The Crater Island
Your turn begins on The Crater Island.
Roll two dice for what you encounter while exploring the crater island:
2 = A grey-robed man has mastered the psionic power of the neutral part of the mind known as the grey psyche. If your Alignment is Good or Evil, fight a Magical Combat with a greypsyche master; If your Alignment is Neutral, you may choose to fight a Magical Combat with a greypsyche master. The greypsyche master's attributes are Arms: 5, Magic: 5, Craft: 5, Vitae: 2. At the start of any Combat with the greypsyche master, roll a die. If the die roll is equal to or less than the greypsyche master's Craft, roll another die. If your Alignment is Evil or Good, receive a number of Wounds equal to that die roll; If your Alignment is Neutral, receive a number of Wounds equal to that die roll divided by two (round up). If the greypsyche master has fallen due to Combat with you, gain greypsyche. Greypsyche is a Spell. Greypsyche may be used at the start of any Combat. When used, roll a die. If the die roll is less than your Craft, or if your Alignment is Neutral and the die roll is equal to or less than your Craft, roll another die. If your Alignment is Neutral, the monster in the Combat that greypsyche was used at the start of receives a number of Wounds equal to that die roll; If your Alignment is Evil or Good, the monster in the Combat that greypsyche was used at the start of receives a number of Wounds equal to the die roll divided by two (round up). You may not use more than 1 greypsyche per Combat.
3 = The masters and lords of the grey psyche are all served by students learning their neutral ways. If your Alignment is Good or Evil, fight a Magical Combat with a greypsyche student; If your Alignment is Neutral, you may choose to fight a Magical Combat with a greypsyche student. The greypsyche student's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the greypsyche student has fallen due to a Magical Combat with you, and your Alignment is Neutral, you may choose to roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain a psyling. A psyling is an Ally. If you have the psyling at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the psyling first. The psyling's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the monster has fallen due to Combat with the psyling, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the psyling has fallen due to Combat with the monster, lose the psyling, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling. If neither the psyling nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the psyling.
4 = A grey gloomy fog which is toxic to those that are not neutral pervades this island. Roll a die, unless your Alignment is Neutral. If the die roll is greater than your Vitae, receive 1 Wound.
5 = You encounter a lunar beast guiding a barge into one of this island's many coves. Fight a Magical Combat with a lunarbeast boatman. The moonbeast boatman's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If the lunarbeast boatman receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 6, 7, or 8, the lunarbeast boatman does not receive the Wound. If the lunarbeast boatman has fallen due to Combat with you, gain a moon barge. A moon barge is an Item. A moon barge does not count towards the number of Items you may have. If you have a moon barge and are on a page other than The Crater Lake or The Crater Island, lose the moon barge.
6 = Roll a die. If the die roll is 1, 2, or 3, a moon beast slaver from the dark side of the moon has come to this island for trade reasons. Pay 1 Ally to gain 1 Gold. If the die roll is 4, 5, or 6, an alien bounty hunter uses a strange, magical technology to attack you. Fight a Magical Combat with an alien hexer. The alien hexer's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. If the alien hexer has fallen due to Combat with you, roll a die. If the die roll is 6, or if you Pay 1 Gold, gain a lunar module. A lunar module is an Item. If you have the lunar module at the start of a turn on a page with the word 'Moon' in it's name, you may choose to lose the lunar module. If so, your turn ends and your next turn will begin on The Astral Path; Proceed to that page.
7 = Roll a die. If the die roll is 1, 2, or 3, a merchant from Adventuria's mainland has set up shop on this lake island of the moon. Pay 1 Item to gain 1 Gold. If the die roll is 4, 5, or 6, you come across a nexus point of grey psyche energy. If your Alignment is Neutral, heal 1 Wound.
8 = Roll a die. If the die roll is 1, 2, or 3, a sorcerer of the stars is temporarily on this island to gather new spells. Pay 1 Spell to gain 1 Gold. If the die roll is 4, 5, or 6, an alien bounty hunter have made a moon base on this island. Fight a Melee Combat with an alien hunter. The alien hunter's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. If the alien hunter has fallen due to Combat with you, roll a die. If the die roll is 6, or if you Pay 1 Gold, gain a moon module. A moon module is an Item. If you have the moon module at the start of a turn on a page with the word 'Moon' in it's name, you may choose to lose the moon module. If so, your turn ends and your next turn will begin on The Astral Path; Proceed to that page.
9 = Near a skiff that has come ashore recently is an alien sorcerer with symbiotic power over it's moon beast servant. Fight a Melee Combat with a moon beastmaster. The moon beastmaster's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the moon beastmaster receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 6, 7, or 8, the moon beastmaster does not receive the Wound. If the moon beastmaster has fallen due to Combat with you, gain a moon skiff. A moon skiff is an Item. A moon skiff does not count towards the number of Items you may have. If you have a moon skiff and are on a page other than The Crater Lake or The Crater Island, lose the moon skiff.
10 = A strange radiation which is centered on this island can alter those who are not neutral. Roll a die, unless your Alignment is Neutral. If the die roll greater than your Craft, your Alignment becomes Neutral.
11 = The race of neutral beings that watch over this island have used psionic powers to create synthetic soldiers. If your Alignment is Good or Evil, fight a Melee Combat with a greypsyche synthsoldier; If your Alignment is Neutral, you may choose to fight a Melee Combat with a greypsyche synthsoldier. The greypsyche synthsoldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the greypsyche synthsoldier has fallen due to a Melee Combat with you, and your Alignment is Neutral, you may choose to roll two dice. If the die roll is less than the total of your Arms plus your Craft, gain a synth soldier. A synth soldier is an Ally. If you have the synth soldier at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the synth soldier first. The synth soldier's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the synth soldier, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the synth soldier has fallen due to Combat with the monster, lose the synth soldier, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier. If neither the synth soldier nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the synth soldier.
12 = The neutral lords of the grey psyche are wily warriors wielding glowing sabers made of grey psionic energy. If your Alignment is Good or Evil, fight a Melee Combat with a greypsyche lord; If your Alignment is Neutral, you may choose to fight a Melee Combat with a greypsyche lord. The greypsyche lord's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. At the start of any Melee Combat with the greypsyche lord, roll a die. If the die roll is 1 or 6, fight a Magical Combat with the greypsyche lord instead of that Melee Combat. If you receive a Wound due to a Combat with the greypsyche lord, receive 1 additional Wound. Wounds received due to a Combat with the greypsyche lord must be received; Ignore any instructions denoting not receiving a Wound due to a Combat with the greypsyche lord. If the greypsyche lord has fallen due to Combat with you, and your Alignment is Neutral, gain a greypsyche saber. A greypsyche saber is an Item and a weapon. If you have the greypsyche saber at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the greypsyche saber and a monster receives a Wound due to a Combat with you, the monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which the greypsyche saber was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which the greypsyche saber was used.
After your crater island encounter ends, you must choose between staying on The Crater Island or going back to The Crater Lake. If you choose to stay on The Crater Island, your turn ends and the next turn will begin on The Crater Island; Stay on this page if so. If you choose to return to The Crater Lake, your turn ends and the next turn will begin on The Crater Lake; Proceed to that page if so.
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