The Coast
Your turn begins at The Coast.
If you do not have a sea ship or a sea ring, choose one of the following areas to explore: COASTLINE, PORT CITY, RIVER, or ROAD. If you have a sea ship or a sea ring, choose one of the following areas to explore: COASTLINE, PORT CITY, SEA, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the coast:
2 = Something's not right about the blood-soaked beach before you. If you choose, your turn ends and the next turn will begin at The Bloody Beach; Proceed to that page if so.
3 = You find a sea spell scroll in a bottle that has washed ashore. Roll a die. If the die roll is equal to or less than your Magic, gain wave. Wave is a Spell. You may use wave at the start of any Combat. When used, roll a die. If the die roll is greater than the Vitae of the monster in Combat with you, decrease that monster's Arms and Magic by an amount equal to the die roll minus the monster's Vitae for that Combat only. You may not use more than 1 wave per Combat.
4 = A sentient sand dune comes rolling down the beach headed your way. Fight a Magical Combat with a doom dune. The doom dune's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. At the start of any Magical Combat you are in with the doom dune, if it is the first Combat the doom dune has been in this turn, decrease your Magic by 1 for that Magical Combat only.
5 = A large band of pirates is hiding out in a secret cove along the shore. If you choose, your turn ends and the next turn will begin at The Pirate Cove; Proceed to that page if so.
6 = A witch riding a wave is heading towards the beach you are on. Fight a Magical Combat with a wave witch. The wave witch's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2.
7 = You enjoy a sunny day at the beach.
8 = A young lobster walks upright out of the ocean and attacks you. Fight a Melee Combat with a lobster boy. The lobster boy's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2.
9 = You discover a number of partially submerged caverns along the coast. If you choose, your turn ends and the next turn will begin at The Coastal Caverns; Proceed to that page if so.
10 = A bronzed muscleman kicks sand in your face. Fight a Melee Combat with a beach bully. The beach bully's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat you are in with the beach bully, if it is the first Combat the beach bully has been in this turn, decrease your Arms by 1 for that Melee Combat only.
11 = A unique warrior of the coastal region offers his services to you. Pay 1 Gold to gain a lifeguard, unless you are a warrior, in which case you can gain a lifeguard without paying 1 Gold. A lifeguard is an Ally. You may use the lifeguard at any time you receive a Wound. When used, lose the lifeguard and do not receive the Wound.
12 = A hideous hag of the sea terrorizes the coastline. Fight a Magical Combat with a sea hag. The sea hag's attributes are Arms: 3, Magic: 6, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the sea hag, and the sea hag has 2 Wounds, the sea hag heals 2 Wounds. If the sea hag has fallen due to Combat with you, gain a sea ring. A sea ring is an Item. If you have the sea ring at the start of any turn on The Sea page or The Distant Lands page, you may choose to start your turn at any destination section of the page directly instead of starting at the top of the page.
Unless you rolled a 2 and explored The Bloody Beach, or you rolled a 5 and went to The Pirate Cove, or you rolled a 9 and entered The Coastal Caverns, after your coastal encounter ends, go to the section of this page with the same name as the area you chose to explore.
COASTLINE - Your turn ends and the next turn will begin at The Coast; Stay on this page.
PORT CITY - Your turn ends and the next turn will begin at The Port City; Proceed to that page.
SEA - Your turn ends and the next turn will begin on The Sea; Proceed to that page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.
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