The Sewers
Your turn begins in The Sewers.
Roll two dice for what you encounter while exploring the sewer system beneath the port city:
2 = Deep in the sewers is a flute-playing piper surrounded by obedient sewer rats. Fight a Magical Combat with a pied piper. The pied piper's attributes are Arms: 3, Magic: 5, Craft: 4, Vitae: 5. At the start of any Combat the pied piper is in, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a servant rat first. The servant rat's attribute's are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the servant rat unless it has fallen. If the servant rat has fallen due to Combat with you, the Combat with you and the pied piper occurs. If the pied piper has fallen due to Combat with you, gain a magic flute. A magic flute is an Item and a weapon. If you have a magic flute at the start of any Magical Combat, you may choose to roll a die. If the die roll is 1, 2, or 3, the monster in that Magical Combat must fight a Melee Combat with a servitor rat first. The servitor rat's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the monster has fallen due to Combat with the servitor rat, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the servitor rat has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servitor rat. If neither the servitor rat nor the monster has fallen due to the Combat between them, another Melee Combat with the servitor rat and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servitor rat.
3 = A rat boy of the sewers offers to teach you some rat magic. Roll a die. If the die roll is equal to or less than your Craft, gain rabid. Rabid is a Spell. You may use rabid at the start of any turn. When used, roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that turn only. If the die roll is 4, 5, or 6, increase your Vitae by 1 for that turn only; At the end of that turn, if you have 1 or more Wounds, heal 1 Wound before the Vitae increase ends. You may not use more than 1 rabid per turn.
4 = You wade into a pool full of swimming sewer rats. Roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound.
5 = A diseased sewer rat of great size assaults you ferociously. Fight a Melee Combat with a rabid rat. The rabid rat's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2. At the start of any Melee Combat the rabid rat is in, if it is the first Combat the rabid rat has been in this turn, roll a die. If the die roll is 1 or 2, increase the rabid rat's Vitae by 1. At the start of any Melee Combat the rabid rat is in, roll a die. If the die roll is 1 or 2, increase the rabid rat's Arms by 1 for that Melee Combat only.
6 = One of the large rats of the sewers attacks you viciously. Fight a Melee Combat with a sewer rat. The sewer rat's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. At the start of any Melee Combat the sewer rat is in, if it is the first Combat the sewer rat has been in this turn, roll a die. If the die roll is 1, increase the sewer rat's Vitae by 1. At the start of any Melee Combat the sewer rat is in, roll a die. If the die roll is 1, increase the sewer rat's Arms by 1 for that Melee Combat only.
7 = You step on something alive within the murky sewer water. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a rat. The 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 muck. The muck's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1.
8 = A living patch of sewer muck attacks you. Fight a Magical Combat with a muckaluck. The muckaluck's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 1. At the start of any Magical Combat the muckaluck is in, if it is the first Combat the muckaluck has been in this turn, roll a die. If the die roll is 1, increase the muckaluck's Vitae by 1. At the start of any Magical Combat the muckaluck is in, roll a die. If the die roll is 1, increase the muckaluck's Magic by 1 for that Magical Combat only.
9 = A larger living patch of sewer muck assaults you. Fight a Magical Combat with a muckwump. The muckwump's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2. At the start of any Magical Combat the muckwump is in, if it is the first Combat the muckwump has been in this turn, roll a die. If the die roll is 1 or 2, increase the muckwump's Vitae by 1. At the start of any Magical Combat the muckwump is in, roll a die. If the die roll is 1 or 2, increase the muckwump's Magic by 1 for that Magical Combat only.
10 = You fall into a pool of living sewage. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound.
11 = A sewer urchin says he'll definitely teach you a sewer spell. Roll a die. If the die roll is equal to or less than your Craft, gain muckus. Muckus is a Spell. You may use muckus at the start of any turn. When used, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that turn only. If the die roll is 4, 5, or 6, increase your Vitae by 1 for that turn only; At the end of that turn, if you have 1 or more Wounds, heal 1 Wound before the Vitae increase ends. You may not use more than 1 muckus per turn.
12 = This sewer system is home to a monster that is complete filth. Fight a Melee Combat with a muck monster. The muck monster's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 5. At the start of any Combat the muck monster is in, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a servant muck first. The servant muck's attribute's are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the servant muck unless it has fallen. If the servant muck has fallen due to Combat with you, the Combat with you and the muck monster occurs. If the muck monster has fallen due to Combat with you, gain a muck rake. A muck rake is an Item and a weapon. If you have a muck rake at the start of any Melee Combat, you may choose to roll a die. If the die roll is 1 , 2, or 3, the monster in that Melee Combat must fight a Magical Combat with a servitor muck first. The servitor muck's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. If the monster has fallen due to Combat with the servitor muck, the Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you. If the servitor muck has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servitor muck. If neither the servitor muck nor the monster has fallen due to the Combat between them, another Magical Combat with the servitor muck and the monster occurs, with the monster retaining any Wounds it received due to Combat with the servitor muck.
After your sewer encounter ends, you must choose between staying in The Sewers or going back to The Port City. If you choose to stay in The Sewers, your turn ends and the next turn will begin in The Sewers; Stay on this page if so. If you choose to return to The Port City, your turn ends and the next turn will begin in The Port City; Proceed to that page if so.
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