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CITADEL OF BLOOD Gameplay Summary

Victory Conditions [17.0]: destroy the Hellgate (team); leave the Citadel alive with 100 EXP & 100 Gold (character)
I. Starting Sequence [4.0]
A. Choose Characters: 3 Heroes + 3 Initiates
B. Determine Characteristics [4.3]:
Heroes: record the information according to the Hero Characteristics Chart and choose spells
Initiates: race (elf/dwarf/human), primary & secondary weapons, magic potential, spells, experience gained
C. Choose March Order (max. 3 per row)
D. Determine the Predominant Sun: 1,2 = red (left); 3,4 = yellow (middle); 5,6 = blue (right)
E. Divide Chits: set aside the Gateway of Evil, the Hellgate, X the Unknown, mix Segment chits
F. Start Play at the Gateway of Evil (Level 1)
II. Sequence of Play of a Game Turn [5.0]
A. SEGMENT PHRASE
Step 1: Decide route Step 2: Pick a Segment chit

Step 3: Place the Segment chit

B. TRAP PHRASE [7.0] (new rooms; treasure chests)


Step 1: Trap Check (1D6)
TRAP TABLE [7.1]
Type
Damage (WP)
1 = The door is trapped
Step 2: Investigate and Detrap
Roll D6 for only ONE Character w/ DT
DT = Success, > DT = Failure
Step 3: Trap sprung (when Detrap fails)
Roll on the TRAP TABLE

Bow D6
1
Arrow
Bow D6 + Poison D3
2 Poisoned Arrow
1D3
3
Poison Gas
1 (whole party)
4
Explosion
1
5
Flaming Oil
Roll twice again if 2nd D = 6
6
Roll Twice

C. MONSTER PHRASE
Step 1: Party Movement [6.0]: 1 segment per turn
Step 2: Monster Check (if no monster): roll 1D6
Old room, corridor:
1 = Wandering Monster
New room:
1,2,3 = Room Monster
Determine monsters info: Monster
Characteristics Chart, Level Chart

Note 1:
DT may never be increased
to above 5.
Note 2:
The trap automatically
springs on any Characters
w/o DT.

WANDERING MONSTER TABLE [8.3]


1
2
3
4
5
6

1-2
Evil Hero
Gargoyle
Troll
Ogre
Wight
Hydra

3-4
Evil Mage
Medusa
Vampire
Minotaur
Wargs (D3)
Skeletons (D3)

5-6
Chimera
Orcs (D3)
Harpies (D3+2)
Dire Wolves (D6)
Wraiths (D3)
Cronks (D6)

ROOM MONSTER TABLE [8.3]


1
2
3
4
5
6

1
Evil Mage
Orcs (D3)
Dire Wolves (D6)
Gargoyles (2)
Harpies (D6+2)
Skeletons (D3)

2
Evil Hero
Troll
Wight
Chimera (2)
Ogres (2)
Wraiths (D3)

Step 3: Negotiate and Bribe [8.0]


Players may decide to
negotiate with any monsters in
the Segment EXCEPT a Demon
or X the Unknown.
Negotiation result = 2D6
Monsters NV + Characters
skill/spell/item
Bribery (if Negotiation fails)
1D6 target number = success
(Agreement)
If both fail, the monsters will
attack the party FIRST; the party
must fight the monsters to death.

3
Cronks (D6)
Vampire
Wargs (D3)
Medusa
Minotaur
Skeletons (D6)

4
Gargoyle
Harpies (D3+2)
Evil Mage
Orcs (D6+1)
Dire Wolves (D6)
Wraiths (D3+2)

NEGOTIATION TABLE [8.5]


Result
Failure
6
(bribe or fight)
Agreement
7-9
(free to move/investigate)
Intimidate
10
(monster surrenders gold)

5
Chimera
Ogre
Evil Hero
Hydra
Wights (2)
Troll

6
Medusa
Minotaur
Cronks (D6+1)
Vampire
Wargs (D6)
Hydra

BRIBERY TABLE [13.9]


Gold
Strongest monsters WP + NV
offered 1-5 6-9 10-12 13-16 17-20 21+
20
4
2
1
1
0
0
1
40
4
3
2
1
0
60
5
4
2
2
1
1
1
80
6
5
4
2
2
100
6
6
4
3
2
1
150
6
6
5
4
3
2
200
6
6
6
4
4
2
300
6
6
6
5
4
3
400+
6
6
6
5
5
4

Step 4: Combat [9.0] [15.0]


