The Frozen Tundra

Your turn begins at the Frozen Tundra.

If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


Roll two dice. If the die roll is 2 or 12, an avalanche occurs. If an avalanche occurs, choose your Arms, Magic, or Craft, then roll two dice. If that die roll is greater than the total of your chosen attribute plus your Vitae, you receive a number of Wounds equal to the die roll minus the total of your chosen attribute plus your Vitae.


Roll two dice for what you encounter while exploring the frozen tundra:


2 = Near the top of this frozen tundra lives a master of ice magic. Fight a Magical Combat with a cryo mancer. The cryo mancer's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 3. If the cryo mancer has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is less than the cryo mancer's Craft, increase the cryo mancer's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the cryo mancer, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the cryo mancer has fallen due to Combat with you, gain an cryo ring, unless you have a cryo ring. A cryo ring is an Item. If you have the cryo ring in a Magical Combat and you increase your Magic due to a Spell, roll a die. If the die roll is less than your Craft, increase your Magic by 1 for that Magical Combat only.


3 = Near the base of this tundra is a mystical magical wonderland where it is always winter. If you choose, your turn ends and your next turn will begin in The Winter Wonderland; Proceed to that page if so.


4 = A member of the snow men who live on this tundra may join you on your adventures. If you choose, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Craft, gain a frigian. A frigian is an Ally. If you have the frigian and a monster receives a Wound due to Magical Combat with you, you may choose to roll a die. If the die roll is equal to or greater than the Craft of the monster, the monster receives 1 additional Wound. If a monster receives 1 additional Wound due to the frigian, roll a die. If the die roll 1 or 6, lose the frigian. You may not use more than 1 frigian per Wound per Combat.


5 = A freezing warrior wielding a freezing sword jumps out of an ice fissure and attacks you. Fight a Melee Combat with a snow warrior. The snow warrior's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. If you receive a Wound due to Melee Combat with the snow warrior, and it is the first Wound you have received due to Combat with the snow warrior this turn, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the snow warrior has fallen due to a Melee Combat with you, roll a die. If the die roll is 6, gain an ice blade. An ice blade is an Item and a weapon. If you have the ice blade at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster with the word 'flame' or 'fire' in it's name receives a Wound due to a Melee Combat that the ice blade was used at the start of, that monster receives 1 additional Wound.


6 = This tundra is home to a breed of giant white-furred bumblebee that has a chilling sting. Fight a Magical Combat with a snow bee. The snow bee's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the snow bee, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound.


7 = A married merchant eskimo couple sells useful items and spells from their igloo. Roll a die. If the die roll is 1, 2, or 3, the eskimo merchant of the tundra is a mellow fellow who has parkas for sale. Pay 1 Gold to gain a parka. A parka is an Item. A parka does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, the eskimo wife of the tundra merchant has a special healing spell for sale. Pay 1 Gold to gain warmth. Warmth is a Spell. You may use warmth at any time you have 1 or more Wounds and an Item with the word 'parka' in it's name. When used, heal 1 Wound, unless you choose to lose 1 Item with the word 'parka' in it's name, in which case heal all Wounds.


8 = Rolling down the tundra is a snow trooper who throws snowballs at you. Fight a Magical Combat with a snow baller. The snow baller's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. At the start of any Magical Combat the snow baller is in, roll a die. If the die roll is 5 or 6, increase the snow baller's Magic by 1 for that Magical Combat only. If the snow baller receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the snow baller does not receive the Wound. If you receive a Wound due to Melee Combat with the snow baller, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound.


9 = Appearing in a flurry of snow is a freezing warlock wielding a freezing staff. Fight a Magical Combat with a snow warlock. The snow warlock's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the snow warlock, and it is the first Wound you have received due to Combat with the snow warlock this turn, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the snow warlock has fallen due to a Magical Combat with you, roll a die. If the die roll is 6, gain a snow staff. A snow staff is an Item and a weapon. If you have the snow staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If a monster with the word 'flame' or 'fire' in it's name receives a Wound due to a Magical Combat that the snow staff was used at the start of, that monster receives 1 additional Wound.


10 = An ice mage in an iceproof hut offers to teach you some cryokinetic ice magic. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain icefire. Icefire is a Spell. Icefire may be used whenever a monster receives a Wound due to Magical Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 icefire per Wound per Combat.


11 = You have discovered the dreaded unknown plateau wherein horrific beings are said to dwell. If you choose, your turn ends and your next turn will begin on The Unknown Plateau; Proceed to that page if so.


12 = This tundra is guarded by a fierce snow-breathing dragon with ice blue scales. Fight a Melee Combat with a blue dragon. The blue dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. At the start of any Combat with the blue dragon, if it is the first Combat the blue dragon has been in this turn, roll a die. If the die roll is less than your Magic, receive 1 Wound. If the die roll is equal to or greater than your Magic, roll a die. Receive a number of Wounds equal to that die roll divided by two (round up). If the blue dragon has fallen due to Combat with you, roll a die. Gain a number of blue potions equal to the die roll. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.


Unless you rolled a 3 and went to The Winter Wonderland, or you rolled an 11 and went to The Unknown Plateau, after your frozen tundra encounter ends, you must choose between staying at The Frozen Tundra or going back to The Cold Wastes. If you choose to stay at The Frozen Tundra, your turn ends and the next turn will begin at The Frozen Tundra; Stay on this page if so. If you choose to go to The Cold Wastes, your turn ends and the next turn will begin in The Cold Wastes; Proceed to that page if so.


The Winter Wonderland


The Unknown Plateau


The Cold Wastes

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