The Bone Yard

Your turn begins in The Bone Yard.


If you are a priest and your Alignment is Good or Evil, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter in the bone yard:


2 = The most formidable combatant among the skeletals must ritually accept all challenges from both the dead and the living. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a skeletal champion. If the die roll is 4, 5, or 6, fight a Melee Combat with a skeletal champion. The skeletal champion's attributes are Arms: 6, Magic: 6, Craft: 5, Vitae: 5. At the start of any Combat the skeletal champion is in, roll a die. If the die roll is 1, 3, or 5, increase the skeletal champion's Arms and Magic by 1 for that Combat only. If the skeletal champion receives a Wound due to Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal champion does not receive the Wound. If you receive a Wound due to Combat with the skeletal champion, roll a die. If the die roll is 1, 3, or 5, receive 1 additional Wound. If the skeletal champion has fallen due to Magical Combat with you, gain a skeletal scythe. A skeletal scythe is an Item and a weapon. If you have a skeletal scythe at the start of any Combat, roll a die. If the die roll is 1, 3, or 5, increase your Arms and Magic by 2 for that Combat only. If the die roll is 2, 4, or 6, increase your Arms and Magic by 1 for that Combat only. If you have the skeletal scythe, and a monster receives a Wound due to Combat with you, roll a die. If the die roll is 1, 3, or 5, the monster receives 1 additional Wound. If the skeletal champion has fallen due to Melee Combat with you, gain a skeletal armor. A skeletal armor is an Item. If you have the skeletal armor, roll a die when you receive a Wound due to Combat. If the die roll is 1, 3, or 5, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', 'armor', 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the skeletal armor.


3 = A rogue skeletal that has gone quite mad offers to teach you an incantation for some deadly bone magic. If you choose, roll a die. If the die roll is less than your Magic, or if your Alignment is Evil and the die roll is equal to or less than your Magic, gain bonesnap. Bonesnap is a Spell. Bonesnap may be used at the start of any Melee Combat. When used, roll a die. The monster in the Melee Combat that you used bonesnap at the start of receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. You may not use more than 1 bonesnap per Combat.


4 = Singing a song of doom and playing a set of skulls like drums is a musical skeletal surrounded by dancing skeletons. Fight a Magical Combat with a skeletal skald. The skeletal skald's attributes are Arms: 5, Magic: 6, Craft: 5, Vitae: 5. At the start of any Magical Combat the skeletal skald is in, if it is the first Combat the skeletal skald has been in this turn, roll a die. The skeletal skald receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. If the skeletal skald receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal skald does not receive the Wound. If the skeletal skald has fallen due to Magical Combat with you, gain a skeletal servant. A skeletal servant is an Ally. If you have the skeletal servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the skeletal servant first. The kind of Combat the skeletal servant fights with the monster will be of the same kind you would have fought with the monster. The skeletal servant's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. At the start of any Combat the skeletal servant is in, roll a die. If the die roll is 1, 3, or 5, increase the skeletal servant's Arms and Magic by 1 for that Combat only. If the skeletal servant receives a Wound due to Combat with the monster, roll a die. If the die roll is 1, 3, or 5, the skeletal servant does not receive the Wound. If the monster has fallen due to Combat with the skeletal servant, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the skeletal servant has fallen due to Combat with the monster, lose the skeletal servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the skeletal servant. If neither the skeletal servant nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the skeletal servant.


5 = A skeletal sage has a spell for sale that allows you to summon forth a copy of your own skeleton in battle. Pay 1 Gold or 1 Spell to gain skeletwin. Skeletwin is a Spell. Skeletwin may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is 1, 3, or 5, the monster receives 1 additional Wound. You may not use more than 1 skeletwin per Wound per Combat.


6 = The warriors among the skeletal clan wield arcane swords made of bone. Fight a Melee Combat with a skeletal warrior. The skeletal warrior's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 3. If you are a priest, you may choose to fight a Magical Combat with the skeletal warrior instead of fighting a Melee Combat. If the skeletal warrior receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal warrior does not receive the Wound. If you receive a Wound due to Melee Combat with the skeletal warrior, roll a die. If the die roll is 1, 3, or 5, receive 1 additional Wound.


