The Lost Caves

Your turn begins in The Lost Caves.

If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


Go to the section of this page with the name 'UPPER CAVES'.


UPPER CAVES - Roll two dice for what you encounter while in the upper levels of the lost caves:


2 = In a cave of grand size dwells a horrible dragon-like snake with fiery breath and a venomous bite. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a drake snake. If the die roll is 4, 5, or 6, fight a Magical Combat with a drake snake. The drake snake's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the drake snake is in, if it is the first Combat the drake snake has been in this turn, roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae. If you receive a Wound due to Combat with the drake snake, roll a die. If the die roll is greater than your Vitae, decrease your Arms and Magic by an amount equal to the die roll minus your Vitae. The decrease lasts until the drake snake has fallen or if you choose to end Combat with the drake snake. If the drake snake has fallen due to Combat with you, gain a lostcave map. A lostcave map is an Item. A lostcave map does not count towards the number of Items you may have. If you have the lostcave map at the start of a turn on a page with the word 'Chasm' in it's name, you may choose to end your turn. If so, your next turn will begin in The Lost Caves; Proceed to that page.


3 = A weird woman made of water lives within a pool in one of the upper caves. Fight a Magical combat with a water woman. The water woman's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. At the start of any Magical Combat the water woman is in, roll a die. If the die roll is greater than your Craft, decrease your Magic by an amount equal to the die roll minus your Craft for that Magical Combat only. If the water woman has fallen due to Combat with you, and it is the first time the water woman has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


4 = Roll a die. If the die roll is 1, 2, or 3, a lost gang of cave gnomes has built a stone stairway down to the lower caves. If you choose, go to the section of this page with the name 'LOWER CAVES'. If the die roll is 4, 5, or 6, one of the many living stalactites of these lost caves tries to pierce you. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound.


5 = A long lost tribe of pale-faced savages hunt throughout the upper caves. Fight a Melee combat with a pale savage. The pale savage's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat the pale savage is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only.


6 = The upper caves are full of many large cave beetles. Fight a Melee combat with a cave beetle. The cave beetle's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. At the start of a Melee Combat the cave beetle is in, roll a die. If the die roll is 1, increase the cave beetle's Arms by 1 for that Melee Combat only.


7 = Numerous tunnels lead right back out of the lost caves and up to the surface. If you choose, your turn ends and the next turn will begin at The Grand Chasm; Proceed to that page if so.


8 = The upper caves are filled with many large cave bats. Fight a Magical Combat with a cave bat. The cave bat's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. At the start of a Magical Combat the cave bat is in, roll a die. If the die roll is 1, increase the cave bat's Magic by 1 for that Magical Combat only.


9 = What appears to be dripping water from the top of an upper cave is actually a clear blue slime. Fight a Magical Combat with a blue slime. The blue slime's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 3. You may not use an Item that is a weapon in Combat with the blue slime. If you receive a Wound due to a Magical Combat with the blue slime and you have 1 or more Allies, roll a die. If the die roll is equal to or greater than your Magic, lose 1 Ally.


10 = Roll a die. If the die roll is 1, 2, or 3, a pile of broken steps forms a crude stairway down to the lower caves. If you choose, go to the section of this page with the name 'LOWER CAVES'. If the die roll is 4, 5, or 6, some of the upper caves contain pools full of healing water. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than your Vitae, heal 1 Wound.


11 = An elemental angel made of earth lives within a pit in one of the upper caves. Fight a Melee Combat with an earth angel. The earth angel's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the earth angel is in, roll a die. If the die roll is greater than your Craft, decrease your Arms by an amount equal to the die roll minus your Craft for that Melee Combat only. If the earth angel has fallen due to Combat with you, and it is the first time the earth angel has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


12 = In a cave of great size dwells a terrible gargoyle imbued with arcane battle magic. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a wargoyle. If the die roll is 4, 5, or 6, fight a Melee Combat with a wargoyle. The wargoyle's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the wargoyle is in, roll a die. If the die roll is 1 or 2, increase the wargoyle's Arms by 1 for that Combat only. If the die roll is 3 or 4, increase the wargoyle's Magic by 1 for that Combat only. If the die roll is 5, decrease your Arms by 1 for that Combat only. If the die roll is 6, decrease your Magic by 1 for that Combat only. If the wargoyle has fallen due to Combat with you, and it is the first time the wargoyle has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


Unless you rolled a 7 and went to The Grand Chasm, or you rolled a 4 or 10 and went to the section 'LOWER CAVES', after your upper caves encounter, go to the section of this page with the name 'UPPER CAVES' again.


