The Coastal Caverns

Your turn begins in The Coastal Caverns.

If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.


Roll two dice for what you encounter while exploring the coastal caverns:


2 = The lobsters of these caverns are ruled by a lordly lobster of great size. Fight a Magical Combat with lord lobster. Lord lobster's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 4. If lord lobster receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, lord lobster does not receive the Wound. If lord lobster has fallen due to Magical Combat with you, gain a lobster trap, unless you have a lobster trap. A lobster trap is an Item. If you have the lobster trap, and a monster with the word 'lobster', 'crawdad', or 'crayfish in it's name has fallen due to Combat with you, roll a die. If the die roll is 2, heal 1 Wound. If the die roll is 3, heal 2 Wounds. If the die roll is 4, gain 1 Gold. If the die roll is 5, heal 1 Wound and gain 1 Gold. If the die roll is 6, heal 2 Wounds and gain 1 Gold. 


3 = A crab man merchant will sell you some special armor made from large crab shells. Pay 3 Gold to gain crab armor. Crab armor is an Item. If you have the crab armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'shield', or 'armor' in it's name if you have the crab armor.


4 = You have discovered the entrance to the secret grotto of the mer people. If you choose, your turn ends and your next turn will begin at The Grotto; Proceed to that page if so.


5 = Throughout these coastal caverns are numerous large lobsters with shells as hard as rock. Fight a Melee Combat with a rock lobster. The rock lobster's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. You cannot use Items that are weapons in Melee Combat with the rock lobster. If the rock lobster receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the rock lobster does not receive the Wound.


6 = The crab men of these caverns turn a brighter red when they are angry and ready to attack. Fight a Melee Combat with a crab man. The crab man's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the crab man receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the crab man does not receive the Wound. If you receive a Wound due to Melee Combat with the crab man, you cannot end Combat with the crab man unless it has fallen. 


7 = These coastal caverns are home to the tempermental crab people and their territorial pets. Roll a die. If the die roll is 1 or 2, fight a Melee Combat with a pet crab. If the die roll is 5 or 6, fight a Magical Combat with a pet crab. The pet crab's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 1. If the pet crab receives a Wound due to Combat with you, roll two dice. If the die roll is 8 or more, the pet crab does not receive the Wound.


8 = The crab women of these caverns are magical and can cast crab magic spells. Fight a Magical Combat with a crab woman. The crab woman's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the crab woman receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the crab woman does not receive the Wound. If you receive a Wound due to Magical Combat with the crab woman, you cannot end Combat with the crab woman unless it has fallen.


9 = What looks like a large lobster is actually a shapeshifting demon in it's earthly form. Fight a Magical Combat with a mock lobster. The mock lobster's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. You cannot use Items that are weapons in Magical Combat with the mock lobster. If the mock lobster receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the mock lobster does not receive the Wound.


10 = You may enter the maze within a giant nautilus shell in the middle of these caverns. If you choose, your turn ends and your next turn will begin in The Nautilus Maze; Proceed to that page if so.


11 = A crab man merchant will sell you a special weapon made from large crab claws. Pay 2 Gold to gain crab claws. Crab claws is an Item and a weapon. If you have crab claws at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that crab claws was used at the start of, you may choose to end Combat with that monster; Ignore any instructions denoting that you cannot end Combat with that monster.


12 = The ruler of the crab people is a gigantic red crab with a ruby crown upon it's head. Fight a Melee Combat with king crab. King crab's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 4. At the start of any Melee Combat king crab is in, roll a die. If the die roll is less than king crab's Magic, fight a Melee Combat with a servant crab first. The servant crab's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 1. If you receive a Wound due to Melee Combat with the servant crab, you cannot end Combat with the servant crab unless it has fallen. If the servant crab receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the servant crab does not receive the Wound. If the servant crab has fallen due to Combat with you, the Combat with you and king crab occurs. If king crab receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, king crab does not receive the Wound. If king crab has fallen due to Melee Combat with you, gain a crab crown, unless you have a crab crown. A crab crown is an Item and a weapon. If you have the crab crown at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the crab crown and a monster receives a Wound due to Melee Combat with you, you may choose to end Combat with that monster; Ignore any instructions denoting that you cannot end Combat with that monster. If you have a crab crown at the start of any Melee Combat, you may choose to roll a die. If the die roll is less than your Magic, the monster in that Melee Combat must fight a Melee Combat with a crab servant first. The crab servant's attributes are Arms: 2, Magic: 2, Craft: 1, Vitae: 1. If the crab servant receives a Wound due to Melee Combat with the monster, roll two dice. If the die roll is 8 or more, the crab servant does not receive the Wound. If the monster has fallen due to Combat with the crab servant, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the crab servant has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the crab servant. If neither the crab servant nor the monster has fallen due to the Combat between them, another Melee Combat with the crab servant and the monster occurs, with the monster retaining any Wounds it received due to Combat with the crab servant. If you have the crab crown, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 8 or more, you do not receive the Wound. You may not use any other Item with the word 'shield', 'armor', 'plate', 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the crab crown.


Unless you rolled a 4 and went to The Grotto, or you rolled a 10 and went to The Nautilus Maze, after your coastal caverns encounter ends, you must choose between staying in The Coastal Caverns or going back to The Coast. If you choose to stay in The Coastal Caverns, your turn ends and the next turn will begin in The Coastal Caverns; Stay on this page if so. If you choose to go to The Coast, your turn ends and the next turn will begin at The Coast; Proceed to that page if so.


The Grotto


The Nautilus Maze


The Coast

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