The Terror Tomb
Your turn begins in The Terror Tomb.
If you are a priest, increase your Arms and Magic by 1 for this turn only.
Go to the section of this page with the name 'UPPER LEVEL'.
UPPER LEVEL - Roll two dice for what you encounter on the upper level of the tomb of terror:
2 = This tomb of terror bestows a death curse upon all those who enter it. Roll a die, unless you have a lich crown. Receive a number of Wounds equal to the die roll divided by two (round up).
3 = A set of downwards stairs is blocked by a skeletal statue pointing away with a single bony finger. If you have 1 or more Items with the word 'ring' in it's name, you may choose to lose an Item with the word 'ring' in it's name. If so, go to the section of this page with the name 'LOWER LEVEL'.
4 = One of the few guardians of this terrible tomb is a monstrous titan made of decaying flesh and bone. Fight a Melee Combat with a terror titan, unless you have a bloodred ruby or a bloodruby lens. The terror titan's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 6. You cannot end Combat with the terror titan unless it has 2 or more Wounds. If the terror titan has fallen due to Combat with you, gain a bloodred ruby. A bloodred ruby is an Item. A bloodred ruby does not count towards the number of Items you may have. If you have the bloodred ruby at the start of a turn on a page that does not have the word 'Tomb' in it's name, you may choose to lose the bloodred ruby. If so, gain 4 Gold.
5 = This horrid tomb has many horrifying hexes strewn throughout it's upper level. Roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 2, lose 1 Item. If the die roll is 3, lose 1 Spell. If the die roll is 4, lose 1 Ally. If the die roll is 5, receive 1 Wound. If the die roll is 6, your Alignment becomes Evil.
6 = You are enveloped by a horde of sinister souls who have previously perished in this tomb. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, roll another die. You receive a number of Wounds equal to that die roll divided by two (round up).
7 = This torrid tomb has terrifying traps placed throughout it's upper level. Roll a die. If the die roll is equal to or greater than your Craft, receive 1 Wound, then roll another die. If that die roll is equal to or greater than your Vitae, receive 1 additional Wound.
8 = You are encircled by a ring of wicked wraiths who draw power from the death within this tomb. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, roll another die. You receive a number of Wounds equal to that die roll divided by two (round up).
9 = You enter an entombed treasure room guarded by a large swarm of animated skulls. Fight a Melee Combat with a skull swarm. The skull swarm's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. Roll a die. Increase the skull swarm's Arms and Vitae by an amount equal to the die roll. If you receive a Wound due to Melee Combat with the skull swarm, roll a die. If the die roll is equal to or less than your Vitae, receive 1 additional Wound. If the die roll is greater than your Vitae, receive 2 additional Wounds. If the skull swarm has fallen due to Combat with you, roll two dice. If the die roll is equal to or less than the skull swarm's Vitae, gain 2 Gold.
10 = You discover an enshrined temple of terror which is home to an evil spirit of great power. Fight a Magical Combat with an unholy spirit, unless you have a tomb ring. The unholy spirit's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 3. You may not use Spells in a Magical Combat with the unholy spirit. If the unholy spirit receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, the unholy spirit does not receive the Wound. If the unholy spirit has fallen due to Combat with you, gain a tomb ring. A tomb ring is an Item. If you have the tomb ring at the end of a turn on a page with the word 'Tomb' or 'Crypt' in it's name, you may choose to roll a die. If the die roll is equal to or less than your Vitae, heal 1 Wound.
11 = You finally find a way out of this dreadful tomb of terror. If you choose, your turn ends and the next turn will begin in The Tomb; Proceed to that page if so.
12 = A doorway made of darkness may be entered by those daring or foolish enough to do so. If you choose, roll a die. If the die roll is 1, go to the section of this page with the name 'LOWER LEVEL'. If the die roll is 2, lose all Items. If the die roll is 3, lose all Allies. If the die roll is 4, lose all Spells. If the die roll is 5, lose all Gold. If the die roll is 6, your turn ends and the next turn will begin in The Tomb; Proceed to that page if so.
