The Lunar Caverns

Your turn begins in The Lunar Caverns.


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


Roll two dice for what you encounter while exploring the lunar caverns:


2 = The leader of the rogue robotman colony is a master fistfighter with a body made of metallic moon rocks. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with rocket socket. If the die roll is 4, 5, or 6, fight a Magical Combat with rocket socket. rocket socket's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 1. You may not use Spells in a Combat with rocket socket. Also, if rocket socket receives a Wound due to a Combat with you, roll two dice. Unless the die roll is 2 or 12, rocket socket does not receive the Wound. Should there be instructions for rocket socket to receive the Wound anyway due to an Ability, Item, or Ally, ignore them; These instructions trump any instructions to ignore rocket socket not receiving the Wound. If rocket socket has fallen due to a Combat with you, gain a robo plate. A robo plate is an Item. If you have the robo plate, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. Should there be instructions for you to receive the Wound anyway, ignore them; These instructions trump any instructions to ignore you not receiving the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the robo plate. 


3 = A moon man smithee that works for the robotmen shares with you some moon metal magic. If you choose, roll a die. If the die roll is equal to or less than your Craft, gain mecha. Mecha is a Spell. Mecha may be used at the start of any Combat. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll for that Combat only if you have an Ally with the word 'robot' or 'robort' in it's name, or if you have an Item with the word 'robo' in it's name. Also, if you receive a Wound due to a Combat that mecha was used at the start of, roll two dice. If the die roll is 2, 7, or 12, you do not receive the Wound.


4 = The androids are robotic, synthetic moon men created and built by the robotmen. Fight a Magical Combat with an android robot. The android robot's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the android robot receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, the android robot does not receive the Wound. If the android robot has fallen due to a Magical Combat with you, you may choose to roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain a robot android. A robot android is an Ally. If you have the robot android at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the robot android first. The robot android's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the robot android receives a Wound due to a Magical Combat, roll a die. If the die roll is 5 or 6, the robot android does not receive the Wound. If the monster has fallen due to Combat with the robot android, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the robot android has fallen due to Combat with the monster, lose the robot android, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the robot android. If neither the robot android 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 robot android.


5 = The robotman society of these caverns is served by robotic warlocks wielding mechanized staves. Fight a Magical Combat with a robo warlock. The robo warlock's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. Wounds received due to a Combat with the robo warlock must be received; Ignore any instructions denoting not receiving a Wound due to a Combat with the robo warlock. If the robo warlock receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 2, 7, or 12, the robo warlock does not receive the Wound. If the robo warlock has fallen due to Combat with you, roll a die. If the die roll is 6, gain a robo staff. A robo staff is an Item and a weapon. If you have the robo staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. Wounds received by a monster due to a Magical Combat in which the robo staff was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Magical Combat in which the robo staff was used.


6 = A rogue robotman made of rocks has a singular vulnerability. Fight a Magical Combat with a rocket robot. The rocket robot's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the rocket robot receives a Wound due to a Magical Combat with you, roll two dice. Unless the die roll is 2, 7, or 12, the rocket robot does not receive the Wound.


7 = A metallic robotman is clanking around in search of the precious moon metals essential to the robotmen of these caverns. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a worker robot. If the die roll is 4, 5, or 6, fight a Magical Combat with a worker robot. The worker robot's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. If the worker robot receives a Wound due to a Combat with you, roll two dice. If the die roll is 7, the worker robot does not receive the Wound. If the worker robot has fallen due to a Combat with you, you may choose to roll a die. If the die roll is 6, gain a robot worker. A robot worker is an Ally. If you have the robot worker, the limit of your Items you can have becomes equal to the total of your Arms multiplied by two plus the number of robort butlers you have multiplied by two plus the number of robot workers you have; While you have the robot worker, you may not have a number of Items with you greater than the total of your Arms multiplied by two plus the number of robort butlers you have multiplied by two plus the number of robot workers you have. If you lose all the robot workers you have, your limit for Items becomes equal to the value of your Arms multiplied by two, as normal. Also, if you have the robot worker at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the robot worker first. The kind of Combat the robot worker fights with the monster will be of the same kind you would have fought with the monster. The robot worker's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 1. If the robot worker receives a Wound due to Combat, roll two dice. If the die roll is 7, the robot worker does not receive the Wound. If the monster has fallen due to Combat with the robot worker, 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 robot worker has fallen due to Combat with the monster, lose the robot worker, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the robot worker. If neither the robot worker 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 robot worker.