Preparation:
- Use partys march order
- Set up the monsters march order:
Highest WP in the first row
Only 1 monster middle space
2 monsters left and right spaces
Combat Round Sequence:
Party Combat: melee (1st row), bow/spell (2nd row)
Monster Combat: melee/spell (1st row), bow/spell (2nd row)
Hellgate Combat: 3 Blast spells (from any row)
Party Reorganization (one member): move to next row, no crossover
Monster Reorganization (one monster): move towards/fill 1st row
Step 5: Collect Treasure [14.0]
Treasure Table: cross-index
monsters treasure type
For each column, roll 1D6
No treasure if > target number (left)
Treasure found if target number;
roll again using the die code (right) to
determine quantity
Jewel Table: roll 2D6 for EACH
jewel found to determine gold marks
Magic Item Table: roll 1D6 for
EACH magic item found to determine
the type; roll 1D6 again to determine
its special variety.
Gold: freely divided in party
Chests (trapped): J, K, L

Combat Results Table [9.9]


Monster

1-3
4
5
6-9
10
11
12
13
14
15
16
17+

0
0
1
1
1
2
2
2
3
3
4
4

TREASURE TABLE
[target number : die code]
A
B
C
D
E
F
G
H
I
J
K
L

Gold
0:0
6:D6
6:3D6
1:3D6
2:D6x10
3:D6x5
6:3D6x5
6:2D6
6:D6x5
6:D6x20
6:2D6x20
6:3D6x20

Jewels
0:0
0:0
0:0
1:D3
2:D6
3:D3
3:D6
1:D3
2:D6
2:D6
3:D6
4:D6

Magic Items
0:0
0:0
1:1
0:0
2:1
1:1
2:1
1:1
2:1
3:D3
3:D3
4:D3

2
3
4
5
6
7
8
9
10
11
12

0
0
0
1
1
1
2
2
2
3
3
4

0
0
1
1
1
2
2
2
3
3
4
4

0
1
1
1
2
2
2
3
3
4
4
5

0
1
1
1
2
2
3
3
4
4
5
5

0
1
1
1
2
2
2
3
4
4
5
5

0
0
0
1
1
1
2
2
2
3
4
5

JEWEL
TABLE

WEAPON
TABLE

Gold
1
5
10
15
20
25
35
50
75
100
150

CB bonus
1
+1
2
+2
3
+2
4
+3
5
+3
6 Roll Twice
Resistance Check
(RC) [11.0]:
1D6RV = Success
1D6 >RV = Fail

MAGIC ITEM TABLE [14.9]


1st TYPE
2nd
1 Weapon
1
2 Armor
2
3
Potion
3
4 Talisman 4
5 Medallion 5
6
Ring
6

Weapon
Armor
Potion
(+CB)
(+WP)
(2 doses)
Poison (WP-D3)
Sword
+1
Strength (CB+D6 next)
Hammer
+1
Strength (CB+D6 next)
Axe
+1
Bow
+2
Charm Person
Dagger
+2
Charm Monster
Throw Dagger Roll Twice Healing (WP+D6)

Talisman

Medallion

Ring

Mind(1) xD6, RC:1D6 Neut Poison


RV+1
Yellow Sun (MP+D3) Potion Appr
RV+2
Blue Sun (MP+D3) Oratory (N+3)
Sleep(0) x1
Red Sun (MP+D3) Dexterity (CB+2) Neut Poison(0) x1
All Suns (MP+D3)
Heal(0) x1
Neut Poison
Evil (RC:attack party) Strangling (WP-D6) Resurrect(0) x1

6) Gain Experience [12.0]


Total Experience Points = WP of killed monsters x 6 number of surviving characters (round down)
Level up: +1 WP/RV (never >5)/skill (HG never >5) /weapon skill (100 EXP+100 Gold); +1 CB (150 EXP+150 Gold)
D. FEATURE PHRASE [13.0]
Step 1: Investigate
Step 2: Roll on the Feature Table
Step 3: Apply results
FEATURE TABLE [13.9]
1
2
3
4
5
6

Fountain
Statue
Trap Door
Poison
Medusa
Trap
WP-D3
RC: stone
roll trap
Potion
2 Jewels
Trap
roll potion roll 2 jewels
roll trap
Alcohol
Medallion
Room
CB-2
roll medallion monster (J)
Jewel
Demon
Room
roll jewel
roll altar
monster (J)
Water
Talisman
Pit
no effect
roll talisman
1D3 Cronks
Blood
X
Hellgate
CB-1
RC:attack party destroy to free

