The Tomb
Your turn begins in The Tomb.
Roll two dice for what you encounter within the tomb:
2 or 3 = Beneath this cursed place lies a tomb of terror which has been the death of many brave adventurers. If you choose, your turn ends and the next turn will begin in The Terror Tomb; Proceed to that page if so.
4 = A spectre skald offers to teach you the words to a sorcerous song of death. If you choose, roll a die. If the die roll is greater than your Vitae, receive 1 Wound. If the die roll is equal to or less than your Vitae, gain deathdirge. Deathdirge is a Spell. Deathdirge may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives 1 additional Wound. You may not use more than 1 deathdirge per Wound per Combat.
5 = A ghastly sorcerer appears out of thin air and casts forth a bolt of spectral energy from it's arcane staff. Fight a Magical Combat with a spectre sorcerer. The spectre sorcerer's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the spectre sorcerer receives a Wound due to Magical Combat with you, roll a die, unless you are a priest. If the die roll is greater than your Craft, the spectre sorcerer does not receive the Wound. If you receive a Wound due to Magical Combat with the spectre sorcerer, roll a die. If the die roll is equal to or less than the number of Wounds you have, you receive 1 additional Wound. If the spectre sorcerer has fallen due to Magical Combat with you, roll a die. If the die roll is 1, gain a spectral staff. A spectral staff is an Item and a weapon. If you have the spectral staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the spectral staff and a monster receives a Wound due to Magical Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives 1 additional Wound.
6 = One of the many coffins in this massive tomb opens up to reveal a shambling corpse. Fight a Melee Combat with a coffin corpse. The coffin corpse's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If the coffin corpse has fallen due to Melee Combat with you, roll a die, unless you are a priest. If the die roll is equal to or less than the number of Wounds you have, receive 1 Wound.
7 = The spectral energy emanating from this sinister tomb is dangerous to the living. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, receive 1 Wound.
8 = Slowly shuffling towards you is an animated corpse cursed to wander this tomb for all eternity. Fight a Magical Combat with a cursed corpse. The cursed corpse's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If the cursed corpse has fallen due to Magical Combat with you, roll a die, unless you are a priest. If the die roll is equal to or less than the number of Wounds you have, receive 1 Wound.
9 = A ghostly soldier materializes before you and slashes at you with a bewitched blade. Fight a Melee Combat with a spectre soldier. The spectre soldier's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the spectre soldier receives a Wound due to Melee Combat with you, roll a die, unless you are a priest. If the die roll is greater than your Craft, the spectre soldier does not receive the Wound. If you receive a Wound due to Melee Combat with the spectre soldier, roll a die. If the die roll is equal to or less than the number of Wounds you have, you receive 1 additional Wound. If the spectre soldier has fallen due to Melee Combat with you, roll a die. If the die roll is 1, gain a spectral sword. A spectral sword is an Item and a weapon. If you have the spectral sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the spectral sword and a monster receives a Wound due to Melee Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives 1 additional Wound.
10 = A spectre slaver has special servants for sale to those daring enough to barter with him. Pay 1 Gold or 1 Item to gain a death drone. A death drone is an Ally. If you have the death drone and a monster receives a Wound due to Combat with you, you may choose to lose the death drone. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives 1 additional Wound. You may not use more than 1 death drone per Combat.
11 or 12 = Leading the society of spectres which inhabit this tomb is a powerful spectre wielding a mystical scepter. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a lead spectre. If the die roll is 4, 5, or 6, fight a Melee Combat with a lead spectre. The lead spectre's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Combat with the lead spectre, if you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, you receive 1 additional Wound. If the lead spectre receives a Wound due to Combat with you, roll a die, unless you are a priest. If the die roll is greater than your Craft, the lead spectre does not receive the Wound. If the lead spectre has fallen due to Combat with you, gain a spectral scepter. A spectral scepter is an Item and a weapon. If you have the spectral scepter at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. Also, if you have the spectral scepter at the start of any Combat with a monster that has 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, the monster receives 1 additional Wound.
Unless you rolled a 2 or 3 and went to The Terror Tomb, after your tomb encounter ends, you must choose between staying in The Tomb or going back to The Graveyard. If you choose to stay in The Tomb, your turn ends and the next turn will begin in The Tomb; Stay on this page if so. If you choose to go to The Graveyard, your turn ends and the next turn will begin in The Graveyard; Stay on this page if so.
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