The Slaver Prison

Your turn begins in The Slaver Prison.

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


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


3 = Among the odd menagerie of the slavers is a sentient muffin-shaped mound with sticky rag-like tentacles. Fight a Melee Combat with a ragamuffin. The ragamuffin's attributes are Arms: 5, Magic: 4, Craft: 1, Vitae: 4. If you receive a Wound due to a Melee Combat with the ragamuffin, roll a die. If the die roll is equal to or less than the number of Items you have, lose 1 Item. If the ragamuffin receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is equal to or greater than your Vitae, lose that Item that is a weapon. If the ragamuffin has fallen due to Melee Combat with you, gain a slave stockade. A slave stockade is an Item. If you have the slave stockade at the start of a Combat and you have 1 or more Allies, you may choose to lose the slave stockade and lose 1 Ally. If so, roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 slave stockade per monster per turn.


4 = A slaver merchant offers to sell you a spell for trading in a companion for mystical power. Pay 1 Gold or 1 Ally to gain trader. Trader is a Spell. You may only use trader at the start of a Melee Combat if you have 1 or more Allies. When used, lose 1 Ally, then roll a die. Increase your Arms by an amount equal to the die roll. The increase lasts until the monster in that Melee Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 trader per monster per turn.


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


6 = An army of orcs patrols the slaver prison in order to make sure no intruders get in or slaves get out. If you do not have an Ally with the word 'slave' in it's name, fight a Melee Combat with a slaver orc. The slaver orc's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the slaver orc receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the slaver orc does not receive the Wound.


7 = A long tunnel leads up to the slaver stronghold above and down to the slaver dungeon below. If you choose, your turn ends, then you choose between starting the next turn at The Slaver Stronghold or starting the next turn in The Slaver Dungeon; Proceed to the appropriate page.


8 = The bugbear guards of the slaver prison are suspicious of anybody not here to conduct slaver business. If you do not have an Ally with the word 'slave' in it's name, fight a Magical Combat with a slaver bugbear. The slaver bugbear's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If the slaver bugbear receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the slaver bugbear does not receive the Wound.


9 = The slaver masters employ a race of battle-hardened beetle men to protect the slaver prison. Fight a Melee Combat with a beetleman battler. The beetleman battler's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. At the start of a Melee Combat the beetleman battler is in, roll a die. If the die roll is 6, increase the beetleman battler's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the beetleman battler, roll a die. If the die roll is 6, receive 1 additional Wound. If the beetleman battler receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the beetleman battler does not receive the Wound.


10 = A slaver merchant offers to sell you a spell for trading in a companion for mystical power. Pay 1 Gold or 1 Ally to gain traitor. Traitor is a Spell. You may only use traitor at the start of a Magical Combat if you have 1 or more Allies. When used, lose 1 Ally, then roll a die. Increase your Magic by an amount equal to the die roll. The increase lasts until the monster in that Magical Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 traitor per monster per turn.


11 = A buzzing bee monster of humungous size is among the odd menagerie of the slavers. Fight a Magical Combat with a bee hemoth. The bee hemoth's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 4. At the start of a Magical Combat the bee hemoth is in, roll a die. If the die roll is 5 or 6, increase the bee hemoth's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the bee hemoth, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the bee hemoth receives a Wound due to a Magical Combat with you, and you did not use an Item that is a weapon in that Magical Combat, roll a die. If the die roll is equal to or greater than your Vitae, you receive 1 Wound. If the bee hemoth has fallen due to Magical Combat with you, gain betrayer. Betrayer is a Spell. You may only use betrayer at the start of a Combat if you have 1 or more Allies. When used, lose 1 Ally, then roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1  betrayer per monster per turn.


12 = One of the six slaver masters is a thuggish thief who is in charge of keeping order in the slaver prison. Fight a Melee Combat with a slaver master thief. The slaver master thief's attributes are Arms: 7, Magic: 6, Craft: 4, Vitae: 4. If you receive a Wound due to a Melee Combat with the slaver master thief, roll a die. If the die roll is equal to or less than the number of Allies you have, receive 1 additional Wound. If the die roll is greater than the number of Allies you have, lose 1 Ally. If the slaver master thief receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the slaver master thief does not receive the Wound. If the slaver master thief has fallen due to Melee Combat with you, gain a thief slave, unless you have a thief slave. A thief slave is an Ally. If you are a thief and you have the thief slave at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you are a thief and you have the thief slave, roll a die if you receive a Wound. If the die roll is 1, lose the thief slave, then you do not receive the Wound.


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


The Slaver Stronghold


The Slaver Dungeon

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game