The Mines
Your turn begins in The Mines.
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 'TOP LEVEL'.
TOP LEVEL - Roll a die for what you encounter in the mine's top level:
1 = A trick mine shaft leads unsuspecting adventurers out of the mines and back to the mountains. Roll a die. If the die roll is greater than your Craft, your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
2 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level are home to many moles digging about. Fight a Melee Combat with a mine mole. The mine mole's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, a cave-in traps you in and the only way out is by using your physical might. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.
3 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level are home to many mites fluttering about. Fight a Magical Combat with a mine mite. The mine mite's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, you find some mining machinery that can only be operated by a strong person. Roll a die. If the die roll is less than your Arms, gain 1 Gold.
4 = The goblins of these mines are skilled at using explosive rocks in battle. Fight a Melee Combat with a mine goblin. The mine goblin's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the mine goblin is in, roll a die. If the die roll is 1 or 2, increase the mine goblin's Arms by an amount equal to the die roll for that Melee Combat only. If the mine goblin has fallen due to Combat with you, gain a pop rock. A pop rock is an Item. If you have the pop rock at the start of any Melee Combat, you may choose to lose the pop rock. If so, roll a die. If the die roll is 1 or 2, increase your Arms by an amount equal to the die roll. The increase lasts until the monster in the Melee Combat that you used the pop rock at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 pop rock per Combat.
5 = The gremlins of these mines have developed an explosive rock spell for casting at foes. Fight a Magical Combat with a mine gremlin. The mine gremlin's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the mine gremlin is in, roll a die. If the die roll is 1 or 2, increase the mine gremlin's Magic by an amount equal to the die roll for that Magical Combat only. If the mine gremlin has fallen due to Combat with you, gain poprock. Poprock is a Spell. You may use poprock at the start of any Melee Combat. When used, roll a die. If the die roll is 1 or 2, increase your Arms by an amount equal to the die roll. The increase lasts until the monster in the Melee Combat that you used poprock at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 poprock per Combat.
6 = A golem made out of exploding rocks guards a good-sized gold nugget. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a poprock golem. If the die roll is 4, 5, or 6, fight a Magical Combat with a poprock golem. The poprock golem's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Combat the poprock golem is in, if it is the first Combat the poprock golem has been in this turn, roll a die. If the die roll is 1 or 2, increase the poprock golem's Arms and Magic by an amount equal to the die roll. The increase lasts until the poprock golem has fallen or if you choose to end Combat with the poprock golem. If the poprock golem has fallen due to Combat with you, gain 1 Gold.
Unless you rolled a 1 and went to The Mountains, after your top level encounter, go to the section of this page with the name 'MID LEVEL'.
MID LEVEL - Roll a die for what you encounter in the mine's mid level:
1 = A secret mine shaft on this level leads to a vast underearth cavern nearby. If you choose, roll a die. If the die roll is equal to or less than your Craft, your turn ends and the next turn will begin in The Vast Cavern; Proceed to that page if so.
2 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level have a lot of mad miners running around for gold. Fight a Melee Combat with a mad miner. The mad miner's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, a cave-in traps you in and the only way out is by using your magical powers. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.
3 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level have a lot of greedy mages walking around for gold. Fight a Magical Combat with a mine mage. The mine mage's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, you find a mystical mining machine that can only be activated by those who invoke magic. Roll a die. If the die roll is less than your Magic, gain 1 Gold.
4 = The dwarves of these mines use stones of flint to cause sparks in battle. Fight a Melee Combat with a mine dwarf. The mine dwarf's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the mine dwarf is in, roll a die. If the die roll is 1 or 2, increase the mine dwarf's Arms by an amount equal to the die roll for that Melee Combat only. If the mine dwarf has fallen due to Combat with you, gain a flint stone. A flint stone is an Item. If you have the flint stone at the start of any Magical Combat, you may choose to lose the flint stone. If so, roll a die. If the die roll is 1 or 2, increase your Magic by an amount equal to the die roll. The increase lasts until the monster in the Magical Combat that you used the flint stone at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 flint stone per Combat.
