The Ant Hill

Your turn begins in The Ant Hill.

Roll two dice for what you encounter while exploring the ant hill:


2 = The ant men soldiers of this hill are lead by a determined general loyal to his queen. Fight a Melee Combat with an antman general. The antman general's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4. If the antman general receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the antman general does not receive the Wound. If you receive a Wound due to Melee Combat with the antman general, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If the antman general has fallen due to Combat with you, gain an ant helm, unless you have an ant helm. An ant helm is an Item. If you have the ant helm at the start of any Combat with a monster with the word 'ant' or 'antman' in it's name, increase your Arms and Magic by 1 for that Combat only. Also, if you have the ant helm, roll two dice when you receive a Wound due to Melee Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'helm', 'helmet', or 'armor' in it's name if you have the ant helm.


3 = A long and winding tunnel unexpectedly leads you outside and you go tumbling down the hill. Roll a die. If the die roll is greater than your Arms, receive 1 Wound, then your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page. If the die roll is equal to or less than your Arms, your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page.


4 = An ant man mage offers to teach you some lethal ant magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain antbite. Antbite is a Spell. Antbite may be used whenever a monster receives a Wound due to Melee Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 antbite per Wound per Combat.


5 = A large ant that serves as a soldier comes across you while doing rounds. Fight a Melee Combat with a soldier ant. The soldier ant's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. If the soldier ant receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the soldier ant does not receive the Wound. If you receive a Wound due to Melee Combat with the soldier ant, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.


6 = There are many many drone ants in this hill that are about the same size as you. Fight a Melee Combat with a drone ant. The drone ant's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the drone ant, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.


7 = Each tunnel in the ant hill is nearly identical to the tunnel you entered from. If you choose, your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page if so.


8 = A race of ant men lives among the ants of this hill and are born from the same queen. Fight a Melee Combat with an ant man. The ant man's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the ant man, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.


9 = The best among the ant men become soldiers in defense of the hill. Fight a Melee Combat with an antman soldier. The antman soldier's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the antman soldier receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the antman soldier does not receive the Wound. If you receive a Wound due to Melee Combat with the antman soldier, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.


10 = You discover a weapon of the ant men that is tricky to wield but useful in battle. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Craft, gain an ant axe. An ant axe is an Item and a weapon. If you have the ant axe at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, increase your Arms by 1 for that Melee Combat only. If you have the ant axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 1 additional Wound.


11 = An elite warrior among the ant men may deem to be your adventuring companion. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Craft, gain an ant ace. An ant ace is an Ally. If you have the ant ace and a monster receives a Wound due to Melee Combat with you, you may choose to roll a die. If the die roll is equal to or greater than the Vitae of the monster, the monster receives 1 additional Wound. If a monster receives 1 additional Wound due to the ant ace, roll a die. If the die roll 1 or 6, lose the ant ace. You may not use more than 1 per Wound per Combat.


12 = You come across the large den of the lone ant queen who rules this hill. Fight a Melee Combat with an ant queen. The ant queen's attributes are Arms: 7, Magic: 5, Craft: 4, Vitae: 5. If you receive a Wound due to Melee Combat with the ant queen, roll a die. If the die roll is equal to or greater than your Vitae, receive 2 additional Wounds. If the die roll is less than your Vitae, receive 1 additional Wound. If the ant queen has fallen due to Combat with you, gain royal antjelly. Royal antjelly is an Item. If you have the royal antjelly and an Item that is a weapon at the start of any Melee Combat, you may choose to lose the royal antjelly. If so, increase your Arms by 2 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that you used the royal antjelly at the start of, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 2 additional Wounds. If the die roll is less than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 royal antjelly per Wound per Combat.


Unless you rolled a 3 or 7 and went to The Mandragora Village, after your ant hill encounter ends, your turn ends and the next turn will begin in The Ant Hill; Stay on this page if so.


The Mandragora Village

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