The Bog
Your turn begins in The Bog.
Roll two dice for what you encounter while exploring the bog:
2 = You wander into one of the most wild areas in the bog and find yourself mired in toxic bog mud. Roll two dice. If the die roll is greater than your Vitae, receive 2 Wounds.
3 = A tribe of goblins live in this bog and hire out themselves as scouts to adventurers. Pay 1 Gold to gain a bog goblin, unless you are a dwarf, in which case you pay 2 Gold to gain a bog goblin. A bog goblin is an Ally. If you have a bog goblin at the start of any turn on a page with the word 'Goblin', 'Bog', or 'Tunnels' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 bog goblin at a time.
4 = A large humanoid blob of ooze seeps forth from the ground and attempts to drag you down to a dank tunnel below. Fight a Melee Combat with an ooze ogre. The ooze ogre's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 1. You may not use an Item that is a weapon in Combat with the ooze ogre. If you receive a Wound due to a Melee Combat with the ooze ogre, your turn ends and the next turn will begin in The Slime Tunnels; Proceed to that page if so. After a Melee Combat with the ooze ogre, you must choose to end Combat when given the choice.
5 = Numerous large, filthy octupi call this bog home and prey upon all who trespass in their domain. Fight a Magical Combat with a bogtopus. The bogtopus's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the bogtopus has fallen due to Magical Combat with you, roll a die. If the die roll is 6, gain 1 Gold.
6 = The vicious brutes of this bog are aggressive and territorial towards strangers who don't give them gold. Pay 1 Gold or fight a Melee Combat with a bog brute. The bog brute's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2.
7 = Riddled beneath the bog is a series of natural tunnels which are home to all sorts of odd, slime creatures. If you choose, your turn ends and the next turn will begin in The Slime Tunnels; Proceed to that page if so.
8 = The impish bogeys of this bog like to torment any traveler they come upon until they are paid to stop. Pay 1 Gold or fight a Magical Combat with a bog bogey. The bog bogey's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.
9 = The dirty, muck-covered ogres of this bog are a breed all their own. Fight a Melee Combat with a bogre. The bogre's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the bogre has fallen due to Melee Combat with you, roll a die. If the die roll is 6, gain 1 Gold.
10 = From a slimy tunnel below erupts many tentacles made of ooze which grasp at you and try to drag you downwards. Fight a Magical Combat with an ooze ogtopus. The ooze ogtopus's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 1. You may not use an Item that is a weapon in Combat with the ooze ogtopus. If you receive a Wound due to a Magical Combat with the ooze ogtopus, your turn ends and the next turn will begin in The Slime Tunnels; Proceed to that page if so. After a Magical Combat with the ooze ogtopus, you must choose to end Combat when given the choice.
11 = A lone wizard of the bog offers to teach you some magic for surviving dangerous areas like this. If you choose, roll a die. If the die roll is equal to or less than your Vitae, or if you are a priest, gain preserve. Preserve is a Spell. You may use Preserve whenever you receive a Wound. When used, do not receive the Wound. If you receive more than 1 Wound at once, only 1 Wound per preserve Spell can be ignored.
12 = Rising from the murky depths of this blackened bog is a gigantic black-scaled dragon coated in bog mud. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a bog dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a bog dragon. The bog dragon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. At the start of any Combat with the bog dragon, roll two dice. If the die roll is greater than your Vitae, decrease your Arms and Magic by 1 for that Combat only. The bog dragon cannot receive any Wounds due to Spells. If the bog dragon receives a Wound due to Combat, roll a die. If the die roll is equal to or less than the bog dragon's Vitae, the bog dragon does not receive the Wound. If the bog dragon has fallen due to Combat with you, gain a soul jar, unless you have a soul jar. A soul jar is an Item. A soul jar does not count towards the number of Items you may have. If you have the soul jar at the start of any turn, and you have 1 or more Allies, you may choose 1 Ally you have. For that turn only, the chosen Ally will not count towards the number of Allies you may have. At the start of the next turn after that turn, the chosen Ally will count towards the number of Allies you may have unless you choose the same Ally again using the soul jar at the start of the turn.
Unless you rolled a 4, 7, or 10 and went to The Slime Tunnels, after your bog encounter ends, you must choose between staying in The Bog or going back to The Swamp. If you choose to stay in The Bog, your turn ends and the next turn will begin in The Bog; Stay on this page if so. If you choose to return to The Swamp, your turn ends and the next turn will begin in The Swamp; Proceed to that page if so.
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