The Subterranean City

Your turn begins in The Subterranean City.

Choose one of the following locations to visit: UNDEREARTH GATE, BLACK MARKET, DEEP HOLD, DIRE VAULT, or SUBTERRANEAN SHRINE. To visit a location, go to the section of this page with the same name as the location.


UNDEREARTH GATE - You may choose to leave The Subterranean City by going to The Vast Cavern. If so, your turn ends and the next turn will begin in The Vast Cavern; Proceed to that page. If not, your turn ends and the next turn will begin in The Subterranean City; Stay on this page.


BLACK MARKET - You may choose to do any of the following in any order you choose:


Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.


Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.


Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.


Pay 1 Gold to heal 1 Wound.


Pay 1 Gold to gain an underearth map. An underearth map is an Item. An underearth map does not count towards the number of Items you may have. If you have the underearth map at the start of a turn on a page with the word 'Vast' in it's name, you may choose to end your turn. If so, your next turn will begin in The Subterranean City; Proceed to that page.


Pay 4 Gold to gain a doom axe, unless your Alignment is Evil and you are a dwarf, in which case pay 3 Gold to gain a doom axe. A doom axe is an Item and a weapon. If you have the doom axe at the start of any Melee Combat with a monster, roll a die. If the die roll is 1 or 2, decrease that monster's Arms by 1 for that Melee Combat only. If the die roll is 3, decrease that monster's Magic by 1 for that Melee Combat only. If the die roll is 4, decrease that monster's Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, decrease that monster's Vitae by 1 for that Melee Combat only. If you have the doom axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if your Alignment is Evil and you are a dwarf, the monster receives 1 additional Wound.


Pay 5 Gold to gain doom armor, unless your Alignment is Evil and you are a dwarf, in which case pay 4 Gold to gain doom armor. Doom armor is an Item. If you have doom armor at the start of any Melee Combat with a monster, roll a die. If the die roll is 1 or 2, decrease that monster's Arms by 1 for that Melee Combat only. If the die roll is 3, decrease that monster's Magic by 1 for that Melee Combat only. If the die roll is 4, decrease that monster's Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, decrease that monster's Vitae by 1 for that Melee Combat only. If you have doom 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 any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have doom armor.


Pay 5 Gold to gain doom robes, unless your Alignment is Evil and you are a warlock or priest, in which case pay 4 Gold to gain doom robes. Doom robes is an Item. If you have doom robes at the start of any Magical Combat with a monster, roll a die. If the die roll is 1 or 2, decrease that monster's Magic by 1 for that Magical Combat only. If the die roll is 3, decrease that monster's Arms by 1 for that Magical Combat only. If the die roll is 4, decrease that monster's Craft by 1 for that Magical Combat only. If the die roll is 5 or 6, decrease that monster's Vitae by 1 for that Magical Combat only. If you have doom robes, 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 any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have doom robes.


Pay 1 Gold to gain wither, unless your Alignment is Evil and you are a dwarf, in which case you can gain wither without paying 1 Gold. Wither is a Spell. Wither may be used at the start of any Melee Combat with a monster. When used, roll a die. If the die roll is 1 or 2, decrease that monster's Arms by 1 for that Melee Combat only. If the die roll is 3, decrease that monster's Magic by 1 for that Melee Combat only. If the die roll is 4, decrease that monster's Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, decrease Vitae by 1 for that Melee Combat only. You may not use more than 1 wither per Combat.


Pay 1 Gold to gain decay, unless your Alignment is Evil and you are a dwarf, in which case you can gain decay without paying 1 Gold. Decay is a Spell. Decay may be used at the start of any Magical Combat with a monster. When used, roll a die. If the die roll is 1 or 2, decrease that monster's Magic by 1 for that Magical Combat only. If the die roll is 3, decrease that monster's Arms by 1 for that Magical Combat only. If the die roll is 4, decrease that monster's Craft by 1 for that Magical Combat only. If the die roll is 5 or 6, decrease that monster's Vitae by 1 for that Magical Combat only. You may not use more than 1 decay per Combat.


When you are done gaining Gold, gaining Spells, gaining Items, and/or healing Wounds, your turn ends and the next turn will begin in The Subterranean City; Stay on this page. 


DEEP HOLD - Roll a die for what you encounter at the hold of the deep dwarves:


1 = A greedy deep dwarf sells stolen passes to the subterranean shrine of the dire elves. Pay 1 Gold to gain a shrine pass. A shrine pass is an Item. A shrine pass does not count towards the number of Items you may have.


2 = You trigger a trap set by the deep dwarves to protect the hold they call home. Roll two dice. If the die roll is greater than your Arms, roll a die. If that die roll is 1 or 2, you receive a number of Wounds equal to the die roll.


