The Minotaur Maze
Your turn begins in The Minotaur Maze.
Roll two dice for what you encounter within the minotaur maze:
2 = A minotaur gladiator with a large axe chases you down in this maze and challenges you to battle. Fight a Melee Combat with a gladiataur. The gladiataur's attributes are Arms: 7, Magic: 5, Craft: 4, Vitae: 3. If you receive a Wound due to Melee Combat with the gladiataur, roll a die. If the die roll is 2 or 3, you receive 1 additional Wound. If the die roll is 4 or 5, decrease your Arms by 2 for the next Combat you are in this turn only. If the die roll is 6, you receive 1 additional Wound, then decrease your Arms by 2 for the next Combat you are in this turn only. If the gladiataur receives a Wound due to Melee Combat, roll two dice. If the die roll is 11 or more, the gladiataur does not receive the Wound. If the gladiataur has fallen due to Combat with you, gain a minotaur axe. A minotaur axe is an Item and a weapon. If you have the minotaur axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the minotaur axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 2 or 3, the monster receives 1 additional Wound. If the die roll is 4 or 5, decrease the monster's Arms by 2 for the next Combat it is in that turn only. If the die roll is 6, the monster receives 1 additional Wound, then decrease the monster's Arms by 2 for the next Combat it is in that turn only.
3 = A miniature minotaur that has been magically shrunk to small size comes charging at you. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a mini taur. If the die roll is 4, 5, or 6, fight a Melee Combat with a mini taur. The mini taur's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 1. At the start of any Combat the mini taur is in, if it is the first Combat the mini taur has been in this turn, roll a die. If the die roll is 4, 5, or 6, increase the mini taur's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the mini taur, roll a die. If the die roll is 2 or 3, you receive 1 additional Wound. If the die roll is 4 or 5, decrease your Arms and Magic by 1 for the next Combat you are in this turn only. If the die roll is 6, you receive 1 additional Wound, then decrease your Arms and Magic by 1 for the next Combat you are in this turn only. If the mini taur has fallen due to Combat with you, gain gore. Gore is a Spell. Gore may be used at any time a monster receives a Wound due to a Combat with you. When used, roll a die. If the die roll is 2 or 3, the monster receives 1 additional Wound. If the die roll is 4 or 5, decrease the monster's Arms and Magic by 2 for the next Combat it is in that turn only. If the die roll is 6, the monster receives 1 additional Wound, then decrease the monster's Arms and Magic by 2 for the next Combat it is in that turn only. You may not use more than 1 gore per Wound per Combat and you may not use gore and the Spells minos or taurus during the same Combat.
4 = Carved on a maze wall are the words to a minotaur magic spell for charging into foes using sharp horns. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain minos. Minos is a Spell. Minos may be used at any time a monster receives a Wound due to a Melee Combat with you. When used, roll a die. If the die roll is 2 or 3, the monster receives 1 additional Wound. If the die roll is 4 or 5, decrease the monster's Arms by 2 for the next Combat it is in that turn only. If the die roll is 6, the monster receives 1 additional Wound, then decrease the monster's Arms by 2 for the next Combat it is in that turn only. You may not use more than 1 minos per Wound per Combat.
5 = The minotaurs of this maze come charging into battle headfirst with their deadly horns. Fight a Melee Combat with a maze minotaur. Fight a Melee Combat with a maze minotaur. The maze minotaur's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. If you receive a Wound due to Melee Combat with the maze minotaur, and it is the first Wound you have received due to Combat with the maze minotaur this turn, roll a die. If the die roll is 2 or 3, you receive 1 additional Wound. If the die roll is 4 or 5, decrease your Arms by 2 for the next Combat you are in this turn only. If the die roll is 6, you receive 1 additional Wound, then decrease your Arms by 2 for the next Combat you are in this turn only.
6 = A race of raging bullmen run throughout this maze looking to charge down any intruders. Fight a Melee Combat with a bull man. Fight a Melee Combat with a bull man. The bull man's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the bull man is in, if it is the first Combat the bull man has been in this turn, roll a die. If the die roll is 4, 5, or 6, increase the bull man's Arms by 1 for that Combat only.
7 = This ancient stone maze of myth is quite difficult to find your way out of. 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 on The Circe Isle; Proceed to that page if so.
8 = Running throughout this mythical maze are the mystical man bulls. Fight a Magical Combat with a man bull. Fight a Magical Combat with a man bull. The man bull's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. At the start of any Magical Combat the man bull is in, if it is the first Combat the man bull has been in this turn, roll a die. If the die roll is 4, 5, or 6, increase the man bull's Magic by 1 for that Combat only.
9 = Even the mages among the minotaurs come charging into battle with their sharpened horns. Fight a Magical Combat with a mage minotaur. The mage minotaur's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. If you receive a Wound due to Magical Combat with the mage minotaur, and it is the first Wound you have received due to Combat with the mage minotaur this turn, roll a die. If the die roll is 2 or 3, you receive 1 additional Wound. If the die roll is 4 or 5, decrease your Magic by 2 for the next Combat you are in this turn only. If the die roll is 6, you receive 1 additional Wound, then decrease your Magic by 2 for the next Combat you are in this turn only.
10 = A wizard in a bull mask can teach you a minotaur magic spell for summoning forth piercing bull horns. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain taurus. Taurus is a Spell. Taurus may be used at any time a monster receives a Wound due to a Magical Combat with you. When used, roll a die. If the die roll is 2 or 3, the monster receives 1 additional Wound. If the die roll is 4 or 5, decrease the monster's Magic by 2 for the next Combat it is in that turn only. If the die roll is 6, the monster receives 1 additional Wound, then decrease the monster's Magic by 2 for the next Combat it is in that turn only. You may not use more than 1 taurus per Wound per Combat
11 = You discover an exit out of this mythical maze. If you choose, your turn ends and the next turn will begin on The Circe Isle; Proceed to that page if so.
12 = The master of this mythic maze is a crafty minotaur who uses the surroundings to his advantage. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a mazemaster minotaur. If the die roll is 2, 4, or 6, fight a Magical Combat with a mazemaster minotaur. The mazemaster minotaur's attributes are Arms: 6, Magic: 6, Craft: 5, Vitae: 4. At the start of any Combat with the mazemaster minotaur, roll two dice. If the die roll is greater than your Craft, increase the mazemaster minotaur's Arms and Magic by 1 for that Combat only. If the mazemaster minotaur has fallen due to Combat with you, gain a maze ring. A maze ring is an Item. If you have the maze ring at the start of any turn on a page with the word 'Maze' or 'Labyrinth' in it's name, increase your Arms and Magic by 1 for that turn only. If you have the maze ring at the end of a turn on a page with the word 'Maze' or 'Labyrinth' in it's name, you may choose to roll a die. If the die roll is 6, heal 1 Wound. You may not use more than 1 maze ring at a time.
Unless you rolled a 7 or 11 and returned to The Circe Isle, after your minotaur maze encounter, your turn ends and the next turn will begin in The Minotaur Maze; Stay on this page if so.
Comments
Post a Comment