Furniture
Altar (RC)
Artwork
Coffin
Alloces
Tapestry
Vampire (must fight) cast C spell || CB-1 jewel+4; -1 weapon
Painting (party)
Book Case
Vassago
-1D3 (1-3) || +Rs (4-6) DT+3 || lose DT
WP-D3 (1)
Desk
Avnas
Statue
detrap for medallion +Lt@1 || Lt hits
roll statue
Bed
Malthus
Cut Glass
+1D3 WP
+WG || WG hits +tali (1-3), +med (4-6)
Clavicord
Leraje
Icon
RC:-half gold/WP-1 +3 bow || 3 bows hit
roll altar
Mirror
Asmoday
Manuscript
roll mirror
CB+3, +Lt || MP-1
+WG

MIRROR
TABLE [13.7]
Segment
Lv die away
1 1
3
2 2
4
2 3
5
3 4
6
3 5
7
3 6
8
1st roll = level
if same level, then
2nd roll = no. of
unexplored segments

Hellgate [16.0]: form match order when found: Demons 1D3+2 (1st & 2nd), X the Unknown (2nd), Hellgate (3rd)
Hellgate attack: cast Blast x3 each round, destroyed if: X dies AND D6 HG skill (-1WP if fail)

CITADEL OF BLOOD Spell List & Caster Tracking Aid

C:3 Explosion (Ex) C:1 Hesitate (Hs)


C:2
Blast (Bl)
C:1 Cease Fire (CF) C:3 Charm (Cm)
1 monster (1st row) 1 monster
1 monster (1st/2nd row) Everyone in combat Party
WP -2 (RC)
End combat & reach Charm
WP -1 (RC)
Can use heal potion
Agreement
and
heal spells before
Instant
End of game/when
Instant
combat
begins
When the target
caster dies
Before
combat begins

monster is attacked
Target can gain EXP
Not against X [6.9]. for the party (not itself).

CASTER
Lightning (Lt)

CASTER

CASTER

CASTER

C:2 Magic Shield (MS) C:2 Mental Attack (MA) C:4 Redemption (Rd) C:3 Sleep (Sl)

1 monster (1st row)


WP -1D3+2 (RC)
Instant

CASTER
Heal (He)

CASTER

1 character
Immune to Spells
inflicting WPs
Current combat
sequence only

1 character (except
the caster)
WP +1D3+1
Instant
1D6 times (before
entering the Citadel)

CASTER

CASTER
1 character
WP +1D3+1
Till the WP reaches 0
Protects from non-

opened and a monster is


in the room.

magical attack only.

NC:1 Teleport (Tl)

N:2 Daunt (Dn)

as a result of Malthus
or Manuscript.

CASTER

NC:3 Thief (Tf)

CASTER
N:3 Oratory (Or)

1 monster
Intimidated AND
surrender all treasure
(RC)
Instant

CASTER

Wrath of God (WG) C:3 Resurrect (Rs)

1 monster
WP -2D6+2 (RC)
Instant (in combat)
May only be learned

CASTER

CASTER

NC:1

demons or the Hellgate.

CASTER

CASTER

entering the Citadel)

Any character/monster 1 character w/ DT


Teleport to any
DT +3
explored segment
Current detrap
Instant
attempt only
Not against X,

before being turned into


stone.

1 monster
Intimidated (RC)
Instant

1 poisoned character 1 character (except


Remove poison effect the caster)
WP +1D6+1
Instant
Instant
Must be casts
1D6 times (before
immediately after the
poisoning occurs.

CASTER

1 petrified character 1 character


(except the caster)
CB +1D6
Return to life
Next combat
Right after combat sequence only
Target retains wounds

Cow (Cw)

CASTER

NC:1 Magic Armor (Mr) NC:1 Neutralize Poison (NP) NC:1 Rejuvenate (Rj) NC:2

CASTER

CASTER

be killed if there is no
other awake/living one.

CASTER

1 door
Lock door
Permanent
Used after a door is

Stone-Flesh (SF) NC:3 Strength (St)

C:2

Anyone Charmed
1 monster (any row)
Break Charm (RC) Sleep (RC)
Instant
Permanent
Target returns to the All asleep monster can
Party.

CASTER

NC:1 Lock (Lk)

1 monster (1st row)


WP -2D6+2 (RC)
Instant

KEY

Target of Spell
Effect of Spell
Duration of Effect
Special Information

CASTER
N:1 Cajole (Cj)

Party
Party
N +4
-4 on bribery roll
Current negotiation Current bribery
In addition to all other

B:2 Sway (Sw)

B:1

Party
-2 on bribery roll
Current bribery

modifiers

CASTER

CASTER

CASTER

NC:5 General Rule [10.0]

1 killed character
Revive in full WP
Right after combat
May only be obtained
by finding a Resurrect
Ring or learned as a
result of bookcase.

