The Badlands
Your turn begins in The Badlands.
If you are a priest and your Alignment is Evil, increase your Arms and Magic by 1 for this turn only.
Choose one of the following areas to explore: BADS, RUINS, BLASTED CHAPEL, GRAVEYARD, WILDLANDS, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while journeying across the badlands:
2 = An odd necromancer shares a dark incantation with you. Roll a die. If the die roll is equal to or less than your Magic, gain deadline. Deadline is a Spell. You may use deadline at the start of any turn on a page with the word 'Bone', 'Tomb', 'Dungeon', 'Underworld', 'Abyss', or 'Devil' in it's name. When used, go to The Badlands page instead of the page you are on, then start your turn there instead.
3 = This strange paladin has come to the badlands to battle the evil here, even if it means allying with evil adventurers to do so. Pay 1 Item to gain a ye paladin, unless your Alignment is Good or you are a priest, in which case gain a ye paladin without paying 1 Item. A ye paladin is an Ally. If you have a ye paladin at the start of any turn on a page with the word 'Badlands', 'Ruins', 'Blasted', or 'Graveyard' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 ye paladin at a time.
4 = The devils of the bads feed upon the souls of the pure. If your alignment is Good, receive 1 Wound. If your alignment is Neutral, roll a die. If the die roll is 1 or 2, receive 1 Wound.
5 = Some of the undead in the badlands have learned to use illusionary magic. Fight a Magical Combat with a phantasm. The phantasm's attributes are Arms: 2, Magic: 4, Craft: 4, Vitae: 2. At the start of any Magical Combat the phantasm is in, roll a die. If the die roll is equal to or less than the phantasm's Craft, roll another die. If that die roll is greater than your Craft, increase the phantasm's Magic by 2 for that Magical Combat only.
6 = A cultist in dark robes smiles wickedly as he approaches you. Fight a Melee Combat with a dark cultist. The dark cultist's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2.
7 = Numerous evil undead populate the badlands. If your alignment is Good or Neutral, roll a die. If the die roll is a 1, 2, or 3, Fight a Magical Combat with a wandering spirit. The wandering spirit's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, Fight a Melee Combat with a soulless body. The soulless body's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
8 = A restless ghost comes wailing across the badlands towards you. Fight a Magical Combat with a badlands banshee. The badlands banshee's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2.
9 = Some badlands spirits exist in an illusionary form that is solid nonetheless. Fight a Melee Combat with a phantom. The phantom's attributes are Arms: 4, Magic: 2, Craft: 4, Vitae: 2. At the start of any Melee Combat the phantom is in, roll a die. If the die roll is equal to or less than the phantom's Craft, roll another die. If that die roll is greater than your Craft, increase the phantom's Arms by 2 for that Melee Combat only.
10 = The demons of the bads feast upon evil souls. If your alignment is Evil, receive 1 Wound. If your alignment is Neutral, roll a die. If the die roll is 5 or 6, receive 1 Wound.
11 = You watch in horror as the living dead crawl forth from a huge pit leading into the underworld. If you choose, your turn ends and the next turn will begin in The Dead Pit; Proceed to that page if so.
12 = The badlands are watched over by a reaper in scarlet robes that wields a bloody scythe. Fight a Magical Combat with a scarlet reaper. The scarlet reaper's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 4. If the scarlet reaper receives a Wound due to a Magical Combat with you, you receive 1 Wound. If the scarlet reaper has fallen due to Combat with you, gain attrition. Attrition is a Spell. Attrition may be used at the start of any Magical Combat. When used, if you receive a Wound due to a Magical Combat with a monster, the monster in that Magical Combat with you receives 1 Wound. This lasts until the monster that was in the Magical Combat you used attrition at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 attrition per monster per turn.
Unless you rolled a 11 and entered The Dead Pit, after your badlands encounter ends, go to the section of this page with the same name as the area you chose to explore.
BADS - Your turn ends and the next turn will begin in The Badlands; Stay on this page.
RUINS - Your turn ends and the next turn will begin at The Ruins; Proceed to that page.
BLASTED CHAPEL - Your turn ends and the next turn will begin at The Blasted Chapel; Proceed to that page.
GRAVEYARD - Your turn ends and the next turn will begin at The Graveyard; Proceed to that page.
WILDLANDS - Your turn ends and the next turn will begin in The Wildlands; Proceed to that page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.
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