- Hellrift — A powerful baron of hell appears, furious. It has: 20 HP, 15 AC, and a Devilish Sword Attack — d20+5 (1d12).
He starts attacking on the next round - Charred — Terrible burn… take 1 damage that cannot be Healed or Reovered in any way, maybe by a High Priest if your GM allows.
- Hellstone — A mass of smoldering rock falls from above! It smashes a random area in 2 rounds, inflicting 3d4 damages on those below.
- Imps — 2d4 imps with 1 HP, 10 AC and a Bite Attack — d20+2 (1 damage), materialize and attack you and your allies. They fly around like bats, and will start their attacks on the next round.
- Smoke Cloud — A large cloud of opaque smoke surrounds you.
- Pain — Heat and sparks sear your flesh for 1 damage.
- Devilish — Your appearance slightly changes: a hint of horns, a glow to the eyes, black fingernails, crab-claw fingers or scaly skin, this change last 1d4 days.
- Inert — Nothing happens, save a wisp of smoke.
Cazzaban was mad with his search for spells! The damned fool had us on the underbelly of an Orcish mining barge, breathing through tubes, with iron diving caps and boots a-full with leeches! Wizards! Lunatics, all of ye!
Card
- Info: Rules - Table
- Description:
Roll 1d8 to determine the outcome:
1. Hellrift — A powerful baron of hell appears, furious. It has: 20 HP, 15 AC, and a Devilish Sword Attack — d20+5 (1d12). He starts attacking on the next round.
2. Charred — Terrible burn… take 1 damage that cannot be Healed or Reovered in any way, maybe by a High Priest if your GM allows.
3. Hellstone — A mass of smoldering rock falls from above! It smashes a random area in 2 rounds, inflicting 3d4 damages on those below.
4. Imps — 2d4 imps with 1 HP, 10 AC and a Bite Attack — d20+2 (1 damage), materialize and attack you and your allies. They fly around like bats, and will start their attacks on the next round.
5. Smoke Cloud — A large cloud of opaque smoke surrounds you.
6. Pain — Heat and sparks sear your flesh for 1 damage.
7. Devilish — Your appearance slightly changes: a hint of horns, a glow to the eyes, black fingernails, crab-claw fingers or scaly skin, this change last 1d4 days.
8. Inert — Nothing happens, save a wisp of smoke. - Flavor:
- Color: black, red, artifact
- Rarity: special
- Card: