The Chaos Caverns
Your turn begins in The Chaos Caverns.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
If you have a chaoscaverns map, choose one of the following cavern areas to explore this turn: KOBOLD LAIR, RATMAN LAIR, MOUSEMAN LAIR, ORC LAIR, HALF ORC LAIR, MOTHMAN LAIR, LIZARDMAN LAIR, WOLFMAN CAVERN, SLUGABED CAVERN, CURSE CAVERN, or CHAOS CAVERN. To explore a cavern area, go to the section of this page with the same name.
If you do not have a chaoscaverns map, roll two dice for which cavern area you explore this turn:
2 = You find a shady cavern feared by most of the local monsters. Go to the section of this page with the name 'CURSE CAVERN'.
3 = You find a cavern that is home to a powerful wolfman. Go to the section of this page with the name 'WOLFMAN CAVERN'.
4 = You discover a large cavern that is inhabited by mothmen. Go to the section of this page with the name 'MOTHMAN LAIR'.
5 = You discover a cavern that is inhabited by orcs. Go to the section of this page with the name 'ORC LAIR'.
6 = You discover a cavern that is inhabited by rat men. Go to the section of this page with the name 'RATMAN LAIR'.
7 = You discover a cavern that is inhabited by kobolds. Go to the section of this page with the name 'KOBOLD LAIR'.
8 = You discover a cavern that is inhabited by mouse men. Go to the section of this page with the name 'MOUSEMAN LAIR'.
9 = You discover a cavern that is inhabited by half orcs. Go to the section of this page with the name 'HALF ORC LAIR'.
10 = You discover a large cavern that is inhabited by lizard men. Go to the section of this page with the name 'LIZARDMAN LAIR'.
11 = You find a cavern that is home to an awful slugabed. Go to the section of this page with the name 'SLUGABED CAVERN'.
12 = You find a shrine of evil chaos hidden in a shadowy cavern. Go to the section of this page with the name 'CHAOS CAVERN'.
KOBOLD LAIR - Roll a die for what you encounter in the kobold cavern:
1 = Near the entrance to the kobold lair is a pit trap. Roll a die. If the die roll is greater than your Craft, roll another die. If that die roll is greater than your Vitae, receive 1 Wound.
2 = You enter into a guard room near the front of the kobolds' lair. Fight a Melee Combat with a kobold. The kobold's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
3 = Amidst the garbage and waste of the kobolds, you come upon a nest of giant ants. Roll a die. Unless the die roll is 6, fight a Melee Combat with a giant ant. The giant ant's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 6, fight a Melee Combat with a queen ant. The queen ant's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
4 = You enter a common area full of many kobold families. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a kobold. The kobold's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
5 = You enter into a guard room deep within the lair of kobolds. Fight a Melee Combat with a kobold guard. The kobold guard's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. If the kobold guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the kobold guard does not receive the Wound.
6 = You discover the room of a huge kobold that is leader of this lair. Fight a Melee Combat with a kobold chieftain. The kobold chieftain's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. If the kobold chieftain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the kobold chieftain does not receive the Wound. If the kobold chieftain has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
After your kobold lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
RATMAN LAIR - Roll a die for what you encounter in the rat man cavern:
1 = You find a secret tunnel leading to the cavern of the mouse men. If you choose, go to the section of this page with the name 'MOUSEMAN LAIR'.
2 = Upon entering this lair, there is a chance you may come upon a wandering rat man. Roll a die. If the die roll is 1 or 2, fight a Melee Combat with a rat man. The rat man's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
3 = You enter into a guard chamber near the front of the rat men's lair. Fight a Melee Combat with a rat man. The rat man's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
4 = Deeper in this lair, there is a greater chance you may come upon a wandering rat man. Roll a die. If the die roll is 1, 2 or 3, fight a Melee Combat with a rat man. The rat man's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
5 = You enter into a guard room deep within the lair of rat men. Fight a Melee Combat with a rat man guard. The rat man guard's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2. If the rat man guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the rat man guard does not receive the Wound.
