The Mushroom Cavern

Your turn begins in The Mushroom Cavern.


If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter while exploring the mushroom cavern:


2 = The leader of the living fungi of this cavern is an enormous sentient mushroom capable of great growth in battle. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with fungus humungus. If the die roll is 4, 5, or 6, fight a Melee Combat with fungus humungus. fungus humungus's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 1. You may not use Spells in a Combat with fungus humungus. Also, if fungus humungus receives a Wound due to a Combat with you, roll two dice. Unless the die roll is 2 or 12, increase fungus humungus's Vitae by 1 before fungus humungus receives the Wound. The increase lasts until fungus humungus has fallen or if you choose to end Combat with fungus humungus. If fungus humungus has fallen due to a Combat with you, roll a die. Gain a number of shrooma spores equal to the die roll. A shrooma spore is an Item. A shrooma spore does not count towards the number of Items you may have. If you have a shrooma spore and receive a Wound due to Combat, you may choose to lose the shrooma spore. If so, increase your Vitae by 1 before you receive the Wound. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, you heal 1 Wound for each 1 Vitae increase you had due to a shrooma spore.


3 = The martial officers of the mushroom men troopers have bodies made entirely of mushroom caps. Fight a Melee Combat with a cap captain. The cap captain's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If the cap captain receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 5 or 6, increase the cap captain's Vitae by 1 before the cap captain receives the Wound. The increase lasts until the cap captain has fallen or if you choose to end Combat with the cap captain; Before any Vitae increase ends, the cap captain heals 1 Wound for each 1 Vitae increase it had. If the cap captain has fallen due to a Melee Combat with you, you may choose to roll two dice. If the die roll is less than the total of your Arms plus your Vitae, gain a shroom cap. A shroom cap is an Ally. If you have the shroom cap at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the shroom cap first. The shroom cap's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. If the shroom cap receives a Wound due to a Melee Combat, roll a die. If the die roll is 5 or 6, increase the shroom cap's Vitae by 1 before the shroom cap receives the Wound. The increase lasts until the monster in the Combat with the shroom cap has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, the shroom cap heals 1 Wound for each 1 Vitae increase it had. If the monster has fallen due to Combat with the shroom cap, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the shroom cap has fallen due to Combat with the monster, lose the shroom cap, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the shroom cap. If neither the shroom cap 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 shroom cap, and the shroom cap retaining any Wounds it received due to Combat with the monster.


4 = You meet a mushroom man who offers to teach you a spell used for growing mushrooms. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain bloom. Bloom is a Spell. You may use Bloom at the start of any Turn. When used, roll a die. If the die roll is less than your Vitae, or if you have an Ally or Item with the word 'shroom' or 'shrooma' in it's name, gain a shroom trooper. A shroom trooper is an Ally. If you have the shroom trooper, the limit of your Allies you can have becomes equal to the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have; While you have the shroom trooper, you may not have a number of Allies with you greater than the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have. If you lose all the shroom troopers you have, your limit for Allies becomes equal to the value of your Craft, as normal. Also, if you have the shroom trooper at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the shroom trooper first. The kind of Combat the shroom trooper fights with the monster will be of the same kind you would have fought with the monster. The shroom trooper's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 1. If the shroom trooper receives a Wound due to Combat, roll two dice. If the die roll is 7, increase the shroom trooper's Vitae by 1 before the shroom trooper receives the Wound. The increase lasts until the monster in the Combat with the shroom trooper has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, the shroom trooper heals 1 Wound for each 1 Vitae increase it had. If the monster has fallen due to Combat with the shroom trooper, 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 shroom trooper has fallen due to Combat with the monster, lose the shroom trooper, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the shroom trooper. If neither the shroom trooper 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 shroom trooper, and the shroom trooper retaining any Wounds it received due to Combat with the monster.


5 = The mushroom man society has a select group of mushroom men mages with their own unique magic. Fight a Magical Combat with a mushroom magi. The mushroom magi's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If the mushroom magi receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 2, 7, or 12, increase the mushroom magi's Vitae by 1 before the mushroom magi receives the Wound. The increase lasts until the mushroom magi has fallen or if you choose to end Combat with the mushroom magi. If the mushroom magi has fallen due to Combat with you, roll a die. If the die roll is 6, gain a shroom spore. A shroom spore is an Item. A shroom spore does not count towards the number of Items you may have. If you have a shroom spore and receive a Wound due to Combat, you may choose to lose the shroom spore. If so, increase your Vitae by 1 before you receive the Wound. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, you heal 1 Wound for each 1 Vitae increase you had due to a shroom spore.


