The Bandit Camp
Your turn begins at The Bandit Camp.
If you are a thief, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the bandit camp:
2 = Most of the gold gathered by the bandits of this camp is managed by an intelligent rogue. Pay 1 Gold or roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a bandit banker. If the die roll is 4, 5, or 6, fight a Melee Combat with a bandit banker. The bandit banker's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the bandit banker is in, roll a die. If the die roll is less than the bandit banker's Craft, increase the bandit banker's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the bandit banker, roll a die. if the die roll is 1, 2, or 3, lose 1 Gold. If the die roll is 4 or 5, lose 1 Item. If the die roll is 6, lose 1 Spell. If the bandit banker receives a Wound due to a Combat with you, roll two dice. If the die roll is 10 or more, the bandit banker does not receive the Wound. If the bandit banker has fallen due to a Combat with you, gain a money belt, unless you have a money belt. A money belt is an Item. A money belt does not count towards the number of Items you may have. If you have the money belt and you are instructed to lose any Gold, except for Gold lost due to being used as payment, roll a die. If the die roll is less than your Craft, you do not lose the Gold; Ignore any instructions to lose the Gold.
3 = A knife expert at this camp decides to teach you an incantation for some deadly bandit magic. Roll a die. If the die roll is equal to or less than your Arms, or if you are a thief, gain shirkadag. Shirkadag is a Spell. Shirkadag may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'dagger' or 'knife' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which shirkadag was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which shirkadag was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which shirkadag was used. You may not use more than 1 shirkadag per Combat.
4 = A bandit beggar tells you the way to a treasure-filled manor house not far from this camp. If you choose, your turn ends and the next turn will begin at The Merchant Manor; Proceed to that page if so.
5 = The brigands of this camp are adept at robbery and kidnapping. Pay 1 Gold or fight a Melee Combat with a camp brigand. The camp brigand's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the camp brigand is in, roll a die. If the die roll is 4, 5, or 6, increase the camp brigand's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the camp brigand, roll a die. if the die roll is 1, 2, or 3, lose 1 Ally. If the die roll is 4 or 5, lose 1 Gold. If the die roll is 6, lose 1 Item.
6 = The bandits of this camp are skilled at backstabbing and ambushing. Pay 1 Gold or fight a Melee Combat with a camp bandit. The camp bandit's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the camp bandit is in, roll a die. If the die roll is 4, 5, or 6, increase the camp bandit's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the camp bandit, roll a die. if the die roll is 1, 2, or 3, lose 1 Gold.
7 = Keep an eye out for the many pickpockets and cutpurses among the crowd in this bandit camp. If you have 1 or more Gold, roll a die. If the die roll is equal to or less than the amount of Gold you have, roll a die. If that die roll is equal to or greater than your Craft, or if you are a thief and that die roll is greater than your Craft, lose 1 Gold.
8 = Some of the bandits of this camp have learned magic and become thieving tricksters. Pay 1 Gold or fight a Magical Combat with a camp trickster. The camp trickster's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the camp trickster is in, roll a die. If the die roll is 4, 5, or 6, increase the camp trickster's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the camp trickster, roll a die. If the die roll is 1, 2, or 3, lose 1 Gold.
9 = The elite among the tricksters of this camp become spell-stealing rogues. Pay 1 Gold or fight a Magical Combat with a camp rogue. The camp rogue's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the camp rogue is in, roll a die. If the die roll is 4, 5, or 6, increase the camp rogue's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the camp rogue, roll a die. if the die roll is 1, 2, or 3, lose 1 Spell. If the die roll is 4 or 5, lose 1 Gold. If the die roll is 6, lose 1 Item.
10 = A secret bandit path winds through the hills near this camp and ends at the estate of a rich merchant. If you choose, your turn ends and the next turn will begin at The Merchant Manor; Proceed to that page if so.
11 = A brutish bandit skilled in ambush offers his services to you for a price. Pay 2 Gold to gain a thug bandit, unless you are a thief, in which case pay 1 Gold to gain a thug bandit. A thug bandit is an Ally. If you have the thug bandit at the start of any Combat with a monster, and it is the first Combat you have been in with the monster that turn, you may choose to roll a die. If the die roll is greater than the Craft of the monster in the Combat that you used the thug bandit at the start of, that monster receives 1 Wound. If the die roll is equal to or less than the Craft of the monster in the Combat that you used the thug bandit at the start of, lose the thug bandit. You may not use more than 1 thug bandit per Combat.
12 = The lord of this bandit camp is a master thief originally from the mean streets of the city. Pay 1 Gold or roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a bandit lord. If the die roll is 4, 5, or 6, fight a Magical Combat with a bandit lord. The bandit lord's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the bandit lord is in, roll a die. If the die roll is 4, 5, or 6, increase the bandit lord's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the bandit lord, roll a die. If the die roll is 1, 2, or 3, lose 1 Gold. If the die roll is 4 or 5, lose 1 Item. If the die roll is 6, lose 1 Ally. If the bandit lord receives a Wound due to a Combat with you, roll two dice. If the die roll is 10 or more, the bandit lord does not receive the Wound. If the bandit lord has fallen due to Combat with you, gain a civic ring. A civic ring is an Item. If you have the civic ring at the start of any turn on a page with the word 'City' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 civic ring at a time.
Unless you rolled a 4 or 10 and went to The Merchant Manor, after your bandit camp encounter ends, you may choose to do any of the following in any order you choose:
Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it.
Pay 1 Gold to heal 1 Wound, unless you are a thief, in which case you can heal 1 Wound without paying 1 Gold.
Pay 1 Gold to gain a dagger. A dagger is an Item and a weapon. If you have the dagger at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, increase your Arms by 1 for that Melee Combat only.
Pay 2 Gold to gain leather armor, unless you are a thief, in which case pay 1 Gold to gain leather armor. Leather armor is an Item. If you have the leather armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 10 or more, or if you are a thief and the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the leather armor.
Pay 1 Gold to gain backstab, unless you are a thief, in which case you can gain backstab without paying 1 Gold. Backstab is a Spell. You may use backstab at the start of any Combat. When used, if a monster receives a Wound due to the Combat that you used backstab at the start of, the monster receives 1 additional Wound. You may not use more than 1 backstab per Combat.
Pay 1 Gold to gain waylay, unless you are a thief, in which case you can gain waylay without paying 1 Gold. Waylay is a Spell. You may use waylay at the start of any Combat. When used, roll a die. If the die roll is equal to or greater than your Craft, increase your Arms and Magic by 1 for that Combat only. If the die roll is less than your Craft, increase your Arms and Magic by 2 for that Combat only. You may not use more than 1 waylay per Combat.
When you are done gaining Gold, gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying at The Bandit Camp or going back to The Hills. If you choose to stay at The Bandit Camp, your turn ends and the next turn will begin at The Bandit Camp; Stay on this page if so. If you choose to go to The Hills, your turn ends and the next turn will begin in The Hills; Proceed to that page if so.
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