The Grotto
Your turn begins at The Grotto.
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 grotto:
2 = The glorious queen of the mermaids guards a horn of legend that can command all sea life. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with a mermaid queen. If the die roll is 5 or 6, fight a Melee Combat with a mermaid queen. The mermaid queen's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 3. At the start of any Combat the mermaid queen is in with you, if the mermaid queen has 1 or more Wounds and you have less Wounds than the mermaid queen has, roll a die. If the die roll is less than the mermaid queen's Craft, the mermaid queen heals 1 Wound. If the mermaid queen has fallen due to Combat with you, gain a triton horn, unless you have a triton horn. A triton horn is an Item. If you have the triton horn at the start of any Combat on a page with the word 'Coastal', 'Grotto', 'Sunken', 'Kraken', 'Sea', 'Lagoon', 'Octopus', 'Coral', or 'Distant' in it's name, you may choose to have the Combat be a standoff without rolling any dice. If so, Combat ends with the monster in the Combat you used the triton horn at the start of; Ignore any instructions denoting that you cannot end Combat with that monster. You may not use the triton horn more than once per turn.
3 = One of the mermaid princesses offers to teach you some mermaid magic. If you choose, roll a die. If the die roll is less than your Craft, gain mermada. Mermada is a Spell. You may use Mermada at the start of any Combat you are in with a monster that has less Wounds than you have. When used, heal 1 Wound.
4 = A mermaid priestess guides you to a mystical pool full of healing water. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound.
5 = The mermaids have conjured forth unique ocean elementals to be guards of their grotto. Fight a Melee Combat with a grotto guard. The grotto guard's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 4. At the start of any Melee Combat the grotto guard is in, roll a die. If the die roll is 3 or 6, increase the grotto guard's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the grotto guard, roll a die. If the die roll is 3, receive 1 additional Wound. If the die roll is 6, receive 2 additional Wounds. If the grotto guard has fallen due to Combat with you, roll a die, unless you have a grotto emblem. If the die roll is 3 or 6, gain a grotto emblem. A grotto emblem is an Item. If you have the grotto emblem at the start of any Combat with a monster with the word 'grotto', 'mermaid', or 'merman' in it's name, if it is the first Combat you have been in with that monster that turn, you may choose to have the Combat be a standoff without rolling any dice.
6 = The very civilized mermaids of this grotto are adept at using wave wands when fighting foes. Fight a Magical Combat with a grotto mermaid. The grotto mermaid's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat the grotto mermaid is in, roll a die. If the die roll is 3, increase the grotto mermaid's Magic by 1 for that Magical Combat only. If the die roll is 6, increase the grotto mermaid's Magic by 2 for that Magical Combat only.
7 = A merman and mermaid merchant couple have a duo of mer items for sale. Roll a die. If the die roll is 1, 2, or 3, Pay 1 Gold to gain a merman scale. A merman scale is an Item. the merman scale may be used at the start of any Combat you are in with a monster that has more Wounds than you have. When used, heal 1 Wound and lose the merman scale. If the die roll is 4, 5, or 6, Pay 1 Gold to gain a mermaid tear. A mermaid tear is an Item. the mermaid tear may be used at the start of any Combat you are in with a monster that has less Wounds than you have. When used, heal 1 Wound and lose the mermaid tear.
8 = The quite advanced mermen of this grotto are skilled at wielding golden tridents in battle. Fight a Melee Combat with a grotto merman. The grotto merman's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the grotto merman is in, roll a die. If the die roll is 3, increase the grotto merman's Arms by 1 for that Melee Combat only. If the die roll is 6, increase the grotto merman's Arms by 2 for that Melee Combat only.
9 = The mermen have summoned forth special sea elementals to be guardians of their grotto. Fight a Magical Combat with a grotto guardian. The grotto guardian's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 4. At the start of any Magical Combat the grotto guardian is in, roll a die. If the die roll is 3 or 6, increase the grotto guardian's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the grotto guardian, roll a die. If the die roll is 3, receive 1 additional Wound. If the die roll is 6, receive 2 additional Wounds. If the grotto guardian has fallen due to Combat with you, roll a die, unless you have a grotto compass. If the die roll is 3 or 6, gain a grotto compass. A grotto compass is an Item. If you have the grotto compass at the start of a turn on a page with the word 'Coast' in it's name, you may choose to end your turn. If so, your next turn will begin in The Coastal Caverns; Proceed to that page if so. If you have the grotto compass at the start of a turn on a page with the word 'Coastal' in it's name, you may choose to end your turn. If so, your next turn will begin in The Grotto; Proceed to that page if so.
10 = A merman priest allows you to drink from a sacred cup full of healing water. If you have 1 or more Wounds, roll a die. If the die roll is equal to or greater than the number of Wounds you have, heal 1 Wound.
11 = One of the merman princes offers to teach you some merman magic. If you choose, roll a die. If the die roll is less than your Craft, gain mermana. Mermana is a Spell. You may use Mermana at the start of any Combat you are in with a monster that has more Wounds than you have. When used, heal 1 Wound.
12 = The regal king of the mermen guards a legendary sea ship that can travel most anywhere. If you choose, roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a merman king. If the die roll is 5 or 6, fight a Magical Combat with a merman king. The merman king's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 3. At the start of any Combat the merman king is in with you, if the merman king has 1 or more Wounds and you have more Wounds than the merman king has, roll a die. If the die roll is less than the merman king's Craft, the merman king heals 1 Wound. If the merman king has fallen due to Combat with you, gain a mystic sea ship, unless you have a mystic sea ship. A mystic sea ship is an Item. A mystic sea ship does not count towards the number of Items you may have. The mystic sea ship counts as a sea ship and a river boat; Any instructions denoting the words 'sea ship' or 'river boat' are treated as though denoting the words 'mystic sea ship', except for instructions denoting losing the mystic sea ship as though it were a sea ship or river boat, in which case the instructions are ignored.
After your grotto encounter, you must choose between staying at The Grotto or going back to The Coastal Caverns. If you choose to stay at The Grotto, your turn ends and the next turn will begin at The Grotto; Stay on this page if so. If you choose to go to The Coastal Caverns, your turn ends and the next turn will begin in The Coastal Caverns; Proceed to that page if so.
Comments
Post a Comment