6 = Besides the mushroom men, this cavern has living mushrooms known as the fungi. Fight a Melee Combat with a fungus. The fungus's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the fungus receives a Wound due to a Melee Combat with you, roll two dice. Unless the die roll is 2, 7, or 12, increase the fungus's Vitae by 1 before the fungus receives the Wound. The increase lasts until the fungus has fallen or if you choose to end Combat with the fungus. 


7 = This cavern is patrolled by mushroom man troops that tend to the many moon mushrooms being grown here. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a trooper shroom. If the die roll is 4, 5, or 6, fight a Melee Combat with a trooper shroom. The trooper shroom's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 2. If the trooper shroom receives a Wound due to a Combat with you, roll two dice. If the die roll is 7, increase the trooper shroom's Vitae by 1 before the trooper shroom receives the Wound. The increase lasts until the trooper shroom has fallen or if you choose to end Combat with the trooper shroom. If the trooper shroom has fallen due to a Combat with you, you may choose to roll a die. If the die roll is 6, gain a shroom trooper. A shroom trooper is an Ally. If you have the shroom trooper, the limit of your Allies you can have becomes equal to the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have; While you have the shroom trooper, you may not have a number of Allies with you greater than the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have. If you lose all the shroom troopers you have, your limit for Allies becomes equal to the value of your Craft, as normal. Also, if you have the shroom trooper at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the shroom trooper first. The kind of Combat the shroom trooper fights with the monster will be of the same kind you would have fought with the monster. The shroom trooper's attributes are Arms: 2, Magic: 2, Craft: 2, Vitae: 1. If the shroom trooper receives a Wound due to Combat, roll two dice. If the die roll is 7, increase the shroom trooper's Vitae by 1 before the shroom trooper receives the Wound. The increase lasts until the monster in the Combat with the shroom trooper has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, the shroom trooper heals 1 Wound for each 1 Vitae increase it had. If the monster has fallen due to Combat with the shroom trooper, 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 shroom trooper has fallen due to Combat with the monster, lose the shroom trooper, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the shroom trooper. If neither the shroom trooper 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 shroom trooper, and the shroom trooper retaining any Wounds it received due to Combat with the monster.


8 = Among the living fungi of this cavern are the amungi which are capable of imitating the appearance of other beings. Fight a Magical Combat with an amungus. The amungus's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the amungus receives a Wound due to a Magical Combat with you, roll two dice. Unless the die roll is 2, 7, or 12, increase the amungus's Vitae by 1 before the amungus receives the Wound. The increase lasts until the amungus has fallen or if you choose to end Combat with the amungus.


9 = You are attacked by a giant mushroom brought to life by the magic of the mushroom magi. Fight a Melee Combat with a magic mushroom. The magic mushroom's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If the magic mushroom receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 2, 7, or 12, increase the magic mushroom's Vitae by 1 before the magic mushroom receives the Wound. The increase lasts until the magic mushroom has fallen or if you choose to end Combat with the magic mushroom. If the magic mushroom has fallen due to Combat with you, roll a die. If the die roll is 6, gain a shroom spore. A shroom spore is an Item. A shroom spore does not count towards the number of Items you may have. If you have a shroom spore and receive a Wound due to Combat, you may choose to lose the shroom spore. If so, increase your Vitae by 1 before you receive the Wound. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, you heal 1 Wound for each 1 Vitae increase you had due to a shroom spore.


10 = A moon man who has learned mushroom magic offers to teach you a spell that makes shrooms explode into spore clouds. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain boom. Boom is a Spell. You may use boom at the start of any Combat if you have an Ally or Item with the word 'shroom' or 'shrooma' in it's name. When used, lose an Ally or Item with the word 'shroom' or 'shrooma' in it's name, then roll a die. If the Ally or Item lost had the word 'shroom' in it's name, the monster in the Combat that boom was used at the start of receives a number of Wounds equal to the die roll divided by two (round up); If the Ally or Item lost had the word 'shrooma' in it's name, the monster in the Combat that boom was used at the start of receives a number of Wounds equal to the die roll.


