The Chaos Wastelands
Your turn begins in The Chaos Wastelands.
If you are a warrior and your Alignment is Evil, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter amidst the chaos wastelands:
2 = The wasteland around you swells into a huge mass of hostile chaos possessed by an evil god. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a chaos god. If the die roll is 4, 5, or 6, fight a Magical Combat with a chaos god. The chaos god has special attributes: Roll two dice to determine it's Arms, roll two dice to determine it's Magic, roll two dice to determine it's Craft, and roll two dice to determine it's Vitae. If the chaos god has fallen due to Combat with you, gain a chaos relic. A chaos relic is an Item. If you have the chaos relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Citadel' in it's name, you may choose to lose the chaos relic to gain 4 Gold.
3 = The very stuff of chaos which makes up this land spits forth a demonic, chaotic creature. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a chaos demon. If the die roll is 4, 5, or 6, fight a Magical Combat with a chaos demon. The chaos demon has special attributes: Roll a die to determine it's Arms, roll a die to determine it's Magic, roll a die to determine it's Craft, and roll a die to determine it's Vitae. If the chaos demon has fallen due to Combat with you, gain a chaos sign. A chaos sign is an Item. If you have a chaos sign and 1 or more Wounds at the start of a turn on a page with the word 'Chaos' in it's name, you may choose to lose the chaos sign. If so, roll a die. Heal a number of Wounds equal to the die roll divided by two (round up).
4 = A chaotic priest offers to teach you some dangerously powerful chaos magic. If you choose, roll a die. If the die roll is less than your Arms, or if your Alignment is Evil and the die roll is equal to or less than your Arms, gain havoc. Havoc is a Spell. Havoc may be used at the start of any Melee Combat. When used, roll a die. The monster in the Melee Combat that you used havoc at the start of receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 havoc per Combat.
5 = The warpriests of chaos scour the wastelands for new sacrifices to their chaotic gods. Fight a Melee Combat with a chaos warpriest. The chaos warpriest's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 4. At the start of any Melee Combat the chaos warpriest is in, if it is the first Combat the chaos warpriest has been in this turn, roll a die. The chaos warpriest receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided by two (round up). If the chaos warpriest has fallen due to Combat with you, roll a die. If the die roll is 6, gain a chaos mace. A chaos mace is an Item and a weapon. If you have the chaos mace at the start of any Melee Combat, roll a die. If the die roll is 1 or 2, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, increase your Magic by 1 for that Melee Combat only. If the die roll is 4, increase your Craft by 1 for that Melee Combat only. If the die roll is 5 or 6, increase Vitae by 1 for that Melee Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends.
6 = Wielding arcane weaponry and wearing ancient robes, the mutated beastmen of these wastelands are quite fierce. Fight a Magical Combat with a chaos beastman. The chaos beastman's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 2. Roll a die. If the die roll is 1 or 2, increase the chaos beastman's Magic by 1. If the die roll is 3, increase the chaos beastman's Arms by 1. If the die roll is 4, increase the chaos beastman's Craft by 1. If the die roll is 5 or 6, increase the chaos beastman's Vitae by 1. If the chaos beastman receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the chaos beastman does not receive the Wound. If you receive a Wound due to Magical Combat with the chaos beastman, receive 1 additional Wound.
7 = The chaotic substance of these wastelands is constantly shifting and changing, and may prove volatile to some. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, roll another die. If that die roll is 1 or 2, you receive 1 Wound. If that die roll is 3 or 4, you receive 2 Wounds. If that die roll is 5 or 6, you receive 3 Wounds.
8 = Armed with chaos axes and clad in chaos armor, the mutated chaos warriors of these wastelands are quite formidable. Fight a Melee Combat with a chaos warrior. The chaos warrior's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. Roll a die. If the die roll is 1 or 2, increase the chaos warrior's Arms by 1. If the die roll is 3, increase the chaos warrior's Magic by 1. If the die roll is 4, increase the chaos warrior's Craft by 1. If the die roll is 5 or 6, increase the chaos warrior's Vitae by 1. If the chaos warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the chaos warrior does not receive the Wound. If you receive a Wound due to Melee Combat with the chaos warrior, receive 1 additional Wound.
9 = The practitioners of chaos magic pay a high price for their dark powers. Fight a Magical Combat with a chaos sorcerer. The chaos sorcerer's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 4. At the start of any Magical Combat the chaos sorcerer is in, if it is the first Combat the chaos sorcerer has been in this turn, roll a die. The chaos sorcerer receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided by two (round up). If the chaos sorcerer has fallen due to Combat with you, roll a die. If the die roll is 6, gain a chaos staff. A chaos staff is an Item and a weapon. If you have the chaos staff at the start of any Magical Combat, roll a die. If the die roll is 1 or 2, increase your Magic by 1 for that Magical Combat only. If the die roll is 3, increase your Arms by 1 for that Magical Combat only. If the die roll is 4, increase your Craft by 1 for that Magical Combat only. If the die roll is 5 or 6, increase your Vitae by 1 for that Magical Combat only; At the end of that Combat, if the total of your Vitae minus your Wounds equals 1, heal 1 Wound before the Vitae increase ends.
10 = A chaotic sorcerer offers to teach you a perilously powerful chaos spell. 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 mayhem. Mayhem is a Spell. Mayhem may be used at the start of any Magical Combat. When used, roll a die. The monster in the Magical Combat that you used mayhem at the start of receives a number of Wounds equal to the die roll divided by two (round up), then you receive a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 mayhem per Combat.
11 = The citadel of chaos looms before you, but it is guarded by a demon made from the stuff of chaos. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a chaos demonoid. If the die roll is 4, 5, or 6, fight a Magical Combat with a chaos demonoid. The chaos demonoid has special attributes: Roll a die to determine it's Arms, roll a die to determine it's Magic, roll a die to determine it's Craft, and roll a die to determine it's Vitae. If the chaos demonoid has fallen due to Combat with you, your turn ends and the next turn will begin in The Chaos Citadel; Proceed to that page if so.
12 = Rising out of the chaos wastes is a malevolent citadel full of chaotic creatures. If you choose, your turn ends and the next turn will begin in The Chaos Citadel; Proceed to that page if so.
Unless you rolled an 11 or 12 and went to The Chaos Citadel, after your chaos wastelands encounter ends, you must choose between staying in The Chaos Wastelands or going back to The Borderlands. If you choose to stay in The Chaos Wastelands, your turn ends and the next turn will begin in The Chaos Wastelands; Stay on this page if so. If you choose to go to The Borderlands, your turn ends and the next turn will begin in The Borderlands; Proceed to that page if so.
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