The Kraken Keep
Your turn begins at The Kraken Keep.
Roll two dice for what you encounter while in the keep of the kraken:
2 = Beneath this keep lives a monstrously huge kraken of great physical and psychic might. Fight a Magical Combat with a great kraken. The great kraken's attributes are Arms: 8, Magic: 8, Craft: 6, Vitae: 8. The great kraken cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the great kraken receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the great kraken has fallen due to Magical Combat with you, increase your Magic by 1. Once an adventurer's Magic has been increased by 1 due to Magical Combat with the great kraken, Magic cannot be increased by 1 again due to Magical Combat with the great kraken and Arms cannot be increased by 1 due to Melee Combat with the great kraken for the rest of the game for that adventurer.
3 = A gigantic tendril shoots forth from deep within the keep, determined to feed you to the kraken. Fight a Magical Combat with a kraken tendril. The kraken tendril's attributes are Arms: 6, Magic: 8, Craft: 1, Vitae: 2. The kraken tendril cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the kraken tendril receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If you receive a Wound due to a Combat with the kraken tendril, your turn ends and the next turn will begin in The Beastly Belly; Proceed to that page if so.
4 = A bevy of titanic tendrils grasp at you, pulling you towards the kraken's open beak. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound, then your turn ends and the next turn will begin in The Beastly Belly; Proceed to that page if so.
5 = The evil and wicked duke of the devil fishes lives in this keep as a loyal ally of the kraken. Fight a Magical Combat with duke devilfish. Duke devilfish's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If duke devilfish receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, duke devilfish does not receive the Wound. If duke devilfish has fallen due to Magical Combat with you, roll a die. If the die roll is 2, 3, 4, or 5, gain 1 Gold. If the die roll is 6, gain 2 Gold.
6 = This keep is guarded by a large squadron of trained swordfish. Fight a Melee Combat with a swordfish. The swordfish's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. At the start of any Melee Combat the swordfish is in, increase the swordfish's Arms by 1 for that Melee Combat only. If the swordfish has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only.
7 = Near the entrance of this keep is an aquatic elf selling a protection spell of limited use. Pay 1 Gold, Item, Ally, or Spell to gain krakatoa. Krakatoa is a Spell. You may use krakatoa at any time you are on a page with the word 'Kraken' or 'Belly' and you receive a Wound. When used, you do not receive the Wound.
8 = This keep is guarded by a large squadron of trained shieldfish. Fight a Melee Combat with a shieldfish. The shieldfish's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. If the shieldfish receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the shieldfish does not receive the Wound. If the shieldfish has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.
9 = The cruel and mean baron of the barracudas dwells in this keep as a royal ally of the kraken. Fight a Melee Combat with baron cuda. Baron cuda's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If baron cuda receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, baron cuda does not receive the Wound. If baron cuda has fallen due to Melee Combat with you, roll a die. If the die roll is 2, 3, 4, or 5, gain 1 Gold. If the die roll is 6, gain 2 Gold.
10 = An abundance of titanic tentacles grab at you, pulling you towards the kraken's open beak. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound, then your turn ends and the next turn will begin in The Beastly Belly; Proceed to that page if so.
11 = A gigantic tentacle shoots forth from deep within the keep, determined to feed you to the kraken. Fight a Melee Combat with a kraken tentacle. The kraken tentacle's attributes are Arms: 8, Magic: 6, Craft: 1, Vitae: 2. The kraken tentacle cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the kraken tentacle receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If you receive a Wound due to a Combat with the kraken tentacle, your turn ends and the next turn will begin in The Beastly Belly; Proceed to that page if so.
12 = The ruler of this keep is a monstrously huge kraken of great physical and psychic might. Fight a Melee Combat with a great kraken. The great kraken's attributes are Arms: 8, Magic: 8, Craft: 6, Vitae: 8. The great kraken cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the great kraken receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the great kraken has fallen due to Melee Combat with you, increase your Arms by 1. Once an adventurer's Arms has been increased by 1 due to Melee Combat with the great kraken, Arms cannot be increased by 1 again due to Melee Combat with the great kraken and Magic cannot be increased by 1 due to Magical Combat with the great kraken for the rest of the game for that adventurer.
Unless you rolled a 3, 4, 10, or 11 and went to The Beastly Belly, after your kraken keep encounter, you must choose between staying at The Kraken Keep or going back to The Sunken City. If you choose to stay at The Kraken Keep, your turn ends and the next turn will begin at The Kraken Keep; Stay on this page if so. If you choose to go to The Sunken City, your turn ends and the next turn will begin in The Sunken City; Proceed to that page if so.
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