The Pirate Cove
Your turn begins at The Pirate Cove.
If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.
Roll two dice for what you encounter while exploring the pirate cove:
2 = Hex marks the spot where a coven of pirate witches guards a buried treasure chest. Fight a Magical Combat with a pirate cove coven. The pirate cove coven's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 2. Roll a die at the start of any Magical Combat the pirate cove coven is in if it is the first Combat the pirate cove coven has been in this turn. If the die roll is less than the pirate cove coven's Craft, increase the pirate cove coven's Vitae by 3. If the die roll is equal to the pirate cove coven's Craft, increase the pirate cove coven's Vitae by 2. If the die roll is greater than the pirate cove coven's Craft, increase the pirate cove coven's Vitae by 1. The increase lasts until the pirate cove coven has fallen or if you choose to end Combat with the pirate cove coven. If the pirate cove coven has fallen due to Combat with you, roll a die and gain an amount of Gold equal to the die roll divided two (round up).
3 = A pirate witch offers to teach you some profitable pirate magic. If you choose, roll a die. If the die roll is less than your Arms, or if you are a thief and the die roll is equal to or less than your Arms, gain plunder. Plunder is a Spell. Plunder may be used at any time a monster has fallen due to Melee Combat with you. When used, gain 1 Gold instead of gaining any Melee XP from the fallen monster. You may not use more than 1 plunder per monster per turn.
4 = A pirate mage will cast a waterbreathing spell on you if you wish to explore the sunken ship off the cove. If you choose, roll a die. If the die roll is less than your Vitae, your turn ends and your next turn will begin at The Sunken Ship; Proceed to that page if so.
5 = The more adept wizards among the pirate mages become curse-casting witches. Pay 1 Gold or fight a Magical Combat with a pirate witch. The pirate witch's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3.
6 = Some of these cove pirates have learned magic and become mages. Pay 1 Gold or fight a Magical Combat with a pirate mage. The pirate mage's attributes are Arms: 2, Magic: 3, Craft: 3, Vitae: 2.
7 = This hidden cove is populated by a plentitude of pilfering pirates. Pay 1 Gold or fight a Melee Combat with a cove pirate. The cove pirate's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2.
8 = The more skilled warriors among the pirates become cutlass-wielding corsairs. Pay 1 Gold or fight a Melee Combat with a cove corsair. The cove corsair's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3.
9 = Strange creatures have been summoned from the waters of the cove to serve the pirate's lust for gold. If you have any Gold, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a cove creature. If the die roll is 4, 5, or 6, fight a Magical Combat with a cove creature. The cove creature's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 4. Roll a die at the start of any Combat the cove creature is in. If the die roll is equal to or less than the amount of Gold you have, increase the cove creature's Arms and Magic by 1 for that Combat only. You cannot end Combat with the cove creature unless it has fallen or if you pay 1 Gold.
10 = A pirate merchant will sell you a potion for breathing underwater, useful for exploring sunken ships. Pay 1 Gold or 1 Item to gain a waterbreath potion. A waterbreath potion is an Item. If you have the waterbreath potion at the start of a turn on a page with the word 'Cove' in it's name, you may choose to lose the waterbreath potion. If so, your turn ends and your next turn will begin at The Sunken Ship; Proceed to that page.
11 = A pirate mage offers to teach you a pirating spell for profit. If you choose, roll a die. If the die roll is less than your Magic, or if you are a thief and the die roll is equal to or less than your Magic, gain pillage. Pillage is a Spell. Pillage may be used at any time a monster has fallen due to Magical Combat with you. When used, gain 1 Gold instead of gaining any Magical XP from the fallen monster. You may not use more than 1 pillage per monster per turn.
12 = The pirate captain of this cove attacks you with his cutlass and musket. Fight a Melee Combat with a pirate cove captain. The pirate cove captain's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 4. Roll two dice at the start of any Melee Combat the pirate cove captain is in if it is the first Combat the pirate cove captain has been in this turn. If the die roll is equal to or less than the pirate cove captain's Arms, you receive 2 Wounds. If the pirate cove captain has fallen due to Combat with you, gain a flintlock musket. A flintlock musket is an Item and a weapon. If you have the flintlock musket at the start of a Melee Combat and it is the first Combat you have been in during a turn, roll two dice. If the die roll is equal to or less than your Arms, the monster in that Combat with you receives 2 Wounds.
Unless you rolled a 4 and went to The Sunken Ship, after your pirate cove encounter ends, you must choose between staying at The Pirate Cove or going back to The Coast. If you choose to stay at The Pirate Cove, your turn ends and the next turn will begin at The Pirate Cove; Stay on this page if so. If you choose to go to The Coast, your turn ends and the next turn will begin at The Coast; Proceed to that page if so.
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