The Slaver Dungeon

Your turn begins in The Slaver Dungeon.

Roll two dice for what you encounter in the slaver dungeon:


2 = One of the six slaver masters is an evil elf who watches over the slave trade from this dungeon. Fight a Magical Combat with a slaver master elf. The slaver master elf's attributes are Arms: 6, Magic: 7, Craft: 3, Vitae: 4. If you receive a Wound due to a Magical Combat with the slaver master elf, roll a die. If the die roll is greater than the number of Allies you have, receive 1 additional Wound. If the die roll is equal to or less than the number of Allies you have, lose 1 Ally. If the slaver master elf receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the slaver master elf does not receive the Wound. If the slaver master elf has fallen due to Magical Combat with you, gain an elf slave, unless you have an elf slave. An elf slave is an Ally. If you are an elf and you have the elf slave at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you are an elf and you have the elf slave, roll a die if you receive a Wound. If the die roll is 1, lose the elf slave, then you do not receive the Wound.


3 = Among the odd menagerie of the slavers is a gigantic armadillo covered in steel plates. Fight a Melee Combat with an armordillo. The armordillo's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 3. Roll a die. If the die roll is greater than your Craft, you may not use Spells in Combat with the armordillo. If the armordillo receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the armordillo does not receive the Wound. If the armordillo has fallen due to Melee Combat with you, gain a slave chain. A slave chain is an Item. If you have the slave chain and a monster has fallen due to a Combat with you, you may choose to lose the slave chain. If so, gain a duel slave. A duel slave is an Ally. If you have a duel slave at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the duel slave first. The kind of Combat the duel slave fights with the monster will be of the same kind you would have fought with the monster. The duel slave has special attributes: It's Arms, Magic, Craft, and Vitae equals the Arms, Magic, Craft, and Vitae of the monster that had fallen when the slave chain was used. If the monster that had fallen when the slave chain was used had any Abilities, the duel slave will have the same Abilities, except for Abilities that include going to a page or gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the duel slave, 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 duel slave has fallen due to Combat with the monster, lose the duel slave, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the duel slave. If neither the duel slave nor the monster has fallen due to the Combat between them, another Combat occurs with the duel slave and the monster, with the duel slave and the monster retaining any Wounds they received due to Combat with each other.


4 = A slaver merchant offers to sell you a spell for turning monsters into followers. Pay 1 Gold or 1 Ally to gain slaver. Slaver is a Spell. You may only use slaver when a monster has fallen due to a Melee Combat with you. When used, gain a melee slave. A melee slave is an Ally. If you have a melee slave at the start of a Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the melee slave first. The melee slave has special attributes: It's Arms, Magic, Craft, and Vitae equals the Arms, Magic, Craft, and Vitae of the monster that had fallen when slaver was used. If the monster that had fallen when slaver was used had any Abilities, the melee slave will have the same Abilities, except for Abilities that include going to a page or gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the melee slave, 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 melee slave has fallen due to Combat with the monster, lose the melee slave, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the melee slave. If neither the melee slave nor the monster has fallen due to the Combat between them, another Melee Combat occurs with the melee slave and the monster, with the melee slave and the monster retaining any Wounds they received due to Combat with each other.


5 = You trigger one of the many traps the slavers have set for intruders in their dungeon. Roll a die. If the die roll is 1 or 2 and your Arms is less than 6, receive 1 Wound. If the die roll is 3 or 4 and your Magic is less than 6, receive 1 Wound. If the die roll is 5 or 6 and your Craft is less than 6, receive 1 Wound.


6 = A battalion of gnolls keeps watch over this dungeon to insure no intruders delve within. If you do not have an Ally with the word 'slave' in it's name, fight a Melee Combat with a slaver gnoll. The slaver gnoll's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat the slaver gnoll is in, roll a die. If the die roll is 4, 5, or 6, increase the slaver gnoll's Arms by 1 for that Melee Combat only. If the slaver gnoll receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the slaver gnoll does not receive the Wound.


7 = A long tunnel leads up to the slave prison above the dungeon. If you choose, your turn ends and the next turn will begin in The Slaver Prison; Proceed to that page if so.


