The Barrens

Your turn begins at The Barrens.

Roll two dice for what you encounter while journeying through the barrens:


2 = Amidst the lifeless foliage, you find a sprig of wraith leaf. If you choose, gain a wraith leaf. A wraith leaf is an Item. If you have the wraith leaf and an Item that is a weapon at the start of any Magical Combat, you may choose to lose the wraith leaf. If so, decrease by 1 the Magic of the monster in that Magical Combat with you. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 wraith leaf per Combat.


3 = A wandering restless spirit wonders if it should teach you some undead magic. Roll a die. If the die roll is less than your Vitae, or if your Alignment is Evil and the die roll is equal to or less than your Vitae, gain wraithtouch. Wraithtouch is a Spell. Wraithtouch may be used at any time a monster receives a Wound due to a Magical Combat with you. When used, decrease that monster's Magic by 1. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 wraithtouch at a time.


4 = These many barrens are cursed by the evil undead creatures known as the wraiths. Fight a Magical Combat with a barren wraith. The barren wraith's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you are a priest, you may choose to fight a Melee Combat with the barren wraith instead of fighting a Magical Combat. If you receive a Wound due to a Magical Combat with the barren wraith, roll a die. If the die roll is 5 or 6, decrease your Magic by 1. The decrease lasts until the barren wraith has fallen or if you choose to end Combat with the barren wraith. If the barren wraith has fallen due to Combat with you, roll a die. If the die roll is 1 or 6, gain 1 Gold.


5 = Something seems really weird about some wraiths, like the ones that glow white. Fight a Magical Combat with a white wraith. The white wraith's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If the white wraith receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, decrease your Magic by 1. The decrease lasts until the white wraith has fallen or if you choose to end Combat with the white wraith. Unless you are a priest, you may not use Spells in a Magical Combat with the white wraith.


6 = He wanders between barrens and barrows trying to enslave the undead. Fight a Magical Combat with a wandering necromancer. The wandering necromancer's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 1. If your Alignment is Good, increase the wandering necromancer's Magic and Vitae by 1. If the wandering necromancer has fallen due to a Combat with you, roll a die. If the die roll is 1, receive 1 Wound.


7 = You walk over a barren and it feels as though your very soul is being drained. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


8 = Not everything dangerous in the barrens is of supernatural origin. Fight a Melee Combat with a barren bear. The barren bear's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.


9 = You accidentally wander into a puddle of wraith essence. Fight a Magical Combat with a wraith stuff. The wraith stuff's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 4. At the start of any Magical Combat with the wraith stuff, roll a die. If the die roll is 5 or 6, decrease your Magic by 1. The decrease lasts until the wraith stuff has fallen or if you choose to end Combat with the wraith stuff. Unless you are a priest, you may not use Items in a Magical Combat with the wraith stuff.


10 = A horrible undead creature with a sickly black glow comes floating amidst the barrens. Fight a Magical Combat with a barren wraith. The barren wraith's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you are a priest, you may choose to fight a Melee Combat with the barren wraith instead of fighting a Magical Combat. If you receive a Wound due to a Magical Combat with the barren wraith, roll a die. If the die roll is 5 or 6, decrease your Magic by 1. The decrease lasts until the barren wraith has fallen or if you choose to end Combat with the barren wraith. If the barren wraith has fallen due to Combat with you, roll a die. If the die roll is 1 or 6, gain 1 Gold.


11 = You have the opportunity to hire an expert hunter of wraiths. Unless you have a wraith hunter or your Alignment is Evil, pay 1 Gold to gain a wraith hunter. A wraith hunter is an Ally. If you have the wraith hunter at the start of a Magical Combat with a monster with the word 'wraith' in it's name, increase your Magic by 1 for that Magical Combat only. If a monster with the word 'wraith' in it's name has fallen due to a Magical Combat that you used the wraith hunter at the start of, roll a die. If the die roll is 1 or 2, lose the wraith hunter.


12 = In the middle of a large barren manifests the king of the barren wraiths. Fight a Magical Combat with a wraith king. The wraith king's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 4. If you receive a Wound due to a Magical Combat with the wraith king, roll a die. If the die roll is 4, 5, or 6, decrease your Magic by 1. The decrease lasts until the wraith king has fallen or if you choose to end Combat with the wraith king. If the wraith king has fallen due to Combat with you, gain a wraith ring. A wraith ring is an Item. If you have the wraith ring, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, or if your Alignment is Evil and the die roll is 4, 5, or 6, that monster decreases their Magic by 1. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster. You may not use more than 1 wraith ring at a time.


After your barrens encounter ends, you must choose between staying in The Barrens or going back to The Wildlands. If you choose to stay in The Barrens, your turn ends and the next turn will begin in The Barrens; Stay on this page if so. If you choose to go to The Wildlands, your turn ends and the next turn will begin in The Wildlands; Proceed to that page if so.


The Wildlands

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