Unless you rolled an 11 or 12 and went to The Tomb, or you rolled a 3 or 12 and went to the section 'LOWER LEVEL', after your upper level encounter, go to the section of this page with the name 'UPPER LEVEL' again.
LOWER LEVEL - Roll two dice for what you encounter on the lower level of the tomb of terror:
2 = The death curse of this tomb of terror is much stronger the deeper it is delved into. Roll a die, unless you have a lich crown. Receive a number of Wounds equal to the die roll.
3 = Concealed by a shroud of bloody mist is the entryway to the secret sanctum of this ancient tomb. If you have a bloodruby lens, you may choose to go to the section of this page with the name 'SECRET LEVEL'.
4 = A pool full of bubbling blood is surrounded by grotesque statues of various death gods. If you have a bloodred ruby, you may choose to roll a die. If the die roll is greater than your Vitae, receive 2 Wounds. If the die roll is less than your Vitae, lose the bloodred ruby and gain a bloodruby lens. A bloodruby lens is an Item. A bloodruby lens does not count towards the number of Items you may have. If you have the bloodruby lens at the start of a turn on a page that does not have the word 'terror' in it's name, lose the bloodruby lens.
5 = Slowly rolling down a blood-spattered hall comes a gigantic skull that crushes all in it's path. Fight a Melee Combat with a colossal skull, unless you have a peril pendant or a death talisman. The colossal skull's attributes are Arms: 6, Magic: 6, Craft: 1, Vitae: 6. You may not use Items that are weapons in a Combat with the colossal skull. If you receive a Wound due to Combat with the colossal skull, receive 3 additional Wounds. If the colossal skull has fallen due to Combat with you, gain a peril pendant. A peril pendant is an Item. If you have the peril pendant at the start of a turn on a page that does not have the word 'terror' in it's name, lose the peril pendant. If you have the peril pendant and the necros necklace, lose the peril pendant and the necros necklace, then gain a death talisman. A death talisman is an Item. If you have the death talisman at the start of a turn on a page that does not have the word 'terror' in it's name, lose the death talisman.
6 = Amid a dust-covered treasure room lies a pile of golden relics which may be valuable or may be cursed. If you choose, roll two dice. If the die roll is greater than your Arms, receive 2 Wounds. If the die roll is less than your Arms, gain 2 Gold.
7 = This torturous tomb has tormenting traps placed throughout it's lower level. Roll a die. If the die roll is equal to or greater than your Craft, receive 2 Wounds, then roll another die. If that die roll is equal to or greater than your Vitae, receive 2 additional Wounds.
8 = In the middle of a dust-filled treasure room is a chest which may have treasure or may be hexed. If you choose, roll two dice. If the die roll is greater than your Magic, receive 2 Wounds. If the die roll is less than your Magic, gain 2 Gold.
9 = From out of an ancient stone coffin rises an undead witch of unholy power. Fight a Magical Combat with a death witch, unless you have a necros necklace or a death talisman. The death witch's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 2. If you use a Spell in a Combat with the death witch, roll a die. If the die roll is equal to or less than the death witch's Craft, you receive 2 Wounds. If the death witch receives a Wound due to Combat with you and you are a priest, the death witch receives 1 additional Wound. If the death witch has fallen due to Combat with you, gain a necros necklace. A necros necklace is an Item. If you have the necros necklace at the start of a turn on a page that does not have the word 'terror' in it's name, lose the necros necklace. If you have the necros necklace and the peril pendant, lose the necros necklace and the peril pendant, then gain a death talisman. a death talisman is an Item. If you have the death talisman at the start of a turn on a page that does not have the word 'terror' in it's name, lose the death talisman.
10 = In a shadowy sepulcher sits a silent reaper upon a throne made of many skulls. If you have a death talisman, you may choose to roll a die. If the die roll is greater than your Craft, receive 2 Wounds. If the die roll is less than your Craft, lose the death talisman and gain a lost soul key. A lost soul key is an Item. A lost soul key does not count towards the number of Items you may have. If you have the lost soul key at the start of a turn on a page that does not have the word 'terror' in it's name, lose the lost soul key.