8 = An outcast robotman skilled in punching has a special weak point. Fight a Melee Combat with a socket robot. The socket robot's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the socket robot receives a Wound due to a Melee Combat with you, roll two dice. Unless the die roll is 2, 7, or 12, the socket robot does not receive the Wound.


9 = The robotman culture of these caverns is served by robotic warriors brandishing mechanized swords. Fight a Melee Combat with a robo warrior. The robo warrior's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. Wounds received due to a Combat with the robo warrior must be received; Ignore any instructions denoting not receiving a Wound due to a Combat with the robo warrior. If the robo warrior receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 2, 7, or 12, the robo warrior does not receive the Wound. If the robo warrior has fallen due to Combat with you, roll a die. If the die roll is 6, gain a robo sword. A robo sword is an Item and a weapon. If you have the robo sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. Wounds received by a monster due to a Melee Combat in which the robo sword was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which the robo sword was used.


10 = The cyborgs are part robot, part moon man, and live in peace with the other robotmen. Fight a Melee Combat with a cyborg robot. The cyborg robot's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the cyborg robot receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 5 or 6, the cyborg robot does not receive the Wound. If the cyborg robot has fallen due to a Melee Combat with you, you may choose to roll two dice. If the die roll is less than the total of your Arms plus your Craft, gain a robot cyborg. A robot cyborg is an Ally. If you have the robot cyborg at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the robot cyborg first. The robot cyborg's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. If the robot cyborg receives a Wound due to a Melee Combat, roll a die. If the die roll is 5 or 6, the robot cyborg does not receive the Wound. If the monster has fallen due to Combat with the robot cyborg, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the robot cyborg has fallen due to Combat with the monster, lose the robot cyborg, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the robot cyborg. If neither the robot cyborg 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 robot cyborg.


11 = Amidst these caverns of moonstone is a large cavern filled with gigantic mushrooms and other assorted fungus. If you choose, your turn ends and your next turn will begin in The Mushroom Cavern; Proceed to that page if so.


12 = The ruler of these caverns is a giant, crowned robotman served by his own personal retinue of robots known as roborts. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a robo king. If the die roll is 4, 5, or 6, fight a Magical Combat with a robo king. The robo king's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. At the start of any Combat the robo king is in, roll a die. If the die roll is 1, fight a Melee Combat with a robort first. If the die roll is 6, fight a Magical Combat with a robort first. The robort's attribute's are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. If the robort receives a Wound due to a Combat with you, roll two dice. If the die roll is 2, 7, or 12, the robort does not receive the Wound. You cannot end Combat with the robort unless it has fallen. If the robort has fallen due to Combat with you, the Combat with you and the robo king occurs. Also, if the robo king receives a Wound due to a Combat with you, roll two dice. If the die roll is 2, 7, or 12, the robo king does not receive the Wound. If the robo king has fallen due to a Combat with you, gain a robort butler. A robort butler is an Ally. If you have the robort butler, the limit of your Items you can have becomes equal to the total of your Arms multiplied by two plus the number of robort butlers you have multiplied by two plus the number of robot workers you have; While you have the robort butler, you may not have a number of Items with you greater than the total of your Arms multiplied by two plus the number of robort butlers you have multiplied by two plus the number of robot workers you have. If you lose all the robort butlers you have, your limit for Items becomes equal to the value of your Arms multiplied by two, as normal. Also, if you have the robort butler at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the robort butler first. The kind of Combat the robort butler fights with the monster will be of the same kind you would have fought with the monster. The robort butler's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. If the robort butler receives a Wound due to Combat, roll two dice. If the die roll is 2, 7, or 12, the robort butler does not receive the Wound. If the monster has fallen due to Combat with the robort butler, 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 robort butler has fallen due to Combat with the monster, lose the robort butler, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the robort butler. If neither the robort butler 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 robort butler.


Unless you rolled a 11 and went to The Mushroom Cavern, after your lunar caverns encounter ends, you must choose between staying in The Lunar Caverns or going back to the surface of The Moon. If you choose to stay in The Lunar Caverns, your turn ends and the next turn will begin in The Lunar Caverns; Stay on this page if so. If you choose to return to the surface of The Moon, your turn ends and the next turn will begin on The Moon; Proceed to that page if so.


The Mushroom Cavern


The Moon

Comments

Popular posts from this blog

The Land Of Adventuria

Rules Of The Game

The Crossroads