6 = You discover the room of a large rat man that is in charge of this lair. Fight a Melee Combat with a rat man chief. The rat man chief's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3. If the rat man chief receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the rat man chief does not receive the Wound. If the rat man chief has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
Unless you rolled a 1 and went to the 'MOUSEMAN LAIR' section, after your rat man lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
MOUSEMAN LAIR - Roll a die for what you encounter in the mouse man cavern:
1 = You find a secret tunnel leading to the cavern of the rat men. If you choose, go to the section of this page with the name 'RATMAN LAIR'.
2 = Upon entering this lair, there is a chance you may come upon a wandering mouse man. Roll a die. If the die roll is 1 or 2, fight a Magical Combat with a mouse man. The mouse man's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
3 = You enter into a guard chamber near the front of the mouse men lair. Fight a Magical Combat with a mouse man. The mouse man's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
4 = Deeper in this lair, there is a greater chance you may come upon a wandering mouse man. Roll a die. If the die roll is 1, 2 or 3, fight a Magical Combat with a mouse man. The mouse man's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
5 = You enter into a guard room deep within the lair of mouse men. Fight a Magical Combat with a mouse man guard. The mouse man guard's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2. If the mouse man guard receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the mouse man guard does not receive the Wound.
6 = You discover the room of a huge mouse man that is in charge of this lair. Fight a Magical Combat with a mouse man chief. The mouse man chief's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 3. If the mouse man chief receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the mouse man chief does not receive the Wound. If the mouse man chief has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
Unless you rolled a 1 and went to the 'RATMAN LAIR' section, after your mouse man lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
ORC LAIR - Roll a die for what you encounter in the orc cavern:
1 = You discover a secret passage leading to the cavern of the half orcs. If you choose, go to the section of this page with the name 'HALF ORC LAIR'.
2 = You come across a guard post near the entrance to the orc lair. Fight a Melee Combat with a orc. The orc's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
3 = You enter a common area full of many orc families. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a orc. The orc's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
4 = Within a forsaken area empty of orcs, you discover a collection of scrolls and maps. If you choose, roll a die. If the die roll is 1 or 2, gain a caverns half map, unless you have a caverns half map. A caverns half map is an Item. A caverns half map does not count towards the number of Items you may have. A caverns half map cannot be used as payment. If you have the caverns half map and a caverns map half at any time, lose the caverns half map and the caverns map half to gain a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so. If the die roll is 3, gain bolster. Bolster is a Spell. Bolster may be used at the start of any Melee Combat you are in. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. You may not use more than 1 bolster per Combat.
5 = You enter into a guard room deep within the lair of orcs. Fight a Melee Combat with a orc guard. The orc guard's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 2. If the orc guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the orc guard does not receive the Wound.
6 = You discover the room of an experienced orc that leads this lair. Fight a Melee Combat with a orc leader. The orc leader's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. If the orc leader receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the orc leader does not receive the Wound. If the orc leader has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain 1 Gold.
Unless you rolled a 1 and went to the 'HALF ORC LAIR' section, after your orc lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
HALF ORC LAIR - Roll a die for what you encounter in the half orc cavern:
1 = You discover a secret passage leading to the caverns of the orcs. If you choose, go to the section of this page with the name 'ORC LAIR'.
2 = You come across a guard post near the entrance to the half orc lair. Fight a Magical Combat with a half orc. The half orc's attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 2.
3 = You enter a common area full of many half orc families. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a half orc. The half orc's attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 2.
