The Manticore Maze

Your turn begins in The Manticore Maze.


Roll two dice for what you encounter within the manticore maze:


2 = The queen of the manticores has a false duplicate of herself which she has placed in this maze. Roll a die. If the die roll is equal to or greater than your Craft, roll a die. If that die roll is 1, 2, or 3, fight a Melee Combat with a false white manticora. If that die roll is 4, 5, or 6, fight a Magical Combat with a false white manticora. The false white manticora's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 1. You must choose to end Combat with the false white manticora when given the choice.


3 = The most impressive male manticore in this maze bears a huge majestic mane. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mane manticore. If the die roll is 4, 5, or 6, fight a Magical Combat with a mane manticore. The mane manticore's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the mane manticore is in, if it is the first Combat the mane manticore has been in this turn, roll two dice. If the Combat is a Melee Combat and the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If the Combat is a Magical Combat and the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound. If the mane manticore has fallen due to Combat with you, gain a multi spike. A multi spike is an Item. At the start of any Combat with a monster, you may choose to lose the multi spike. If so, roll two dice. If the Combat is a Melee Combat and the die roll is greater than the total of the monster's Arms plus the monster's Vitae, the monster receives 1 Wound. If the Combat is a Magical Combat and the die roll is greater than the total of the monster's Magic plus the monster's Vitae, the monster receives 1 Wound. You may not use more than 1 multi spike per Combat.


4 = The manticores of this maze are large winged lions with human heads and spiked tails. Fight a Melee Combat with a maze manticore. The maze manticore's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Melee Combat the maze manticore is in, if it is the first Combat the maze manticore has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If the maze manticore has fallen due to Combat with you, gain a manti spike. A manti spike is an Item. At the start of any Melee Combat with a monster, you may choose to lose the manti spike. If so, roll two dice. If the die roll is greater than the total of the monster's Arms plus the monster's Vitae, the monster receives 1 Wound. You may not use more than 1 manti spike per Melee Combat.


5 = This maze is full of white-furred lions which the manticores keep as pets. Fight a Melee Combat with a white lion. The white lion's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 3. If you receive a Wound due to a Melee Combat with the white lion, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound.


6 = Crawling throughout this maze are swarms of large white scorpions. Fight a Melee Combat with a white scorpion. The white scorpion's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. If you receive a Wound due to a Melee Combat with the white scorpion, roll a die. If the die roll is 1, you receive 1 additional Wound.


7 = This manticore-ruled maze is made to make it very difficult for you to find the exit out. Roll two dice. If the die roll is less than your Craft, and if you choose, your turn ends and the next turn will begin in The Greatwhite Dungeon; Proceed to that page if so.


8 = Flying about this maze are flocks of large white eagles. Fight a Magical Combat with a white eagle. The white eagle's attributes are Arms: 3, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to a Magical Combat with the white eagle, roll a die. If the die roll is 1, you receive 1 additional Wound.


9 = This maze is filled with plumed white serpents that serve the manticores as messengers. Fight a Magical Combat with a white snake. The white snake's attributes are Arms: 4, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to a Magical Combat with the white snake, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound.


10 = Some of this maze's manticores have mastered magic. Fight a Magical Combat with a mage manticore. The mage manticore's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. At the start of any Magical Combat the mage manticore is in, if it is the first Combat the mage manticore has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound. If the mage manticore has fallen due to Combat with you, gain a magi spike. A magi spike is an Item. At the start of any Magical Combat with a monster, you may choose to lose the magi spike. If so, roll two dice. If the die roll is greater than the total of the monster's Magic plus the monster's Vitae, the monster receives 1 Wound. You may not use more than 1 magi spike per Magical Combat.


11 = You discover the doorway which leads out of this maze of manticores. If you choose, your turn ends and the next turn will begin in The Greatwhite Dungeon; Proceed to that page if so.


12 = The queen of the manticores is a rare white-furred female manticore known as a manticora. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a white manticora. If the die roll is 4, 5, or 6, fight a Melee Combat with a white manticora. The white manticora's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 5. Roll a die. If the die roll is equal to or greater than your Craft, you may not use any Items in Combat with the white manticora this turn. If the white manticora has 4 Wounds at the start of a Combat, increase the white manticora's Arms and Magic by 1 for that Combat only. If the white manticora has fallen due to Combat with you, gain a divine dagger, unless you have a divine dagger. A divine dagger is an Item and a weapon. If you have the divine dagger at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the divine dagger and a monster receives a Wound due to a Combat with you, the monster receives 1 additional Wound, then roll a die. If the die roll is equal to or less than the monster's Vitae, you heal 1 Wound. If you have the divine dagger and a monster has fallen due to Combat with you during a turn, roll a die. If the die roll is equal to or less than the monster's Vitae, increase your Arms and Magic by 1 for that turn only.

Unless you rolled a 7 or 11 and returned to The Greatwhite Dungeon, after your manticore maze encounter, your turn ends and the next turn will begin in The Manticore Maze; Stay on this page.

The Greatwhite Dungeon

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