The Inner Sanctum
Your turn begins in The Inner Sanctum.
If you have 1 or more labyrinth passes, lose all labyrinth passes.
Choose one of the following chambers of the inner sanctum to explore: INNER EXIT, ARCHON ALCOVE, BALROG PIT, CATOBEPLAS PEN, ETTIN HAVEN, LAMIA LAIR, or WENDIGO DEN. To explore a chamber of the inner sanctum, go to the section of this page with the same name as the location.
INNER EXIT - You may choose to leave The Inner Sanctum by going to The Labyrinth. If so, your turn ends and the next turn will begin in The Labyrinth; Proceed to that page. If not, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
ARCHON ALCOVE - Roll a die for what you encounter within the alcove of the archon:
1 = The arcane archon shoots a beam of destructive power at you from his eyes. Roll two dice. If the die roll is equal to your Vitae, receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.
2 = An enclave of adepts has mentally trained themselves to overcome the archon's mystical might. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain an adept. An adept is an Ally. If you have the adept at the start of any Combat with a monster with the word 'archon', 'somatron', or 'metamorph' in it's name, you may choose to lose the adept. If so, the monster with the word 'archon', 'somatron', or 'metamorph' in it's name receives 1 Wound. You may not use more than 1 adept per Combat.
3 = A psionicist is willing to teach you a powerful mental spell for overcoming the archon. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain mentat. Mentat is a Spell. You may use mentat at the start of any Combat with a monster with the word 'archon', 'somatron', or 'metamorph' in it's name. When used, the monster with the word 'archon', 'somatron', or 'metamorph' in it's name receives 1 Wound. You may not use more than 1 mentat per Combat.
4 = The archon is served by unearthly monks who have the power to control their bodies. Fight a Melee Combat with a somatron. The somatron's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the somatron is in, roll two dice. If the die roll is 8 or more, increase the somatron's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the somatron, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the somatron receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the somatron does not receive the Wound. If the somatron has fallen due to Melee Combat with you, gain an archon token. An archon token is an Item. An archon token does not count towards the number of Items you may have. If you have the archon token at the start of any Combat with a monster with the word 'archon' in it's name, you may choose to lose the archon token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'archon' in it's name has fallen or if you choose to end Combat with that monster.
5 = An archaic machine releases forth a shapeshifting monster in service of the archon. Fight a Magical Combat with a metamorph. The metamorph's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the metamorph is in, roll two dice. If the die roll is 8 or more, increase the metamorph's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the metamorph, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the metamorph receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the metamorph does not receive the Wound. If the metamorph has fallen due to Magical Combat with you, gain an archon token. An archon token is an Item. An archon token does not count towards the number of Items you may have. If you have the archon token at the start of any Combat with a monster with the word 'archon' in it's name, you may choose to lose the archon token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'archon' in it's name has fallen or if you choose to end Combat with that monster.
6 = The archon is an ancient and arcane being with the ability to transform into special battle forms. Fight a Magical Combat with an archon. The archon's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the archon, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the archon. If the die roll is greater than your Arms, you may not use Items that are weapons until the archon has fallen or if you choose to end Combat with the archon. If you use an Item that is not a weapon in a Combat with the archon, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the archon. If the die roll is greater than your Magic, you may not use Items that are not weapons until the archon has fallen or if you choose to end Combat with the archon. If you use a Spell in a Combat with the archon, roll a die if it is the first time you have used a Spell in a Combat with the archon. If the die roll is equal to or greater than your Craft, you may not use Spells until the archon has fallen or if you choose to end Combat with the archon. If you use an Ally in a Combat with the archon, roll a die if it is the first time you have used an Ally in a Combat with the archon. If the die roll is equal to or greater than your Vitae, you may not use Allies until the archon has fallen or if you choose to end Combat with the archon. At the start of any Magical Combat the archon is in, roll two dice. If the die roll is 8 or more, increase the archon's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the archon, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the archon receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the archon does not receive the Wound. If the archon has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your archon alcove encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
BALROG PIT - Roll a die for what you encounter within the pit of the balrog:
1 = The beastly balrog cracks his fiery barbed whip at you from within his pit of flames. Roll two dice. If the die roll is equal to your Vitae, receive 1 Wound. If the die roll is greater than your Vitae, receive 2 Wounds.
2 = A rebellious breed of demon offers you an unholy alliance for slaying the balrog. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a shutan. A shutan is an Ally. If you have the shutan at the start of any Combat with a monster with the word 'balrog', 'desdemona', or 'demodad' in it's name, you may choose to lose the shutan. If so, the monster with the word 'balrog', 'desdemona', or 'demodad' in it's name receives 1 Wound. You may not use more than 1 shutan per Combat.