4 = Within a forgotten room bereft of half orcs, you discover a library of books and atlases. If you choose, roll a die. If the die roll is 1 or 2, gain a caverns map half, unless you have a caverns map half. A caverns map half is an Item. A caverns map half does not count towards the number of Items you may have. A caverns map half cannot be used as payment. If you have the caverns map half and a caverns half map at any time, lose the caverns map half and the caverns half map to gain a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so. If the die roll is 3, gain blaster. Blaster is a Spell. Blaster may be used at the start of any Magical Combat you are in. When used, roll a die. Increase your Magic by an amount equal to the die roll for that Magical Combat only. You may not use more than 1 blaster per Combat.
5 = You enter into a guard room deep within the lair of half orcs. Fight a Magical Combat with a half orc guard. The half orc guard's attributes are Arms: 1, Magic: 4, Craft: 2, Vitae: 2. If the half orc guard receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the half orc guard does not receive the Wound.
6 = You discover the room of a veteran half orc that leads this lair. Fight a Magical Combat with a half orc leader. The half orc leader's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3. If the half orc leader receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the half orc leader does not receive the Wound. If the half orc leader has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain 1 Gold.
Unless you rolled a 1 and went to the 'ORC LAIR' section, after your half orc lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
MOTHMAN LAIR - Roll a die for what you encounter in the moth man cavern:
1 = You enter into a guard room near the entrance to this lair of moth men. Fight a Magical Combat with a moth man. The moth man's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.
2 = There is a chance you may come upon a wandering moth man in this part of their lair. Roll a die. If the die roll is 1, 2 or 3, fight a Magical Combat with a moth man. The moth man's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.
3 = You find a room full of spoils which you may search for useful objects. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, roll another die. If that die roll is 1, gain a magic staff, unless you have a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If that die roll is 3, gain a blue potion, unless you have a blue potion. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion. If that die roll is 5, gain a magic cloak, unless you have a magic cloak. A magic cloak is an Item. If you have the magic 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.
4 = You enter into a guard room deep within the lair of moth men. Fight a Magical Combat with a moth man guard. The moth man guard's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If the moth man guard receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the moth man guard does not receive the Wound.
5 = You discover the room of a tough moth man that is leader of this lair. Fight a Magical Combat with a moth man chieftain. The moth man chieftain's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the moth man chieftain receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the moth man chieftain does not receive the Wound. If the moth man chieftain has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
6 = Near the back of the moth man lair is a secret passageway leading to a cavern avoided by most. If you choose, go to the section of this page with the name 'CURSE CAVERN'.
Unless you rolled a 6 and went to the 'CURSE CAVERN' section, after your moth man lair encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
LIZARDMAN LAIR - Roll a die for what you encounter in the lizard man cavern:
1 = You enter into a guard room near the entrance to this lair. Fight a Melee Combat with a lizard man. The lizard man's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.
2 = There is a chance you may come upon a wandering lizard man in this part of their lair. Roll a die. If the die roll is 1, 2 or 3, fight a Melee Combat with a lizard man. The lizard man's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2.
3 = You find a locked room that may be full of useful objects. Roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, roll another die. If that die roll is 1, gain a sword, unless you have a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If that die roll is 3, gain a red potion, unless you have a red potion. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion. If that die roll is 5, gain a shield, unless you have a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.
4 = You enter into a guard room deep within the lair of lizard men. Fight a Melee Combat with a lizard man guard. The lizard man guard's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If the lizard man guard receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the lizard man guard does not receive the Wound.
5 = You discover the room of a rough lizard man that is leader of this lair. Fight a Melee Combat with a lizard man chieftain. The lizard man chieftain's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the lizard man chieftain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the lizard man chieftain does not receive the Wound. If the lizard man chieftain has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
6 = Near the back of the lizard man lair is a secret passageway leading to a hidden shrine of chaos. If you choose, go to the section of this page with the name 'CHAOS CAVERN'.