CASTER

Characters with Magic Potential may cast spells. There are 3 suns, and each
character has 3 Magic Potentials, one for when each sun is ascendent. The
dominant sun is determined and this, in turn, determines the number of
different spells a character will be able to cast during the game. [4.0]
Each spell may be cast either during Combat (C), Negotiation (N), Bribery
(B), and may cast non-combat (NC) spells during any Phase except Combat,
depending on the spell. During play, he may cast spells, incurring Wound
Points equal to that spells cost for each spell cast. The Wound Point cost
varies with each spell. Some spells may be resisted (RC), and if successfully
resisted, they have no effect.

CITADEL OF BLOOD Hero Characteristics Chart [4.3]


Name
Race
WP MP RV CB Weapons
Weapon Skill
Human
8 1/1/2 2 3 Sword, Dagger
+2 Sword
Almuric
Human
6 2/3/4 2 0 Sword. Throw Dagger None
Alric
Human
5 5/5/5 1 0 Sword. Throw Dagger None
Curvenol
Elf
5 3/4/5 3 2 Bow, Dagger
+2 Bow
Dalmilandril
Human
7 0/0/0 1 4 Hammer, Sword
+1 Hammer
Dierdra
Human
6 3/4/5 2 0 Bow, Throw Dagger None
Eodred
Dwarf
6 0/0/0 2 6 Ax, Dagger
+3 Ax
Gerudirr
Elf
8 0/0/0 3 4 Bow, Dagger
+2 Bow
Gilith
Dwarf
10 4/4/4 3 4 Ax, Hammer
+2 Ax
Gislan
Elf
7 4/3/2 3 4 Bow, Dagger
+2 Bow
Gwaigilion Elengal
Human
5 6/5/4 3 0 Bow, Dagger
None
Larraka
Elf
9 0/0/0 2 5 Bow, Sword
+2 Bow
Linfalas
Human
10 0/0/0 3 5 Sword, Dagger
+2 Sword
Lord Dil
Elf
7 3/3/3 2 0 Throw Dagger, Bow +2 Bow
Maytwist
Human
10 0/0/0 2 4 Sword, Throw Dagger +2 Sword
Paladin Glade
+1 Sword
Roman Cronkevitch Demi-Cronk 9 0/0/0 3 4 Sword, Dagger
Swamp Creature 8 1/2/3 2 4 Ax, Bow
+1 Ax
Sliggoth
Human
10 0/0/0 2 5 Sword, Dagger
+2 Sword
Stephen Paladin
Human
8 4/3/2 2 1 Sword, Throw Dagger +3 Sword
Theregond
Human
9 0/0/0 2 5 Sword, Bow
+2 Sword
Weldron
Human
7 4/3/2 2 1 Sword, Dagger
+2 Dagger
Wendolyn
Human
9 0/0/0 4 4 Sword, Throw Dagger +1 Sword
Zareth
Human
8 3/4/5 2 3 Ax, Dagger
+2 Ax
Zurik
WP: Wound Point; MP: Magic Potential; RV: Resistance Valve; CB: Combat Bonus.

Skill
1 Hellgate
1 Hellgate
2 Hellgate
+2 Negotiation
1 Hellgate
2 Hellgate
1 Detrap
+2 Negotiation
3 Detrap
+1 Negotiation
1 Hellgate
+3 Negotiation
2 Hellgate
+3 Negotiation
2 Hellgate
1 Detrap
1 Detrap
2 Hellgate
3 Hellgate
3 Hellgate
4 Hellgate
3 Hellgate
3 Detrap

CITADEL OF BLOOD Monster Characteristics Chart [8.2]


Monster Type
RV NV
Weapon
2
7
Chimaera
1
9
Cronk
4
None
Demon
1
9
Dire Wolf
2
5
+1D6
Sword
Evil Hero
3
3
Dagger
Evil Mage
3
4
Gargoyle
1
5
Harpy
3
7
Hydra
2
5
Medusa
3
7
Minotaur
2
2
Hammer
Ogre
1
0
Sword
Orc
1
9
Skeleton
3
4
Troll
4
6
Vampire
1
6
Warg
2
4
Wight
1
2
Wraith
Sword
X the Unknown 4 None
RV: Resistance Value; NV: Negotiation Value

Spells
Treasure Special
I
Firebreath: Extra damage (WP-1, RC)
E/B
Stench: CB -2 (Party, RC)
D
See 16.0
A
J/C
Lightning
J/C
Cast every combat phase unless fatal
G
A
J
See 15.6
G
Flesh/Stone: if D6 = 6 for each attack
J/C
J/E
H/B
F/A
Regenerate: 3rd round after WP-1WP+1
J
Charm: 1st &2nd combat phrases; to 1st row
J
A
H
I/D
Lightning
L
See Hellgate [16.0]

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