The Gold Gulch

Your turn begins at The Gold Gulch.

Roll two dice for what you encounter while at the gold gulch:


2 = You come upon the secret hiding spot of a famous pirate with a golden hook for a hand. Fight a Melee Combat with captain goldenhook. Captain goldenhook's attributes are Arms: 5, Magic: 1, Craft: 4, Vitae: 3. If you receive a Wound due to a Melee Combat with captain goldenhook, you receive 1 additional Wound. If captain goldenhook has fallen due to Combat with you, gain a golden hook. A golden hook is an Item and a weapon. If your Alignment is Good and you have the golden hook at the start of any Melee Combat, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, or if you are a thief, increase your Arms by 2 for that Melee Combat only. If your Alignment is Good and you have the golden hook, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, the monster receives 1 additional Wound.


3 = Greedy spirits haunt this gulch and are intent on stealing gold from the living. Roll a die. If the die roll is equal to or less than the amount of Gold you have, lose 1 Gold.


4 = An amiable alchemist offers to teach you a spell for empowering yourself with gold. If you choose, roll a die. If the die roll is equal to or less than your Craft, or if you pay 1 Gold, gain goldglow. Goldglow is a Spell. You may only use goldglow at the start of a Melee Combat if you have 1 or more Gold. When used, increase your Arms by a number equal to the amount of Gold you have for that Melee Combat only. You may not use more than 1 goldglow per Combat.


5 = A bloodthirsty band of ghouls stalks the gulch for those with gold. Fight a Melee Combat with a golden ghoul. The golden ghoul's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. If you have 1 or more Gold at the start of a Melee Combat with the golden ghoul, roll a die. If the die roll is equal to or less than the amount of Gold you have, increase the golden ghoul's Arms by 1 for that Melee Combat only. If the golden ghoul has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain 1 Gold.


6 = You are attacked by a prospector who has gone mad from gold fever. Fight a Melee Combat with a goldfever prospector. The goldfever prospector's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. If you have 1 or more Gold at the start of a Melee Combat with the goldfever prospector, roll a die. If the die roll is equal to or less than the amount of Gold you have, increase the goldfever prospector's Arms by 1 for that Melee Combat only. If the goldfever prospector has fallen due to Melee Combat with you, roll a die. If the die roll is 6, gain 1 Gold.


7 = One of the dangers of this golden gulch is getting gold fever. Roll two dice. If the die roll is equal to or less than the amount of Gold you have, receive 1 Wound.


8 = A magical fish leaps out of the muddy gulch waters and attacks you for your gold. Fight a Magical Combat with a gold fish. The gold fish's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. If you have 1 or more Gold at the start of a Magical Combat with the gold fish, roll a die. If the die roll is equal to or less than the amount of Gold you have, increase the gold fish's Magic by 1 for that Magical Combat only. If the gold fish has fallen due to Magical Combat with you, roll a die. If the die roll is 6, gain 1 Gold.


9 = A very ancient and immortal mage is forever cursed to search this gulch for gold. Fight a Magical Combat with a golden oldie. The golden oldie's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If you have 1 or more Gold at the start of a Magical Combat with the golden oldie, roll a die. If the die roll is equal to or less than the amount of Gold you have, increase the golden oldie's Magic by 1 for that Magical Combat only. If the golden oldie has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain 1 Gold.


10 = An avaricious alchemist offers to teach you some magic for empowering yourself with gold. If you choose, roll a die. If the die roll is equal to or less than your Craft, or if you pay 1 Gold, gain goldgleam. Goldgleam is a Spell. You may only use goldgleam, at the start of a Magical Combat if you have 1 or more Gold. When used, increase your Magic by a number equal to the amount of Gold you have for that Magical Combat only. You may not use more than 1 goldgleam per Combat.


11 = A generous race of gold-digging gnomes likes to share their wealth with those in need. Roll a die. If the die roll is equal to or greater than the amount of Gold you have, gain 1 Gold.


12 = A king with the power to turn things he touches into gold has deemed himself ruler of this gulch. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with king midas. If the die roll is 4, 5, or 6, fight a Magical Combat with king midas. King midas's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. If you have 1 or more Gold at the start of a Combat with king midas, roll a die. If the die roll is equal to or less than the amount of Gold you have, increase king midas's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with king midas, lose 1 Item and gain 1 Gold. If king midas has fallen due to Combat with you, gain midastouch. Midastouch is a Spell. You may only use midastouch at the start of a Combat if you have 1 or more Gold. When used, increase your Arms and Magic by a number equal to the amount of Gold you have for that Combat only. You may not use more than 1 midastouch per Combat.


After your gold gulch encounter ends, you may choose to do any of the following in any order you choose:


Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item that does not count towards the number of Items you may have or an Item with the word 'potion' in it's name.


Pay 1 Gold to gain alchemy. Alchemy is a Spell. You may use alchemy at the start of any turn. When used, lose any number of Items you have, except for Items that do not count towards the number of Items you may have or Items with the word 'potion' in their name, then gain an amount of Gold equal to the number of Items you lost.


Pay 1 Gold to gain an alchemist. An alchemist is an Ally. If you have the alchemist at the start of any turn, you may choose to lose the alchemist. If so, lose any number of Items you have, except for Items that do not count towards the number of Items you may have or Items with the word 'potion' in their name, then gain an amount of Gold equal to the number of Items you lost.


Pay 2 Gold to gain a goldgulch map. A goldgulch map is an Item. A goldgulch map does not count towards the number of Items you may have. If you have the goldgulch map at the start of a turn on a page with the word 'Chasm' in it's name, you may choose to end your turn. If so, your next turn will begin at The Gold Gulch; Proceed to that page.


When you are done gaining Gold, Items, Spells, and/or Allies, you must choose between staying at The Gold Gulch or going back to The Grand Chasm. If you choose to stay at The Gold Gulch, your turn ends and the next turn will begin at The Gold Gulch; Stay on this page if so. If you choose to return to The Grand Chasm, your turn ends and the next turn will begin at The Grand Chasm; Proceed to that page if so.


The Grand Chasm

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