The Mouse Hole
Your turn begins in The Mouse Hole.
Roll two dice for what you encounter within the mouse hole:
2 = Wielding a sharp rapier and wearing long boots, a talking pussycat that walks upright mistakes you for a mouse. Fight a Melee Combat with puss in boots. Puss in boots' attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 3. If puss in boots has fallen due to Combat with you, gain a catscratch rapier. A catscratch rapier is an Item and a weapon. If you have the catscratch rapier at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the catscratch rapier and a monster with the word 'rat' or 'mouse' in it's name receives a Wound due to a Combat with you, the monster receives 1 additional Wound.
3 = An upright-walking, forthright-talking cat in a wizard's cap offers to teach you some feline magic. If you choose, roll a die. If the die roll is equal to or less than your Craft, or if you have an Ally with the word 'malkin' or 'mouser' in it's name, gain catspaw. Catspaw is a Spell. You may use catspaw at the start of any Combat if you do not use any Items that are weapons in that Combat. When used, increase your Arms and Magic by 1. If you have an Ally with the word 'malkin' in it's name at the start of the Combat that catspaw was used at the start of, increase your Arms and Magic by an additional 1. If you have an Ally with the word 'mouser' in it's name at the start of the Combat that catspaw was used at the start of, increase your Arms and Magic by an additional 1. The increases last until the monster in the Combat with you has fallen, or if you choose to end Combat with that monster, or if you use an Item that is a weapon in a Combat with that monster. You may not use more than 1 catspaw per turn.
4 = A giant hunk of sentient cheese in the shape of a head and face is revered by the mice of this hole. Fight a Magical Combat with a cheese head. The cheese head's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the cheese head has fallen due to Combat with you, gain nosh. Nosh is a Spell. You may use nosh at the start of any turn on a page with the word 'Mouse' or 'Rat' in it's name. When used, gain a pet mouse. A pet mouse is an Ally. If you have a pet mouse at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet mouse first. The kind of Combat the pet mouse fights with the monster will be of the same kind you would have fought with the monster. The pet mouse's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Combat the pet mouse is in that is on a page with the word 'Mouse' in it's name, increase the pet mouse's Arms and Magic by 1 for that Combat only. If the monster has fallen due to Combat with the pet mouse, 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 pet mouse has fallen due to Combat with the monster, lose the pet mouse, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet mouse. If neither the pet mouse 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 pet mouse.
5 = There is a special breed of mice in this hole that do not give a toss about anything. Fight a Magical Combat with a tosspot mouse. The tosspot mouse's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. At the start of any Combat the tosspot mouse is in, if it is the first Combat the tosspot mouse has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the tosspot mouse's Vitae by 1. If the tosspot mouse receives a Wound due to Magical Combat with you, roll a die. If the die roll is 1 or 2, the tosspot mouse does not receive the Wound.
6 = You face an upright mouse wielding a makeshift spear. Fight a Melee Combat with a mouse warrior. The mouse warrior's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
7 = This mouse hole is home to many, many mice which are the same size as you now. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a large mouse. The large mouse's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, fight a Magical Combat with a magic mouse. The magic mouse's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2.
8 = You face an upright mouse wielding a makeshift wand. Fight a Magical Combat with a mouse warlock. The mouse warlock's attributes are Arms: 1, Magic: 3, Craft: 2, Vitae: 2.
9 = There is a variety of mice here that are known to be vicious ones. Fight a Melee Combat with a bobbins mouse. The bobbins mouse's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. At the start of any Combat the bobbins mouse is in, if it is the first Combat the bobbins mouse has been in this turn, roll a die. If the die roll is 1, 2, or 3, increase the bobbins mouse's Vitae by 1. If you receive a Wound due to a Melee Combat with the bobbins mouse, roll a die. If the die roll is 1 or 2, receive 1 additional Wound.
10 = You come upon a helmeted mouse knight who is plunging his lance into a cauldron of bubbling cheese. Fight a Melee Combat with a fondue knight. The fondue knight's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the fondue knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the fondue knight does not receive the Wound. If the fondue knight has fallen due to Combat with you, you may choose to gain ratatatat. Ratatatat is a Spell. You may use ratatatat at the start of any Combat if you have at least one Ally with the word 'mouse' or 'rat' in it's name. When used, increase your Arms and Magic by an amount equal to the number of Allies you have with the word 'mouse' or 'rat' in their names. The increase lasts until the monster in the Combat with you has fallen, or if you choose to end Combat with that monster. You may not use more than one ratatatat per turn.
11 = A very beautiful cat with grey fur loves to hunt rats and mice. Roll a die, unless you have a grey malkin. If the die roll is less than your Arms, gain a grey malkin. A grey malkin is an Ally. If you have the grey malkin at the start of any Combat with a monster with the word 'mouse' or 'rat' in it's name, increase your Arms and Magic by 1 for that Combat only.
12 = Upon a makeshift throne of gold coins is a large mouse with a tiara on it's head and a wand in it's hands. Fight a Magical Combat with a queen mouse. The queen mouse's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 3. If the queen mouse has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain 3 Gold.
After your mouse hole encounter ends, you must choose between staying in The Mouse Hole or going back to The Warlock Hut. If you choose to stay in The Mouse Hole, your turn ends and the next turn will begin in The Mouse Hole; Stay on this page if so. If you choose to return to The Warlock Hut, your turn ends and the next turn will begin in The Warlock Hut; Proceed to that page if so.
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