Unless you rolled a 6 and went to the 'CHAOS CAVERN' section, after your LIZARDMAN LAIR encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
WOLFMAN CAVERN - Roll a die for what you encounter in the cavern of the wolfman:
1 = The wolfman traps you in his cavern, but will let you go if you give him gold. Pay 1 Gold or fight a Melee Combat with a wolfman. The wolfman's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If the wolfman has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
2 = The wolfman seems to be gone, so you rummage through his cavern. Roll a die. If the die roll is equal to or less than your Craft, roll another die. If that die roll is 1, gain a chaoscaverns map, unless you have a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so. If that die roll is 3, gain blast, unless you have blast. Blast is a Spell. Blast may be used at the start of any Melee Combat you are in. When used, increase your Arms by an amount equal to your Magic for that Melee Combat only. You may not use more than one blast per Combat. If that die roll is 5, gain a helmet, unless you have a helmet. A helmet is an Item. If you have the helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.
3 = There is an innocent merchant chained to the wall of the wolf man's cavern. If you choose, roll a die, unless you have a border merchant. If the die roll is less than your Arms, gain a border merchant. A border merchant is an Ally. If you have the border merchant at the start of any turn on The Borderlands page, lose the border merchant and gain 1 Gold.
4 = A rebellious moth man has been captured and chained by the wolfman. Roll a die. If the die roll 1, 3, or 5, fight a Magical Combat with a rebel moth man. The rebel moth man's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3.
5 = The wolfman of this cavern appears to be at rest, and you may sneak up on him. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, fight a Melee Combat with a tired wolfman. The tired wolfman's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat the tired wolfman is in, if it is the first Combat the tired wolfman has been in this turn, increase your Arms by 2 for that Melee Combat only. At the start of any Melee Combat the tired wolfman is in, if it is the second Combat the tired wolfman has been in this turn, increase your Arms by 1 for that Melee Combat only. If the tired wolfman has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
6 = You encounter the full fury of the ferocious wolfman who dwells in this cavern. Fight a Melee Combat with a wolfman. The wolfman's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If the wolfman has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
After your wolf man cavern encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
SLUGABED CAVERN - Roll a die for what you encounter in the cavern of the slugabed:
1 = You get trapped in the cavern of the slugabed, but she will let you out for a price. Pay 1 Gold or fight a Magical Combat with a slugabed. The slugabed's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. If the slugabed has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
2 = The slugabed seems to be occupied, so you search through her cavern. Roll a die. If the die roll is equal to or less than your Craft, roll another die. If that die roll is 1, gain a chaoscaverns map, unless you have a chaoscaverns map. A chaoscaverns map is an Item. A chaoscaverns map does not count towards the number of Items you may have. You may use the chaoscaverns map at the start of any turn on The Keep page. When used, your turn ends and your next turn will begin in The Chaos Caverns; Proceed to that page if so. If that die roll is 3, gain smite, unless you have smite. Smite is a Spell. Smite may be used at the start of any Magical Combat you are in. When used, increase your Magic by an amount equal to your Arms for that Magical Combat only. You may not use more than one smite per Combat. If that die roll is 5, gain a magic hat, unless you have a magic hat. A magic hat is an Item. If you have the magic hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.
3 = There is an entranced barbarian lying on the floor of the slugabed cavern. If you choose, roll a die, unless you have a border hero. If the die roll is less than your Magic, gain a border hero. A border hero is an Ally. If you have the border hero at the start of any turn on The Borderlands page, lose the border hero and gain 1 Gold.
4 = A crazed lizard man has been captured and entranced by the slugabed. Roll a die. If the die roll 1, 3, or 5, fight a Melee Combat with a crazy lizard man. The crazy lizard man's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3.
5 = The slugabed of this cavern appears to be asleep, and you may sneak up on her. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, fight a Magical Combat with a sleepy slugabed. The sleepy slugabed's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the sleepy slugabed is in, if it is the first Combat the sleepy slugabed has been in this turn, increase your Magic by 2 for that Magical Combat only. At the start of any Magical Combat the sleepy slugabed is in, if it is the second Combat the sleepy slugabed has been in this turn, increase your Magic by 1 for that Magical Combat only. If the sleepy slugabed has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
6 = You encounter the full force of the fearsome slug creature who dwells in this cavern. Fight a Magical Combat with a slugabed. The slugabed's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. If the slugabed has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold.
