The Fear Farm
Your turn begins at The Fear Farm.
Roll two dice for what you encounter at the farm of fear:
2 = You are pestered by an annoying little man wearing a large mushroom cap on his head. Fight a Magical Combat with father mushroom. Father mushroom's attributes are Arms: 1, Magic: 5, Craft: 4, Vitae: 2. If father mushroom receives a Wound due to Combat, roll two dice. If the die roll is 10 or more, father mushroom does not receive the Wound. If father mushroom has fallen due to Combat with you, gain a mushroom hat. A mushroom hat is an Item. If you have the mushroom hat, roll two dice when you receive a Wound due to any Combat. If the die roll is 10 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the mushroom hat.
3 = An evil soil sprite has a produce spell it may sell to you. Roll a die. If the die roll is less than your Craft, or if your Alignment is Evil and the die roll is equal to or less than your Craft, pay 1 Gold to gain vegan. Vegan is a Spell. You may only use vegan when a monster with the word 'killer' in it's name has fallen due to Combat with you. When used, gain a killer veggie. A killer veggie is an Ally. If you have a killer veggie at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the killer veggie first. The kind of Combat the killer veggie fights with the monster will be of the same kind you would have fought with the monster. The killer veggie's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. If the monster has fallen due to Combat with the killer veggie, 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 killer veggie has fallen due to Combat with the monster, lose the killer veggie, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the killer veggie. If neither the killer veggie 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 killer veggie.
4 = A pitchfork seems to be magically stuck in a haystack. Roll two dice, unless you have a pitch fork. If the die roll is less than the total of your Arms plus your Magic, gain a pitch fork. A pitch fork is an Item and a weapon. If you have the pitch fork at the start of any Combat with a monster with the word 'killer' or 'harvester' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the pitch fork, and a monster with the word 'killer' or 'harvester' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 4, 5, or 6, that monster receives 1 additional Wound.
5 = A large cob of corn stalks you down. Fight a Melee Combat with a killer cob. The killer cob's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If the killer cob receives a Wound due to Combat with you, roll a die. If the die roll is 1, the killer cob does not receive the Wound.
6 = The vegetables of this farm can be hazardous to your health. Fight a Magical Combat with a killer onion. The killer onion's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the killer onion, roll a die. If the die roll is 1, receive 1 additional Wound.
7 = You find some fruit that may be edible or may be poisonous. If you choose, roll a die. If the die roll is 1, 2, or 3, receive 1 Wound. If the die roll is 4, 5, or 6, heal 1 Wound.
8 = At this farm, potatoes are what eat you! Fight a Melee Combat with a killer potato. The killer potato's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the killer potato, roll a die. If the die roll is 1, receive 1 additional Wound.
9 = A monstrous carrot hunts you down. Fight a Magical Combat with a killer carrot. The killer carrot's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If the killer carrot receives a Wound due to Combat with you, roll a die. If the die roll is 1, the killer carrot does not receive the Wound.
10 = A little creature with the head of an apple may be your only friend on this farm. Roll two dice, unless you have applehead. If the die roll is less than the total of your Craft plus your Vitae, gain applehead. Applehead is an Ally. If you have applehead at the start of any Combat with a monster with the word 'killer' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have applehead, and a monster with the word 'killer' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is 1, 2, or 3, that monster receives 1 additional Wound. If you have applehead at the start of any turn and you have 1 or more Wounds, you may choose to lose applehead. If so, heal 1 Wound.
11 = You have found the way out of this horrible farm of fear. If you choose, your turn ends and the next turn will begin in The Fields; Proceed to that page if so.
12 = This farm is overseen by a devil with a large scythe for harvesting souls. Fight a Magical Combat with a soul harvester. The soul harvester's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 4. If you receive a Wound due to a Magical Combat with the soul harvester, increase the soul harvester's Magic by 1. If the soul harvester has fallen due to Combat with you, gain a soul scythe. A soul scythe is an Item and a weapon. If you have the soul scythe and a monster receives a Wound due to a Magical Combat with you, increase your Magic by 1. The increase lasts until the monster in the Magical Combat with you has fallen or if you choose to end Combat with that monster.
Unless you rolled an 11 and returned to The Fields, your turn ends and the next turn will begin at The Fear Farm; Stay on this page.
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