3 = A damned priest is willing to teach you an awful incantation for invoking a powerful devil lord. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain sargatanas. Sargatanas is a Spell. You may use sargatanas at the start of any Combat with a monster with the word 'balrog', 'desdemona', or 'demodad' in it's name. When used, the monster with the word 'balrog', 'desdemona', or 'demodad' in it's name receives 1 Wound. You may not use more than 1 sargatanas per Combat.
4 = The balrog is tended to by hideous female demons skilled in casting potent witchcraft. Fight a Magical Combat with a desdemona. The desdemona's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the desdemona is in, roll two dice. If the die roll is 8 or more, increase the desdemona's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the desdemona, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the desdemona receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the desdemona does not receive the Wound. If the desdemona has fallen due to Magical Combat with you, gain a balrog token. A balrog token is an Item. A balrog token does not count towards the number of Items you may have. If you have the balrog token at the start of any Combat with a monster with the word 'balrog' in it's name, you may choose to lose the balrog token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'balrog' in it's name has fallen or if you choose to end Combat with that monster.
5 = From out of the flames of the pit comes a horrendous male demon in servitude of the balrog. Fight a Melee Combat with a demodad. The demodad's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the demodad is in, roll two dice. If the die roll is 8 or more, increase the demodad's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the demodad, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the demodad receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the demodad does not receive the Wound. If the demodad has fallen due to Melee Combat with you, gain a balrog token. A balrog token is an Item. A balrog token does not count towards the number of Items you may have. If you have the balrog token at the start of any Combat with a monster with the word 'balrog' in it's name, you may choose to lose the balrog token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'balrog' in it's name has fallen or if you choose to end Combat with that monster.
6 = The balrog is a giant and terrible winged demon that wields a flaming whip made of wicked barbs. Fight a Melee Combat with a balrog. The balrog's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the balrog, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the balrog. If the die roll is greater than your Arms, you may not use Items that are weapons until the balrog has fallen or if you choose to end Combat with the balrog. If you use an Item that is not a weapon in a Combat with the balrog, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the balrog. If the die roll is greater than your Magic, you may not use Items that are not weapons until the balrog has fallen or if you choose to end Combat with the balrog. If you use a Spell in a Combat with the balrog, roll a die if it is the first time you have used a Spell in a Combat with the balrog. If the die roll is equal to or greater than your Craft, you may not use Spells until the balrog has fallen or if you choose to end Combat with the balrog. If you use an Ally in a Combat with the balrog, roll a die if it is the first time you have used an Ally in a Combat with the balrog. If the die roll is equal to or greater than your Vitae, you may not use Allies until the balrog has fallen or if you choose to end Combat with the balrog. At the start of any Melee Combat the balrog is in, roll two dice. If the die roll is 8 or more, increase the balrog's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the balrog, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the balrog receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the balrog does not receive the Wound. If the balrog has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your balrog pit encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
CATOBEPLAS PEN - Roll a die for what you encounter within the pen of the catobeplas:
1 = The cruel catobeplas rears it's ugly head and releases it's death gaze upon you. Roll two dice. If the die roll is equal to your Craft, receive 1 Wound. If the die roll is greater than your Craft, receive 2 Wounds.
2 = This muddy pen is manned by wranglers skilled at using rope to bind the heads of bovine foes. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain a head wrangler. A head wrangler is an Ally. If you have the head wrangler at the start of any Combat with a monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name, you may choose to lose the head wrangler. If so, the monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name receives 1 Wound. You may not use more than 1 head wrangler per Combat.
3 = A feeble farmer knows a strange spell for causing deadly insanity to cow monsters. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain madcow. Madcow is a Spell. You may use madcow at the start of any Combat with a monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name. When used, the monster with the word 'catobeplas', 'ankheg', or 'otyugh' in it's name receives 1 Wound. You may not use more than 1 madcow per Combat.
4 = Burrowing out of the mud of this pen is a large ant-like insect covered with chitinous armor. Fight a Melee Combat with an ankheg. the ankheg's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the ankheg is in, roll two dice. If the die roll is 9 or more, increase the ankheg's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the ankheg, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the ankheg receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ankheg does not receive the Wound. If the ankheg has fallen due to Melee Combat with you, gain a catobeplas token. A catobeplas token is an Item. A catobeplas token does not count towards the number of Items you may have. If you have the catobeplas token at the start of any Combat with a monster with the word 'catobeplas' in it's name, you may choose to lose the catobeplas token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'catobeplas' in it's name has fallen or if you choose to end Combat with that monster.
