The Crater Lake
Your turn begins at The Crater Lake.
If you have a lake ticket at the start of this turn, lose the lake ticket at the end of this turn.
If you have a moon barge, a moon skiff, or a lake ticket, choose one of the following destinations to travel to: CRATER RIM, CRATER LAKE, CRATER ISLAND, MOON, or TEMPLE LUNA. If you do not have a moon barge, a moon skiff, or a lake ticket, choose CRATER RIM, MOON, or TEMPLE LUNA as your destination. To travel to a destination, go to the section of this page with the same name, but only after you first roll two dice for what you encounter on the crater lake, unless your destination is CRATER RIM, MOON, or TEMPLE LUNA, in which case you go to that destination without rolling:
2 = A mysterious force takes over your watercraft and guides it towards an island in the middle of this lake. Your turn ends and the next turn will begin at The Crater Island; Proceed to that page.
3 = A moon mermaid offers to teach you a spell for turning into a tiny fish. Roll a die. If the die roll is equal to or less than your Vitae, gain fishie. Fishie is a Spell. Fishie may be used at the start of any Combat. When used, increase your Arms and Magic by 3 for that Combat only. If a monster receives a Wound due to a Combat you used fishie at the start of, the monster does not receive a Wound. You may not use more than 1 fishie per Combat.
4 = Something large and glowing seems to be rising to the surface of the lake. Roll a die. If the die roll is 1, 2, or 3, a large glittering star fish appears. Fight a Magical Combat with a star fish. The star fish's attributes are Arms 2, Magic: 5, Craft: 1, Vitae: 4. If the die roll is 4, 5, or 6, a large octopus made of florescent moon rocks appears. Fight a Melee Combat with a moon rocktopus. The moon rocktopus's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 4.
5 = The gars of the moon lake are much more savage and warlike than their earthly counterparts. Fight a Melee Combat with gar wars. The gar wars' attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the gar wars are in, roll two dice. If the die roll is 7, increase the gar wars' Arms by 3.
6 = Starlight reflecting off the surface of this lake create mystical beings known as moon mirages. Fight a Magical Combat with a moon mirage. The moon mirage's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Combat the moon mirage is in, if it is the first Combat the moon mirage has been in this turn, roll a die. If the die roll is 1, increase the moon mirage's Magic by 1. If the die roll is 2 or 3, increase the moon mirage's Vitae by 1.
7 = You enjoy a serene cruise upon the crater lake waters.
8 = The moon man fishermen don't like your kind disturbing the waters of this lake. Fight a Melee Combat with a moonman fisherman. The moonman fisherman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Combat the moonman fisherman is in, if it is the first Combat the moonman fisherman has been in this turn, roll a die. If the die roll is 1, increase the moonman fisherman's Arms by 1. If the die roll is 2 or 3, increase the moonman fisherman's Vitae by 1.
9 = The minnows of the moon lake are even smaller and more powerful than their terrestrial counterparts. Fight a Magical Combat with a moonnow. The moonnow's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 3. At the start of any Magical Combat the moonnow is in, roll two dice. If the die roll is 7, increase the moonnow's Magic by 3.
10 = A moon mirage misguides the vessel you are on towards the rim of the crater. Roll a die. If the die roll is greater than your Craft, change your destination to CRATER RIM for this turn.
11 = You try to trick a wild barracuda of the stars into temporarily becoming your pet. Roll two dice, unless you have a starracuda. If the die roll is less than the total of your Arms plus your Magic, or if the die roll is less than or equal to the total of your Arms plus your Magic and you are a warrior or wizard, gain a starracuda. A starracuda is an Ally. If you have the starracuda at the start of any Combat, you may choose to roll two dice. If the die roll is 7, increase your Arms and Magic by 1 for that Combat only. If the die roll is 2, 3, 11, or 12, lose the starracuda.
