The Hound Haven
Your turn begins in The Hound Haven.
Roll two dice for what you encounter while exploring the hound haven:
2 = A very large wolf with a foul demeanor is the alpha dog in this haven. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a big bad wolf. If the die roll is 4, 5, or 6, fight a Magical Combat with a big bad wolf. The big bad wolf's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 2. At the start of any Combat the big bad wolf is in, roll a die. If the die roll is 4, 5, or 6, increase the big bad wolf's Arms and Magic by 1 for that Combat only. If you have 1 or more Wounds at the start of any Combat with the big bad wolf, roll a die. If the die roll is equal to or less than the number of Wounds you have, decrease your Arms and Magic by an amount equal to the die roll. The decrease lasts until the big bad wolf has fallen or if you choose to end Combat with the big bad wolf. If the big bad wolf has fallen due to Combat with you, gain wolfstooth. Wolfstooth is a Spell. You may use wolfstooth at the start of any Combat if the monster in the Combat with you has 1 or more Wounds. When used, roll a die. if the die roll is equal to or less than the number of Wounds the monster has, decrease the monster's Arms and Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used wolfstooth at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 wolfstooth per Combat.
3 = An expert on dogs offers to teach you some useful hound magic. If the die roll is less than your Arms, gain houndstooth. Houndstooth is a Spell. You may use houndstooth at the start of any Melee Combat if the monster in the Melee Combat with you has 1 or more Wounds. When used, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, decrease the monster's Arms by an amount equal to the die roll. The decrease lasts until the monster in the Melee Combat that you used houndstooth at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 houndstooth per Combat.
4 = You are spotted by a hound which will hunt you down and chase you out of this haven. Fight a Melee Combat with a hunting hound. The hunting hound's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 2. If you have 1 or more Wounds at the start of any Melee Combat with the hunting hound, roll a die. If the die roll is equal to or less than the number of Wounds you have, decrease your Arms by an amount equal to the die roll. The decrease lasts until the hunting hound has fallen or if you choose to end Combat with the hunting hound. If you choose to end Combat with the hunting hound, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
5 = Dogcatchers in the employ of the royal family protect this haven from unauthorized hunters. If you do not have a royal pass, fight a Melee Combat with a royal dogcatcher. The royal dogcatcher's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Melee Combat the royal dogcatcher is in, roll a die. If the die roll is 4, 5, or 6, increase the royal dogcatcher's Arms by 1 for that Melee Combat only. If you have 1 or more Wounds at the start of any Melee Combat with the royal dogcatcher, roll a die. If the die roll is equal to or less than the number of Wounds you have, decrease your Arms by an amount equal to the die roll. The decrease lasts until the royal dogcatcher has fallen or if you choose to end Combat with the royal dogcatcher. If the royal dogcatcher receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the royal dogcatcher does not receive the Wound.
6 = Quite a few hounds of various breeds roam throughout this haven. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a noble hound. The noble hound's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Melee Combat with a crimson hound. The crimson hound's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 6, fight a Melee Combat with a royal hound. The royal hound's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. If the royal hound has fallen due to Combat with you, gain a mongrel tooth. A mongrel tooth is an Item. If you have the mongrel tooth at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the mongrel tooth. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, decrease the monster's Arms and magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used the mongrel tooth at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 mongrel tooth per Combat.
7 = Various dispensers full of food for dogs are spread throughout this aviary. Pay 1 Gold to gain dog food. Dog food is an Item. Dog food does not count towards the number of Items you may have. If you have the dog food at the start of any Combat with a monster with the word 'hound', 'dog', or 'wolf' in it's name, you may choose to lose the dog food. If so, the Combat the dog food was used at the start of will automatically be a standoff without rolling any dice, then roll two dice. If the die roll is greater than the total of the Arms plus the Magic of the monster in the Combat that the dog food was used at the start of, gain a pet dog. A pet dog is an Ally. If you have a pet dog at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet dog first. The kind of Combat the pet dog fights with the monster will be of the same kind you would have fought with the monster. The pet dog's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1. At the start of any Combat the pet dog is in, roll a die. If that die roll is less than your Craft, increase the pet dog's Arms and magic by 1 for that Combat only. If the monster has fallen due to Combat with the pet dog, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the pet dog has fallen due to Combat with the monster, lose the pet dog, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet dog. If neither the pet dog nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet dog.
