The Bloody Beach
Your turn begins at The Bloody Beach.
If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.
Roll two dice for what you encounter at the beach of blood:
2 = You find the secret hideout of a murderous pirate with a bloody hook for a hand. Fight a Melee Combat with captain bloodhook. Captain bloodhook's attributes are Arms: 5, Magic: 1, Craft: 4, Vitae: 3. If you receive a Wound due to a Melee Combat with captain bloodhook, you receive 1 additional Wound. If captain bloodhook has fallen due to Combat with you, gain a hook hand. A hook hand is an Item and a weapon. If your Alignment is Evil and you have the hook hand at the start of any Melee Combat, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, or if you are a thief, increase your Arms by 2 for that Melee Combat only. If your Alignment is Evil and you have the hook hand, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, the monster receives 1 additional Wound.
3 = By observing the dancing zombies of this beach, you may learn a special dance move that invokes magic. Roll a die. If the die roll is equal to or less than your Craft, gain stomp. Stomp is a Spell. You may use stomp when you receive a Wound due to any Combat. When used, the monster in the Combat that you received the Wound due to receives 2 Wounds. You may not use more than 1 Stomp per monster per turn.
4 = A gang of savage surfers attempts to expel you from the beach for not being a local. Roll two dice, unless you have a surfboard. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If the die roll is less than the total of your Arms plus your Vitae, gain a surfboard. A surfboard is an Item. If you have the surfboard at the start of a turn on a page with the word 'Sunken' or 'Beach' in it's name, you may choose to lose the surfboard. If so, your turn ends and your next turn will begin at The Coast; Proceed to that page.
5 = A group of bloody zombies are dancing on the beach to the live music of a dead zombie band. Fight a Melee Combat with zombie dancers. The zombie dancers' attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 3. If the zombie dancers receive a Wound due a Melee Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the zombie dancers have, you receive 2 Wounds.
6 = From out of the ocean lurches a hideous sea hag with huge baggy eyes. Fight a Magical Combat with an eyebag hag. The eyebag hag's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to a Magic Combat with the eyebag hag, and the eyebag hag has 1 Wound, roll a die. If the die roll is 1, the eyebag hag heals 1 Wound.
7 = A doctor in a blood-soaked coat offers blood transfusions to the wounded. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound.
8 = A horrific monster erupts forth from underneath the sands of this beach of blood. Fight a Melee Combat with a beach horror. The beach horror's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If you receive a Wound due to a Melee Combat with the beach horror, and the beach horror has 1 Wound, roll a die. If the die roll is 1, the beach horror heals 1 Wound.
9 = You have had enough of the bad music being played here by a band of beach zombies. Fight a Magical Combat with the zombaires. The zombaires' attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 3. If the zombaires receive a Wound due a Magical Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the zombaires have, you receive 2 Wounds.
10 = A butcher in a bloodstained smock is busy battling the bleeding zombies of this beach. Roll two dice, unless you have a bloody butcher. If the die roll is less than the total of your Magic plus your Craft, gain a bloody butcher. A bloody butcher is an Ally. If you have the bloody butcher at the start of any Combat with a monster with the word 'zombie' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the bloody butcher, and a monster with the word 'zombie' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 4, 5, or 6, that monster receives 1 additional Wound. If you have the bloody butcher at the start of any turn on a page with the word 'House' or 'Manor' in it's name, and you have 1 or more Wounds, roll a die. If the die roll is 6, heal 1 Wound.
11 = You have found the way off of this horrendous beach of blood. If you choose, your turn ends and the next turn will begin in The Coast; Proceed to that page if so.
12 = A freakishly grotesque bloodsucker lives beneath the bloody sands of this beach. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a blood beast. If the die roll is 4, 5, or 6, fight a Magical Combat with a blood beast. The blood beast's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. If you receive a Wound due to Combat with the blood beast, increase the blood beast's Vitae by 1. If the blood beast has fallen due to Combat with you, gain a blood fang. A blood fang is an Item and a weapon. If you have the blood fang and a monster receives a Wound due to a Combat with you, increase your Vitae by 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; If you have 1 or more Wounds when that monster has fallen or you chose to end Combat with that monster, heal 1 Wound per Vitae increase before the increases end.
Unless you rolled an 11 and returned to The Coast, your turn ends and the next turn will begin at The Bloody Beach; Stay on this page.
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