The Nautilus Maze
Your turn begins in The Nautilus Maze.
Roll two dice for what you encounter within the nautilus maze:
2 = A sailor lost long in this maze asks for your help out. If you choose, gain a maze sailor. A maze sailor is an Ally. If you have the maze sailor at the start of any turn on a page other than The Nautilus Maze, roll a die. If the die roll is 1 or 2, lose the maze sailor and gain 3 Gold. If the die roll is 3 or 4, lose the maze sailor and gain 2 Gold. If the die roll is 5 or 6, lose the maze sailor and gain 1 Gold.
3 = Confusion sets in as your head begins to hurt from looking at so many matching sections of this maze. Roll a die. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft.
4 = Scrawled on the shell wall is an incantation for creating a mental maze that confuses foes. Roll a die. If the die roll is less than your Craft, gain mazement. Mazement is a Spell. You may use mazement at the start of any Magical Combat with a monster that has a Craft of 2 or more. When used, roll a die. If the die roll is greater than the monster's Craft, the monster receives a number of Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 mazement per monster per turn.
5 = This maze is patrolled by nautilus crab warriors wearing mystical shells that wear down foes. Fight a Melee Combat with a jugger nautilus. The jugger nautilus's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the jugger nautilus is in with you, if it is the first Combat the jugger nautilus has been in this turn, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the jugger nautilus receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the jugger nautilus does not receive the Wound.
6 = This huge nautilus shell maze is home to many large hermit crabs in their own nautilus shells. Fight a Melee Combat with a hermit crab. The hermit crab's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If the hermit crab receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the hermit crab does not receive the Wound.
7= The many segments of this maze look very similar and are forever leading inward from it's entrance. 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 in The Coastal Caverns; Proceed to that page if so.
8 = Many human hermits live here in this maze who are downright crabby to strangers. Fight a Magical Combat with a crabby hermit. The crabby hermit's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the crabby hermit receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the crabby hermit does not receive the Wound.
9 = This maze is patrolled by nautilus crab wizards wearing mystic shells that confuse foes. Fight a Magical Combat with a dread nautilus. The dread nautilus's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the dread nautilus is in with you, if it is the first Combat the dread nautilus has been in this turn, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the dread nautilus receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the dread nautilus does not receive the Wound.
10 = You find a scroll in a shell with a spell for summoning a magic maze that wears down foes. Roll a die. If the die roll is less than your Craft, gain mazeworn. Mazeworn is a Spell. You may use mazeworn at the start of any Melee Combat with a monster that has a Craft of 2 or more. When used, roll a die. If the die roll is greater than the monster's Craft, the monster receives a number of Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 mazeworn per monster per turn.
11 = You somehow find your way back to the entrance of the nautilus maze. If you choose, your turn ends and the next turn will begin in The Coastal Caverns; Proceed to that page if so.
12 = Deep within the center of this maze lies it's cruel crustaceous master. Roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a mazemaster nautilus. If the die roll is 2, 4, or 6, fight a Magical Combat with a mazemaster nautilus. The mazemaster nautilus's attributes are Arms: 6, Magic: 6, Craft: 5, Vitae: 4. At the start of any Combat the mazemaster nautilus is in with you, roll a die. If the die roll is greater than your Craft, receive 1 Wound. If the mazemaster nautilus receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the mazemaster nautilus does not receive the Wound. If the mazemaster nautilus has fallen due to Combat with you, gain a wisdom pearl, unless you have a wisdom pearl. A wisdom pearl is an Item. You may use the wisdom pearl whenever you make a die roll involving Craft. If so, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use the wisdom pearl more than once per turn.
Unless you rolled a 7 or 11 and returned to The Coastal Caverns, after your nautilus maze encounter, your turn ends and the next turn will begin in The Nautilus Maze; Stay on this page.
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