The Moors
Your turn begins on The Moors.
Roll two dice for what you encounter while searching the moors:
2 = You become lost in one of the wilder patches of the moors and find yourself mired in moor muck. Roll two dice. If the die roll is greater than your Vitae, receive 2 Wounds.
3 = A good-natured bard roams these moors wearing a kilt and playing a loud set of bagpipes. If you choose, roll a die, unless you have bonnie moor. If the die roll is equal to or less than your craft, gain bonnie moor. Bonnie moor is an Ally. If you have bonnie moor at the start of any Combat with a monster with the word 'moor', 'were', or 'barghest' in it's name, you may choose to roll a die. If the die roll is equal to or greater than the Craft of the monster in that Combat, that Combat will automatically be a standoff without rolling any dice. If you have bonnie moor at the start of any turn on a page that does not have the word 'Moors', 'Swamp', 'Bog', 'Marsh', or 'Heath' in it's name, roll a die. If the die roll is greater than your Craft, lose bonnie moor.
4 = These moors are home to a clan of men known as the were who are able to shape shift into wolves. Fight a Melee Combat with a were wolf. The were wolf's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the were wolf is in, roll a die. If the die roll is 1 or 6, increase the were wolf's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the were wolf, roll a die. If the die roll is 1 or 6, you receive 1 additional Wound. If the were wolf receives a Wound due to Combat with you, roll a die. Unless the die roll is 1 or 6, the were wolf does not receive the Wound. If you choose to end Combat with the were wolf, roll a die. If the die roll is less than the were wolf's Craft, you cannot end Combat with the were wolf and must fight another Melee Combat with it.
5 = A brood of water weirds live upon the moors disguised as small lochs which drown their victims. Fight a Melee Combat with a moor loch. The moor loch's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the moor loch, roll a die. If the die roll is greater than your Vitae, you receive 1 additional Wound. If the moor loch has fallen due to Melee Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
6 = Your path is crossed by one of the big brutish boars which roam throughout these moors. Fight a Melee Combat with a moor boar. The moor boar's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2.
7 = Rising up amid these moonlit moors is a great fog-enshrouded heath that is said to be haunted. If you choose, your turn ends and the next turn will begin at The Haunted Heath; Proceed to that page if so.
8 = You cross paths with one of the mad mystic monks which traverse about these moors. Fight a Magical Combat with a moor monk. The moor monk's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2.
9 = A breed of minor liches dwell upon the moors appearing as ghostly nobility which drain their victims. Fight a Magical Combat with a moor lich. The moor lich's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 3. If you receive a Wound due to Magical Combat with the moor lich, roll a die. If the die roll is greater than your Vitae, you receive 1 additional Wound. If the moor lich has fallen due to Magical Combat with you, roll a die. If the die roll is 1, gain 1 Gold.
10 = Serving the were clan of these moors are magical wolves that are able to shift shape into men. Fight a Magical Combat with a wolf were. The wolf were's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the wolf were is in, roll a die. If the die roll is 1 or 6, increase the wolf were's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the wolf were, roll a die. If the die roll is 1 or 6, you receive 1 additional Wound. If the wolf were receives a Wound due to Combat with you, roll a die. Unless the die roll is 1 or 6, the wolf were does not receive the Wound. If you choose to end Combat with the wolf were, roll a die. If the die roll is less than the wolf were's Craft, you cannot end Combat with the wolf were and must fight another Magical Combat with it.
11 = A lonely mage of the moors shows you a spell for surviving in the most dangerous of areas. If you choose, roll a die. If the die roll is less than your Vitae, or if you are a priest, gain preserver. Preserver is a Spell. You may use Preserver whenever you receive 1 or more Wounds at one time. When used, do not receive any of the Wounds.
12 = The leader of the were clan marauds the moors in the shape of a vicious giant wolf. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a were lord. If the die roll is 4, 5, or 6, fight a Magical Combat with a were lord. The were lord's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Combat the were lord is in, roll a die. If the die roll is 1 or 6, increase the were lord's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the were lord, roll a die. If the die roll is 1 or 6, you receive 1 additional Wound. If the were lord receives a Wound due to Combat with you, roll a die. Unless the die roll is 1 or 6, the were lord does not receive the Wound. If you choose to end Combat with the were lord, roll a die. Unless the die roll is 1 or 6, roll another die. If that die roll is less than the were lord's Craft, you cannot end Combat with the were lord and must fight another Combat of the same type with it. If the were lord has fallen due to Combat with you, gain a were fang. A were fang is an Item and a weapon. If you have the were fang at the start of any Combat, roll a die. If the die roll is 1 or 6, increase your Arms and Magic by 1 for that Combat only. If a monster receives a Wound due to a Combat you used the were fang at the start of, roll a die. If the die roll is 1 or 6, that monster receives 1 additional Wound. If you receive a Wound due to a Combat that you used the were fang at the start of, roll a die. Unless the die roll is 1 or 6, you do not receive the Wound. You may not use any Item with the word 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the were fang in that Combat.
Unless you rolled a 7 and went to The Haunted Heath, after your moors encounter ends, you must choose between staying on The Moors or going back to The Swamp. If you choose to stay on The Moors, your turn ends and the next turn will begin on The Moors; Stay on this page if so. If you choose to return to The Swamp, your turn ends and the next turn will begin in The Swamp; Proceed to that page if so.
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