The Cold Wastes

Your turn begins in The Cold Wastes.


If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


Choose one of the following areas to explore: WASTES, TUNDRA, 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 cold wastes:


2 = A fierce blizzard leaves you with frostbite. If you do not have an Item with the word 'parka' in it's name, roll two dice. If the die roll is greater than your Vitae, receive  2 Wounds.


3 = You attempt to capture a flightless bird said to have mystic powers when it is cold. Roll a die. If the die roll is equal to or less than your Craft, gain a puffin. A puffin is an Ally. If you have a puffin at the start of any turn on a page with the word 'Cold', 'Tundra', 'Ice', or 'Crystal' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 puffin at a time.


4 = A bear made of ice senses your body heat and attacks. Fight a Magical Combat with a polar bear. The polar bear's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 3. If you use an Item that is a weapon in a Magical Combat with the polar bear and you receive a Wound due to that Magical Combat, roll a die. If the die roll is less than the polar bear's Magic, lose that Item.


5 = A castle of solid ice rises up from the arctic floor. If you choose, your turn ends and the next turn will begin at The Ice Castle; Proceed to that page if so.


6 = A wolf of the cold wastes plods towards you hungrily. Fight a Melee Combat with a timber wolf. The timber wolf's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1.


7 = You meet an amiable tribe of eskimos. Pay 1 Gold to gain a parka. A parka is an Item. A parka does not count towards the number of Items you may have. 


8 = A shimmering being of prismatic light assails you from the sky. Fight a Magical Combat with a borealis. The borealis's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1.


9 = You come upon a series of frozen caverns made of crystalline walls. If you choose, your turn ends and the next turn will begin at The Crystal Caverns; Proceed to that page if so.


10 = A penguin in a suit of armor wields a freezing sword. Fight a Melee Combat with a penguin knight. The penguin knight's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. If you use an Item that is a weapon in a Melee Combat and you receive a Wound due to that Melee Combat, roll a die. If the die roll is less than the penguin knight's Arms, lose that Item.


11 = An eskimo chieftain has a spell for sale that uses arctic air to create phantasms. Pay 1 Gold to gain aurora. Aurora is a Spell. Aurora may be used at the start of any Magical Combat. When used, if you receive a Wound due to the Magical Combat you used aurora at the start of, do not receive the Wound.


12 = The cold wastes are stalked by the wicked witch of the north wind. Fight a Magical Combat with a snow witch. The snow witch's attributes are Arms: 3, Magic: 6, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the snow witch, and the snow witch has 2 Wounds, receive 1 additional Wound. If the snow witch has fallen due to Combat with you, gain witch hazel. Witch hazel is an Item. If you have the witch hazel at the start of any Combat you are in with a monster with the word 'witch', 'hag', or 'crone' in it's name, you may choose to lose the witch hazel. If so, roll a die. The monster with the word 'witch', 'hag', or 'crone' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 witch hazel per Combat.


Unless you rolled a 5 and went to The Ice Castle, or you rolled a 9 and explored The Crystal Caverns, after your cold wastes encounter ends, go to the section of this page with the same name as the area you chose to explore.


WASTES - Your turn ends and the next turn will begin in The Cold Wastes; Stay on this page.


TUNDRA - Your turn ends and the next turn will begin at The Frozen Tundra; 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.


The Ice Castle


The Crystal Caverns


The Frozen Tundra


The River


The Crossroads

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