The Leper Colony
Your turn begins at The Leper Colony.
Roll two dice for what you encounter while visiting the leper colony:
2 = The lost soul of a lone leper has come back to life as a leprous lich. Fight a Magical Combat with a leper lich. The leper lich's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 2. At the start of any Magical Combat the leper lich is in, if it is the first Combat the leper lich has been in this turn, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 additional Wound. If you receive a Wound due to Magical Combat with the leper lich, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound. If the leper lich has fallen due to Magical Combat with you, gain leper staff. A leper staff is an Item and a weapon. If you have the leper staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the leper staff, and a monster receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is greater than the Vitae of the monster, the monster receives 1 additional Wound, then roll a die. If that die roll is greater than the monster's Vitae, the monster receives 1 more additional Wound.
3 = Exposure to the inhabitants of this leper colony can be hazardous to your health. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 additional Wound.
4 = A wise old leper will teach you an incantation for some lethal leprosy magic. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain lepertouch. Lepertouch is a Spell. You may use lepertouch when a monster receives a Wound due to a Melee Combat with you. When used, roll two dice. If the die roll is greater than the Vitae of the monster, the monster receives 1 additional Wound, then roll a die. If that die roll is greater than the monster's Vitae, the monster receives 1 more additional Wound. You may not use more than 1 lepertouch per Wound per Combat.
5 = Some of the lepers of this colony are exiled convicts with bandit backgrounds. Fight a Melee Combat with a leper con. The leper con's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. If you receive a Wound due to Melee Combat with the leper con, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound.
6 = Most every member of this colony has the horrible disease known as leprosy. Fight a Melee Combat with a leper colonist. The leper colonist's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the leper colonist, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound.
7 = A variety of healers and doctors tend to the diseased of this leper colony. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than the number of Wounds you have, or if you pay 1 Gold, heal 1 Wound.
8 = Many of the lepers have taught themselves magic in order to contain their disease. Fight a Magical Combat with a leper mage. The leper mage's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the leper mage, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound.
9 = Some of the leper mages have mastered leprosy magic and can control their disease. Fight a Magical Combat with a leper mancer. The leper mancer's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the leper mancer, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound.
10 = A lady leper in rags offers to teach you a deadly leprosy magic spell. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain lepercurse. Lepercurse is a Spell. You may use lepercurse when a monster receives a Wound due to a Magical Combat with you. When used, roll two dice. If the die roll is greater than the Vitae of the monster, the monster receives 1 additional Wound, then roll a die. If that die roll is greater than the monster's Vitae, the monster receives 1 more additional Wound. You may not use more than 1 lepercurse per Wound per Combat.
11 = A leper beggar will hire out to you in exchange for giving him gold to cure his condition. Pay 1 Gold to gain a helper leper. A helper leper is an Ally. If you have the helper leper at the start of any Combat, you may choose to lose the helper leper. If so, roll two dice. If the die roll is greater than the Vitae of the monster in the Combat you used the helper leper at the start of, the monster receives 1 Wound, then roll a die. If that die roll is greater than the Vitae of the monster in the Combat you used the helper leper at the start of, the monster receives 1 additional Wound. You may not use more than 1 helper leper per monster per turn.
12 = The lepers of this colony are ruled by a lord in tatters who wields a crudely-made lance. Fight a Melee Combat with a leper lord. The leper lord's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 2. At the start of any Melee Combat the leper lord is in, if it is the first Combat the leper lord has been in this turn, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 additional Wound. If you receive a Wound due to Melee Combat with the leper lord, roll two dice. If the die roll is greater than your Vitae, receive 1 additional Wound, then roll a die. If that die roll is greater than your Vitae, receive 1 more additional Wound. If the leper lord has fallen due to Melee Combat with you, gain a leper lance. A leper lance is an Item and a weapon. If you have the leper lance at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the leper lance, and a monster receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is greater than the Vitae of the monster, the monster receives 1 additional Wound, then roll a die. If that die roll is greater than the monster's Vitae, the monster receives 1 more additional Wound.
After your leper colony encounter ends, you must choose between staying at The Leper Colony or going back to The Island. If you choose to stay at The Leper Colony, your turn ends and the next turn will begin at The Leper Colony; Stay on this page if so. If you choose to go to The Island, your turn ends and the next turn will begin on The Island; Proceed to that page if so.
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