5 = A horrific tentacled creature layered in disgusting filth rises forth from the mud of this pen. Fight a Magical Combat with an otyugh. the otyugh's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the otyugh is in, roll two dice. If the die roll is 9 or more, increase the otyugh's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the otyugh, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the otyugh receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the otyugh does not receive the Wound. If the otyugh has fallen due to Magical Combat with you, gain a catobeplas token. A catobeplas token is an Item. A catobeplas token does not count towards the number of Items you may have. If you have the catobeplas token at the start of any Combat with a monster with the word 'catobeplas' in it's name, you may choose to lose the catobeplas token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'catobeplas' in it's name has fallen or if you choose to end Combat with that monster.
6 = The catobeplas is a mean and gruesome cow with a face that causes death from being so ugly. Fight a Magical Combat with a catobeplas. The catobeplas's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the catobeplas, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the catobeplas. If the die roll is greater than your Magic, you may not use Items that are weapons until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use an Item that is not a weapon in a Combat with the catobeplas, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the catobeplas. If the die roll is greater than your Arms, you may not use Items that are not weapons until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use a Spell in a Combat with the catobeplas, roll a die if it is the first time you have used a Spell in a Combat with the catobeplas. If the die roll is equal to or greater than your Vitae, you may not use Spells until the catobeplas has fallen or if you choose to end Combat with the catobeplas. If you use an Ally in a Combat with the catobeplas, roll a die if it is the first time you have used an Ally in a Combat with the catobeplas. If the die roll is equal to or greater than your Craft, you may not use Allies until the catobeplas has fallen or if you choose to end Combat with the catobeplas. At the start of any Magical Combat the catobeplas is in, roll two dice. If the die roll is 9 or more, increase the catobeplas's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the catobeplas, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the catobeplas receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the catobeplas does not receive the Wound. If the catobeplas has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your catobeplas pen encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
ETTIN HAVEN - Roll a die for what you encounter within the haven of the ettin:
1 = The evil ettin hurls a giant boulder at you with great precision. Roll two dice. If the die roll is equal to your Craft, receive 1 Wound. If the die roll is greater than your Craft, receive 2 Wounds.
2 = Chained throughout this haven are two-faced trolls being punished for betraying the ettin. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a two face. A two face is an Ally. If you have the two face at the start of any Combat with a monster with the word 'ettin', 'wolfen', or 'warg' in it's name, you may choose to lose the two face. If so, the monster with the word 'ettin', 'wolfen', or 'warg' in it's name receives 1 Wound. You may not use more than 1 two face per Combat.
3 = A damsel in distress has a rare giant-slaying spell for those who rescue her from this haven. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain doubleheader. Doubleheader is a Spell. You may use doubleheader at the start of any Combat with a monster with the word 'ettin', 'wolfen', or 'warg' in it's name. When used, the monster with the word 'ettin', 'wolfen', or 'warg' in it's name receives 1 Wound. You may not use more than 1 doubleheader per Combat.
4 = A pack of magical two-headed wolves has been trained by the ettin to patrol his haven. Fight a Magical Combat with a wolfen. The wolfen's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the wolfen is in, roll two dice. If the die roll is 9 or more, increase the wolfen's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the wolfen, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the wolfen receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the wolfen does not receive the Wound. If the wolfen has fallen due to Magical Combat with you, gain an ettin token. An ettin token is an Item. An ettin token does not count towards the number of Items you may have. If you have the ettin token at the start of any Combat with a monster with the word 'ettin' in it's name, you may choose to lose the ettin token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'ettin' in it's name has fallen or if you choose to end Combat with that monster.
5 = A massive two-headed wolf of gigantic size has hunted you down by order of it's ettin master. Fight a Melee Combat with a warg. The warg's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the warg is in, roll two dice. If the die roll is 9 or more, increase the warg's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the warg, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the warg receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the warg does not receive the Wound. If the warg has fallen due to Melee Combat with you, gain an ettin token. An ettin token is an Item. An ettin token does not count towards the number of Items you may have. If you have the ettin token at the start of any Combat with a monster with the word 'ettin' in it's name, you may choose to lose the ettin token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'ettin' in it's name has fallen or if you choose to end Combat with that monster.
