The Dino Ranch
Your turn begins at The Dino Ranch.
Roll two dice for what you encounter while exploring the dino ranch:
2 = One of the most brutal and powerful dinosaurs at this ranch has spotted you as it's prey. Fight a Melee Combat with a tyrannosaurus. The tyrannosaurus's attributes are Arms: 8, Magic: 6, Craft: 1, Vitae: 6. If you receive a Wound due to Melee Combat with the tyrannosaurus, roll a die. If the die roll is less than the tyrannosaurus's Vitae, you receive 1 additional Wound. If the tyrannosaurus has fallen due to Combat with you, gain a tyro dino. A tyro dino is an Ally. If you have the tyro dino 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 tyro dino first. The tyro dino's attributes are Arms: 8, Magic: 6, Craft: 1, Vitae: 4. If a monster receives a Wound due to Melee Combat with the tyro dino, roll a die. If the die roll is less than the tyro dino's Vitae, the monster receives 1 additional Wound. If the monster has fallen due to Combat with the tyro dino, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the tyro dino. If the tyro dino has fallen due to Combat with the monster, lose the tyro dino, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the tyro dino. If neither the tyro dino nor the monster has fallen due to the Combat between them, another Combat with the tyro dino and the monster occurs, with the tyro dino and the monster retaining any Wounds they received due to Combat with each other.
3 = A dino rancher offers to teach you a spell for transforming into a dinosaur during battle. If you choose, roll two dice. If the die roll is less than the total of your Arms plus your Vitae, gain rex. Rex is a Spell. You may use rex at the start of any Melee Combat. When used, roll a die. Increase your Arms and Vitae by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Melee Combat you used rex at the start of has fallen or you choose to end Combat with that monster, roll a die. Heal a number of Wounds equal to the die roll divided by two (round up) before the Vitae increase ends. You may not use more than 1 rex per monster per turn.
4 = A three-horned dinosaur comes charging towards you. Fight a Melee Combat with a triceratops. The triceratops's attributes are Arms: 7, Magic: 5, Craft: 1, Vitae: 5. If you receive a Wound due to Melee Combat with the triceratops, roll a die. If the die roll is less than the triceratops's Vitae, you receive 1 additional Wound. If the triceratops has fallen due to Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain a dino lance. A dino lance is an Item and a weapon. If you have the dino lance at the start of a Melee Combat with a monster that has a Vitae of 3 or less, increase your Arms by 1 for that Melee Combat only. If you have the dino lance at the start of a Melee Combat with a monster that has a Vitae of 4 or more, increase your Arms by 2 for that Melee Combat only. If you have the dino lance, and a monster with a Vitae of 4 or more receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound.
5 = The most fearsome among the raptors are known as rexes. Fight a Melee Combat with a raptor rex. The raptor rex's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 4. If you receive a Wound due to Melee Combat with the raptor rex, roll a die. If the die roll is less than the raptor rex's Vitae, you receive 1 additional Wound.
6 = A carnivorous man-sized dinosaur wants to make you it's next meal. Fight a Melee Combat with a raptor. The raptor's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you receive a Wound due to Melee Combat with the raptor, roll a die. If the die roll is less than the raptor's Vitae, you receive 1 additional Wound.
7 = A barbaric jungle tribe of ranchers and mancers runs this free range for dinosaurs. Roll a die. If the die roll is equal to or greater than your Craft, roll a die. If that die roll is 1, 2, or 3, fight a Melee Combat with a dino rancher. The dino rancher's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If that die roll is 4, 5, or 6, fight a Magical Combat with a dino mancer. The dino mancer's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.
8 = You cross paths with a mystical man-sized dinosaur from a prehistoric age of magic. Fight a Magical Combat with a saurian. The saurian's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Magical Combat with the saurian, roll a die. If the die roll is less than the saurian's Vitae, you receive 1 additional Wound.
9 = The most fierce among the saurians are known as rexes. Fight a Magical Combat with a saurian rex. The saurian rex's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 4. If you receive a Wound due to Magical Combat with the saurian rex, roll a die. If the die roll is less than the saurian rex's Vitae, you receive 1 additional Wound.
10 = A spike-tailed dinosaur comes stomping towards you. Fight a Magical Combat with a stegosaurus. The stegosaurus's attributes are Arms: 5, Magic: 7, Craft: 1, Vitae: 5. If you receive a Wound due to Magical Combat with the stegosaurus, roll a die. If the die roll is less than the stegosaurus's Vitae, you receive 1 additional Wound. If the stegosaurus has fallen due to Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain a dino staff. A dino staff is an Item and a weapon. If you have the dino staff at the start of a Magical Combat with a monster that has a Vitae of 3 or less, increase your Magic by 1 for that Magical Combat only. If you have the dino staff at the start of a Magical Combat with a monster that has a Vitae of 4 or more, increase your Magic by 2 for that Magical Combat only. If you have the dino staff, and a monster with a Vitae of 4 or more receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound.
11 = A dino mancer offers to teach you some magic for transforming into a mystical dinosaur. If you choose, roll two dice. If the die roll is less than the total of your Magic plus your Vitae, gain saurus. Saurus is a Spell. You may use saurus at the start of any Magical Combat. When used, roll a die. Increase your Magic and Vitae by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Magical Combat you used saurus at the start of has fallen or you choose to end Combat with that monster, roll a die. Heal a number of Wounds equal to the die roll divided by two (round up) before the Vitae increase ends. You may not use more than 1 saurus per monster per turn.
12= A rare prehistoric dragon dinosaur tries to chomp on you with it's flame-filled mouth. Fight a Magical Combat with a dracosaurus. The dracosaurus's attributes are Arms: 6, Magic: 8, Craft: 1, Vitae: 6. If you receive a Wound due to Magical Combat with the dracosaurus, roll a die. If the die roll is less than the dracosaurus's Vitae, you receive 1 additional Wound. If the dracosaurus has fallen due to Combat with you, gain a pyro dino. A pyro dino is an Ally. If you have the pyro dino 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 pyro dino first. The pyro dino's attributes are Arms: 6, Magic: 8, Craft: 1, Vitae: 4. If a monster receives a Wound due to Magical Combat with the pyro dino, roll a die. If the die roll is less than the pyro dino's Vitae, the monster receives 1 additional Wound. If the monster has fallen due to Combat with the pyro dino, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the pyro dino. If the pyro dino has fallen due to Combat with the monster, lose the pyro dino, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pyro dino. If neither the pyro dino nor the monster has fallen due to the Combat between them, another Combat with the pyro dino and the monster occurs, with the pyro dino and the monster retaining any Wounds they received due to Combat with each other.
After your dino ranch encounter ends, you must choose between staying at The Dino Ranch or going back to The Jungle Island. If you choose to stay at The Dino Ranch, your turn ends and the next turn will begin at The Dino Ranch; Stay on this page if so. If you choose to return to The Jungle Island, your turn ends and the next turn will begin on The Jungle Island; Proceed to that page if so.
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