The Grand Chasm
Your turn begins at The Grand Chasm.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the grand chasm:
2 = Standing up from the very bottom of this deep chasm is a mystical statue of gargantuan size. Fight a Magical Combat with a grand totem. The grand totem's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 7. If you receive a Wound due to Magical Combat with the grand totem, receive 1 additional Wound. If the grand totem has fallen due to Combat with you, gain grandstand. Grandstand is a Spell. Grandstand may be used at the start of any Combat. When used, increase your Arms, Magic, and Vitae by 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Combat you used grandstand at the start of has fallen or you choose to end Combat with that monster, heal 1 Wound before the Vitae increase ends. You may not use more than 1 grandstand per monster per turn.
3 = A humble hermit offers to teach you a spell for increasing your size on a grand scale. Roll two dice. If the die roll is equal to or less than the total of your Arms plus your Vitae, gain grandiose. Grandiose is a Spell. Grandiose may be used at the start of any Melee Combat. When used, increase your Arms and Vitae by 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Melee Combat you used grandiose at the start of has fallen or you choose to end Combat with that monster, heal 1 Wound before the Vitae increase ends. You may not use more than 1 grandiose per monster per turn.
4 = In a secluded pocket of the grand chasm lies a gulch which is rich in gold. If you choose, your turn ends and the next turn will begin at The Gold Gulch; Proceed to that page if so.
5 = A breed of gigantic dragons has come to nest and hunt in the grand chasm. Fight a Melee Combat with a grand dragon. The grand dragon's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 6. If you receive a Wound due to Melee Combat with the grand dragon, roll a die. If the die roll is less than the grand dragon's Arms, receive 1 additional Wound.
6 = A race of extremely large giants inhabits this chasm of great size. Fight a Melee Combat with a grand giant. The grand giant's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 5. If you receive a Wound due to Melee Combat with the grand giant, roll a die. If the die roll is less than the grand giant's Arms, receive 1 additional Wound.
7 = Be careful not to fall into the grand chasm of great size which yawns before you. Roll a die. If the die roll is greater than your Craft, roll a die. If that die roll is greater than your Vitae, receive 1 Wound.
8 = Giant vortex creatures spin and float about throughout this chasm of great size. Fight a Magical Combat with a grand vortex. The grand vortex's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 5. If you receive a Wound due to Magical Combat with the grand vortex, roll a die. If the die roll is less than the grand vortex's Magic, receive 1 additional Wound.
9 = Huge sentient sonic monsters of thunderous power reverberate throughout the grand chasm. Fight a Magical Combat with a grand echo. The grand echo's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 6. If you receive a Wound due to Magical Combat with the grand echo, roll a die. If the die roll is less than the grand echo's Magic, receive 1 additional Wound.
10 = Hidden away within the grand chasm are long lost caves full of monsters and treasure. If you choose, your turn ends and the next turn will begin in The Lost Caves; Proceed to that page if so.
11 = A humble hermit offers to teach you some magic for increasing your size in a grand manner. Roll two dice. If the die roll is equal to or less than total of your Magic plus your Vitae, gain grandeur. Grandeur is a Spell. Grandeur may be used at the start of any Magical Combat. When used, increase your Magic and Vitae by 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Magical Combat you used grandiose at the start of has fallen or you choose to end Combat with that monster, heal 1 Wound before the Vitae increase ends. You may not use more than 1 grandeur per monster per turn.
12 = Sitting upon a throne carved into this chasm is a powerful titan of tremendous size. Fight a Melee Combat with a grand titan. The grand titan's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 7. If you receive a Wound due to Melee Combat with the grand titan, receive 1 additional Wound. If the grand titan has fallen due to Combat with you, gain a grand girdle. A grand girdle is an Item. If you have the grand girdle at the start of any Combat, you may choose to lose the grand girdle. If so, increase your Arms, Magic, and Vitae by 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have 1 or more Wounds when the monster in the Combat you lost the grand girdle at the start of has fallen or you choose to end Combat with that monster, heal 1 Wound before the Vitae increase ends. You may not use more than 1 grand girdle per monster per turn.
Unless you rolled a 4 and went to The Gold Gulch, or you rolled a 10 and went to The Lost Caves, after your grand chasm encounter, you must choose between staying at The Grand Chasm or going back to The Borderlands. If you choose to stay at The Grand Chasm, your turn ends and the next turn will begin at The Grand Chasm; Stay on this page if so. If you choose to go to The Borderlands, your turn ends and the next turn will begin in The Borderlands; Proceed to that page if so.
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