The Crags
Your turn begins at The Crags.
roll two dice for what you encounter while journeying through the crags:
2 = You meet a man who lulls serpents to sleep by playing a special flute. If you choose, roll a die, unless you have a snake charmer. If the die roll is less than your Craft, gain a snake charmer. A snake charmer is an Ally. You may use the snake charmer at the start of any Combat with a monster with the word 'snake' or 'serpent' in it's name. When used, roll a die. If the die roll is greater than the Craft of the monster in that Combat, that Combat will automatically be a standoff without rolling any dice.
3 = A snakeman sorcerer offers to sell you a serpent sorcery spell. Pay 1 Gold to gain constrict. Constrict is a Spell. Constrict may be used at the start of any Melee Combat. When used, roll a die. If the die is equal to or greater than the Arms of the monster in the Melee Combat, that Melee Combat will automatically be a standoff without rolling any dice, plus that monster receives 1 Wound. If the die roll is less than the Arms of the monster in the Melee Combat, that Melee Combat will automatically be a standoff without rolling any dice. You may not use more than 1 constrict per Combat.
4 = A large and poisonous giant snake comes slithering out of a crag. Fight a Melee Combat with a giant snake. The giant snake's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the giant snake, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
5 = A tribe of nomadic snakemen live in the crags, as they are safe here amid the snakes. Fight a Melee Combat with a snakeman nomad. The snakeman nomad's attributes are Arms: 4, Magic: 1, Craft: 2, Vitae: 2. For the purposes of Items, Allies, and Spells, treat the word 'snakeman' as though it is the word 'snake'.
6 = A large snake crosses your path, and you are thankful it is not larger. Fight a Melee Combat with a large snake. The large snake's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. If you receive a Wound due to a Melee Combat with the large snake, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
7 = You stumble and fall into a crag pit that may or may not be filled with poisonous snakes. Roll a die. If the die roll is 1, 2, or 3, roll another die. If that die roll is greater than your Vitae, receive 1 Wound.
8 = A winged snake comes swooping down to eat you. Fight a Magical Combat with a winged snake. The winged snake's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Magical Combat with the winged snake, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
9 = There are some serpentine sorcerers among the nomadic snakeman tribe of the crags. Fight a Magical Combat with a snakeman shaman. The snakeman shaman's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. For the purposes of Items, Allies, and Spells, treat the word 'snakeman' as though it is the word 'snake'.
10 = these crags are infested by a large population of giant snakes. Fight a Melee Combat with a giant snake. The giant snake's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the giant snake, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
11 = A snakeman salesman offers to sell you a unique weapon. Pay 2 Gold to gain a serpent sword. A serpent sword is an Item and a weapon. If you have the serpent sword at the start of any Combat with a monster with the word 'snake' or 'serpent' in it's name, increase your Arms and Magic by 1 for that Combat only. If a monster with the word 'snake' or 'serpent' in it's name receives a Wound due to a Combat that the serpent sword was used at the start of, that monster receives 1 additional Wound.
12 = A tall, gangly thin man who has mastered serpent magic rules over the snakes of these crags. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a snake master. If the die roll is 4, 5, or 6, fight a Melee Combat with a snake master. The snake master's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the snake master is in, roll a die. If the die roll is 1 or 2, fight a Melee Combat with a servant snake first. If the die roll is 5 or 6, fight a Magical Combat with a servant snake first. The servant snake's attribute's are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Combat with the servant snake, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound. If you receive a Wound due to a Combat with the snake master, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound. If the snake master has fallen due to Combat with you, gain a snake amulet. A snake amulet is an Item. If you have the snake amulet at the start of any Combat with a monster with the word 'snake' or 'serpent' in it's name, increase your Arms and Magic by 1 for that Combat only. You may not use more than 1 snake amulet at a time.
After your crags encounter ends, you must choose between staying in The Crags or going back to The Wildlands. If you choose to stay in The Crags, your turn ends and the next turn will begin in The Crags; Stay on this page if so. If you choose to go to The Wildlands, your turn ends and the next turn will begin in The Wildlands; Proceed to that page if so.
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