The Desert

Your turn begins in The Desert.


If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


Choose one of the following areas to explore: SANDS, VOLCANO, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the desert:


2 = A wave of blistering heat gives you sunstroke. If you do not have an Item with the word 'canteen' in it's name, roll two dice. If the die roll is greater than your Vitae, receive  2 Wounds.


3 = You try to catch a lizard said to have mystical powers when it is hot. Roll a die. If the die roll is equal to or less than your Craft, gain a salamander. A salamander is an Ally. If you have a salamander at the start of any turn on a page with the word 'Desert', 'Volcano', 'Pyramid', or 'Oasis' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 salamander at a time.


4 = You are challenged by a dancing desert warrior who spins around furiously in battle. Fight a Melee Combat with a whirly dervish. The whirly dervish's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. If you use an Item that is a weapon in a Melee Combat with a whirly dervish, roll a die after that Melee Combat. If the die roll is less than the whirly dervish's Arms, lose that Item. 


5 = A peaceful oasis lies serenely in the middle of the desert sands. If you choose, your turn ends and the next turn will begin at The Oasis; Proceed to that page if so.


6 = The heat of the desert gives life to strange beings known as mirages. Fight a Magical Combat with a mirage. The mirage's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1.


7 = You come across a friendly tribe of desert dwellers. Pay 1 Gold to gain a canteen. A canteen is an Item. A canteen does not count towards the number of Items you may have. 


8 = The scorpions of the sands are more ferocious than poisonous. Fight a Melee Combat with a sands scorpion. The sands scorpion's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1.


9 = A large pyramid rises over this part of the desert sands. If you choose, your turn ends and the next turn will begin at The Pyramid; Proceed to that page if so.


10 = A creature made of sand attacks you from underfoot. Fight a Magical Combat with a sandling. The sandling's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 3. If you use an Item that is a weapon in a Magical Combat with a sandling, roll a die after that Magical Combat. If the die roll is less than the sandling's Magic, lose that Item. 


11 = A tribal chief has a spell for sale that uses desert heat to create illusions. Pay 1 Gold to gain imager. Imager is a Spell. Imager may be used at the start of any Melee Combat. When used, if you receive a Wound due to the Melee Combat you used imager at the start of, do not receive a Wound.

 

12 = The diabolical devil of the desert is made entirely of evil dust. Fight a Melee Combat with a dust devil. The dust devil's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 4. If you use an Item that is a weapon in a Melee Combat with the dust devil, lose that Item after that Melee Combat. If the dust devil has fallen due to Combat with you, gain devil dust. Devil dust is an Item. You may use devil dust at the start of any Combat you are in with a monster with the word 'devil', 'demon', or 'grue' in it's name. When used, lose the devil dust and roll a die. The monster with the word 'devil', 'demon', or 'grue' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. 


Unless you rolled a 5 and went to The Oasis, or you rolled a 9 and explored The Pyramid, after your desert encounter ends, go to the section of this page with the same name as the area you chose to explore.


SANDS - Your turn ends and the next turn will begin in The Desert; Stay on this page.


VOLCANO - Your turn ends and the next turn will begin at The Volcano; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.


The Oasis


The Pyramid


The Volcano


The River


The Crossroads

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