The Vault
Your turn begins in The Vault.
Go to the section of this page with the name 'VAULT DOOR'.
VAULT DOOR - Choose one of your attributes, then roll two dice, unless you are a thief, in which case roll one die. If the die roll is greater than your chosen attribute, go to the section of this page with the name 'VAULT EXIT'. If the die roll is equal to or less than your chosen attribute, go to the section of this page with the name 'VAULT HALL'.
VAULT HALL - Roll two dice for what you find while exploring the main hall of the vault:
2 = Before you lies a locked chamber full of many expensive treasures. Go to the section of this page with the name 'VAULT TREASURE CHAMBER'.
3 = You enter a room that is home to one of the vault's more powerful guardian monsters. Go to the section of this page with the name 'VAULT GUARDIAN ROOM'.
4 = Before you lies a locked chamber filled with piles of golden coins. Go to the section of this page with the name 'VAULT GOLDEN CHAMBER'.
5 = You enter a room that is home to one of the vault's powerful guard monsters. Go to the section of this page with the name 'VAULT GUARD ROOM'.
6 = This vast vault hallway is guarded by random patches of hostile magic strewn throughout it. Go to the section of this page with the name 'VAULT MAGIC'.
7 = Numerous armored monitors patrol this hall in search of possible intruders. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a vault hall monitor. If the die roll is 4, 5, or 6, fight a Magical Combat with a vault hall monitor. The vault hall monitor's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. If the vault hall monitor receives a Wound due to Combat with you, roll two dice. If the die roll is 8 or more, the vault hall monitor does not receive the Wound. If you receive a Wound due to Combat with the vault hall monitor, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'.
8 = This vast vault hallway is protected by several hidden traps placed throughout it. Go to the section of this page with the name 'VAULT TRAP'.
9 = In order to delve deeper into the vault hall, you must enter a room which is home to a powerful guard monster. Go to the section of this page with the name 'VAULT GUARD ROOM'.
10 = A locked chamber filled with piles of golden coins lies before you. Go to the section of this page with the name 'VAULT GOLDEN CHAMBER'.
11 = In order to delve further into the vault hall, you must enter a room which is home to a more powerful guardian monster. Go to the section of this page with the name 'VAULT GUARDIAN ROOM'.
12 = A locked chamber full of many expensive treasures lies before you. Go to the section of this page with the name 'VAULT TREASURE CHAMBER'.
Unless you rolled a 7 and went to the 'VAULT EXIT' section, after your vault hall encounter, go to the section of this page with the name 'VAULT HALL' again.
VAULT MAGIC - Roll a die for what type of vault magic you encounter:
1 = You trigger a special teleport spell designed to transport intruders out of the vault. Roll a die. If the die roll is equal to or greater than your Magic, or if you are a thief and the die roll is greater than your Magic, go to the section of this page with the name 'VAULT EXIT'.
2 = A mystical fist is summoned which tries to crush you in it's grasp. Roll a die. If the die roll is equal to or greater than your Arms, receive 1 Wound.
3 = A bolt of green lightning comes crashing towards you down the vault hall. Roll a die. If the die roll is equal to or greater than your Magic, receive 1 Wound.
4 = A sinister confusion spell seeks to misguide you into a spiked pit trap. Roll a die. If the die roll is equal to or greater than your Craft, receive 1 Wound.
5 = A swarm of poisonous insects magically manifests all around you. Roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
6 = Though dangerous, you may attempt to master some of the vault magic you have come across. If you choose, roll a die. If the die roll is equal to or greater than your Magic, or if you are a wizard and the die roll is greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, or if you are a wizard and the die roll is equal to or less than your Magic, gain vaultblast. Vaultblast is a Spell. You may use vaultblast at the start of any Combat with a monster with the word 'vault' in it's name. When used, roll a die. That monster with the word 'vault' in it's name receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 vaultblast per monster per turn.
Unless you rolled a 1 and went to the 'VAULT EXIT' section, after your vault magic encounter, go to the section of this page with the name 'VAULT HALL'.
