The Dread Reef

Your turn begins on The Dread Reef.

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


Roll a die for what you encounter on the outer surface of the reef:


      1 = You find a rickety raft that may be used to return safely to shore. If you choose, roll a die. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, your turn ends and the next turn will begin in The Port City; Proceed to that page if so.


      2 = You slip and fall on the jagged coral of the dread reef. Roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to your Vitae minus the die roll.


      3 = A templar of the tide temple has come to this reef to rid it of evil. Unless your Alignment is Good, fight a Melee Combat with a tidal templar. The tidal templar's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. If the tidal templar receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the tidal templar does not receive the Wound.


      4 = A wave comes dashing onto the reef, knocking you off balance. Roll a die. If the die roll is 1, 2, or 3, lose 1 Gold.


      5 = A dread-inducing amphibian monster comes swimming out of the water near the reef. Fight a Melee Combat with a dread one. The dread one's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae 2. If the dread one receives a Wound due to Combat with you, roll a die. If the die roll is 5, the dread one does not receive the Wound.


      6 = You come face to face with one of the leaders of the dark cult of the dread reef. Fight a Magical Combat with a dread priest. The dread priest's attributes are Arms: 2, Magic: 5, Craft: 4, Vitae: 2. If the dread priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the dread priest does not receive the Wound. If the dread priest has fallen due to Combat with you, gain waterwalk. Waterwalk is a Spell. You may use waterwalk at the start of any turn on a page with the word 'Port' or 'Reef' in it's name. When used at the start of a turn on a page with the word 'Port' in it's name, your turn ends and your next turn will begin on The Dread Reef; Proceed to that page if so. When used at the start of a turn on a page with the word 'Reef' in it's name, your turn ends and your next turn will begin in The Port City; Proceed to that page if so.


Unless you rolled a 1 and returned to The Port City, after your outer surface encounter, roll a die for what you encounter in the inner tunnels of the reef:


      1 = You find a watery scroll that might be used to magically transport back to shore. If you choose, roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, your turn ends and the next turn will begin in The Port City; Proceed to that page if so.


      2 = A sudden rush of seawater floods the tunnel you are in. Roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to your Vitae minus the die roll.


      3 = The priestesses of the dread cult are all evil to the core. Unless your Alignment is Evil, fight a Magical Combat with a dread priestess. The dread priestess's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the dread priestess receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the dread priestess does not receive the Wound.


      4 = You think you spot a golden statuette at the bottom of a pool of seawater. Roll a die. If the die roll is 4, 5, or 6, gain 1 Gold.


      5 = A dreadful-looking amphibious monstrosity comes splashing through the tunnel towards you. Fight a Melee Combat with a dread one. The dread one's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae 2. If the dread one receives a Wound due to Combat with you, roll a die. If the die roll is 5, the dread one does not receive the Wound.


      6 = In a large pool deep within the tunnels is the dark god of the dread reef. Fight a Melee Combat with a dread god. The dread god's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. If the dread god receives a Wound due to Combat with you, roll a die. If the die roll is 5 or 6, the dread god does not receive the Wound. If the dread god has fallen due to Combat with you, gain a dread relic. A dread relic is an Item. If you have the dread relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the dread relic to gain 4 Gold.


Unless you rolled a 1 and returned to The Port City, your turn ends after your inner tunnels encounter ends, and your next turn will begin in The Dread Reef; Stay on this page if so.


The Port City

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