LOWER CAVES - Roll two dice for what you encounter while in the lower levels of the lost caves:


2 = A lower cave has been turned into a den of death by a vampiric leech monster that sucks souls. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a soul sucker. If the die roll is 4, 5, or 6, fight a Magical Combat with a soul sucker. The soul sucker's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the soul sucker is in, if it is the first Combat the soul sucker has been in this turn, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive a number of Wounds equal to the die roll minus the total of your Craft plus your Vitae. If the soul sucker has fallen due to Combat with you, gain a lost ring. A lost ring is an Item. If you have the lost ring at the start of any turn on a page with the word 'Lost' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 lost ring at a time.


3 = A demon summoned to protect a lost cave has assumed a strong male form to do so. Fight a Magical Combat with a he demon. The he demon's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. At the start of any Magical Combat the he demon is in, roll a dice. If the die roll is equal to or greater than the total of your Magic plus your Craft, decrease your Magic by 1 for that Magical Combat only. If the he demon has fallen due to Combat with you, and it is the first time the he demon has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


4 = Roll a die. If the die roll is 1, 2, or 3, a crumbling stone stairway leads back to the upper caves. If you choose, go to the section of this page with the name 'UPPER CAVES'. If the die roll is 4, 5, or 6, one of the many living stalagmites of these lost caves tries to spear you. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound.


5 = A lost race of doomed dwarves often raid the lower caves. Fight a Melee Combat with a doom dwarf. The doom dwarf's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the doom dwarf, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1. The decrease lasts until the doom dwarf has fallen or if you choose to end Combat with the doom dwarf.


6 = The lower caves are full of many large cave worms. Fight a Melee Combat with a cave worm. The cave worm's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. At the start of a Melee Combat the cave worm is in, roll a die. If the die roll is 1 or 2, increase the cave worm's Arms by 1 for that Melee Combat only. If the cave worm receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, the cave worm does not receive the Wound.


7 = Huge doors of unknown metal lead to the inner sanctum of these lost caves. If you have 1 or more cave keys, you may choose to roll a die. If the die roll is equal to or less than the number of cave keys you have, lose all the cave keys you have, then go to the section of this page with the name 'LOST SANCTUM'. If the die roll is greater than the number of cave keys you have, lose 1 cave key.


8 = The lower caves are filled with many large cave owls. Fight a Magical Combat with a cave owl. The cave owl's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. At the start of a Magical Combat the cave owl is in, roll a die. If the die roll is 1 or 2, increase the cave owl's Magic by 1 for that Magical Combat only. If the cave owl receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1, the cave owl does not receive the Wound.


9 = What appears to be puddles of water at the bottom of a lower cave is in fact a clear blue ooze. Fight a Magical Combat with a blue ooze. The blue ooze's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 3. You may not use an Item that is a weapon in Combat with the blue ooze. If you receive a Wound due to a Magical Combat with the blue ooze and you have 1 or more Spells, roll a die. If the die roll is equal to or greater than your Magic, lose 1 Spell.


10 = Roll a die. If the die roll is 1, 2, or 3, a crudely carved stairway winds back up to the UPPER CAVES. If you choose, go to the section of this page with the name 'UPPER CAVES'. If the die roll is 4, 5, or 6, you find a secluded lower cave which has an empowering pentacle upon it's floor. If you have 1 or more Wounds, roll a die. If the die roll is equal to or less than your Craft, heal 1 Wound.