VAULT TRAP - Roll a die for what type of vault trap you encounter:
1 = Beneath you opens a secret trap door for expunging intruders from the vault. Roll a die. If the die roll is equal to or greater than your Arms, or if you are a thief and the die roll is greater than your Arms, go to the section of this page with the name 'VAULT EXIT'.
2 = A set of manacles issues forth from a wall panel and clamps down upon you. Roll a die. If the die roll is equal to or greater than your Arms, receive 1 Wound.
3 = A glowing green gem set into a wall shoots forth a beam of energy towards you. Roll a die. If the die roll is equal to or greater than your Magic, receive 1 Wound.
4 = A cunning cage trap drops down upon you from high above. Roll a die. If the die roll is equal to or greater than your Craft, receive 1 Wound.
5 = A volley of poison-tipped arrows comes shooting your way. Roll a die. If the die roll is equal to or greater than your Vitae, receive 1 Wound.
6 = Though risky, you may attempt to salvage a weapon out of a disarmed vault trap. If you choose, roll a die, unless you have a vault blaster. If the die roll is equal to or greater than your Arms, or if you are a warrior and the die roll is greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, or if you are a warrior and the die roll is equal to or less than your Arms, gain a vault blaster. A vault blaster is an Item and a weapon. If you have the vault blaster at the start of any Combat with a monster with the word 'vault' in it's name, increase your Arms and Magic by 1 for that Combat only. If a monster with the word 'vault' in it's name receives a Wound due to a Combat that the vault blaster was used at the start of, that monster receives 1 additional Wound.
Unless you rolled a 1 and went to the 'VAULT EXIT' section, after your vault trap encounter, go to the section of this page with the name 'VAULT HALL'.
VAULT GUARD ROOM - Roll a die for what type of vault guard monster you encounter:
1 = You enter the lair of an ogre that has been trained and toughened within these vault walls. Fight a Melee Combat with a vault ogre. The vault ogre's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat with the vault ogre, increase the vault ogre's Arms by 1 for that Melee Combat only if you are a warrior. If the vault ogre receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault ogre does not receive the Wound. If you receive a Wound due to Melee Combat with the vault ogre, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault ogre has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
2 = You enter the domain of a genie that has made a pact to protect the treasures within this vault. Fight a Magical Combat with a vault genie. The vault genie's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. At the start of any Magical Combat with the vault genie, increase the vault genie's Magic by 1 for that Magical Combat only if you are a wizard. If the vault genie receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault genie does not receive the Wound. If you receive a Wound due to Magical Combat with the vault genie, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault genie has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
3 = You enter the den of a dismal demon that has been summoned to slay all intruders in the vault. Fight a Magical Combat with a vault demon. The vault demon's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. At the start of any Magical Combat with the vault demon, increase the vault demon's Magic by 1 for that Magical Combat only if you are a priest. If the vault demon receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault demon does not receive the Wound. If you receive a Wound due to Magical Combat with the vault demon, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault demon has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
4 = You enter into the domicile of a rather large serpent that has been born and bred big in this vault. Fight a Melee Combat with a vault serpent. The vault serpent's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat with the vault serpent, increase the vault serpent's Arms by 1 for that Melee Combat only if you are a thief. If the vault serpent receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault serpent does not receive the Wound. If you receive a Wound due to Melee Combat with the vault serpent, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault serpent has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
5 = You enter into the dwelling of an enormous spider which is native to this vast vault. Fight a Magical Combat with a vault spider. The vault spider's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. At the start of any Magical Combat with the vault spider, increase the vault spider's Magic by 1 for that Magical Combat only if you are an elf. If the vault spider receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault spider does not receive the Wound. If you receive a Wound due to Magical Combat with the vault spider, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault spider has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
6 = You enter into the territory of a vicious troll which attacks all those who intrude upon the vault. Fight a Melee Combat with a vault troll. The vault troll's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat with the vault troll, increase the vault troll's Arms by 1 for that Melee Combat only if you are a dwarf. If the vault troll receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault troll does not receive the Wound. If you receive a Wound due to Melee Combat with the vault troll, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault troll has fallen due to Combat with you, gain a vault guard key, unless you have a vault guard key. A vault guard key is an Item.
