The Dragon Lair

Your turn begins in The Dragon Lair.

If you are a warrior and your Alignment is Good, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter while exploring the dragon lair:


2 = A mystical master of dragon magic lives among the dragons of this lair. Fight a Magical Combat with a dragon lord, unless you have a dragon master. The dragon lord's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. At the start of any Combat with the dragon lord, if it is the first Combat the dragon lord has been in this turn, roll two dice. If the die roll is equal to the total of your Arms plus your Magic, receive 1 Wound. If the die roll is greater than the total of your Arms plus your Magic, receive 2 Wounds. If the dragon lord has fallen due to Combat with you, gain a dragon master. A dragon master is an Ally. If you have the dragon master at the start of any Combat with a monster with the word 'dragon', 'drake', or 'wyrm' in it's name, you may choose to roll two dice. If the die roll is greater than the Arms of the monster, that Combat will automatically be a standoff without rolling any dice. If you have the dragon master, and a monster with the word 'dragon', 'drake', or 'wyrm' has fallen due to Combat with you, you may choose to roll two dice, unless you have an enslaved dragon. If the die roll is greater than the Arms of the monster, gain an enslaved dragon. An enslaved dragon is an Ally. If you have an enslaved dragon at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the enslaved dragon first. The kind of Combat the enslaved dragon fights with the monster will be of the same kind you would have fought with the monster. The enslaved dragon has special attributes: It's Arms, Magic, Craft, and Vitae equals the Arms, Magic, Craft, and Vitae of the monster that had fallen when the dragon master was used. If the monster that had fallen when the dragon master was used had any Abilities, the enslaved dragon will have the same Abilities, except for Abilities that include gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the enslaved dragon, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the enslaved dragon has fallen due to Combat with the monster, lose the enslaved dragon and lose the dragon master, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the enslaved dragon. If neither the enslaved dragon nor the monster has fallen due to the Combat between them, another Combat occurs with the enslaved dragon and the monster, with the enslaved dragon and the monster retaining any Wounds they received due to Combat with each other. If you have the enslaved dragon and you lose the dragon master, lose the enslaved dragon.


3 = The scales of a grim dragon in this lair can be fashioned into a magic shield. Fight a Melee Combat with a grim dragon. The grim dragon's attributes are Arms: 8, Magic: 8, Craft: 4, Vitae: 4. At the start of any Combat with the grim dragon, if it is the first Combat the grand dragon has been in this turn, roll two dice. If the die roll is greater than your Magic, you receive 1 Wound. If the grim dragon has fallen due to Combat with you, gain a dragon shield. A dragon shield is an Item. If you have the dragon shield, roll two dice when you receive a Wound due to a Melee Combat with a monster that does not have the word 'dragon', 'drake', or 'wyrm' in it's name. If the die roll is 8 or more, you do not receive the Wound. If you have the dragon shield, roll two dice when you receive a Wound due to a Combat with a monster that has the word 'dragon', 'drake', or 'wyrm' in it's name. If the die roll is 7 or more, you do not receive the Wound. If you have the dragon shield, roll two dice if you receive any Wounds due to an Ability of a monster with the word 'dragon' in it's name. If the die roll is 7 or more, you do not receive any Wounds. You may not use any other Item with the word 'shield' or 'armor' in it's name if you have the dragon shield.


4 = All sorts of treasure and a few dragon magic scrolls are strewn throughout this lair. Roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4, 5, or 6, roll two dice. If that die roll is less than the total of your Arms plus your Vitae, gain dragonclaws. Dragonclaws is a Spell. Dragonclaws may be used at the start of any Melee Combat. When used, gain dragon claws. Dragon claws is an Item and a weapon. Dragon claws does not count towards the number of Items you may have. If you have dragon claws at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only. If the monster in the Melee Combat that you used dragonclaws at the start of has fallen or if you choose to end Combat with that monster, lose dragon claws.


5 = A breed of fierce dragons known as drakes populate this vast lair. Roll a die. If the die roll is 1 or 2, fight a Melee Combat with a green drake. The green drake's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the die roll is 3 or 4, fight a Melee Combat with a scarlet drake. The scarlet drake's attributes are Arms: 7, Magic: 6, Craft: 3, Vitae: 3. If the scarlet drake has fallen due to Combat with you, gain 1 Gold. If the die roll is 5 or 6, fight a Melee Combat with a violet drake. The violet drake's attributes are Arms: 7, Magic: 6, Craft: 3, Vitae: 4. If the violet drake has fallen due to Combat with you, gain 2 Gold.


