The Set Underworld
Your turn begins in The Set Underworld.
Roll two dice for what you encounter while exploring the set underworld:
2 = You find a remote arena wherein the bestial gods of this underworld may be called to battle. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a beast god. If the die roll is 4, 5, or 6, fight a Magical Combat with a beast god. The beast god's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. Roll a die. Increase the beast god's Arms by an amount equal to the die roll. Roll a die. Increase the beast god's Magic by an amount equal to the die roll. Roll a die. Increase the beast god's Craft by an amount equal to the die roll. Roll a die. Increase the beast god's Vitae by an amount equal to the die roll. At the start of any Melee Combat the beast god is in, if the beast god's Magic is greater than it's Arms, roll two dice. If the die roll is equal to or less than the beast god's Magic, the Melee Combat becomes a Magical Combat instead. At the start of any Magical Combat the beast god is in, if the beast god's Arms is greater than it's Magic, roll two dice. If the die roll is equal to or less than the beast god's Arms, the Magical Combat becomes a Melee Combat instead. If you receive a Wound due to Combat with the beast god, roll two dice. If the die roll is less than the beast god's Craft, receive 1 additional Wound. If the beast god receives a Wound due to Combat with you, roll two dice. If the die roll is equal to or greater than the beast god's Vitae, the beast god does not receive the Wound. If you choose to end Combat with the beast god, choose 1 of your attributes, then decrease the chosen attribute by 1. The decrease lasts until a beast god has fallen due to Combat with you. If the beast god has fallen due to Combat with you, choose 1 of your attributes, then increase the chosen attribute by 1. Once an adventurer's attribute has been increased by 1 due to Combat with the beast god, that attribute and any other attribute cannot be increased by 1 again due to Combat with the beast god for the rest of the game for that adventurer.
3 = The soul of a dead vizier offers to show you an incantation for some lethal underworld magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, or if you pay 1 Gold, gain setvenom. Setvenom is a Spell. Setvenom 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 Vitae, the monster receives 1 additional Wound. You may not use more than 1 setvenom per Wound per Combat.
4 = A human servant with the head of a beast wields a deadly sacrificial dagger. Fight a Melee Combat with a servant of set. The servant of set's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 3. Roll a die. If the die roll is 3, increase the servant of set's Craft by 1. If the die roll is 6, increase the servant of set's Vitae by 1. If you receive a Wound due to Melee Combat with the servant of set, roll a die. If the die roll is less than your Vitae, receive 1 additional Wound. If the servant of set receives a Wound due to Melee Combat, roll a die. If the die roll is equal to or less than the servant of set's Craft, the servant of set does not receive the Wound. If the servant of set has fallen due to Combat with you, roll a die. If the die roll is 3, 4, or 5, gain a set dagger. A set dagger is an Item and a weapon. If you have the set dagger at the start of any Melee Combat with a monster that has a Vitae of 4 or more, increase your Arms by 1 for that Melee Combat only. If you have the set dagger at the start of any Melee Combat with a monster that has a Vitae of 3 or less, increase your Arms by 2 for that Melee Combat only. If you have the set dagger, and a monster with a Vitae of 3 or less receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound. If the die roll is 6, gain a set servant. A set servant is an Ally. If you have the set servant and a monster receives a Wound due to Combat with you, you may choose to lose the set servant. If so, roll a die. If the die roll is less than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 set servant per Wound per Combat.
5 = A crocodile with huge snapping jaws emerges from the river flowing through this underworld. Fight a Melee Combat with a nile crocodile. The nile crocodile's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you receive a Wound due to Melee Combat with the nile crocodile, and you have an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, receive 1 additional Wound.
6 = Packs of jackals roam this underworld looking for souls to feast upon. Fight a Melee Combat with a set jackal. The set jackal's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the set jackal, and you do not have an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in it's name, receive 1 additional Wound.
7 = A set of crumbling stairs leads back up to the land of the living. If you choose, your turn ends and the next turn will begin in The Mummy Tomb; Proceed to that page if so.
8 = Swarms of asps slither about this underworld seeking to kill any of the living who trespass. Fight a Magical Combat with an anubis asp. The anubis asp's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the anubis asp, and you do not have an Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name, receive 1 additional Wound.
9 = What appears to be a small cat suddenly grows to great size and attacks with sharp claws. Fight a Magical Combat with a bast cat. The bast cat's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Magical Combat with the bast cat, and you have an Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name, receive 1 additional Wound.
10 = A bestial child of the gods of this underworld bears a symbol of devastating power. Fight a Magical Combat with a child of set. The child of set's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 3. Roll a die. If the die roll is 3, increase the child of set's Craft by 1. If the die roll is 6, increase the child of set's Vitae by 1. If you receive a Wound due to Magical Combat with the child of set, roll a die. If the die roll is less than your Vitae, receive 1 additional Wound. If the child of set receives a Wound due to Magical Combat, roll a die. If the die roll is equal to or less than the child of set's Craft, the child of set does not receive the Wound. If the child of set has fallen due to Combat with you, roll a die. If the die roll is 3, 4, or 5, gain a set symbol. A set symbol is an Item and a weapon. If you have the set symbol at the start of any Magical Combat with a monster that has a Vitae of 4 or more, increase your Magic by 1 for that Magical Combat only. If you have the set symbol at the start of any Magical Combat with a monster that has a Vitae of 3 or less, increase your Magic by 2 for that Magical Combat only. If you have the set symbol, and a monster with a Vitae of 3 or less receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound. If the die roll is 6, gain a setwrath. Setwrath is a Spell. Setwrath may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is less than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 setwrath per Wound per Combat and you may not use setwrath and the Spells setvenom or setcurse during the same Combat.
11 = The soul of a dead priest offers to teach you a deathly underworld magic spell. If you choose, roll a die. If the die roll is equal to or less than your Magic, or if you pay 1 Gold, gain setcurse. Setcurse is a Spell. Setcurse 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 Vitae, the monster receives 1 additional Wound. You may not use more than 1 setcurse per Wound per Combat.
12 = A pharaoh dedicated to the great god set rules over this strange underworld. Fight a Magical Combat with a set pharaoh. The set pharaoh's attributes are Arms: 5, Magic: 7, Craft: 5, Vitae: 4. If you receive a Wound due to Magical Combat with the set pharaoh, and it is the first Wound you have received due to Combat with the set pharaoh 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 set pharaoh has fallen due to Combat with you, gain a set staff, unless you have a set staff. A set staff is an Item and a weapon. If you have the set staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat the set staff was used in, and it is the first Wound the monster has received due to a Magical Combat the set staff was used in that turn, the monster does not receive the Wound, then roll a die. If the die roll is 1, 2, or 3, the monster receives a number of Wounds equal to the die roll. If the die roll is 4, 5, or 6, the monster receives a number of Wounds equal to the die roll divided by two (round up).
Unless you rolled a 7 and went to The Mummy Tomb, after your set underworld encounter ends, your turn ends and the next turn will begin in The Set Underworld; Stay on this page if so.
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