After your vault guard room encounter, go to the section of this page with the name 'VAULT HALL'.
VAULT GUARDIAN ROOM - Roll a die for what type of vault guardian monster you encounter:
1 = You enter a room in which lives a vault ogre that has been trained in the best battle tactics. Fight a Melee Combat with a vault battle ogre. The vault battle ogre's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 6. At the start of any Melee Combat with the vault battle ogre, increase your Arms by 1 for that Melee Combat only if you are a warrior. If the vault battle ogre receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault battle ogre does not receive the Wound. If you receive a Wound due to Melee Combat with the vault battle ogre, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault battle ogre has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
2 = You enter a room in which abides a powerful genie lord armed with a vast mystical knowledge. Fight a Magical Combat with a vault genie lord. The vault genie lord's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 6. At the start of any Magical Combat with the vault genie lord, increase your Magic by 1 for that Magical Combat only if you are a wizard. If the vault genie lord receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault genie lord does not receive the Wound. If you receive a Wound due to Magical Combat with the vault genie lord, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault genie lord has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
3 = You enter a room in which exists a demonic creature of death and destruction. Fight a Magical Combat with a vault death demon. The vault death demon's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 6. At the start of any Magical Combat with the vault death demon, increase your Magic by 1 for that Magical Combat only if you are a priest. If the vault death demon receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault death demon does not receive the Wound. If you receive a Wound due to Magical Combat with the vault death demon, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault death demon has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
4 = You enter a room in which lies a winged vault serpent covered in mystical plumage. Fight a Melee Combat with a vault plumed serpent. The vault plumed serpent's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 6. At the start of any Melee Combat with the vault plumed serpent, increase your Arms by 1 for that Melee Combat only if you are a thief. If the vault plumed serpent receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault plumed serpent does not receive the Wound. If you receive a Wound due to Melee Combat with the vault plumed serpent, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault plumed serpent has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
5 = You enter a room in which lurks a vault spider of great size and cunning. Fight a Magical Combat with a vault grand spider. The vault grand spider's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 6. At the start of any Magical Combat with the vault grand spider, increase your Magic by 1 for that Magical Combat only if you are an elf. If the vault grand spider receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the vault grand spider does not receive the Wound. If you receive a Wound due to Magical Combat with the vault grand spider, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault grand spider has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
6 = You enter a room in which dwells a vault troll of tremendous size. Fight a Melee Combat with a vault giant troll. The vault giant troll's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 6. At the start of any Melee Combat with the vault giant troll, increase your Arms by 1 for that Melee Combat only if you are a dwarf. If the vault giant troll receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the vault giant troll does not receive the Wound. If you receive a Wound due to Melee Combat with the vault giant troll, roll a die. If the die roll is 1, go to the section of this page with the name 'VAULT EXIT'. If the vault giant troll has fallen due to Combat with you, gain a vault guardian key, unless you have a vault guardian key. A vault guardian key is an Item.
After your vault guardian room encounter, go to the section of this page with the name 'VAULT HALL'.
VAULT GOLDEN CHAMBER - If you have a vault guard key, you may choose to lose the vault guard key. If so, roll a die, gaining an amount of Gold equal to the die roll, then go to the section of this page with the name 'VAULT EXIT'. If you do not have a vault guard key, or if you have a vault guard key and you choose not to lose it, go to the section of this page with the name 'VAULT HALL'.
VAULT TREASURE CHAMBER - If you have a vault guardian key, you may choose to lose the vault guardian key. If so, roll two dice, gaining an amount of Gold equal to the die roll, then go to the section of this page with the name 'VAULT EXIT'. If you do not have a vault guardian key, or if you have a vault guardian key and you choose not to lose it, go to the section of this page with the name 'VAULT HALL'.
VAULT EXIT - You are forcefully expelled from the vault's premises. Your turn ends and your next turn will begin in The Hidden Vale; Proceed to that page.
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