The Briars

Your turn begins at The Briars.

roll two dice for what you encounter while journeying through the briars:


2 = You try to befriend an infantile being made entirely of briar tar. Roll a die, unless you have a briar baby. If the die roll is equal to or less than your Craft, gain a briar baby. A briar baby is an Ally. If you have a briar baby and you receive a Wound due to a Magical Combat, you may choose to roll a die. If the die roll is 1, 2, or 3, lose the briar baby, then you do not receive the Wound. If the die roll is 4, 5, or 6, lose the briar baby, then you do not receive the Wound, and the monster in the Magical Combat with you receives 1 Wound.


3 = A briar-blackened wiseman offers to teach you some briar magic. Roll a die. If the die roll is less than or equal to your Vitae, gain stickler. Stickler is a Spell. You may use stickler at the start of any Magical Combat. If you receive a Wound due to a Magical Combat that stickler was used at the start of, roll a die. If the die roll is 4, 5, or 6, the monster in that Magical Combat with you receives 1 Wound. You may not use more than 1 stickler per Combat.


4 = You accidentally wander onto a vampiric briar patch. Fight a Magical Combat with a vamp briar. The vamp briar's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to a Magical Combat with the vamp briar, roll a die. If the die roll is 1 or 2, receive 1 additional Wound.


5 = Hopping towards you is a large rabbit covered in briars. Fight a Magical Combat with a briar rabbit. The briar rabbit's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the briar rabbit receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1, 2, or 3, receive 1 Wound.


6 = A very sticky tumbleweed made of briars comes rolling towards you. Fight a Magical Combat with a stumbleweed. The stumbleweed's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. Roll a die at the start of any Magical Combat with the stumbleweed. If the die roll is 1 or 2, receive 1 Wound.

 

7 = As the name implies, there are numerous sticky briars throughout this area. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.


8 = A bird made of briars swoops down from on high to attack you. Fight a Magical Combat with a briar bird. The briar bird's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2. Roll a die at the start of any Magical Combat with the briar bird. If the die roll is 1, receive 1 Wound.


9 = A holy man of this region can magically command the briars to do his bidding. Fight a Magical Combat with a briar friar. The briar friar's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3. If the briar friar receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1 or 2, receive 1 Wound.


10 = Belligerent bears with sticky briars in their fur are native to this area. Fight a Magical Combat with a briar bear. The briar bear's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to a Magical Combat with the briar bear, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound.


11 = Blooming in the middle of a briar patch is a beautiful purple blossom. If you choose, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is less than or equal to your Craft, gain a briar blossom. A briar blossom is an Item. If you have the briar blossom at the start of a turn on a page with the word 'Wildlands', 'Cairns', 'Crags', 'Barrows', 'Barrens', 'Brackens', or 'Briars' in it's name, and you have 1 or more Wounds, you may choose to lose the briar blossom. If so, roll a die. If the die roll is 1, heal 3 Wounds. If the die roll is 2 or 3, heal 2 Wounds. If the die roll is 4, 5, or 6, heal 1 Wound.


12 = A powerful wizard with dark, sticky powers rules over this domain of black briars. Fight a Magical Combat with black jack. Black jack's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 4. If black jack receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, black jack does not receive the Wound, then roll a die. If the die roll is equal to or greater than your Magic, receive 1 Wound. If black jack has fallen due to Combat with you, gain a tarpaper cloak. A tarpaper cloak is an Item. If you have the tarpaper cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound, then roll a die. If the die roll is greater than the Magic of the monster in that Magical Combat with you, that monster receives 1 Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the tarpaper cloak.


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


The Wildlands

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