11 = A devil summoned to guard a lost cave has assumed a beautiful female form to do so. Fight a Melee Combat with a she devil. The she devil's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the she devil is in, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Craft, decrease your Arms by 1 for that Melee Combat only. If the she devil has fallen due to Combat with you, and it is the first time the she devil has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


12 = In a big cave dwells a humongous insect that shoots bolts of lightning and has a shocking bite. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a lightning bug. If the die roll is 4, 5, or 6, fight a Melee Combat with a lightning bug. The lightning bug's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the lightning bug is in, if it is the first Combat the lightning bug has been in this turn, roll a die. If the die roll is greater than your Vitae, receive 2 Wounds. If you receive a Wound due to Combat with the lightning bug, roll a die. If the die roll is greater than your Vitae, decrease your Arms and Magic by 1, and you cannot end Combat with the lightning bug unless it has fallen. The decrease lasts until the lightning bug has fallen or if Combat ends with the lightning bug. If the lightning bug has fallen due to Combat with you, and it is the first time the lightning bug has fallen due to Combat this turn, gain a cave key. A cave key is an Item. A cave key does not count towards the number of Items you may have. If you have the cave key on a page other than The Lost Caves, lose the cave key.


Unless you rolled a 7 and went to the section 'LOST SANCTUM', or you rolled a 4 or 10 and went to the section 'UPPER CAVES', after your lower caves encounter, go to the section of this page with the name 'LOWER CAVES' again.


LOST SANCTUM - Roll a die for what you encounter while exploring the sanctum of the lost caves:


1 = Numerous mystical portals within the sanctum can magically transport you out of the lost caves. If you choose, your turn ends and the next turn will begin at The Grand Chasm; Proceed to that page if so.


2 = A pile of gold is protected by a barrier of mystic force. If you choose, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 1 Wound. If the die roll is less than the total of your Arms plus your Vitae, gain 1 Gold.


3 = A pile of gems is protected by a barrier of mystic energy. If you choose, roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, receive 1 Wound. If the die roll is less than the total of your Magic plus your Vitae, gain 1 Gold.


4 = The magic of the lost sanctum conjures forth an ancient giant made of light to guard it's treasure. Fight a Melee Combat with a light titan, unless you have an archaic artifact. The light titan's attributes are Arms: 7, Magic: 5, Craft: 4, Vitae: 3. At the start of any Melee Combat the light titan is in, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 1 Wound. If you receive a Wound due to a Melee Combat with the light titan, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 1 additional Wound. If the light titan receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Vitae, receive 1 Wound. If the light titan has fallen due to Melee Combat with you, gain an archaic artifact. An archaic artifact is an Item. If you have the archaic artifact at the start of a turn, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that turn only. You may not use the archaic artifact if you have the ancient artifact.


5 = The magic of the lost sanctum conjures forth an ancient giant made of darkness to guard it's treasure. Fight a Magical Combat with a dark titan, unless you have an arcane artifact. The dark titan's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. At the start of any Magical Combat the dark titan is in, roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, receive 1 Wound. If you receive a Wound due to a Magical Combat with the dark titan, roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, receive 1 additional Wound. If the dark titan receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, receive 1 Wound. If the dark titan has fallen due to Magical Combat with you, gain an arcane artifact. An arcane artifact is an Item. If you have the arcane artifact at the start of a turn, roll a die. If the die roll is 4, 5, or 6, increase your Magic by 1 for that turn only. You may not use the arcane artifact if you have the ancient artifact.


6 = The greatest treasure of the lost sanctum is guarded by an undying knight who is a bane to the living. Roll a die, unless you have an ancient artifact. If the die roll is 1, 3, or 5, fight a Melee Combat with a bane knight. If the die roll is 2, 4, or 6, fight a Magical Combat with a bane knight. The bane knight's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 4. If you receive a Wound due to Combat with the bane knight, you receive 1 additional Wound and the bane knight heals 1 Wound. If the bane knight receives a Wound due to Combat with you, roll a die. If the die roll is 7 or more, the bane knight does not receive the Wound. If the bane knight has fallen due to Combat with you, gain an ancient artifact. An ancient artifact is an Item. If you have the ancient artifact at the start of a turn, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that turn only. If the die roll is 4, 5, or 6, increase your Magic by 1 for that turn only.


Unless you rolled a 1 and went to The Grand Chasm, after your lost sanctum encounter, go to the section of this page with the name 'LOST SANCTUM' again.


The Grand Chasm

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