The Cairns

Your turn begins at The Cairns.

Roll two dice for what you encounter while journeying through the cairns:


2 = You meet a woman who captures and rides big spiders by using a special lasso. If you choose, roll a die, unless you have a spider rider. If the die roll is less than your Craft, gain a spider rider. A spider rider is an Ally. You may use the spider rider at the start of any Combat with a monster with the word 'spider' or 'drider' in it's name. When used, roll a die. If the die roll is greater than the Craft of the monster in that Combat, that Combat will automatically be a standoff without rolling any dice.


3 = An anansi sorceress offers to sell you a spider sorcery spell. Pay 1 Gold to gain webbing. Webbing is a Spell. Webbing may be used at the start of any Magical Combat. When used, roll a die. If the die is equal to or greater than the Magic of the monster in the Magical Combat, that Magical Combat will automatically be a standoff without rolling any dice, plus that monster receives 1 Wound. If the die roll is less than the Magic of the monster in the Magical Combat, that Magical Combat will automatically be a standoff without rolling any dice. You may not use more than 1 webbing per Combat.


4 = A large and poisonous giant spider comes crawling out of a cairn. Fight a Melee Combat with a giant spider. The giant spider's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the giant spider, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound.


5 = A tribe of nomadic spiderwomen known as the anansi live safely in the cairns among the spiders. Fight a Melee Combat with an anansi nomad. The anansi nomad's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 2. For the purposes of Items, Allies, and Spells, treat the word 'anansi' as though it is the word 'spider'.


6 = A large spider blocks your path, and you are grateful it is not any larger. Fight a Melee Combat with a large spider. The large spider's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the large spider, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound.


7 = You fall and stumble into a cairn pit that may or may not be filled with poisonous spiders. Roll a die. If the die roll is 4, 5, or 6, roll another die. If that die roll is equal to your Vitae, receive 1 Wound.


8 = A spider attached to a web balloon comes floating down to eat you. Fight a Magical Combat with a balloon spider. The balloon spider's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Magical Combat with the balloon spider, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound.


9 = There are some spidery sorceresses among the nomadic spiderwoman tribe of the cairns. Fight a Magical Combat with an anansi shawoman. The anansi shawoman's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. For the purposes of Items, Allies, and Spells, treat the word 'anansi' as though it is the word 'spider'.


10 = These cairns are infested by a large population of giant spiders. Fight a Melee Combat with a giant spider. The giant spider's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the giant spider, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound.


11 = An anansi saleswoman offers to sell you a special weapon. Pay 2 Gold to gain a spider blade. A spider blade is an Item and a weapon. If you have the spider blade at the start of any Combat with a monster with the word 'spider' or 'drider' in it's name, increase your Arms and Magic by 1 for that Combat only. If a monster with the word 'spider' or 'drider' in it's name receives a Wound due to a Combat that the spider blade was used at the start of, that monster receives 1 additional Wound.


12 = A plump, furry fat man who has mastered arachnid magic rules over the spiders of these cairns. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a spider master. If the die roll is 4, 5, or 6, fight a Melee Combat with a spider master. The spider master's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the spider master is in, roll a die. If the die roll is 1 or 2, fight a Melee Combat with a servant spider first. If the die roll is 5 or 6, fight a Magical Combat with a servant spider first. The servant spider's attribute's are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Combat with the servant spider, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound. You cannot end Combat with the servant spider unless it has fallen. If the servant spider has fallen due to Combat with you, the Combat with you and the spider master occurs. If you receive a Wound due to a Combat with the spider master, roll a die. If the die roll is equal to your Vitae, receive 1 additional Wound. If the spider master has fallen due to Combat with you, gain a spider amulet. A spider amulet is an Item. If you have the spider amulet at the start of any Combat with a monster with the word 'spider' or 'drider' in it's name, increase your Arms and Magic by 1 for that Combat only. You may not use more than 1 spider amulet at a time.


After your cairns encounter ends, you must choose between staying in The Cairns or going back to The Wildlands. If you choose to stay in The Cairns, your turn ends and the next turn will begin in The Cairns; 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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