The Barrows
Your turn begins at The Barrows.
Roll two dice for what you encounter while journeying through the barrows:
2 = Amidst the dead foliage, you find a sprig of wight leaf. If you choose, gain a wight leaf. A wight leaf is an Item. If you have the wight leaf and an Item that is a weapon at the start of any Melee Combat, you may choose to lose the wight leaf. If so, decrease by 1 the Arms of the monster in that Melee 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 wight leaf per Combat.
3 = A wandering restless corpse ponders 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 wighttouch. Wighttouch is a Spell. Wighttouch may be used at any time a monster receives a Wound due to a Melee Combat with you. When used, decrease that monster's Arms 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 wighttouch at a time.
4 = These many barrows are cursed by the evil undead creatures known as the wights. Fight a Melee Combat with a barrow wight. The barrow wight's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you are a priest, you may choose to fight a Magical Combat with the barrow wight instead of fighting a Melee Combat. If you receive a Wound due to a Melee Combat with the barrow wight, roll a die. If the die roll is 5 or 6, decrease your Arms by 1. The decrease lasts until the barrow wight has fallen or if you choose to end Combat with the barrow wight. If the barrow wight 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 odd about some wights, like the ones that have pitch black skin. Fight a Melee Combat with a black wight. The black wight's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If the black wight receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 5 or 6, decrease your Arms by 1. The decrease lasts until the black wight has fallen or if you choose to end Combat with the black wight. Unless you are a priest, you may not use Spells in a Melee Combat with the black wight.
6 = Not everything dangerous in the barrows is of supernatural origin. Fight a Melee Combat with a barrow boar. The barrow boar's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
7 = You walk over a barrow and it feels as though your very lifeforce is being drained. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
8 = He wanders between barrows and barrens 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.
9 = You accidentally wander onto a puddle of wight essence. Fight a Melee Combat with a wight stuff. The wight stuff's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 4. At the start of any Melee Combat with the wight stuff, roll a die. If the die roll is 5 or 6, decrease your Arms by 1. The decrease lasts until the wight stuff has fallen or if you choose to end Combat with the wight stuff. Unless you are a priest, you may not use Items in a Melee Combat with the wight stuff.
10 = A horrible white-skinned undead creature comes shambling out of a barrow. Fight a Melee Combat with a barrow wight. The barrow wight's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you are a priest, you may choose to fight a Magical Combat with the barrow wight instead of fighting a Melee Combat. If you receive a Wound due to a Melee Combat with the barrow wight, roll a die. If the die roll is 5 or 6, decrease your Arms by 1. The decrease lasts until the barrow wight has fallen or if you choose to end Combat with the barrow wight. If the barrow wight 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 wights. Unless you have a wight hunter or your Alignment is Evil, pay 1 Gold to gain a wight hunter. A wight hunter is an Ally. If you have the wight hunter at the start of a Melee Combat with a monster with the word 'wight' in it's name, increase your Arms by 1 for that Melee Combat only. If a monster with the word 'wight' in it's name has fallen due to a Melee Combat that you used the wight hunter at the start of, roll a die. If the die roll is 1 or 2, lose the wight hunter.
12 = From within a large barrow emerges the king of the barrow wights. Fight a Melee Combat with a wight king. The wight king's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 4. If you receive a Wound due to a Melee Combat with the wight king, roll a die. If the die roll is 4, 5, or 6, decrease your Arms by 1. The decrease lasts until the wight king has fallen or if you choose to end Combat with the wight king. If the wight king has fallen due to Combat with you, gain a wight ring. A wight ring is an Item. If you have the wight ring, and a monster receives a Wound due to a Melee 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 Arms 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 wight ring at a time.
After your barrows encounter ends, you must choose between staying in The Barrows or going back to The Wildlands. If you choose to stay in The Barrows, your turn ends and the next turn will begin in The Barrows; 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.
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