5 = The gnomes of these mines have learned a spell for casting flint sparks at foes. Fight a Magical Combat with a mine gnome. The mine gnome's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2. At the start of any Magical Combat the mine gnome is in, roll a die. If the die roll is 1 or 2, increase the mine gnome's Magic by an amount equal to the die roll for that Magical Combat only. If the mine gnome has fallen due to Combat with you, gain flintstone. Flintstone is a Spell. You may use flintstone at the start of any Magical Combat. When used, roll a die. If the die roll is 1 or 2, increase your Magic by an amount equal to the die roll. The increase lasts until the monster in the Magical Combat that you used flintstone at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 flintstone per Combat.
6 = A golem made out of sparking flintstone guards a great-sized gold nugget. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a flintstone golem. If the die roll is 4, 5, or 6, fight a Magical Combat with a flintstone golem. The flintstone golem's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 4. At the start of any Combat the flintstone golem is in, if it is the first Combat the flintstone golem has been in this turn, roll a die. If the die roll is 1 or 2, increase the flintstone golem's Arms and Magic by an amount equal to the die roll. The increase lasts until the flintstone golem has fallen or if you choose to end Combat with the flintstone golem. If the flintstone golem has fallen due to Combat with you, gain 2 Gold.
Unless you rolled a 1 and went to The Vast Cavern, after your mid level encounter, go to the section of this page with the name 'LOW LEVEL'.
LOW LEVEL - Roll a die for what you encounter in the mine's low level:
1 = A mine shaft on this level leads to a vast underearth cavern nearby. If you choose, your turn ends and the next turn will begin in The Vast Cavern; Proceed to that page if so.
2 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level are inhabited by a rare breed of underground minotaurs. Fight a Melee Combat with a mine otaur. The mine otaur's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the die roll is 4, 5, or 6, a cave-in traps you in and the only way out is by enduring the strain. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
3 = Roll a die. If the die roll is 1, 2, or 3, the mines of this level are stalked by a supernatural menace of unknown origin. Fight a Magical Combat with a mine menace. The mine menace's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the die roll is 4, 5, or 6, you find a dwarven digging device that can only be used by those with great endurance. Roll a die. If the die roll is less than your Vitae, gain 1 Gold.
4 = The devils of these mines are adept at hurling brimstone bombs in battle. Fight a Melee Combat with a mine devil. The mine devil's attributes are Arms: 3, Magic: 2, Craft: 4, Vitae: 2. At the start of any Combat the mine devil is in, roll a die. If the die roll is 1 or 2, increase the mine devil's Arms and Magic by an amount equal to the die roll for that Combat only. If the mine devil has fallen due to Combat with you, gain a brim stone. A brim stone is an Item. If you have the brim stone at the start of any Combat, you may choose to lose the brim stone. If so, roll a die. If the die roll is 1 or 2, increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used the brim stone at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 brim stone per Combat.
5 = The demons of these mines can invoke a bombastic brimstone spell to cast at foes. Fight a Magical Combat with a mine demon. The mine demon's attributes are Arms: 2, Magic: 3, Craft: 4, Vitae: 2. At the start of any Combat the mine demon is in, roll a die. If the die roll is 1 or 2, increase the mine demon's Arms and Magic by an amount equal to the die roll for that Combat only. If the mine demon has fallen due to Combat with you, gain brimstone. Brimstone is a Spell. You may use brimstone at the start of any Combat. When used, roll a die. If the die roll is 1 or 2, increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used brimstone at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 brimstone per Combat.
6 = A golem made out of booming brimstone guards a giant-sized gold nugget. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a brimstone golem. If the die roll is 4, 5, or 6, fight a Magical Combat with a brimstone golem. The brimstone golem's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 5. At the start of any Combat the brimstone golem is in, if it is the first Combat the brimstone golem has been in this turn, roll a die. If the die roll is 1 or 2, increase the brimstone golem's Arms and Magic by an amount equal to the die roll. The increase lasts until the brimstone golem has fallen or if you choose to end Combat with the brimstone golem. If the brimstone golem has fallen due to Combat with you, gain 3 Gold.
Unless you rolled a 1 and went to The Vast Cavern, after your low level encounter, you must choose between staying in The Mines or going back to The Mountains. If you choose to stay in The Mines, your turn ends and the next turn will begin in The Mines; Stay on this page if so. If you choose to go to The Mountains, your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
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