The Elephant Graveyard

Your turn begins in The Elephant Graveyard.

Roll two dice for what you encounter while exploring the elephant graveyard:


2 = The pygmy tribe that protects this secluded graveyard worships a living elephant idol of great size. Fight a Magical Combat with an elephant idol. The elephant idol's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 6.  If the elephant idol receives a Wound due to Combat with you, roll two dice. If the die roll is 2 or 12, increase the elephant idol's Vitae by 2. If the elephant idol has fallen due to Combat with you, gain elephantine. Elephantine is a Spell. Elephantine may be used at the start of any turn. When used, your Vitae becomes 6 for that turn only. Also, if you receive a Wound due to a Magical Combat during the turn elephantine was used at the start of, roll two dice. If the die roll is 2 or 12, increase your Vitae by 2 for that turn only. At the end of the turn you used elephantine, before any Vitae increases end, heal 2 Wounds for every time your Vitae became 6 or increased by 2 due to elephantine that turn.


3 = A pygmy witch doctor will teach you an elephant magic spell if you prove you are worthy. Roll two dice. If the die roll is equal to or less than the total of your Arms plus your Vitae, gain trunk. Trunk is a Spell. You may use trunk at the start of any Melee Combat with a monster if it is the first Combat you have been in with the monster that turn. When used, increase your Arms by 2 for that Melee Combat only. If a monster receives a Wound due to a Melee Combat that trunk was used at the start of, the monster receives 1 additional Wound. You may not use any Item that is a weapon in a Melee Combat that you used trunk at the start of. You may not use more than 1 trunk per Combat.


4 = A party of pygmy scouts surround you and aim their deadly blowguns at you. Roll two dice. If the die roll is greater than your Craft, or if you choose, fight a Melee Combat with a pygmy pack. The pygmy pack's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. Roll a die. Increase the tribal pack's Arms and Vitae by an amount equal to the die roll divided by two (round up). At the start of any Melee Combat the pygmy pack is in, if it is the first Combat the pygmy pack has been in this turn, roll a die. If the die roll is equal to or less than the pygmy pack's Arms, roll a die. If that die roll is equal to or greater than your Vitae, you receive 1 Wound. At the start of any Melee Combat the pygmy pack is in, if it is not the first Combat the pygmy pack has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the pygmy pack's Arms by 1 for that Melee Combat only. If the pygmy pack has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain a curare blowgun. A curare blowgun is an Item and a weapon. If you have the curare blowgun at the start of a Melee Combat and it is the first Combat you have been in during a turn, roll a die. If the die roll is equal to or less than your Arms, roll a die. if that die roll is equal to or greater than the Vitae of the monster in the Combat that you used the curare blowgun at the start of, the monster receives 1 Wound.


5 = The witch doctors of the pygmy tribe are adept at using poisonous curare magic. Fight a Magical Combat with a pygmy witch doctor. The pygmy witch doctor's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the pygmy witch doctor is in, if it is the first Combat the pygmy witch doctor has been in this turn, roll a die. If the die roll is equal to or less than the pygmy witch doctor's Magic, roll a die. If that die roll is equal to or greater than your Vitae, you receive 1 Wound. At the start of any Magical Combat the pygmy witch doctor is in, if it is not the first Combat the pygmy witch doctor has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the pygmy witch doctor's Magic by 1 for that Magical Combat only.


6 = These graveyard grounds are guarded by a tribe of pygmies armed with a poison called curare. Fight a Melee Combat with a pygmy tribesman. The pygmy tribesman's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the pygmy tribesman is in, if it is the first Combat the pygmy tribesman has been in this turn, roll a die. If the die roll is equal to or less than the pygmy tribesman's Arms, roll a die. If that die roll is equal to or greater than your Vitae, you receive 1 Wound. At the start of any Melee Combat the pygmy tribesman is in, if it is not the first Combat the pygmy tribesman has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the pygmy tribesman's Arms by 1 for that Melee Combat only.


7 = A mystical jungle curse protects this sacred elephant graveyard from trespassers. Roll two dice. If the die roll is 2, you receive 1 Wound. If the die roll is 12, you receive 2 Wounds.