7 = Numerous sentries guard this sanctuary of the skeletals, a society of highly advanced skeletons. Fight a Melee Combat with a skeletal sentry. The skeletal sentry's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. If you are a priest, you may choose to fight a Magical Combat with the skeletal sentry instead of fighting a Melee Combat. If the skeletal sentry receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal sentry does not receive the Wound.


8 = The wizards among the skeletal clan employ eldritch staves made from bones. Fight a Magical Combat with a skeletal wizard. The skeletal wizard's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 3. If you are a priest, you may choose to fight a Melee Combat with the skeletal wizard instead of fighting a Magical Combat. If the skeletal wizard receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal wizard does not receive the Wound. If you receive a Wound due to Magical Combat with the skeletal wizard, roll a die. If the die roll is 1, 3, or 5, receive 1 additional Wound.


9 = A skeletal mage offers to sell you some magic for temporarily turning into a skeletal in battle. Pay 1 Gold or 1 Spell to gain skelethin. Skelethin is a Spell. Skelethin may be used whenever you receive a Wound due to Combat. When used, roll a die. If the die roll is 1, 3, or 5, you do not receive the Wound. You may not use more than 1 skelethin per Wound per Combat.


10 = Leading a squadron of skeletons is a militant skeletal able to tap into the negative energy of it's undead troops. Fight a Melee Combat with a skeletal general. The skeletal general's attributes are Arms: 6, Magic: 5, Craft: 5, Vitae: 5. At the start of any Melee Combat the skeletal general is in, if it is the first Combat the skeletal general has been in this turn, roll a die. The skeletal general receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. If the skeletal general receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal general does not receive the Wound. If the skeletal general has fallen due to Melee Combat with you, gain a skeletal servant. A skeletal servant is an Ally. If you have the skeletal servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the skeletal servant first. The kind of Combat the skeletal servant fights with the monster will be of the same kind you would have fought with the monster. The skeletal servant's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. At the start of any Combat the skeletal servant is in, roll a die. If the die roll is 1, 3, or 5, increase the skeletal servant's Arms and Magic by 1 for that Combat only. If the skeletal servant receives a Wound due to Combat with the monster, roll a die. If the die roll is 1, 3, or 5, the skeletal servant does not receive the Wound. If the monster has fallen due to Combat with the skeletal servant, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the skeletal servant has fallen due to Combat with the monster, lose the skeletal servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the skeletal servant. If neither the skeletal servant nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the skeletal servant.


11 = A strangely secretive skeletal will teach a lethal bone magic spell to those that are daring enough to cast it. If you choose, roll a die. If the die roll is less than your Magic, or if your Alignment is Evil and the die roll is equal to or less than your Magic, gain bonebreak. Bonebreak is a Spell. Bonebreak may be used at the start of any Magical Combat. When used, roll a die. The monster in the Magical Combat that you used bonebreak at the start of receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. You may not use more than 1 bonebreak per Combat.


12 = A member of the ruling council of skeletal elders seeks to punish you for invading their graveyard sanctum. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with a skeletal elder. If the die roll is 5 or 6, fight a Melee Combat with a skeletal elder. The skeletal elder's attributes are Arms: 5, Magic: 7, Craft: 6, Vitae: 6. At the start of any Combat the skeletal elder is in, if it is the first Combat the skeletal elder has been in this turn, roll a die. The skeletal elder receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. If the skeletal elder receives a Wound due to Combat with you, roll a die. If the die roll is 1, 3, or 5, the skeletal elder does not receive the Wound. If the skeletal elder has fallen due to Combat with you, gain skullcrusher. Skullcrusher is a Spell. Skullcrusher may be used at the start of any Combat. When used, roll a die. The monster in the Combat that you used skullcrusher at the start of receives a number of Wounds equal to the die roll, then roll another die. You receive a number of Wounds equal to that die roll. You may not use more than 1 skullcrusher per Combat.


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


The Graveyard

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