11 = Within an alcove filled with darkness, you discover a stairway of onyx steps leading upwards. If you choose, go to the section of this page with the name 'UPPER LEVEL'.
12 = An insidious magic trick teleports you to a shady arena inhabited by a hideous undying fiend. Unless you have a lich crown, lose all Gold, Items, Allies, and Spells, then fight a Melee Combat with a foul ghoul. The foul ghoul's attributes are Arms: 5, Magic: 5, Craft: 1, Vitae: 1. If the foul ghoul receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 2, 3, 4, or 5, the foul ghoul does not receive the Wound. You cannot end Combat with the foul ghoul unless it has fallen.
Unless you rolled an 11 and went to the section 'UPPER LEVEL', or you rolled a 3 and went to the section 'SECRET LEVEL', after your lower level encounter, go to the section of this page with the name 'LOWER LEVEL' again.
SECRET LEVEL - Roll a die for what you encounter on the secret level of the tomb of terror:
1 = You find the secret chamber that leads out of the hidden inner sanctum of this tomb. If you choose, go to the section of this page with the name 'LOWER LEVEL'.
2 = A ghostly skull with glowing eyes appears and shoots forth a bolt of deadly energy. Roll two dice, unless you have a lich crown. If the die roll is greater than your Arms, you receive a number of Wounds equal to the die roll minus your Arms.
3 = You find a forbidden tome with a very powerful death magic spell in it. If you choose, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 2 Wounds. If the die roll is equal to the total of your Magic plus your Craft, receive 1 Wound. If the die roll is less than the total of your Magic plus your Craft, gain cursekill. Cursekill is a Spell. Cursekill may be used at the start of any Melee Combat. When used, roll two dice. If the die roll is greater than the Arms of the monster in the Melee Combat that cursekill was used at the start of, the monster receives a number of Wounds equal to the die roll minus the monster's Arms.
4 = A ghastly skull with glowing eyes materializes and shoots forth a beam of deathly magic. Roll two dice, unless you have a lich crown. If the die roll is greater than your Magic, you receive a number of Wounds equal to the die roll minus your Magic.
5 = Upon a scroll of skin, you discover an unholy incantation for invoking some very strong death magic. If you choose, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 2 Wounds. If the die roll is equal to the total of your Magic plus your Craft, receive 1 Wound. If the die roll is less than the total of your Magic plus your Craft, gain hexkill. Hexkill is a Spell. Hexkill may be used at the start of any Magical Combat. When used, roll two dice. If the die roll is greater than the Magic of the monster in the Magical Combat that hexkill was used at the start of, the monster receives a number of Wounds equal to the die roll minus the monster's Magic.
6 = You spot a small keyhole in a wall of cursed crystal that has a blackened skull set into it. If you have a lost soul key, you may choose to fight a Magical Combat with a lich lord, unless you have a lich crown. The lich lord's attributes are Arms: 6, Magic: 9, Craft: 6, Vitae: 1. You may not use Spells in a Combat with the lich lord. At the start of any Magical Combat with the lich lord, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, you receive a number of Wounds equal to the die roll minus the total of your Arms plus your Magic. If you receive a Wound due to Combat with the lich lord, roll a die. If the die roll is 1 or 2, lose 1 Item. If the die roll is 3 or 4, lose 1 Ally. If the die roll is 5 or 6, lose 1 Spell. If the lich lord has fallen due to Magical Combat with you, heal all Wounds, then gain a lich crown. A lich crown is an Item. If you have the lich crown, increase your Arms, Magic, and Craft by an amount equal to your Vitae minus 1 for as long as you have the lich crown. If you have the lich crown and you receive a Wound, you receive a number of additional Wounds equal to your Vitae minus 1. Also, if you have the lich crown and you use a Spell, you may choose to roll two dice. If the die roll is equal to or less than your Magic, you do not lose the Spell after using it. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the lich crown.
Unless you rolled a 1 and went to the section 'LOWER LEVEL', after your secret level encounter, go to the section of this page with the name 'SECRET LEVEL' again.
Comments
Post a Comment