The Rat Nest
Your turn begins in The Rat Nest.
Roll two dice for what you encounter within the rat nest:
2 = The rats of this nest worship a sentient wedge of magical cheese. Fight a Magical Combat with a big cheese. The big cheese's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the big cheese has fallen due to Combat with you, gain nibble. Nibble is a Spell. You may use nibble at the start of any turn on a page with the word 'Rat' or 'Mouse' in it's name. When used, gain a pet rat. A pet rat is an Ally. If you have a pet rat at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the pet rat first. The kind of Combat the pet rat fights with the monster will be of the same kind you would have fought with the monster. The pet rat's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Combat the pet rat is in that is on a page with the word 'Rat' in it's name, increase the pet rat's Arms and Magic by 1 for that Combat only. If the monster has fallen due to Combat with the pet rat, 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 rat has fallen due to Combat with the monster, lose the pet rat, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet rat. If neither the pet rat 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 rat.
3 = You discover a tricky weapon for catching rats which requires a special touch to use. Roll a die, unless you have a rat catcher. If the die roll is less than your Arms, gain a rat catcher. A rat catcher is an Item and a weapon. If you have the rat catcher at the start of any Combat with a monster with the word 'rat' or 'mouse' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have the rat catcher and you are in a Combat that is a standoff, and the monster in that Combat with you has the word 'rat' or 'mouse' in it's name, that monster receives 1 Wound.
4 = Many rat traps are strewn about the basement. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.
5 = You face an upright rat wielding a sword and holding a shield. Fight a Melee Combat with a rat warrior. The rat warrior's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2. If the rat warrior receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 9 or more, the rat warrior does not receive the Wound.
6 = A quite obese rat eyes you hungrily. Fight a Melee Combat with a fat rat. The fat rat's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2. If the fat rat receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the fat rat's Vitae, the fat rat does not receive the Wound.
7 = This basement is fully infested by large rats of all kinds. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a giant rat. The giant rat's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Magical Combat with a magic rat. The magic rat's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
8 = A pestilence-plagued rat stays alive through necromantic magic. Fight a Magical Combat with a plague rat. The plague rat's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the plague rat, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
9 = You face an upright rat wielding a staff and wearing a cloak. Fight a Magical Combat with a rat wizard. The rat wizard's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2. If the rat wizard receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 9 or more, the rat wizard does not receive the Wound.
10 = Puddles of rat poison are spread throughout the basement. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
11 = You come across a beautiful grey cat that enjoys hunting mice and rats. Roll a die, unless you have a grey mouser. If the die roll is less than your Magic, gain a grey mouser. A grey mouser is an Ally. If you have the grey mouser 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 pile of gold coins is a large rat with a crown on it's head and a scepter in it's hands. Fight a Melee Combat with a king rat. The king rat's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the king rat 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, 5, or 6, gain 2 Gold.
After your rat nest encounter ends, you must choose between staying in The Rat Nest or going back to The Village. If you choose to stay in The Rat Nest, your turn ends and the next turn will begin in The Rat Nest; Stay on this page if so. If you choose to return to The Village, your turn ends and the next turn will begin in The Village; Proceed to that page if so.
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