6 = The ettin is a clever and resourceful two-headed giant in furs who wields a huge spiked club. Fight a Melee Combat with an ettin. The ettin's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the ettin, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the ettin. If the die roll is greater than your Magic, you may not use Items that are weapons until the ettin has fallen or if you choose to end Combat with the ettin. If you use an Item that is not a weapon in a Combat with the ettin, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the ettin. If the die roll is greater than your Arms, you may not use Items that are not weapons until the ettin has fallen or if you choose to end Combat with the ettin. If you use a Spell in a Combat with the ettin, roll a die if it is the first time you have used a Spell in a Combat with the ettin. If the die roll is equal to or greater than your Vitae, you may not use Spells until the ettin has fallen or if you choose to end Combat with the ettin. If you use an Ally in a Combat with the ettin, roll a die if it is the first time you have used an Ally in a Combat with the ettin. If the die roll is equal to or greater than your Craft, you may not use Allies until the ettin has fallen or if you choose to end Combat with the ettin. At the start of any Melee Combat the ettin is in, roll two dice. If the die roll is 9 or more, increase the ettin's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the ettin, roll two dice. If the die roll is 10 or more, you receive 1 additional Wound. If the ettin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the ettin does not receive the Wound. If the ettin has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your ettin haven encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
LAMIA LAIR - Roll a die for what you encounter within the lair of the lamia:
1 = The lethal lamia aims her magic bow at you and fires forth a vicious arrow. Roll two dice. If the die roll is equal to your Arms, receive 1 Wound. If the die roll is greater than your Arms, receive 2 Wounds.
2 = A moronic monster known as a mormo is the natural enemy of the cursed lamia. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to or less than your Arms, gain a mormo. A mormo is an Ally. If you have the mormo at the start of any Combat with a monster with the word 'lamia', 'vampiric', or 'demonic' in it's name, you may choose to lose the mormo. If so, the monster with the word 'lamia', 'vampiric', or 'demonic' in it's name receives 1 Wound. You may not use more than 1 mormo per Combat.
3 = A doomed priestess desires to teach you a spell for calling upon the name of an evil goddess. If you choose, roll two dice. If the die roll is equal to or greater than your Magic, receive 1 Wound. If the die roll is less than your Magic, gain gorgo. Gorgo is a Spell. You may use gorgo at the start of any Combat with a monster with the word 'lamia', 'vampiric', or 'demonic' in it's name. When used, the monster with the word 'lamia', 'vampiric', or 'demonic' in it's name receives 1 Wound. You may not use more than 1 Gorgo per Combat.
4 = What appears to be a large leaf floating in the wind is in fact a vampiric lifeform made by the lamia. Fight a Melee Combat with a vampiric leaf. The vampiric leaf's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Melee Combat the vampiric leaf is in, roll two dice. If the die roll is 10 or more, increase the vampiric leaf's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the vampiric leaf, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the vampiric leaf receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the vampiric leaf does not receive the Wound. If the vampiric leaf has fallen due to Melee Combat with you, gain a lamia token. A lamia token is an Item. A lamia token does not count towards the number of Items you may have. If you have the lamia token at the start of any Combat with a monster with the word 'lamia' in it's name, you may choose to lose the lamia token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'lamia' in it's name has fallen or if you choose to end Combat with that monster.
5 = A demon tree with fleshy bark and strangling branches has been given life by the blood of the lamia. Fight a Magical Combat with a demonic tree. The demonic tree's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Magical Combat the demonic tree is in, roll two dice. If the die roll is 10 or more, increase the demonic tree's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the demonic tree, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the demonic tree receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the demonic tree does not receive the Wound. If the demonic tree has fallen due to Magical Combat with you, gain a lamia token. A lamia token is an Item. A lamia token does not count towards the number of Items you may have. If you have the lamia token at the start of any Combat with a monster with the word 'lamia' in it's name, you may choose to lose the lamia token. If so, increase your Magic by 1. The increase lasts until the monster with the word 'lamia' in it's name has fallen or if you choose to end Combat with that monster.
6 = The lamia is a sinister and sorcerous beastwoman created by a chaotic curse from the gods. Fight a Magical Combat with a lamia. The lamia's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the lamia, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the lamia. If the die roll is greater than your Magic, you may not use Items that are weapons until the lamia has fallen or if you choose to end Combat with the lamia. If you use an Item that is not a weapon in a Combat with the lamia, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the lamia. If the die roll is greater than your Arms, you may not use Items that are not weapons until the lamia has fallen or if you choose to end Combat with the lamia. If you use a Spell in a Combat with the lamia, roll a die if it is the first time you have used a Spell in a Combat with the lamia. If the die roll is equal to or greater than your Craft, you may not use Spells until the lamia has fallen or if you choose to end Combat with the lamia. If you use an Ally in a Combat with the lamia, roll a die if it is the first time you have used an Ally in a Combat with the lamia. If the die roll is equal to or greater than your Vitae, you may not use Allies until the lamia has fallen or if you choose to end Combat with the lamia. At the start of any Magical Combat the lamia is in, roll two dice. If the die roll is 10 or more, increase the lamia's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the lamia, roll two dice. If the die roll is 8 or more, you receive 1 additional Wound. If the lamia receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the lamia does not receive the Wound. If the lamia has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your lamia lair encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
WENDIGO DEN - Roll a die for what you encounter within the den of the wendigo:
1 = The wicked wendigo sends an ill wind blowing your way. Roll two dice. If the die roll is equal to your Magic, receive 1 Wound. If the die roll is greater than your Magic, receive 2 Wounds.