6 = A race of well-armed and well-armored dragon men live in this lair. Fight a Melee Combat with a draconian. The draconian's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. For the purposes of Items, Allies, and Spells, treat the word 'draconian' as though it is the word 'dragon'. At the start of any Melee Combat the draconian is in, roll a die. If the die roll is 4, 5, or 6, increase the draconian's Arms by 1 for that Melee Combat only. If the draconian receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the draconian does not receive the Wound.


7 = The roars of the dragons in this lair can frighten off even the most hardy adventurer. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin at The Eyrie; Proceed to that page if so.


8 = The mages among the draconians are equally well-armed and well-armored as their mundane brethren. Fight a Magical Combat with a dracomancer. The dracomancer's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. For the purposes of Items, Allies, and Spells, treat the word 'dracomancer' as though it is the word 'dragon'. At the start of any Magical Combat the dracomancer is in, roll a die. If the die roll is 4, 5, or 6, increase the dracomancer's Magic by 1 for that Magical Combat only. If the dracomancer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the dracomancer does not receive the Wound.


9 = A breed of fearsome dragons known as wyrms populate this vast lair. Roll a die. If the die roll is 1 or 2, fight a Magical Combat with a green wyrm. The green wyrm's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the die roll is 3 or 4, fight a Magical Combat with a scarlet wyrm. The scarlet wyrm's attributes are Arms: 6, Magic: 7, Craft: 3, Vitae: 3. If the scarlet wyrm has fallen due to Combat with you, gain 1 Gold. If the die roll is 5 or 6, fight a Magical Combat with a violet wyrm. The violet wyrm's attributes are Arms: 6, Magic: 7, Craft: 3, Vitae: 4. If the violet wyrm has fallen due to Combat with you, gain 2 Gold.


10 = All sorts of treasure and a few dragon magic scrolls are strewn throughout this lair. Roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4, 5, or 6, roll two dice. If that die roll is less than the total of your Magic plus your Vitae, gain dragonwings. Dragonwings is a Spell. Dragonwings may be used at the start of any Magical Combat. When used, gain dragon wings. Dragon wings is an Item and a weapon. Dragon wings does not count towards the number of Items you may have. If you have dragon wings at the start of any Magical Combat, increase your Magic by 2 for that Magical Combat only. If the monster in the Magical Combat that you used dragonwings at the start of has fallen or if you choose to end Combat with that monster, lose dragon wings.


11 = The horns of a great dragon in this lair can be fashioned into a magic lance. Fight a Melee Combat with a great dragon. The great dragon's attributes are Arms: 8, Magic: 8, Craft: 4, Vitae: 4. At the start of any Combat with the great dragon, if it is the first Combat the great dragon has been in this turn, roll two dice. If the die roll is greater than your Arms, you receive 1 Wound. If the great dragon has fallen due to Combat with you, gain a dragon lance. A dragon lance is an Item and a weapon. If you have the dragon lance at the start of any Combat with a monster that does not have the word 'dragon', 'drake', or 'wyrm' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the dragon lance at the start of any Combat with a monster that has the word 'dragon', 'drake', or 'wyrm' in it's name, increase your Arms and Magic by 2 for that Combat only. If you have the dragon lance, and a monster with the word 'dragon', 'drake', or 'wyrm' in it's name receives a Wound due to Combat with you, the monster receives 1 additional Wound.


12 = This lair and all the dragons of the land are ruled by an ancient dragon wearing a gold-scaled crown. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a dragon king. If the die roll is 4, 5, or 6, fight a Magical Combat with a dragon king. The dragon king's attributes are Arms: 9, Magic: 9, Craft: 5, Vitae: 5. At the start of any Combat the dragon king is in, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, receive 1 Wound. If the dragon king has fallen due to Combat with you, gain a dragon crown, unless you have a dragon crown. A dragon crown is an Item and a weapon. If you have the dragon crown at the start of any Combat, increase your Arms and Magic by 2 for that Combat only. If you have the dragon crown at the start of any Combat with a monster, and it is your first Combat with the monster that turn, roll two dice. If the die roll is greater than the total of the monster's Arms plus the monster's Magic, the monster receives 1 Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the dragon crown.


Unless you rolled a 7 and went to The Eyrie, after your dragon lair encounter ends, you must choose between staying in The Dragon Lair or going back to The Eyrie. If you choose to stay in The Dragon Lair, your turn ends and the next turn will begin in The Dragon Lair; Stay on this page if so. If you choose to return to The Eyrie, your turn ends and the next turn will begin at The Eyrie; Proceed to that page if so.


The Eyrie

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