The Coral Cay

Your turn begins at The Coral Cay.


Roll two dice for what you encounter at the coral cay:


2 = This cay is stalked by a great white shark with a huge mouth full of sharp teeth. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a great white shark. If the die roll is 4, 5, or 6, fight a Magical Combat with a great white shark. The great white shark's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 5. If you receive a Wound due to Combat with the great white shark, and it is the first Wound you have received due to Combat with the great white shark this turn, roll two dice seven times in a row. For each die roll that is 7, you receive 1 additional Wound. If the great white shark receives a Wound due to Combat with you, roll two dice. If the die roll is 7, the great white shark does not receive the Wound. If the great white shark has fallen due to Combat with you, gain feedfrenzy. Feedfrenzy is a Spell. You may use feedfrenzy when a monster receives a Wound due to Combat with you. When used, roll two dice seven times in a row. For each die roll that is 7, the monster receives 1 additional Wound. You may not use more than 1 feedfrenzy per monster per turn.


3 = You are surrounded by a swarm of sharks and must fight your way out. Choose your Arms or Magic, then roll two dice. If the die roll is greater than the total of your chosen attribute plus your Vitae, you receive 1 Wound.


4 = A sharkman shaman may teach you some shark magic for defeating the wounded in martial battle. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain bloodlust. Bloodlust is a Spell. You may use bloodlust at the start of any Melee Combat if the monster in the Melee Combat with you has 1 or more Wounds. When used, increase your Arms by an amount equal to the number of Wounds the monster has. The increase lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 bloodlust per monster per turn.


5 = You come face to face with a large shark that lives near this coral cay. Fight a Melee Combat with a sea shark. The sea shark's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 3. If the sea shark receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7, the sea shark does not receive the Wound. If the sea shark has fallen due to Melee Combat with you, roll a die. If the die roll is 6, gain a sharktooth spear. A sharktooth spear is an Item and a weapon. If you have the sharktooth spear at the start of a Melee Combat with a monster that does not have any Wounds, increase your Arms by 1 for that Melee Combat only. If you have the sharktooth spear at the start of a Melee Combat with a monster that has 1 or more Wounds, increase your Arms by 2 for that Melee Combat only. 


6 = This cay of coral is tended to by a race of shark men. Fight a Melee Combat with a sharkman. The sharkman's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If the sharkman receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7, the sharkman does not receive the Wound.


7 = You can search this cay for treasure but be careful not to get cut up by the coral. If you choose, roll two dice. If the die roll is 2 or 11, receive 1 Wound. If the die roll is 3 or 12, gain 1 Gold.


8 = Some of the sharkmen have mastered shark magic. Fight a Magical Combat with a sharkman shaman. The sharkman shaman's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If the sharkman shaman receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7, the sharkman shaman does not receive the Wound.


9 = You are attacked by a sea shark that has been mystically empowered by a sharkman shaman. Fight a Magical Combat with a shaman shark. The shaman shark's attributes are Arms: 5, Magic: 6, Craft: 1, Vitae: 3. If the shaman shark receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7, the shaman shark does not receive the Wound. If the shaman shark has fallen due to Magical Combat with you, roll a die. If the die roll is 6, gain a sharktooth staff. A sharktooth staff is an Item and a weapon. If you have the sharktooth staff at the start of a Magical Combat with a monster that does not have any Wounds, increase your Magic by 1 for that Magical Combat only. If you have the sharktooth staff at the start of a Magical Combat with a monster that has 1 or more Wounds, increase your Magic by 2 for that Magical Combat only. 


10 = Concealed amid some coral is a scroll with a shark magic spell for defeating the wounded in mystic battle. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain bloodthirst. Bloodthirst is a Spell. You may use bloodthirst at the start of any Magical Combat if the monster in the Magical Combat with you has 1 or more Wounds. When used, increase your Magic by an amount equal to the number of Wounds the monster has. The increase lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 bloodthirst per monster per turn.


11 = You get snagged in coral just as a hungry shark is swimming your way. Choose your Arms or Magic, then roll two dice. If the die roll is greater than the total of your chosen attribute plus your Craft, you receive 1 Wound.


12 = The sharkmen of this cay are ruled by a ferocious king wearing a crown made of coral. Fight a Melee Combat with a sharkman king. The sharkman king's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. If you have 1 or more Wounds at the start of any Melee Combat with the sharkman king, increase the sharkman king's Arms by an amount equal to the number of Wounds you have for that Melee Combat only. If the sharkman king receives a Wound due to Combat with you, roll two dice. If the die roll is 7, the sharkman king does not receive the Wound. If the sharkman king has fallen due to Combat with you, gain a shark crown, unless you have a shark crown. A shark crown is an Item and a weapon. If you have the shark crown at the start of any Combat with a monster that has 1 or more Wounds, increase your Arms and Magic by an amount equal to the number of Wounds the monster has for that Combat only. If you have the shark crown, roll two dice when you receive a Wound due to a Combat. If the die roll is 7, you do not receive the Wound. You may not use any other Item with the word 'shield', 'armor', 'plate', 'helmet', 'helm', 'hat', 'cloak', 'robe', 'robes', 'tiara', or 'crown' in it's name if you have the shark crown.


After your coral cay encounter ends, you must choose between staying at The Coral Cay or going back to The Black Lagoon. If you choose to stay at The Coral Cay, your turn ends and the next turn will begin at The Coral Cay; Stay on this page if so. If you choose to go to The Black Lagoon, your turn ends and the next turn will begin at The Black Lagoon; Proceed to that page if so.


The Black Lagoon

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