee Combat with the tomb scorpion, and it is the first Wound you have received due to Combat with the tomb scorpion this turn, you do not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, you receive a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, you receive a number of Wounds equal to the die roll divided by two (round up). If the tomb scorpion has fallen due to Combat with you, roll two dice. If the die roll is 3, gain a pyramid potion. A pyramid potion is an Item. The pyramid potion may be used at any time you have 1 or more Wounds. When used, lose the pyramid potion, then roll a die. If the die roll is 1, 2, or 3, heal a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, heal a number of Wounds equal to the die roll divided by two (round up).
7 = There is a curse upon this tomb of mummies that effects all who enter it. If you do not have any Wounds, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
8 = This tomb is crawling with burrowing scarabs that have a deadly venom unique to the pyramid. Fight a Magical Combat with a tomb scarab. The tomb scarab's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 1. Roll a die. If the die roll is 3, increase the tomb scarab's Magic by 1. If the die roll is 6, increase the tomb scarab's Vitae by 1. If you receive a Wound due to Magical Combat with the tomb scarab, and it is the first Wound you have received due to Combat with the tomb scarab this turn, you do not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, you receive a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, you receive a number of Wounds equal to the die roll divided by two (round up). If the tomb scarab has fallen due to Combat with you, roll two dice. If the die roll is 3, gain a pyramid potion. A pyramid potion is an Item. The pyramid potion may be used at any time you have 1 or more Wounds. When used, lose the pyramid potion, then roll a die. If the die roll is 1, 2, or 3, heal a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, heal a number of Wounds equal to the die roll divided by two (round up).
9 = A mummy infused with the curse of this tomb comes shuffling towards you down a dark passage. Fight a Magical Combat with a curse mummy. The curse mummy's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If you do not have any Wounds at the start of any Magical Combat with the curse mummy, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound. If you receive a Wound due to Magical Combat with the curse mummy, roll a die. If the die roll is equal to or greater than your Vitae, decrease your Magic by 1. The decrease lasts until the curse mummy has fallen or if you choose to end Combat with the curse mummy. If the curse mummy receives a Wound due to Magical Combat, roll a die. If the die roll is less than the curse mummy's Vitae, the curse mummy does not receive the Wound. If the curse mummy has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 2 Gold. If the die roll is 9, gain 1 Gold.
10 = The curse gets even worse the further you delve into the mummy tomb. If you do not have any Wounds, roll two dice. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
11 = You discover an alchemic formula in a long lost burial sanctum for an ancient apothecary. Roll a die. If the die roll is equal to or less than your Magic, gain phial. Phial is a Spell. Phial may be used at the start of any Combat if you have an Item with the word 'potion', 'vial', or 'bottle' in it's name. When used, lose an Item with the word 'potion', 'vial', or 'bottle' in it's name, then roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only. If a monster receives a Wound due to a Combat in which phial was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which phial was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which phial was used. If you use phial in a Combat, you may not use an Item that is a weapon in that Combat. You may not use more than 1 phial per Combat.
12 = You enter the royal burial chamber of the tomb and are confronted by the undying pharaoh that lies within. Fight a Magical Combat with a mummy pharaoh. The mummy pharaoh's attributes are Arms: 5, Magic: 7, Craft: 5, Vitae: 4. At the start of any Magical Combat the mummy pharaoh is in, roll a die. If the die roll is less than the mummy pharaoh's Craft, fight a Magical Combat with a mummy servant first. The mummy servant's attribute's are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Magical Combat the mummy servant is in, roll a die. If the die roll equals 1, 2, or 3, increase the mummy servant's Magic by an amount equal to the die roll for that Magical Combat only. If the die roll equals 4, 5, or 6, increase the mummy servant's Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only. You cannot end Combat with the mummy servant unless it has fallen. If the mummy servant has fallen due to Combat with you, the Combat with you and the mummy pharaoh occurs. If the mummy pharaoh has fallen due to Combat with you, gain a mummy staff, unless you have a mummy staff. A mummy staff is an Item and a weapon. If you have the mummy staff at the start of any Magical Combat, roll a die. If the die roll is 1, 2, or 3, increase your Magic by an amount equal to the die roll for that Magical Combat only. If the die roll is 4, 5, or 6, increase your Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only.
Unless you rolled a 2 or 3 and entered The Set Underworld, after your mummy tomb encounter ends, you must choose between staying in The Mummy Tomb or going back to The Pyramid. If you choose to stay in The Mummy Tomb, your turn ends and the next turn will begin in The Mummy Tomb; Stay on this page if so. If you choose to go to The Pyramid, your turn ends and the next turn will begin at The Pyramid; Proceed to that page if so.
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