The Underworld
Your turn begins in The Underworld.
Roll two dice for what you encounter while exploring the underworld:
2 = A spiritual sentinel keeps a watchful eye on all the wandering souls of this vast underworld. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a soul sentinel. If the die roll is 4, 5, or 6, fight a Magical Combat with a soul sentinel. The soul sentinel's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. If you receive a Wound due to Combat with the soul sentinel, receive 1 additional Wound if it is the first Combat the soul sentinel has been in this turn. If the soul sentinel has fallen due to Combat with you, gain a spirit spear. A spirit spear is an Item and a weapon. If you have the spirit spear at the start of any Combat with a monster, increase your Arms and Magic by 1 for that Combat only if it is the first Combat you have been in that turn with that monster. If you have the spirit spear, and a monster receives a Wound due to Combat with you, the monster receives 1 additional Wound if it is the first Combat the monster has been in with you that turn.
3 = The dreaded death knights search this underworld to slay any living adventurers among the dead souls. Fight a Melee Combat with a death knight. The death knight's attributes are Arms: 5, Magic: 2, Craft: 4, Vitae: 2. Wounds received by you due to a Melee Combat with the death knight must be received; Ignore any instructions denoting you not receiving a Wound due to a Melee Combat with the death knight. If the death knight receives a Wound due to a Melee Combat, roll two dice. If the die roll is 8 or more, the death knight does not receive the Wound, then roll a die. If that die roll is greater than your Vitae, you receive 1 Wound. If the death knight has fallen due to Combat with you, gain a death squire. A death squire is an Ally. If you have the death squire, and a monster receives a Wound due to a Combat with you, you may choose to lose the death squire. If so, all Wounds must be received by the monster in the Combat; Ignore any instructions denoting a monster not receiving any Wounds due to a Combat in which the death squire was used.
4 = A ghoul that used to be a priest offers to teach you some underworld magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain ghostly. Ghostly is a Spell. Ghostly may be used when a monster receives a Wound due to Melee Combat with you. When used, all Wounds must be received by the monster in the Melee Combat; Ignore any instructions denoting a monster not receiving any Wounds due to a Melee Combat in which ghostly was used.
5 = The most evil among the ghouls of the underworld eventually evolve into hideous devils. Fight a Melee Combat with an underworld devil. The underworld devil's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. Wounds received by you due to a Melee Combat with the underworld devil must be received; Ignore any instructions denoting you not receiving a Wound due to a Melee Combat with the underworld devil. If the underworld devil receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 1, 3, or 5, the underworld devil does not receive the Wound.
6 = Many of the dead souls of this underworld have manifested into horrific ghouls. Fight a Melee Combat with an underworld ghoul. The underworld ghoul's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. Wounds received by you due to a Melee Combat with the underworld ghoul must be received; Ignore any instructions denoting you not receiving a Wound due to a Melee Combat with the underworld ghoul. If the underworld ghoul receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 1, 3, or 5, the underworld ghoul does not receive the Wound.
7 = A skeletal boatman in a hooded robe transports passengers in and out of the underworld. If you choose, your turn ends, then you choose between starting the next turn in The Dead Pit or starting the next turn in The Abyss; Proceed to the appropriate page.
8 = Many of the dead souls of this underworld have manifested into horrifying ghosts. Fight a Magical Combat with an underworld ghost. The underworld ghost's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. Wounds received by you due to a Magical Combat with the underworld ghost must be received; Ignore any instructions denoting you not receiving a Wound due to a Magical Combat with the underworld ghost. If the underworld ghost receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 1, 3, or 5, the underworld ghost does not receive the Wound.
9 = The most evil among the ghosts of the underworld eventually evolve into insidious demons. Fight a Magical Combat with an underworld demon. The underworld demon's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. Wounds received by you due to a Magical Combat with the underworld demon must be received; Ignore any instructions denoting you not receiving a Wound due to a Magical Combat with the underworld demon. If the underworld demon receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 1, 3, or 5, the underworld demon does not receive the Wound.
10 = A ghost that used to be a wizard offers to teach you an underworld magic spell. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain ghastly. Ghastly is a Spell. Ghastly may be used when a monster receives a Wound due to a Magical Combat with you. When used, all Wounds must be received by the monster in the Magical Combat; Ignore any instructions denoting a monster not receiving any Wounds due to a Magical Combat in which ghastly was used.
11 = The dreadful death liches seek out any living adventurers exploring this underworld of dead souls. Fight a Magical Combat with a death lich. The death lich's attributes are Arms: 2, Magic: 5, Craft: 4, Vitae: 2. Wounds received by you due to a Magical Combat with the death lich must be received; Ignore any instructions denoting you not receiving a Wound due to a Magical Combat with the death lich. If the death lich receives a Wound due to a Magical Combat, roll two dice. If the die roll is 8 or more, the death lich does not receive the Wound, then roll a die. If that die roll is greater than your Vitae, you receive 1 Wound. If the death lich has fallen due to Combat with you, gain deathtouch. Deathtouch is a Spell. Deathtouch may be used when a monster receives a Wound due to a Combat with you. When used, all Wounds must be received by the monster in the Combat; Ignore any instructions denoting a monster not receiving any Wounds due to a Combat in which deathtouch was used.
12 = The dead souls of this underworld have all been gathered by a grim reaper in dark robes. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a grim reaper. If the die roll is 4, 5, or 6, fight a Melee Combat with a grim reaper. The grim reaper's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 3. If you receive a Wound due to Combat with the grim reaper, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound. If the grim reaper receives a Wound due to Combat with you, roll two dice. If the die roll is 8 or more, the grim reaper does not receive the Wound, then you receive 1 Wound. If the grim reaper has fallen due to Combat with you, gain reaper robes, unless you have reaper robes. Reaper robes is an Item. If you have the reaper robes, roll two dice when you receive a Wound due to Combat. If the die roll is 8 or more, you do not receive the Wound, then the monster in the Combat receives 1 Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'shield', 'cloak', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the reaper robes.
Unless you rolled a 7 and went to The Dead Pit or The Abyss, after your underworld encounter ends, your turn ends and the next turn will begin in The Underworld; Stay on this page if so.
Comments
Post a Comment