2 = A bizarre hairy beast with big feet may be trained to stomp down the wendigo. If you choose, roll two dice. If the die roll is equal to or greater than your Arms, receive 1 Wound. If the die roll is less than your Arms, gain a big foot. A big foot is an Ally. If you have the big foot at the start of any Combat with a monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name, you may choose to lose the big foot. If so, the monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name receives 1 Wound. You may not use more than 1 big foot per Combat.
3 = A native shaman shows you a chant for calling forth a cold wind from the frozen north. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to or less than your Magic, gain northwind. Northwind is a Spell. You may use northwind at the start of any Combat with a monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name. When used, the monster with the word 'wendigo', 'sasquatch', or 'grizzly' in it's name receives 1 Wound. You may not use more than 1 northwind per Combat.
4 = A clan of mysterious mystical apes stalk the shadows of this arboreal den of the wendigo. Fight a Magical Combat with a sasquatch ape. The sasquatch ape's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Magical Combat the sasquatch ape is in, roll two dice. If the die roll is 10 or more, increase the sasquatch ape's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the sasquatch ape, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the sasquatch ape receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the sasquatch ape does not receive the Wound. If the sasquatch ape has fallen due to Magical Combat with you, gain a wendigo token. A wendigo token is an Item. A wendigo token does not count towards the number of Items you may have. If you have the wendigo token at the start of any Combat with a monster with the word 'wendigo' in it's name, you may choose to lose the wendigo token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'wendigo' in it's name has fallen or if you choose to end Combat with that monster.
5 = From behind a tree looms a humungous bear that rears up and roars loudly upon seeing you. Fight a Melee Combat with a grizzly bear. the grizzly bear's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 5. At the start of any Melee Combat the grizzly bear is in, roll two dice. If the die roll is 10 or more, increase the grizzly bear's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the grizzly bear, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the grizzly bear receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the grizzly bear does not receive the Wound. If the grizzly bear has fallen due to Melee Combat with you, gain a wendigo token. A wendigo token is an Item. A wendigo token does not count towards the number of Items you may have. If you have the wendigo token at the start of any Combat with a monster with the word 'wendigo' in it's name, you may choose to lose the wendigo token. If so, increase your Arms by 1. The increase lasts until the monster with the word 'wendigo' in it's name has fallen or if you choose to end Combat with that monster.
6 = The wendigo is a feral and ferocious beastman with the power to control the weather. Fight a Melee Combat with a wendigo. The wendigo's attributes are Arms: 10, Magic: 10, Craft: 7, Vitae: 9. If you use an Item that is a weapon in a Combat with the wendigo, roll two dice if it is the first time you have used an Item that is a weapon in a Combat with the wendigo. If the die roll is greater than your Arms, you may not use Items that are weapons until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use an Item that is not a weapon in a Combat with the wendigo, roll two dice if it is the first time you have used an Item that is not a weapon in a Combat with the wendigo. If the die roll is greater than your Magic, you may not use Items that are not weapons until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use a Spell in a Combat with the wendigo, roll a die if it is the first time you have used a Spell in a Combat with the wendigo. If the die roll is equal to or greater than your Vitae, you may not use Spells until the wendigo has fallen or if you choose to end Combat with the wendigo. If you use an Ally in a Combat with the wendigo, roll a die if it is the first time you have used an Ally in a Combat with the wendigo. If the die roll is equal to or greater than your Craft, you may not use Allies until the wendigo has fallen or if you choose to end Combat with the wendigo. At the start of any Melee Combat the wendigo is in, roll two dice. If the die roll is 10 or more, increase the wendigo's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the wendigo, roll two dice. If the die roll is 9 or more, you receive 1 additional Wound. If the wendigo receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, the wendigo does not receive the Wound. If the wendigo has fallen due to Combat with you, gain a talisman, unless you have a talisman. A talisman is an Item. If you have the talisman, increase your Arms, Magic, Craft, and Vitae by 1. The increase lasts until you lose the talisman or use the talisman as payment. You may not use more than 1 talisman at a time.
After your wendigo den encounter ends, your turn ends and the next turn will begin in The Inner Sanctum; Stay on this page.
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