3 = A deep dwarf aims a gun at you and takes a pot shot. Fight a Melee Combat with a deep dwarf gunner. The deep dwarf gunner's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. At the start of any Melee Combat the deep dwarf gunner is in, if it is the first Combat the deep dwarf gunner has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the deep dwarf gunner receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the deep dwarf gunner does not receive the Wound. If the deep dwarf gunner has fallen due to Combat with you, gain a snub gun. A snub gun is an Item. If you have the snub gun at the start of any Melee Combat, you may choose to lose the snub gun. If so, roll a die. If the die roll is 1 or 2, the monster in the Melee Combat that you used the at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 snub gun per Combat.


4 = A deep dwarf hurls a grenade at you and then dives for cover. Fight a Magical Combat with a deep dwarf grenadier. The deep dwarf grenadier's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat the deep dwarf grenadier is in, if it is the first Combat the deep dwarf grenadier has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the deep dwarf grenadier receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the deep dwarf does not receive the Wound. If the deep dwarf grenadier has fallen due to Combat with you, gain a lob grenade. A lob grenade is an Item. If you have the lob grenade at the start of any Magical Combat, you may choose to lose the lob grenade. If so, roll a die. If the die roll is 1 or 2, the monster in the Magical Combat that you used the lob grenade at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 lob grenade per Combat.


5 = An older deep dwarf experienced in war assaults you with his battle-worn arsenal. Roll a die. If the die roll is a 1, 2, or 3, fight a Melee Combat with a deep dwarf veteran. If the die roll is a 4, 5, or 6, fight a Magical Combat with a deep dwarf veteran. The deep dwarf veteran's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 3. At the start of any Combat the deep dwarf veteran is in, if it is the first Combat the deep dwarf veteran has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the deep dwarf veteran receives a Wound due to Combat with you, roll two dice. If the die roll is 11 or more, the deep dwarf veteran does not receive the Wound. If the deep dwarf veteran has fallen due to Combat with you, gain a blast cap. A blast cap is an Item. If you have the blast cap at the start of any Combat, you may choose to lose the blast cap. If so, roll a die. If the die roll is 1 or 2, the monster in the Combat that you used the blast cap at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 blast cap per Combat.


6 = This hold is ruled by a deep dwarf prince with many retainers. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a deep dwarf prince. If the die roll is 4, 5, or 6, fight a Magical Combat with a deep dwarf prince. The deep dwarf prince's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat the deep dwarf prince is in, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the deep dwarf prince receives a Wound due to Combat with you, roll two dice. If the die roll is 10 or more, the deep dwarf prince does not receive the Wound. If the deep dwarf prince has fallen due to Combat with you, gain a deep servant. A deep servant is an Ally. If you have the deep servant 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 deep servant first. The deep servant's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. At the start of any Melee Combat the deep servant is in, roll a die. If the die roll is 1 or 2, the monster in the Melee Combat with the deep servant receives a number of Wounds equal to the die roll. If the monster has fallen due to Combat with the deep servant, 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 deep servant has fallen due to Combat with the monster, lose the deep servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the deep servant. If neither the deep servant 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 deep servant.


After your deep hold encounter, your turn ends and the next turn will begin in The Subterranean City; Stay on this page.


DIRE VAULT - Roll a die for what you encounter at the vault of the dire elves:


1 = Those found worthy by the dire elves are given a pass to their subterranean shrine. If you do not have a shrine pass, choose your Arms or your Magic, then roll two dice. If the die roll is equal to or less than your chosen attribute, gain a shrine pass. A shrine pass is an Item. A shrine pass does not count towards the number of Items you may have.


2 = You set off a hex cast by the dire elves to protect the vault they call home. Roll two dice. If the die roll is greater than your Magic, roll a die. If that die roll is 1 or 2, you receive a number of Wounds equal to the die roll.


3 = A warrior of the dire elves accosts you for entering this vault. Fight a Melee Combat with a dire elf warrior. The dire elf warrior's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the dire elf warrior is in, if it is the first Combat the dire elf warrior has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the dire elf warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the dire elf warrior does not receive the Wound. If the dire elf warrior has fallen due to Combat with you, gain destructo. Destructo is a Spell. You may use destructo at the start of any Melee Combat. When used, roll a die. If the die roll is 1 or 2, the monster in the Melee Combat that you used destructo at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 destructo per Combat.


4 = A warlock of the dire elves assails you for entering this vault. Fight a Magical Combat with a dire elf warlock. The dire elf warlock's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the dire elf warlock is in, if it is the first Combat the dire elf warlock has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the dire elf warlock receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the dire elf warlock does not receive the Wound. If the dire elf warlock has fallen due to Combat with you, gain destroyo. Destroyo is a Spell. You may use destroyo at the start of any Magical Combat. When used, roll a die. If the die roll is 1 or 2, the monster in the Magical Combat that you used destroyo at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 destroyo per Combat.