12 = An aquatic alien monster of tremendous size dwells within this moon lake. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a moonlake monstrosity. If the die roll is 2, 4, or 6, fight a Magical Combat with a moonlake monstrosity. The moonlake monstrosity's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 8. If the moonlake monstrosity has fallen due to Combat with you, gain moonster. Moonster is a spell. Moonster may be used at the start of any Combat. When used, your Vitae becomes 8. The change in Vitae lasts until the monster in the Combat you used moonster at the start of has fallen or if you choose to end Combat with that monster. If you have 4 or more Wounds when the monster in the Combat you used moonster at the start of has fallen or you choose to end Combat with that monster, heal 4 Wounds before the increase ends.
Unless you rolled a 2 and ended up on The Crater Island, after your encounter on the crater lake ends, go to the section of this page with the same name as the destination you chose to travel to.
CRATER RIM - Roll a die for what you encounter on the rim of crater lake:
1 = Roll a die. If the die roll is 1, 2, or 3, the moon man pirates of this lunar lake seek objects as booty. Pay 1 Item or fight a Melee Combat with a moonlake pirate. The moonlake pirate's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the die roll is 4, 5, or 6, the moon man mages of this lunar lake seek spells as bounty. Pay 1 Spell or fight a Magical Combat with a moonlake mage. The moonlake mage's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.
2 = Roll a die. If the die roll is 1, 2, or 3, a moonman magician is buying spells from visitors to the crater lake. Pay 1 Spell to gain 1 Gold. If the die roll is 4, 5, or 6, a moonman merchant has set up shop on the rim of the crater lake. Pay 1 Item to gain 1 Gold.
3 = Roll a die. If the die roll is 1, 2, or 3, a moon man ferryman is selling tickets for passage across the lake. Pay 1 Gold to gain a lake ticket. A lake ticket is an Item. A lake ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, a merman of the moon lake attacks you. Fight a Melee Combat with a moonlake merman. The moonlake merman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Combat the moonlake merman is in, if it is the first Combat the moonlake merman has been in this turn, roll a die. If the die roll is 1, increase the moonlake merman's Vitae by 1. If the die roll is 2 or 3, increase the moonlake merman's Arms by 1.
4 = Roll a die. If the die roll is 1, 2, or 3, a charitable moon man is giving away tickets for the moon lake ferry. If you choose, gain a lake ticket. A lake ticket is an Item. A lake ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, you hear the song of a mermaid of the moon lake. Fight a Magical Combat with a moonlake mermaid. The moonlake mermaid's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Combat the moonlake mermaid is in, if it is the first Combat the moonlake mermaid has been in this turn, roll a die. If the die roll is 1, increase the moonlake mermaid's Vitae by 1. If the die roll is 2 or 3, increase the moonlake mermaid's Magic by 1.
5 = Roll a die. If the die roll is 1, 2, or 3, the serene imagery of the placid lunar lake is soothing, calming, and magically restorative. Heal 1 Wound. If the die roll is 4, 5, or 6, an evil moon beast boatman tries to enslave you. Fight a Melee Combat with a moonbeast boatman. The moonbeast boatman's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the moonbeast boatman receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 6, 7, or 8, the moonbeast boatman does not receive the Wound. If the moonbeast 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, you slip on the rim of the crater and tumble into a bed of wet, jagged moon rocks. Receive 1 Wound. If the die roll is 4, 5, or 6, an alien sorcerer with a symbiotic lunarbeast servant attempts to capture you. Fight a Magical Combat with a lunar beastmaster. The lunar beastmaster's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If the lunar beastmaster receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 6, 7, or 8, the lunar beastmaster does not receive the Wound. If the lunar 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.
After your crater rim encounter ends, your turn ends and your next turn will begin at The Crater Lake; Stay on this page if so.
CRATER ISLAND - Your turn ends and your next turn will begin at The Crater Island; Proceed to that page.
CRATER LAKE - Your turn ends and the next turn will begin at The Crater Lake; Stay on this page.
MOON - Your turn ends and the next turn will begin on The Moon; Stay on this page.
TEMPLE LUNA - Your turn ends and the next turn will begin in The Temple Luna; Proceed to that page.
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