The Aviary
Your turn begins in The Aviary.
Roll two dice for what you encounter while exploring the aviary:
2 = A very large bird with a mean demeanor is the alpha avian in this aviary. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a bad big bird. If the die roll is 4, 5, or 6, fight a Magical Combat with a bad big bird. The bad big bird's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 2. At the start of any Combat the bad big bird is in, roll a die. If the die roll is 4, 5, or 6, increase the bad big bird's Arms and Magic by 1 for that Combat only. If you have 1 or more Wounds at the start of any Combat with the bad big bird, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the bad big bird's Arms and Magic by an amount equal to the die roll. The increase lasts until the bad big bird has fallen or if you choose to end Combat with the bad big bird. If the bad big bird has fallen due to Combat with you, gain birdseye. Birdseye is a Spell. You may use birdseye at the start of any Combat if the monster in the Combat with you has 1 or more Wounds. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used birdseye at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 birdseye per Combat.
3 = An expert on birds offers to teach you some useful avian magic. If the die roll is less than your Arms, gain hawkeye. Hawkeye is a Spell. You may use hawkeye at the start of any Melee Combat if the monster in the Melee Combat with you has 1 or more Wounds. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, increase your Arms by an amount equal to the die roll. The increase lasts until the monster in the Melee Combat that you used hawkeye at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 hawkeye per Combat.
4 = You are spotted by a hawk which will home in on you and chase you out of this aviary. Fight a Melee Combat with a homing hawk. The homing hawk's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 2. If you have 1 or more Wounds at the start of any Melee Combat with the homing hawk, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the homing hawk's Arms by an amount equal to the die roll. The increase lasts until the homing hawk has fallen or if you choose to end Combat with the homing hawk. If you choose to end Combat with the homing hawk, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
5 = Birdhandlers in the employ of the royal family protect this aviary from unauthorized hunters. If you do not have a royal pass, fight a Melee Combat with a royal birdhandler. The royal birdhandler's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the royal birdhandler is in, roll a die. If the die roll is 4, 5, or 6, increase the royal birdhandler's Arms by 1 for that Melee Combat only. If you have 1 or more Wounds at the start of any Melee Combat with the royal birdhandler, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the royal birdhandler's Arms by an amount equal to the die roll. The increase lasts until the royal birdhandler has fallen or if you choose to end Combat with the royal birdhandler. If the royal birdhandler receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the royal birdhandler does not receive the Wound.
6 = Quite a few hawks of various breeds fly throughout this aviary. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a noble hawk. The noble hawk's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Melee Combat with a crimson hawk. The crimson hawk's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 6, fight a Melee Combat with a royal hawk. The royal hawk's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. If the royal hawk has fallen due to Combat with you, gain a falcon talon. A falcon talon is an Item. If you have the falcon talon at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the falcon talon. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used the falcon talon at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 falcon talon per Combat.
7 = Various dispensers full of seed for birds are spread throughout this aviary. Pay 1 Gold to gain bird seed. Bird seed is an Item. Bird seed does not count towards the number of Items you may have. If you have the bird seed at the start of any Combat with a monster with the word 'bird', 'hawk', or 'eagle' in it's name, you may choose to lose the bird seed. If so, the Combat the bird seed was used at the start of will automatically be a standoff without rolling any dice, then roll two dice. If the die roll is greater than the total of the Arms plus the Magic of the monster in the Combat that the bird seed was used at the start of, gain a pet bird. A pet bird is an Ally. If you have a pet bird at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet bird first. The kind of Combat the pet bird fights with the monster will be of the same kind you would have fought with the monster. The pet bird's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 1. At the start of any Combat the pet bird is in, roll a die. If that die roll is less than your Craft, increase the pet bird's Arms and magic by 1 for that Combat only. If the monster has fallen due to Combat with the pet bird, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the pet bird has fallen due to Combat with the monster, lose the pet bird, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet bird. If neither the pet bird nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet bird.
8 = Quite a few eagles of various breeds fly throughout this aviary. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a regal eagle. The regal eagle's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Magical Combat with a violet eagle. The violet eagle's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. If the die roll is 6, fight a Magical Combat with a royal eagle. The royal eagle's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. If the royal eagle has fallen due to Combat with you, gain a falcon. A falcon is an Ally. If you have the falcon at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the falcon. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used the falcon at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 falcon per Combat.
9 = Birdwatchers in the service of the royal family monitor this aviary for unauthorized hunters. If you do not have a royal pass, fight a Magical Combat with a royal birdwatcher. The royal birdwatcher's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the royal birdwatcher is in, roll a die. If the die roll is 4, 5, or 6, increase the royal birdwatcher's Magic by 1 for that Magical Combat only. If you have 1 or more Wounds at the start of any Magical Combat with the royal birdwatcher, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the royal birdwatcher's Magic by an amount equal to the die roll. The increase lasts until the royal birdwatcher has fallen or if you choose to end Combat with the royal birdwatcher. If the royal birdwatcher receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the royal birdwatcher does not receive the Wound.
10 = A screeching eagle swoops down from a tree and tries to chase you out of the aviary. Fight a Magical Combat with a screeching eagle. The screeching eagle's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 2. If you have 1 or more Wounds at the start of any Magical Combat with the screeching eagle, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the screeching eagle's Magic by an amount equal to the die roll. The increase lasts until the screeching eagle has fallen or if you choose to end Combat with the screeching eagle. If you choose to end Combat with the screeching eagle, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
11 = A talking bird tells about an incantation for casting an avian magic spell. If the die roll is less than your Magic, gain eagleeye. Eagleeye is a Spell. You may use eagleeye at the start of any Magical Combat if the monster in the Magical Combat with you has 1 or more Wounds. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, increase your Magic by an amount equal to the die roll. The increase lasts until the monster in the Melee Combat that you used eagleeye at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 eagleeye per Combat.
12 = A lithe, aquiline feathered woman who has mastered avian magic rules over the birds of this aviary. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a bird master. If the die roll is 4, 5, or 6, fight a Melee Combat with a bird master. The bird master's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the bird master is in, roll a die. If the die roll is 1 or 2, fight a Melee Combat with a servant bird first. If the die roll is 5 or 6, fight a Magical Combat with a servant bird first. The servant bird's attribute's are Arms: 4, Magic: 4, Craft: 1, Vitae: 1. You cannot end Combat with the servant bird unless it has fallen. If the servant bird has fallen due to Combat with you, the Combat with you and the bird master occurs. If the bird master has fallen due to Combat with you, gain a bird amulet. A bird amulet is an Item. If you have the bird amulet at the start of any Combat with a monster with the word 'bird', 'hawk', or 'eagle' in it's name, increase your Arms and Magic by 1 for that Combat only. You may not use more than 1 bird amulet at a time.
Unless you rolled a 4 or 10 and went to The Hunting Grounds, after your aviary encounter ends, you must choose between staying in The Aviary or going back to The Hunting Grounds. If you choose to stay in The Aviary, your turn ends and the next turn will begin in The Aviary; Stay on this page if so. If you choose to go to The Hunting Grounds, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
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