The Borderlands

Your turn begins at The Borderlands.

Choose one of the following areas to explore: BORDER, KEEP, BATTLEGROUNDS, CHAOS WASTELANDS, GRAND CHASM, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while journeying within the borderlands:


2 = You chance upon a smuggler who offers you a spell as a bribe to keep quiet. Roll a die. If the die roll is equal to or less than your Magic, gain borderline. Borderline is a Spell. You may use borderline at the start of any turn on a page with the word 'Battlegrounds', 'Gold', 'Iron', 'Chaos', or 'Slaver' in it's name. When used, go to The Borderlands page instead of the page you are on, then start your turn there instead.


3 = A patrolman of the borderlands is seeking new employment. Pay 1 Gold to gain a border guard, unless you are a warrior, in which case gain a border guard without paying 1 Gold. A border guard is an Ally. If you have a border guard at the start of any turn on a page with the word 'Borderlands', 'Chasm', 'Wastelands', or 'Stronghold' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 border guard at a time.


4 = A group of border patrolmen surround you and threaten to take you to the keep on the borderlands. Roll a die. If the die roll is greater than your Craft, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.


5 = The green gargoyles of the borderlands can be appeased by shiny objects. Pay 1 Gold or fight a Magical Combat with a green gargoyle. The green gargoyle's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3. If the green gargoyle receives a Wound due to a Magical Combat, roll two dice. If the die roll is 10 or more, the green gargoyle does not receive a Wound.


6 = You encounter a smaller variety of ogre known as a brute. Fight a Melee Combat with a border brute. The border brute's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2. 


7 = You reach the border without any interference.


8 = A rabbit-headed man wearing mage's robes hops towards you menacingly. Fight a Magical Combat with a rabbit mage. The rabbit mage's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2. 


9 = The elusive bandits of the border are experts at robbing and evading their enemies. Pay 1 Gold or fight a Melee Combat with a border bandit. The border bandit's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. If the border bandit receives a Wound due to a Melee Combat, roll two dice. If the die roll is 10 or more, the border bandit does not receive a Wound.


10 = A border patrol monitors the border for any invaders, taking all suspects into custody. Roll a die. If the die roll is greater than your Craft, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.


11 = The steel stronghold of the slavers strikes a stark shadow across the borderlands. If you choose, your turn ends and the next turn will begin at The Slaver Stronghold; Proceed to that page if so.

 

12 = A colossal constrictor with purple scales spans the length of the border. Fight a Melee Combat with a purple serpent. The purple serpent's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 6. If the purple serpent receives a Wound due to Combat with you, roll two dice. If the die roll is 2 or 12, increase the purple serpent's Vitae by 2. If the purple serpent has fallen due to Combat with you, gain serpentine. Serpentine is a spell. Serpentine may be used at the start of any turn. When used, your Vitae becomes 6 for that turn only. If you receive a Wound due to a Melee Combat during the turn serpentine was used at the start of, roll two dice. If the die roll is 2 or 12, increase your Vitae by 2 for that turn only. At the end of the turn you used serpentine, before any Vitae increases end, heal 2 Wounds for every time your Vitae became 6 or increased by 2 due to serpentine that turn. You may not use more than 1 serpentine per turn.


Unless you rolled a 4 or 10 and were taken to The Keep, or you rolled a 11 and explored The Slaver Stronghold, after your borderlands encounter ends, go to the section of this page with the same name as the area you chose to explore.


BORDER - Your turn ends and the next turn will begin at The Borderlands; Stay on this page.


KEEP - Your turn ends and the next turn will begin in The Keep; Proceed to that page.


BATTLEGROUNDS - Your turn ends and the next turn will begin at The Battlegrounds; Proceed to that page.


CHAOS WASTELANDS - Your turn ends and the next turn will begin at The Chaos Wastelands; Proceed to that page.


GRAND CHASM - Your turn ends and the next turn will begin at The Grand Chasm; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.


The Slaver Stronghold


The Keep


The Battlegrounds


The Chaos Wastelands


The Grand Chasm


The River


The Crossroads

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