The Pyramid
Your turn begins at The Pyramid.
If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter while exploring the pyramid:
2 = A giant sphinx guarding the way to the pyramid asks you a riddle that you must answer or die. Choose a number from 1 to 6, then roll a die. If the die roll is not your chosen number, roll a die. If that die roll is 1, 2, or 3, fight a Magical Combat with a riddle sphinx. If that die roll is 4, 5, or 6, fight a Melee Combat with a riddle sphinx. The riddle sphinx's attributes are Arms: 6, Magic: 6, Craft: 6, Vitae: 4. At the start of any Combat the riddle sphinx is in, choose a number from 1 to 6, then roll a die. If the die roll is your chosen number, increase your Arms and Magic by 1 for that Combat only. If the die roll is not your chosen number, increase the riddle sphinx's Arms and Magic by 1 for that Combat only. If the riddle sphinx has fallen due to Combat with you, gain a riddle ring. A riddle ring is an Item. If you have the riddle ring at the start of any Combat with a monster, if it is the first Combat you have been in with that monster that turn, you may choose a number from 1 to 6, then roll a die. If the die roll is your chosen number, increase your Arms and Magic by 1. The increase lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 riddle ring at a time.
3 = You find a secret sanctum where the words to a pyramid magic spell are written on the wall in hieroglyphs. Roll a die. If the die roll is equal to or less than your Craft, gain pyrapower. Pyrapower is a Spell. Pyrapower may be used at the start of any Combat. When used, roll a die. If the die roll is 1, 2, or 3, increase your Arms and Magic by an amount equal to the die roll for that Combat only. If the die roll is 4, 5, or 6, increase your Arms and Magic by an amount equal to the die roll divided by two (round up) for that Combat only. You may not use more than 1 pyrapower per Combat.
4 = A secret door opens to reveal a passage leading below the pyramid and into a tomb of mummies. If you choose, your turn ends and the next turn will begin in The Mummy Tomb; Proceed to that page if so.
5 = A stone golem with a pyramid-shaped body guards one of the many sanctums in the pyramid. Fight a Melee Combat with a pyramid golem. The pyramid golem's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the pyramid golem is in, roll a die. If the die roll is 1, 2, or 3, increase the pyramid golem's Arms by an amount equal to the die roll for that Melee Combat only. If the die roll is 4, 5, or 6, increase the pyramid golem's Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. If the pyramid golem receives a Wound due to Melee Combat, roll a die. If the die roll is 3 or 6, the pyramid golem does not receive the Wound. If the pyramid golem has fallen due to Combat with you, roll a die. If the die roll is 3, gain 1 Gold.
6 = The tunnels of the pyramid are guarded by soldiers armed with pyramid-powered weaponry. Fight a Melee Combat with a pyramid soldier. The pyramid soldier's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the pyramid soldier is in, roll a die. If the die roll is 1, 2, or 3, increase the pyramid soldier's Arms by an amount equal to the die roll for that Melee Combat only. If the die roll is 4, 5, or 6, increase the pyramid soldier's Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. If the pyramid soldier receives a Wound due to Melee Combat, roll a die. If the die roll is 3, the pyramid soldier does not receive the Wound. If the pyramid soldier has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 1 Gold.
7 = The blazing hot rays of the sun seem to be intensely focused on this pyramid. If you do not have an Item with the word 'canteen' in it's name, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
8 = The chambers of the pyramid are watched by priests skilled in pyramid-powered magic. Fight a Magical Combat with a pyramid priest. The pyramid priest's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. At the start of any Magical Combat the pyramid priest is in, roll a die. If the die roll is 1, 2, or 3, increase the pyramid priest's Magic by an amount equal to the die roll for that Magical Combat only. If the die roll is 4, 5, or 6, increase the pyramid priest's Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only. If the pyramid priest receives a Wound due to Magical Combat, roll a die. If the die roll is 3, the pyramid priest does not receive the Wound. If the pyramid priest has fallen due to Combat with you, roll two dice. If the die roll is 3, gain 1 Gold.
9 = You enter a sanctum protected by a mystical vizier who has mastered pyramid magic. Fight a Magical Combat with a pyramid vizier. The pyramid vizier's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 3. At the start of any Magical Combat the pyramid vizier is in, roll a die. If the die roll is 1, 2, or 3, increase the pyramid vizier's Magic by an amount equal to the die roll for that Magical Combat only. If the die roll is 4, 5, or 6, increase the pyramid vizier's Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only. If the pyramid vizier receives a Wound due to Magical Combat, roll a die. If the die roll is 3 or 6, the pyramid vizier does not receive the Wound. If the pyramid vizier has fallen due to Combat with you, roll a die. If the die roll is 3, gain 1 Gold.
10 = A magic portal near the top of the pyramid will transport you to a fortress floating high up in the sky. If you choose, your turn ends and the next turn will begin at The Sky Fortress; Proceed to that page if so.
11 = You find a secluded temple in the pyramid wherein a priestess teaches you some healing pyramid magic. Roll a die. If the die roll is equal to or less than your Vitae, gain pyramedic. Pyramedic is a Spell. Pyramedic may be used at any time you have 1 or more Wounds. When used, 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).
12 = You enter the royal chamber of the pyramid and are confronted by the pharaoh that rules here. Fight a Melee Combat with a pyramid pharaoh. The pyramid pharaoh's attributes are Arms: 7, Magic: 5, Craft: 5, Vitae: 4. At the start of any Melee Combat the pyramid pharaoh is in, roll a die. If the die roll is less than the pyramid pharaoh's Craft, fight a Melee Combat with a pharaoh servant first. The pharaoh servant's attribute's are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat the pharaoh servant is in, roll a die. If the die roll equals 1, 2, or 3, increase the pharaoh servant's Arms by an amount equal to the die roll for that Melee Combat only. If the die roll equals 4, 5, or 6, increase the pharaoh servant's Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. You cannot end Combat with the pharaoh servant unless it has fallen. If the pharaoh servant has fallen due to Combat with you, the Combat with you and the pyramid pharaoh occurs. If the pyramid pharaoh has fallen due to Combat with you, gain a pyramid staff, unless you have a pyramid staff. A pyramid staff is an Item and a weapon. If you have the pyramid staff at the start of any Melee Combat, roll a die. If the die roll is 1, 2, or 3, increase your Arms by an amount equal to the die roll for that Melee Combat only. If the die roll is 4, 5, or 6, increase your Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only.
Unless you rolled a 4 and entered The Mummy Tomb, or you rolled a 10 and went to The Sky Fortress, after your pyramid encounter ends, you must choose between staying at The Pyramid or going back to The Desert. If you choose to stay at The Pyramid, your turn ends and the next turn will begin at The Pyramid; Stay on this page if so. If you choose to go to The Desert, your turn ends and the next turn will begin in The Desert; Proceed to that page if so.
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