After your slugabed cavern encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
CURSE CAVERN - Roll a die for what you encounter in the curse cavern:
1 = A strange presence about this cavern makes you want to avoid entering it. Roll a die. If the die roll is greater than your Arms, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If the die roll is equal to or less than your Arms, go to the section of this page with the name 'CURSE CAVERN' again.
2 = A swarm of cursed bats fly all around you as you explore this cavern. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.
3 = A pack of beetles has nested in this cavern and become imbued with it's curse magic. Fight a Melee Combat with a curse beetle. The curse beetle's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. If the curse beetle has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, roll another die. If that die roll is equal to or greater than your Vitae, receive 1 Wound.
4 = The chaotic curse of this cavern can be harmful to those who travel here. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.
5 = A menacing monster manifests from the magic of this cavern of curses. Fight a Melee Combat with a curse creature. The curse creature's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. You may not use Spells or Items when in a Combat with the curse creature.
6 = The source of this cavern's curse is a shapeshifting creature made from the stuff of chaos. Fight a Melee combat with a chaos weird. The chaos weird's attributes are Arms: 5, Magic: 3, Craft: 4, Vitae: 3. At the start of any Melee Combat the chaos weird is in, roll a die. If the die roll is equal to or less than the chaos weird's Craft, increase the chaos weird's Arms by 1 for that Melee Combat only. If the chaos weird has fallen due to Combat with you, gain a chaos crest, unless you have a chaos crest. A chaos crest is an Item. If you have the chaos crest at the start of a turn on a page with the word 'Chaos' in it's name, increase your Arms by 1 for that turn only.
Unless you rolled a 1 and your turn ended, after your curse cavern encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
CHAOS CAVERN - Roll a die for what you encounter in the chaos cavern:
1 = An aura of confusion magically misguides those that enter this cavern. Roll a die. If the die roll is greater than your Magic, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If the die roll is equal to or less than your Magic, go to the section of this page with the name 'CHAOS CAVERN' again.
2 = You enter a place of worship wherein a mob of chaos cultists tries to slay you for blasphemy. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.
3 = A large unit of goatman guards protects the outer sanctum of the chaos cavern. Fight a Melee Combat with a chaos goatman. The chaos goatman's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1. If the chaos goatman receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the chaos goatman does not receive the Wound.
4 = The negative nature of this cavern can be hurtful to those who travail here. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
5 = A small unit of mangoat guardians protects the inner sanctum of the chaos cavern. Fight a Melee Combat with a chaos mangoat. The chaos mangoat's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If the chaos mangoat receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the chaos mangoat does not receive the Wound.
6 = You enter the private chambers of the evil bishop who is head of this shrine to chaos. Fight a Magical combat with a chaos bishop. The chaos bishop's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. At the start of any Magical Combat the chaos bishop is in, roll a die. If the die roll is equal to or less than the chaos bishop's Craft, increase the chaos bishop's Magic by 1 for that Magical Combat only. If the chaos bishop has fallen due to Combat with you, gain a chaos symbol, unless you have a chaos symbol. A chaos symbol is an Item. If you have the chaos symbol at the start of a turn on a page with the word 'Chaos' in it's name, increase your Magic by 1 for that turn only.
Unless you rolled a 1 and your turn ended, after your chaos cavern encounter, you must choose between staying in The Chaos Caverns or going back to The Keep. If you choose to stay in The Chaos Caverns, your turn ends and the next turn will begin in The Chaos Caverns; Stay on this page if so. If you choose to go to The Keep, your turn ends and the next turn will begin at The Keep; Proceed to that page if so.
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