11 = The religious members of the mushroom man society have bodies made entirely of mushroom stems. Fight a Magical Combat with a stem templar. The stem templar's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the stem templar receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, increase the stem templar's Vitae by 1 before the stem templar receives the Wound. The increase lasts until the stem templar has fallen or if you choose to end Combat with the stem templar; Before any Vitae increase ends, the stem templar heals 1 Wound for each 1 Vitae increase it had. If the stem templar has fallen due to a Magical Combat with you, you may choose to roll two dice. If the die roll is less than the total of your Magic plus your Vitae, gain a shroom stem. A shroom stem is an Ally. If you have the shroom stem at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the shroom stem first. The shroom stem's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. If the shroom stem receives a Wound due to a Magical Combat, roll a die. If the die roll is 5 or 6, increase the shroom stem's Vitae by 1 before the shroom stem receives the Wound. The increase lasts until the monster in the Combat with the shroom stem has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, the shroom stem heals 1 Wound for each 1 Vitae increase it had. If the monster has fallen due to Combat with the shroom stem, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the shroom stem has fallen due to Combat with the monster, lose the shroom stem, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the shroom stem. If neither the shroom stem 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 shroom stem, and the shroom stem retaining any Wounds it received due to Combat with the monster.


12 = The ruler of this cavern is a giant mushroom man wearing a fungal crown and protected by a vanguard of mushroom men known as shroomas. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a mushroom king. If the die roll is 4, 5, or 6, fight a Melee Combat with a mushroom king. The mushroom king's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. At the start of any Combat the mushroom king is in, roll a die. If the die roll is 1, fight a Magical Combat with a shrooma first. If the die roll is 6, fight a Melee Combat with a shrooma first. The shrooma's attribute's are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. If the shrooma receives a Wound due to a Combat with you, roll two dice. If the die roll is 2, 7, or 12, increase the shrooma's Vitae by 1 before the shrooma receives the Wound. The increase lasts until the shrooma has fallen. You cannot end Combat with the shrooma unless it has fallen. If the shrooma has fallen due to Combat with you, the Combat with you and the mushroom king occurs. Also, if the mushroom king receives a Wound due to a Combat with you, roll two dice. If the die roll is 2, 7, or 12, increase the mushroom king's Vitae by 1 before the mushroom king receives the Wound. The increase lasts until the mushroom king has fallen or if you choose to end Combat with the mushroom king. If the mushroom king has fallen due to a Combat with you, gain a shrooma troopa. A shrooma troopa is an Ally. If you have the shrooma troopa, the limit of your Allies you can have becomes equal to the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have; While you have the shrooma troopa, you may not have a number of Allies with you greater than the total of your Craft plus the number of shrooma troopas you have multiplied by two plus the number of shroom troopers you have. If you lose all the shrooma troopas you have, your limit for Allies becomes equal to the value of your Craft, as normal. Also, if you have the shrooma troopa at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the shrooma troopa first. The kind of Combat the shrooma troopa fights with the monster will be of the same kind you would have fought with the monster. The shrooma troopa's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. If the shrooma troopa receives a Wound due to Combat, roll two dice. If the die roll is 2, 7, or 12, increase the shrooma troopa's Vitae by 1 before the shrooma troopa receives the Wound. The increase lasts until the monster in the Combat with the shrooma troopa has fallen or if you choose to end Combat with that monster; Before any Vitae increase ends, the shrooma troopa heals 1 Wound for each 1 Vitae increase it had. If the monster has fallen due to Combat with the shrooma troopa, 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 shrooma troopa has fallen due to Combat with the monster, lose the shrooma troopa, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the shrooma troopa. If neither the shrooma troopa 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 shrooma troopa, and the shrooma troopa retaining any Wounds it received due to Combat with the monster.

After your mushroom cavern encounter ends, you must choose between staying in The Mushroom Cavern or going back to The Lunar Caverns. If you choose to stay in The Mushroom Cavern, your turn ends and the next turn will begin in The Mushroom Cavern; Stay on this page if so. If you choose to return to The Lunar Caverns, your turn ends and the next turn will begin in The Lunar Caverns; Proceed to that page if so.

The Lunar Caverns

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