5 = The females among the dire elves are much more skilled at using dire magic. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a dire elf witch. If the die roll is 4, 5, or 6, fight a Melee Combat with a dire elf witch. The dire elf witch's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat the dire elf witch is in, if it is the first Combat the dire elf witch has been in this turn, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the dire elf witch receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the dire elf witch does not receive the Wound. If the dire elf witch has fallen due to Combat with you, gain devastato. Devastato is a Spell. You may use devastato at the start of any Combat. When used, roll a die. If the die roll is 1 or 2, the monster in the Combat that you used devastato at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 devastato per Combat.


6 = This vault is ruled by a dire elf princess with many attendants. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a dire elf princess. If the die roll is 4, 5, or 6, fight a Melee Combat with a dire elf princess. The dire elf princess's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 2. At the start of any Combat the dire elf princess is in, roll a die. If the die roll is 1 or 2, you receive a number of Wounds equal to the die roll. If the dire elf princess receives a Wound due to Combat with you, roll two dice. If the die roll is 8 or more, the dire elf princess does not receive the Wound. If the dire elf princess has fallen due to Combat with you, gain a dire servant. A dire servant is an Ally. A dire servant is an Ally. If you have the dire servant at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the dire servant first. The dire servant's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. At the start of any Magical Combat the dire servant is in, roll a die. If the die roll is 1 or 2, the monster in the Magical Combat with the dire servant receives a number of Wounds equal to the die roll. If the monster has fallen due to Combat with the dire servant, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the dire servant has fallen due to Combat with the monster, lose the dire servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the dire servant. If neither the dire servant 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 dire servant.


After your dire vault encounter, your turn ends and the next turn will begin in The Subterranean City; Stay on this page.


SUBTERRANEAN SHRINE - If you do not have a shrine pass, your turn ends and the next turn will begin in The Subterranean City; Stay on this page if so. If you have a shrine pass, then roll a die for what you encounter at the subterranean shrine:


1 = Within the center of this shrine is a huge web filled with every kind of spider there is. If you choose, your turn ends and the next turn will begin in The Spider Web; Proceed to that page if so.


2 = Those allowed into this shrine have their wounds tended to by it's dire elf maidens. If you have 1 or 2 Wounds, heal 1 Wound. If you have 3 or more Wounds, heal 2 Wounds.


3 = You are tested to see if you would make a worthy sacrifice to the goddess of the dire elves. Choose your Arms or your Magic, then roll two dice. If the die roll is greater than your chosen attribute, pay 1 Gold or receive 1 Wound.


4 = A dire elf guard doubts your worthiness and demands you hand over your shrine pass. Pay 1 shrine pass or roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a dire elf guard. If the die roll is 4, 5, or 6, fight a Melee Combat with a dire elf guard. The dire elf guard's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 2. If you have a shrine pass and you receive a Wound due to Combat with the dire elf guard, roll a die. If the die roll is 1, 3, or 5, lose the shrine pass, then you do not receive the Wound. If the dire elf guard receives a Wound due to Combat with you, roll two dice. If the die roll is 8 or more, the dire elf guard does not receive the Wound. 


5 = The priests of this subterranean shrine are fighters who only use a little dire magic. Fight a Melee Combat with a dire elf priest. The dire elf priest's attributes are Arms: 5, Magic: 4, Craft: 4, Vitae: 2. At the start of any Melee Combat the dire elf priest is in, roll a die. If the die roll is 1, you receive 1 Wound. If the dire elf priest receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the dire elf priest does not receive the Wound. If the dire elf priest has 1 Wound at the start of a Melee Combat, roll a die. If the die roll is less than the dire elf priest's Craft, the dire elf priest heals 1 Wound.


6 = The priestesses of this subterranean shrine are leaders adept at all types of dire magic. Fight a Magical Combat with a dire elf priestess. The dire elf priest's attributes are Arms: 4, Magic: 5, Craft: 4, Vitae: 2. At the start of any Magical Combat the dire elf priestess is in, roll a die. If the die roll is 1, you receive 1 Wound. If the dire elf priestess receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the dire elf priestess does not receive the Wound. If the dire elf priestess has 1 Wound at the start of a Magical Combat, roll a die. If the die roll is less than the dire elf priestess's Craft, the dire elf priestess heals 1 Wound.


Unless you rolled a 1 and decided to enter The Spider Web, after your subterranean shrine encounter, your turn ends and the next turn will begin in The Subterranean City; Stay on this page.


The Vast Cavern


The Spider Web

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