The Hollow Tree
Your turn begins at The Hollow Tree.
If you are an elf, or if you are a priest and your Alignment is Neutral, increase your Arms and Magic by 1 for this turn only.
Roll one die for what you encounter while climbing to the top of the hollow tree:
1 = You are attacked by a strange winged creature with the head of a buck and the body of a large hawk. Fight a Melee Combat with a peryton. The peryton's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If you receive a Wound due to a Melee Combat with the peryton, your turn ends and the next turn will begin in The Mystic Woods; Proceed to that page if so.
2 = While climbing the tree trunk, you discover a secret door of bark that leads inside the tree.
3 = Near the top of the tree, an evil crow tries to peck you. Fight a Magical Combat with a tree crow. The tree crow's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. You may not use any Item or Spell while in Combat with the tree crow.
4 = While climbing the tree, you are attacked by a tree squirrel. Fight a Melee Combat with a tree squirrel. The tree squirrel's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. You may not use any Item or Spell while in Combat with the tree squirrel.
5 = You climb to the top of the tree, then climb down safely inside it using a rope ladder there.
6 = You climb to the top of the tree, then fall into it by accident. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Unless you rolled a 1 and went to The Mystic Woods, after your tree climb encounter ends, roll two dice for what you encounter while exploring inside the hollow tree:
2 = You are attacked by the evil spirit of a dead witch that used to call this tree home. Fight a Magical Combat with a blair witch. The blair witch's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the blair witch is in, roll a die. If the die roll is 1, 2, or 3, increase the blair witch's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the blair witch, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the blair witch has fallen due to Combat with you, gain a deadwood wand. A deadwood wand is an Item and a weapon. If your Alignment is Evil and you have the deadwood wand at the start of any Magical Combat, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 2 for that Magical Combat only. If your Alignment is Evil and you have the deadwood wand, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, the monster receives 1 additional Wound.
3 = A tree spirit shares with you the words to a powerful spell. Roll a die. If the die roll is equal to or less than your Arms, or if you are a warrior, gain timber. Timber is a Spell. Timber may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'axe' or 'ax' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which timber was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which timber was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which timber was used. You may not use more than 1 timber per Combat.
4 = Deep within this hollow tree is a witch's cauldron spewing forth noxious fumes. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound.
5 = A rather large pack of raccoons wanders throughout this hollow tree. Fight a Melee Combat with a raccoon pack. The raccoon pack's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 1. Roll a die. Increase the raccoon pack's Vitae by an amount equal to the die roll.
6 = A very ugly bugbear tries to eat all who enter this tree. Fight a Melee Combat with an ugly bugbear. The ugly bugbear's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If you receive a Wound due to a Melee Combat with the ugly bugbear, roll a die. If the die roll is 5 or 6, receive 1 additional Wound.
7 = Be careful to not get caught in the tangle roots of this tree. Roll two dice. If the die roll is greater than the total of your Vitae plus your Craft, lose 1 Item.
8 = A very beautiful dryad tries to poison those who enter her arbor domain. Fight a Magical Combat with a poison dryad. The poison dryad's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to a Magical Combat with the poison dryad, roll a die. If the die roll is 1 or 2, receive 1 additional Wound.
9 = You find yourself surrounded by sentient tree shades. Fight a Magical Combat with tree shades. The tree shades' attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 1. Roll a die. Increase the tree shades' Vitae by an amount equal to the die roll.
10 = What looks like an ordinary pine cone suddenly drops down and explodes. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, receive 1 Wound.
11 = A miniature being made of sap offers it's services to you. Roll a die. If the die roll is less than your Craft, or if your Alignment is Evil and the die roll is equal to or less than your Craft, gain a sapling. A sapling is an Ally. You may use the sapling at the start of any Melee Combat if you have an Item that is a weapon. When used, the Melee Combat the sapling was used at the start of will automatically be a standoff without rolling any dice; At the end of that Melee Combat, lose the sapling.
12 = A bearded warrior wearing a red plaid shirt and wielding a large axe rules this tree now. Fight a Melee Combat with lumber jack. Lumber jack's attributes are Arms: 6, Magic: 2, Craft: 3, Vitae: 4. At the start of any Melee Combat that lumber jack is in, roll a die. If the die roll is 3, 4, 5, or 6, increase lumber jack's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with lumber jack, roll a die. If the die roll is 3, 4, 5, or 6, receive 1 additional Wound. If lumber jack has fallen due to Combat with you, gain a lumberjack ax. A lumberjack ax is an Item and a weapon. If you have the lumberjack ax at the start of any Melee Combat, roll a die. If the die roll is 1 or 2, increase your Arms by 1 for that Melee Combat only. If the die roll is 3, 4, 5, or 6, increase your Arms by 2 for that Melee Combat only. If you have the lumberjack ax, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, the monster receives 1 additional Wound.
After your encounter inside the tree ends, you must choose between staying at The Hollow tree or going back to The Mystic Woods. If you choose to stay at The Hollow Tree, your turn ends and the next turn will begin at The Hollow Tree; Stay on this page if so. If you choose to go to The Mystic Woods, your turn ends and the next turn will begin in The Mystic Woods; Proceed to that page if so.
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