The Beastly Belly
Your turn begins in The Beastly Belly.
Roll two dice for what you encounter while in the belly of the beast:
2 = You somehow find your way from the belly to the beastly brain of the great kraken. Fight a Magical Combat with a kraken brain. The kraken brain's attributes are Arms: 6, Magic: 8, Craft: 6, Vitae: 4. The kraken brain cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the kraken brain receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the kraken brain has fallen due to Combat with you, gain a brain lord, unless you have a brain lord. A brain lord is an Ally. If you have the brain lord at the start of any turn, increase your Craft by 1 for that turn only. If you have the brain lord at the start of any Combat with a monster that has a Craft of 2 or more, decrease the Craft of that monster by 1 for that Combat only.
3 = An opening near you suddenly widens and can be escaped through swiftly. If you choose, roll two dice. If the die roll is equal to or less than your Arms, your turn ends and the next turn will begin in The Kraken Keep; Proceed to that page if so.
4 = You come across an aperture near the belly by which you may fight your way out. If you choose, fight a Magical Combat with a beastly aperture. The beastly aperture's attributes are Arms: 5, Magic: 7, Craft: 1, Vitae: 3. If the beastly aperture has fallen due to Combat with you, your turn ends and the next turn will begin in The Kraken Keep; Proceed to that page if so.
5 = You are ambushed by a large group of digestive antibodies. If you have 1 or more Allies, roll a die. If the die roll is equal to or less than the number of Allies you have, lose 1 Ally.
6 = A huge antibody separates from the belly walls and attacks you. Fight a Melee Combat with a belly antibody. The belly antibody's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 2. If you have 1 or more Allies and you receive a Wound due to Melee Combat with the belly antibody, roll a die. If the die roll is equal to or less than the number of Allies you have, lose 1 Ally.
7 = You are trapped inside a giant belly full of antibodies and digestive acid pools. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, receive 1 Wound.
8 = A creature made of acid erupts forth from one of the pools and attacks you. Fight a Magical Combat with an acid pooler. The acid pooler's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 2. If you have 1 or more Items and you receive a Wound due to Magical Combat with the acid pooler, roll a die. If the die roll is equal to or less than the number of Items you have, lose 1 Item.
9 = You are surrounded by a large number of the acid beings that dwell in the digestive pools. If you have 1 or more Items, roll a die. If the die roll is equal to or less than the number of Items you have, lose 1 Item.
10 = You discover an opening near the belly through which you can fight to escape out. If you choose, fight a Melee Combat with a beastly opening. The beastly opening's attributes are Arms: 7, Magic: 5, Craft: 1, Vitae: 3. If the beastly opening has fallen due to Combat with you, your turn ends and the next turn will begin in The Kraken Keep; Proceed to that page if so.
11 = An aperture near you suddenly opens and can be exited through quickly. If you choose, roll two dice. If the die roll is equal to or less than your Magic, your turn ends and the next turn will begin in The Kraken Keep; Proceed to that page if so.
12 = You somehow find your way from the belly to the beastly heart of the great kraken. Fight a Melee Combat with a kraken heart. The kraken heart's attributes are Arms: 8, Magic: 6, Craft: 1, Vitae: 4. The kraken heart cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the kraken heart receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the kraken heart has fallen due to Combat with you, gain a greatprice pearl, unless you have a greatprice pearl. A greatprice pearl is an Item. If you have the greatprice pearl at the start of a turn on a page that does not have the word 'Kraken' or 'Belly' in it's name, you may choose to lose the greatprice pearl. If so, roll two dice and gain a number of Gold equal to the die roll.
Unless you rolled a 3, 4, 10, or 11 and returned to The Kraken keep, after your beastly belly encounter, your turn ends and the next turn will begin in The Beastly Belly; Stay on this page.
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