8 = Even a baby elephant of this graveyard will battle fiercely against any unwanted intruder. Fight a Melee Combat with a baby elephant. The baby elephant's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 3. At the start of any Melee Combat the baby elephant is in, if it is the first Combat the baby elephant has been in this turn, increase the baby elephant's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the baby elephant, if it is the first Combat the baby elephant has been in this turn, receive 1 additional Wound. 


9 = With a roar of his trunk, a bull elephant comes swiftly charging towards you. Fight a Melee Combat with a bull elephant. The bull elephant's attributes are Arms: 5, Magic: 1, Craft: 1, Vitae: 4. At the start of any Melee Combat the bull elephant is in, if it is the first Combat the bull elephant has been in this turn, increase the bull elephant's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the bull elephant, if it is the first Combat the bull elephant has been in this turn, receive 1 additional Wound. 


10 = Stomping their way towards you is a hostile herd of stampeding elephants. Fight a Melee Combat with an elephant herd. The elephant herd's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 3. Roll a die. Increase the elephant herd's Arms and Vitae by an amount equal to the die roll divided by two (round up). At the start of any Melee Combat the elephant herd is in, if it is the first Combat the elephant herd has been in this turn, increase the elephant herd's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the elephant herd, if it is the first Combat the elephant herd has been in this turn, receive 1 additional Wound. If the elephant herd has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain charger. Charger is a Spell. You may use charger at the start of any Combat with a monster if it is the first Combat you have been in with the monster that turn. When used, increase your Arms and Magic by 2 for that Combat only. If a monster receives a Wound due to a Combat that charger was used at the start of, the monster receives 1 additional Wound. You may not use any Item that is a weapon in a Magical Combat that you used charger at the start of. You may not use more than 1 charger per Combat and may not use charger and the Spell trunk or tusk during the same Combat.


11 = Sticking out of the ground is an ivory tusk with an incantation of elephant magic carved on it. Roll two dice. If the die roll is equal to or less than the total of your Magic plus your Vitae, gain tusk. Tusk is a Spell. You may use tusk at the start of any Magical Combat with a monster if it is the first Combat you have been in with the monster that turn. When used, increase your Magic by 2 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat that tusk was used at the start of, the monster receives 1 additional Wound. You may not use any Item that is a weapon in a Magical Combat that you used tusk at the start of. You may not use more than 1 tusk per Combat.


12 = A powerful packiderm wearing a crown rules over the elephants of these graveyard grounds. Fight a Melee Combat with an elephant king. The elephant king's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 5. If the elephant king has fallen due to Combat with you, gain an elephant crown, unless you have an elephant crown. An elephant crown is an Item. If you have the elephant crown at the start of a turn on a page with the word 'Elephant' or 'Jungle' in it's name, increase your Arms and Magic by 1 for that turn only. Also, if you have the elephant crown and a monster with the word 'elephant' in it's name has fallen due to Combat with you, you may choose to roll a die. If the die roll is equal to or less than your Craft, gain an elephant servant. An elephant servant is an Ally. If you have the elephant servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the elephant servant first. The kind of Combat the elephant servant fights with the monster will be of the same kind you would have fought with the monster. The elephant servant's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 1. At the start of any Melee Combat the elephant servant is in, if it is the first Combat the elephant servant has been in this turn, increase the elephant servant's Arms and Magic by 1 for that Combat only. If a monster receives a Wound due to Combat with the elephant servant, if it is the first Combat the elephant servant has been in this turn, the monster receives 1 additional Wound. If the monster has fallen due to Combat with the elephant servant, 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 elephant servant has fallen due to Combat with the monster, lose the elephant servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the elephant servant. If neither the elephant servant nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the elephant servant. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the elephant crown.


After your elephant graveyard encounter ends, you must choose between staying in The Elephant Graveyard or going back to The Jungle Island. If you choose to stay in The Elephant Graveyard, your turn ends and the next turn will begin in The Elephant Graveyard; 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.


The Jungle Island

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