The Freak Peak
Your turn begins at The Freak Peak.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
2 = An unusual mage of unknown origin lives on this peak to study the various life forms nearby. Fight a Magical Combat with a bio mancer. The bio mancer's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. If the bio mancer has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is less than the bio mancer's Craft, the bio mancer heals 1 Wound. If the bio mancer has fallen due to Combat with you, gain a bio ring, unless you have a bio ring. A bio ring is an Item. If you have the bio ring and you heal a Wound due to a Spell, roll a die. If the die roll is less than your Craft, heal 1 additional Wound.
3 = A strange scout made of metal offers to show you a way into the dome of chrome. Pay 1 Gold to gain a steel scout. A steel scout is an Ally. If you have the steel scout at the start of a turn on a page with the word 'Peak' in it's name, you may choose to end your turn. If so, your next turn will begin in The Chrome Dome; Proceed to that page. Also, if you have the steel scout at the start of a turn on a page with the word 'Mountains' in it's name, you may choose to end your turn. If so, your next turn will begin at The Freak Peak; Proceed to that page.
4 = You find a hidden access entrance to the mysterious metal dome set atop this peak. If you choose, your turn ends and the next turn will begin in The Chrome Dome; Proceed to that page if so.
5 = All over this peak are sentient globs of a glowing green ooze with odd abilities. Fight a Melee Combat with an odd ooze. The odd ooze's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the odd ooze receives a Wound due to Combat with you and it is the first Wound the odd ooze has received due to Combat with you this turn, roll a die. If the die roll is equal to or less than the odd ooze's Craft, you receive a Wound.
6 = Most of the people populating this peak have been freakishly mutated by the weird radiation here. Fight a Melee Combat with a mutant freak. The mutant freak's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If the mutant freak receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 1 or 2, the mutant freak does not receive the Wound.
7 = Waves of mutating radiation emanate from a metal dome of advanced alloy at the apex of this peak. Roll a die. If the die roll is greater than your Magic, roll a die. If that die roll is greater than your Vitae, receive 1 Wound.
8 = Most of the plants on this freakish peak have mutated into carnivorous sentient flora. Fight a Magical Combat with a peak plant. The peak plant's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If the peak plant receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1 or 2, the peak plant does not receive the Wound.
9 = You encounter a rare breed of wraith which can only be found haunting this peak. Fight a Magical Combat with a black wraith. The black wraith's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the black wraith, and it is the first Wound you have received due to Combat with the black wraith this turn, roll a die. If the die roll is 5 or 6, decrease your Magic by 1. The decrease lasts until the black wraith has fallen or if you choose to end Combat with the black wraith.
10 = An entry way to the giant metal dome is defended by a security system of advanced design. If you choose, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the die roll is equal to or less than your Craft, your turn ends and the next turn will begin in The Chrome Dome; Proceed to that page if so.
11 = You find an automatic machine that dispenses a special card for entry into the chrome dome. Pay 1 Item to gain a chrome keycard. A chrome keycard is an Item. A chrome keycard does not count towards the number of Items you may have. If you have the chrome keycard at the start of a turn on a page with the word 'Peak' in it's name, you may choose to end your turn. If so, your next turn will begin in The Chrome Dome; Proceed to that page. If you have the chrome keycard on a page that does not have the word 'Peak' in it's name, lose the chrome keycard.
12 = This freaky peak is guarded by a green dragon which spits poisonous green ichor. Fight a Melee Combat with a green dragon. The green dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. If you receive a Wound due to Combat with the green dragon, and it is the first Wound you have received due to Combat with the green dragon this turn, roll a die. If the die roll is less than your Vitae, receive 1 additional Wound. If the die roll is equal to or greater than your Vitae, roll a die. Receive a number of additional Wounds equal to that die roll divided by two (round up). If the green dragon has fallen due to Combat with you, roll a die. Gain a number of green potions equal to the die roll divided by two (round up). A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.
Unless you rolled a 4 or 10 and went to The Chrome Dome, after your freak peak encounter ends, you must choose between staying at The Freak Peak or going back to The Mountains. If you choose to stay at The Freak Peak, your turn ends and the next turn will begin at The Freak Peak; Stay on this page if so. If you choose to return to The Mountains, your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
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