The City Park
Your turn begins in The City Park.
Roll two dice for what you encounter while strolling through the park:
2 = This park has many, many, many squirrels. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a squirrel horde. If the die roll is 4, 5, or 6, fight a Magical Combat with a squirrel horde. The squirrel horde's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 6. If the squirrel horde is in a Combat that is a standoff, the squirrel horde heals all Wounds. If the squirrel horde has fallen due to Combat with you, gain a squirrel token. A squirrel token is an Item. A squirrel token does not count towards the number of Items you may have.
3 = Caught in the branches of a tree is a sling that is perfect for hunting squirrels. Roll two dice, unless you have a squirrel sling. If the die roll is less than the total of your Craft plus your Vitae, or if you are a thief and the die roll is equal to or less than the total of your Craft plus your Vitae, gain a squirrel sling. A squirrel sling is an Item and a weapon. If you have the squirrel sling at the start of any Combat with a monster with the word 'squirrel' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the squirrel sling, and a monster with the word 'squirrel' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 1, that monster receives 1 additional Wound.
4 = You are offered a spell by a friendly man feeding nuts to squirrels. Roll a die. If the die roll is equal to or less than your Craft, gain nut. Nut is a Spell. You may only use nut when a monster with the word 'squirrel' in it's name has fallen due to Combat with you. When used, gain a pet squirrel. A pet squirrel is an Ally. If you have a pet squirrel at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet squirrel first. The kind of Combat the pet squirrel fights with the monster will be of the same kind you would have fought with the monster. The pet squirrel's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the monster has fallen due to Combat with the pet squirrel, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the pet squirrel has fallen due to Combat with the monster, lose the pet squirrel, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet squirrel. If neither the pet squirrel nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet squirrel.
5 = Some of these squirrels have learned magic. Fight a Magical Combat with a magic squirrel. The magic squirrel's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
6 = You cannot believe the size of the squirrel population within this park. Fight a Melee Combat with a park squirrel. The park squirrel's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
7 = You have a pleasant stroll through the city park.
8 = You cannot believe the size of the crows in this park. Fight a Melee Combat with a park crow. The park crow's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
9 = Some of these crows have taught themselves magic. Fight a Magical Combat with a magic crow. The magic crow's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
10 = You are offered a spell by a friendly woman feeding crumbs to crows. Roll a die. If the die roll is equal to or less than your Craft, gain crumb. Crumb is a Spell. You may only use crumb when a monster with the word 'crow' in it's name has fallen due to Combat with you. When used, gain a pet crow. A pet crow is an Ally. If you have a pet crow at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet crow first. The kind of Combat the pet crow fights with the monster will be of the same kind you would have fought with the monster. The pet crow's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the monster has fallen due to Combat with the pet crow, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the pet crow has fallen due to Combat with the monster, lose the pet crow, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet crow. If neither the pet crow nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet crow.
11 = Caught up high in a tree's branches is a bow that was made for hunting crows. Roll two dice, unless you have a crow bow. If the die roll is less than the total of your Craft plus your Vitae, or if you are a thief and the die roll is equal to or less than the total of your Craft plus your Vitae, gain a crow bow. A crow bow is an Item and a weapon. If you have the crow bow at the start of any Combat with a monster with the word 'crow' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the crow bow, and a monster with the word 'crow' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 1, that monster receives 1 additional Wound.
12 = This park has lots and lots and lots of crows. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a crow flock. If the die roll is 4, 5, or 6, fight a Magical Combat with a crow flock. The crow flock's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 6. If the crow flock is in a Combat that is a standoff, the crow flock heals all Wounds. If the crow flock has fallen due to Combat with you, gain a crow token. A crow token is an Item. A crow token does not count towards the number of Items you may have.
After your park encounter ends, you must choose between staying in The City Park or going back to The City. If you choose to stay in The City Park, your turn ends and the next turn will begin in The City Park; Stay on this page if so. If you choose to return to The City, your turn ends and the next turn will begin in The City; Proceed to that page if so.
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