8 = The evil gnome servants of the slavers keep an eye open for anybody out of place in this dungeon. If you do not have an Ally with the word 'slave' in it's name, fight a Magical Combat with a slaver gnome. The slaver gnome's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. At the start of any Magical Combat the slaver gnome is in, roll a die. If the die roll is 4, 5, or 6, increase the slaver gnome's Magic by 1 for that Magical Combat only. If the slaver gnome receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the slaver gnome does not receive the Wound.


9 = The slaver masters use a race of tall fungal humanoids known as the myco men to protect their dungeon. Fight a Melee Combat with a myco man. The myco man's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the myco man receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 5 or 6, increase the myco man's Vitae by 1 before the myco man receives the Wound. The increase lasts until the myco man has fallen or if you choose to end Combat with the myco man. If the myco man receives a Wound due to a Melee Combat with you, and you did not use an Item that is a weapon in that Melee Combat, roll a die. If the die roll is greater than your Vitae, you receive 1 Wound.


10 = A slaver merchant offers to sell you a spell for turning monsters into followers. Pay 1 Gold or 1 Ally to gain enslaver. Enslaver is a Spell. You may only use enslaver when a monster has fallen due to a Magical Combat with you. When used, gain a magic slave. A magic slave is an Ally. If you have a magic slave at the start of a Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the magic slave first. The magic slave has special attributes: It's Arms, Magic, Craft, and Vitae equals the Arms, Magic, Craft, and Vitae of the monster that had fallen when enslaver was used. If the monster that had fallen when enslaver was used had any Abilities, the magic slave will have the same Abilities, except for Abilities that include going to a page or gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the magic slave, 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 magic slave has fallen due to Combat with the monster, lose the magic slave, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the magic slave. If neither the magic slave nor the monster has fallen due to the Combat between them, another Magical Combat occurs with the magic slave and the monster, with the magic slave and the monster retaining any Wounds they received due to Combat with each other.


11 = A giant spell-eating snail in a magic-resistant shell is among the odd menagerie of the slavers. Fight a Magical Combat with a spell snail. The spell snail's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 3. If you receive a Wound due to Magical Combat with the spell snail, roll a die. If the die roll is equal to or less than the number of Spells you have, lose 1 Spell. If the spell snail receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the spell snail does not receive the Wound. If the spell snail has fallen due to Magical Combat with you, gain slavery. Slavery is a Spell. You may only use slavery when a monster has fallen due to a Combat with you. When used, gain a dual slave. A dual slave is an Ally. If you have a dual slave at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the dual slave first. The kind of Combat the dual slave fights with the monster will be of the same kind you would have fought with the monster. The dual slave has special attributes: It's Arms, Magic, Craft, and Vitae equals the Arms, Magic, Craft, and Vitae of the monster that had fallen when slavery was used. If the monster that had fallen when slavery was used had any Abilities, the dual slave will have the same Abilities, except for Abilities that include going to a page or gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the dual slave, 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 dual slave has fallen due to Combat with the monster, lose the dual slave, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the dual slave. If neither the dual slave nor the monster has fallen due to the Combat between them, another Combat occurs with the dual slave and the monster, with the dual slave and the monster retaining any Wounds they received due to Combat with each other.


12 = One of the six slaver masters is a devious dwarf whose duty is to defend this dungeon. Fight a Melee Combat with a slaver master dwarf. The slaver master dwarf's attributes are Arms: 7, Magic: 4, Craft: 3, Vitae: 5. If you receive a Wound due to a Melee Combat with the slaver master dwarf, roll a die. If the die roll is greater than the number of Allies you have, receive 1 additional Wound. If the die roll is equal to or less than the number of Allies you have, lose 1 Ally. If the slaver master dwarf receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the slaver master dwarf does not receive the Wound. If the slaver master dwarf has fallen due to Melee Combat with you, gain a dwarf slave, unless you have a dwarf slave. A dwarf slave is an Ally. If you are a dwarf and you have the dwarf slave at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you are a dwarf and you have the dwarf slave, roll a die if you receive a Wound. If the die roll is 1, lose the dwarf slave, then you do not receive the Wound.


Unless you rolled a 7 and went to The Slaver Prison, after your slaver dungeon encounter, your turn ends and the next turn will begin in The Slaver Dungeon; Stay on this page.


The Slaver Prison

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