The Crystal Caverns

Your turn begins in The Crystal Caverns.

If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


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.


Roll two dice for what you encounter while exploring the crystal caverns


2 = These caverns are home to a wintery warrior with a blade that freezes foes in a flurry of blows. Fight a Melee Combat with a winter warrior. The winter warrior's attributes are Arms: 7, Magic: 5, Craft: 5, Vitae: 4. If you receive a Wound due to a Melee Combat with the winter warrior, and it is the first Wound you have received due to Combat with the winter warrior this turn, roll a die. If the die roll is less than the winter warrior's Craft, decrease your Arms by 2. The decrease lasts until the winter warrior has fallen or if you choose to end Combat with the winter warrior. If the winter warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is equal to or less than the winter warrior's Craft, the winter warrior does not receive the Wound. If the winter warrior has fallen due to Combat with you, gain a blizzard blade. A blizzard blade is an Item and a weapon. If you have the blizzard blade at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that you used the blizzard blade at the start of, and it is the first Wound that monster has received due to Combat with you this turn, roll a die. If the die roll is less than your Craft, decrease the monster's Arms by 2. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster.


3 = A chanting priest has come to these caverns to tap into the mystical power of the ice crystals. If you choose, roll a die, unless you have a new ager. If the die roll is equal to or less than your Craft, gain a new ager. A new ager is an Ally. If you have the new ager at the start of any turn or Combat, and you have an Item with the word 'crystal', 'shard', 'rock', or 'stone' in it's name, you may choose to lose an Item with the word 'crystal', 'shard', 'rock', or 'stone' in it's name. If so, heal 1 Wound. 


4 = An order of knights skilled in ice crystal weaponry claims these caverns as their domain. Fight a Melee Combat with a crystal knight. The crystal knight's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the crystal knight is in, roll a die. If the die roll is 1 or 2, decrease your Arms by an amount equal to the die roll for that Melee Combat only. If the crystal knight has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain a crystal icicle. A crystal icicle is an Item. If you have the crystal icicle at the start of any Combat with a monster, you may choose to lose the crystal icicle. If so, roll a die. If the die roll is 1 or 2, decrease that monster's Arms and Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used the crystal icicle at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 crystal icicle per Combat.


5 = Some of the norse men have taught themselves crystal magic from being in these caverns so long. Fight a Magical Combat with a norse shaman. The norse shaman's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the norse shaman is in, roll a die. If the die roll is 1 or 2, decrease your Magic by an amount equal to the die roll for that Magical Combat only. If the norse shaman has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain crystal. Crystal is a Spell. You may use crystal at the start of any Magical Combat with a monster. When used, roll a die. If the die roll is 1 or 2, decrease that monster's Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used crystal at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 crystal per Combat.


6 = A race of barbaric norse men mine these caverns for magical ice crystals imbued with energy. Fight a Melee Combat with a norse man. The norse man's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the norse man is in, roll a die. If the die roll is 1 or 2, decrease your Arms by an amount equal to the die roll for that Melee Combat only. If the norse man has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain an ice crystal. An ice crystal is an Item. If you have the ice crystal at the start of any Magical Combat with a monster, you may choose to lose the ice crystal. If so, roll a die. If the die roll is 1 or 2, decrease that monster's Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used the ice crystal at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 ice crystal per Combat.


7 = A bridge of rainbow light emanates from these caverns and requires a toll to travel upon. Pay 1 Gold to travel on The Rainbow Bridge. If you pay the Gold, your turn ends and your next turn will begin on The Rainbow Bridge; Proceed to that page if so.


8 = Sometimes an ice crystal breaks into shards and those shards become living crystal soldiers. Fight a Melee Combat with a shard soldier. The shard soldier's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the shard soldier is in, roll a die. If the die roll is 1 or 2, decrease your Arms by an amount equal to the die roll for that Melee Combat only. If the shard soldier has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain an ice shard. An ice shard is an Item. If you have the ice shard at the start of any Melee Combat with a monster, you may choose to lose the ice shard. If so, roll a die. If the die roll is 1 or 2, decrease that monster's Arms by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used the ice shard at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 ice shard per Combat.


9 = On occasion, an ice crystal breaks into shards and those shards become sentient crystal sorcerers. Fight a Magical Combat with a shard sorcerer. The shard sorcerer's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the shard sorcerer is in, roll a die. If the die roll is 1 or 2, decrease your Magic by an amount equal to the die roll for that Magical Combat only. If the shard sorcerer has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain shard. Shard is a Spell. You may use shard at the start of any Melee Combat with a monster. When used, roll a die. If the die roll is 1 or 2, decrease that monster's Arms by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used shard at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 shard per Combat.


10 = A coven of snow warlocks use the ice crystals of these caverns to create crystalline balls of power. Fight a Magical Combat with a crystal baller. The crystal baller's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the crystal baller is in, roll a die. If the die roll is 1 or 2, decrease your Magic by an amount equal to the die roll for that Magical Combat only. If the crystal baller has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain icicle. Icicle is a Spell. You may use icicle at the start of any Combat with a monster. When used, roll a die. If the die roll is 1 or 2, decrease that monster's Arms and Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used icicle at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 icicle per Combat.


11 = You somehow manage to get onto the bridge of rainbow without paying any toll. If you choose, your turn ends and your next turn will begin on The Rainbow Bridge; Proceed to that page if so.


12 = Stalking these caverns of crystal is a gigantic ape-like creature with white fur and glowing eyes. Fight a Magical Combat with an abominable snowman. The abominable snowman's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 5. If you receive a Wound due to Combat with the abominable snowman, roll a die. If the die roll is less than the abominable snowman's Vitae, you receive 1 additional Wound. If the abominable snowman receives a Wound due to Combat with you, roll two dice. If the die roll is equal to or less than the abominable snowman's Vitae, the abominable snowman does not receive the Wound. If the abominable snowman has fallen due to Combat with you, gain a crystal skull. A crystal skull is an Item and a weapon. If you have the crystal skull, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is less than your Craft, the monster receives 1 additional Wound. If you have the crystal skull, and you receive a Wound due to Combat, roll two dice. If the die roll is equal to or less than your Craft, you do not receive the Wound. You may not use any Item with the word 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the crystal skull in that Combat.


Unless you rolled a 7 or 11 and went to The Rainbow Bridge, after your crystal caverns encounter ends, you must choose between staying in The Crystal Caverns or going back to The Cold Wastes. If you choose to stay in The Crystal Caverns, your turn ends and the next turn will begin in The Crystal Caverns; Stay on this page if so. If you choose to return to The Cold Wastes, your turn ends and the next turn will begin in The Cold Wastes; Proceed to that page if so.


The Rainbow Bridge


The Cold Wastes

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