8 = Quite a few dogs of various breeds roam throughout this haven. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a regal dog. The regal dog's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 3. If the die roll is 4 or 5, fight a Magical Combat with a violet dog. The violet dog's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. If the die roll is 6, fight a Magical Combat with a royal dog. The royal dog's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. If the royal dog has fallen due to Combat with you, gain a mongrel. A mongrel is an Ally. If you have the mongrel at the start of any Combat with a monster that has 1 or more Wounds, you may choose to lose the mongrel. If so, roll a die. If the die roll is equal to or less than the number of Wounds the monster has, decrease the monster's Arms and Magic by an amount equal to the die roll. The decrease lasts until the monster in the Combat that you used the mongrel at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 mongrel per Combat.
9 = Dogwalkers in the service of the royal family monitor this haven for unauthorized hunters. If you do not have a royal pass, fight a Magical Combat with a royal dogwalker. The royal dogwalker's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the royal dogwalker is in, roll a die. If the die roll is 4, 5, or 6, increase the royal dogwalker's Magic by 1 for that Magical Combat only. If you have 1 or more Wounds at the start of any Magical Combat with the royal dogwalker, roll a die. If the die roll is equal to or less than the number of Wounds you have, decrease your Magic by an amount equal to the die roll. The decrease lasts until the royal dogwalker has fallen or if you choose to end Combat with the royal dogwalker. If the royal dogwalker receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the royal dogwalker does not receive the Wound.
10 = A barking dog jumps out from behind a bush and tries to chase you out of the haven. Fight a Magical Combat with a barking dog. The barking dog's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 2. If you have 1 or more Wounds at the start of any Magical Combat with the barking dog, roll a die. If the die roll is equal to or less than the number of Wounds you have, decrease your Magic by an amount equal to the die roll. The decrease lasts until the barking dog has fallen or if you choose to end Combat with the barking dog. If you choose to end Combat with the barking dog, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
11 = A talking dog speaks about an incantation for casting a hound magic spell. If the die roll is less than your Magic, gain dogstooth. Dogstooth is a Spell. You may use dogstooth at the start of any Magical Combat if the monster in the Magical Combat with you has 1 or more Wounds. When used, roll a die. if the die roll is equal to or less than the number of Wounds the monster has, decrease the monster's Magic by an amount equal to the die roll. The decrease lasts until the monster in the Melee Combat that you used dogstooth at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 dogstooth per Combat.
12 = A lean, fit hairy man who has mastered hound magic rules over the dogs of this haven. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a hound master. If the die roll is 4, 5, or 6, fight a Melee Combat with a hound master. The hound master's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the hound master is in, roll a die. If the die roll is 1 or 2, fight a Melee Combat with a servant hound first. If the die roll is 5 or 6, fight a Magical Combat with a servant hound first. The servant hound's attribute's are Arms: 4, Magic: 4, Craft: 1, Vitae: 1. You cannot end Combat with the servant hound unless it has fallen. If the servant hound has fallen due to Combat with you, the Combat with you and the hound master occurs. If the hound master has fallen due to Combat with you, gain a hound amulet. A hound amulet is an Item. If you have the hound amulet at the start of any Combat with a monster with the word 'hound', 'dog', or 'wolf' in it's name, increase your Arms and Magic by 1 for that Combat only. You may not use more than 1 hound amulet at a time.
Unless you rolled a 4 or 10 and went to The Hunting Grounds, after your hound haven encounter ends, you must choose between staying in The Hound Haven or going back to The Hunting Grounds. If you choose to stay at The Hound Haven, your turn ends and the next turn will begin in The Hound Haven; Stay on this page if so. If you choose to go to The Hunting Grounds, your turn ends and the next turn will begin in The Hunting Grounds; Proceed to that page if so.
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