The Hornet Nest
Your turn begins in The Hornet Nest.
Roll two dice for what you encounter while exploring the hornet nest:
2 = The hornet men soldiers of this nest are lead by a loyal general determined to protect his queen. Fight a Magical Combat with a hornetman general. The hornetman general's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 4. If the hornetman general receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the hornetman general does not receive the Wound. If you receive a Wound due to Magical Combat with the hornetman general, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If the hornetman general has fallen due to Combat with you, gain a hornet hat, unless you have a hornet hat. A hornet hat is an Item. If you have the hornet hat at the start of any Combat with a monster with the word 'hornet' or 'hornetman' in it's name, increase your Arms and Magic by 1 for that Combat only. Also, if you have the hornet hat, roll two dice when you receive a Wound due to Magical Combat. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'robe', or 'robes' in it's name if you have the hornet hat.
3 = The floor of the honeycomb you are in gives way and sends you falling down from the nest. Roll a die. If the die roll is greater than your Magic, receive 1 Wound, then your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page. If the die roll is equal to or less than your Magic, your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page.
4 = A hornet man mage offers to teach you some deadly hornet magic. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain stinger. Stinger is a Spell. Stinger 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 Vitae, the monster receives 1 additional Wound. You may not use more than 1 stinger per Wound per Combat.
5 = A large hornet serving as a soldier to the hive discovers you have intruded into the nest. Fight a Magical Combat with a soldier hornet. The soldier hornet's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. If the soldier hornet receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the soldier hornet does not receive the Wound. If you receive a Wound due to Magical Combat with the soldier hornet, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.
6 = There are many many drone hornets in this nest that are almost the same size as you. Fight a Magical Combat with a drone hornet. The drone hornet's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the drone hornet, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.
7 = Each section of the hornet nest is a near identical honeycomb, including the entrance. If you choose, your turn ends and the next turn will begin in The Mandragora Village; Proceed to that page if so.
8 = A race of hornet men live along with the hornets of this nest and are from the same queen. Fight a Magical Combat with a hornet man. The hornet man's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the hornet man, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.
9 = The best among the hornet men become soldiers in protection of the nest. Fight a Magical Combat with a hornetman soldier. The hornetman soldier's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the hornetman soldier receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the hornetman soldier does not receive the Wound. If you receive a Wound due to Magical Combat with the hornetman soldier, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound.
10 = You come across a weapon of the hornet men that is difficult to learn but formidable in battle. 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 sting staff. A sting staff is an Item and a weapon. If you have the sting staff at the start of any Magical Combat, roll a die. If the die roll is 4, 5, or 6, increase your Magic by 1 for that Magical Combat only. If you have the sting staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 1 additional Wound.
11 = An elite warrior among the hornet men may deem to be your companion for adventuring. 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 hornet hero. A hornet hero is an Ally. If you have the hornet hero 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 Vitae of the monster, the monster receives 1 additional Wound. If a monster receives 1 additional Wound due to the hornet hero, roll a die. If the die roll 1 or 6, lose the hornet hero. You may not use more than 1 hornet hero per Wound per Combat.
12 = You enter the large honeycomb which is home to the queen that rules over this nest. Fight a Magical Combat with a hornet queen. The hornet queen's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 5. If you receive a Wound due to Magical Combat with the hornet queen, roll a die. If the die roll is equal to or greater than your Vitae, receive 2 additional Wounds. If the die roll is less than your Vitae, receive 1 additional Wound. If the hornet queen has fallen due to Combat with you, gain royal beejelly. Royal beejelly is an Item. If you have the royal beejelly and an Item that is a weapon at the start of any Magical Combat, you may choose to lose the royal beejelly. If so, increase your Magic by 2 for that Magical Combat only. If a monster receives a Wound due to a Magical Combat that you used the royal beejelly at the start of, roll a die. If the die roll is equal to or greater than the monster's Vitae, the monster receives 2 additional Wounds. If the die roll is less than the monster's Vitae, the monster receives 1 additional Wound. You may not use more than 1 royal beejelly per Wound per Combat.
Unless you rolled a 3 or 7 and went to The Mandragora Village, after your hornet nest encounter ends, your turn ends and the next turn will begin in The Hornet Nest; Stay on this page if so.
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