The Slaver Stronghold

Your turn begins at The Slaver Stronghold.

Roll two dice for what you encounter at the slaver stronghold:


2 = One of the six slaver masters is a wily warrior in charge of defending this stronghold. Fight a Melee Combat with a slaver master warrior. The slaver master warrior's attributes are Arms: 7, Magic: 4, Craft: 3, Vitae: 4. If you receive a Wound due to a Melee Combat with the slaver master warrior, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the die roll is 4, 5, or 6, lose 1 Ally. If the slaver master warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the slaver master warrior does not receive the Wound. If the slaver master warrior has fallen due to Melee Combat with you, gain a warrior slave, unless you have a warrior slave. A warrior slave is an Ally. If you are a warrior and you have the warrior slave at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you are a warrior and you have the warrior slave, roll a die if you receive a Wound. If the die roll is 1, lose the warrior slave, then you do not receive the Wound.


3 = Among the odd menagerie of the slavers is a curious critter that is part baboon, part dog, part eagle. Fight a Melee Combat with a boondoggle. The boondoggle's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of a Melee Combat the boondoggle is in, roll a die. If the die roll is greater than your Magic, decrease your Arms by 1 for that Melee Combat only. If the boondoggle receives a Wound due to Melee Combat with you, roll a die. If the die roll is greater than your Craft, the boondoggle does not receive the Wound. If the boondoggle has fallen due to Melee Combat with you, gain a slave collar. A slave collar is an Item. If you have the slave collar at the start of a Combat and you have 1 or more Allies, you may choose to lose the slave collar. If so, increase your Arms and Magic by an amount equal to the number of Allies you have for that Combat only. You may not use more than 1 slave collar per Combat.


4 = A slaver merchant offers to sell you a spell for empowering yourself through companions. Pay 1 Gold or 1 Ally to gain server. Server is a Spell. You may only use server at the start of a Melee Combat if you have 1 or more Allies. When used, increase your Arms by an amount equal to the number of Allies you have for that Melee Combat only. You may not use more than 1 server per Combat.


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


6 = A legion of goblins serve the slavers as guards keeping a look out for imposters within the stronghold. If you do not have an Ally with the word 'slave' in it's name, fight a Melee Combat with a slaver goblin. The slaver goblin's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the slaver goblin is in, roll a die. If the die roll is 4, 5, or 6, increase the slaver goblin's Arms by 1 for that Melee Combat only. If the slaver goblin receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the slaver goblin does not receive the Wound.


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


8 = The hobgoblin guards of the slavers accost anybody who is not here on official slaver business. If you do not have an Ally with the word 'slave' in it's name, fight a Magical Combat with a slaver hobgoblin. The slaver hobgoblin's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Magical Combat the slaver hobgoblin is in, roll a die. If the die roll is 4, 5, or 6, increase the slaver hobgoblin's Magic by 1 for that Magical Combat only. If the slaver hobgoblin receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the slaver hobgoblin does not receive the Wound.


9 = A special breed of trained trolls serve the slavers as enforcers and executioners. Fight a Melee Combat with a slaver troll. The slaver troll's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If the slaver troll receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the slaver troll does not receive the Wound.


10 = A slaver merchant offers to sell you a spell for empowering yourself through companions. Pay 1 Gold or 1 Ally to gain servile. Servile is a Spell. You may only use servile at the start of a Magical Combat if you have 1 or more Allies. When used, increase your Magic by an amount equal to the number of Allies you have for that Magical Combat only. You may not use more than 1 servile per Combat.


11 = A weird groaning creature with a hypnotic drone is among the odd menagerie of the slavers. Fight a Magical Combat with a groan drone. The groan drone's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of a Magical Combat the groan drone is in, roll a die. If the die roll is greater than your Arms, decrease your Magic by 1 for that Magical Combat only. If the groan drone receives a Wound due to Magical Combat with you, roll a die. If the die roll is greater than your Vitae, the groan drone does not receive the Wound. If the groan drone has fallen due to Magical Combat with you, gain serviette. Serviette is a Spell. You may only use serviette at the start of a Combat if you have 1 or more Allies. When used, increase your Arms and Magic by an amount equal to the number of Allies you have for that Combat only. You may not use more than 1 serviette per Combat.


12 = One of the six slaver masters is a wicked wizard who oversees operations at this stronghold. Fight a Magical Combat with a slaver master wizard. The slaver master wizard's attributes are Arms: 4, Magic: 7, Craft: 3, Vitae: 4. If you receive a Wound due to a Magical Combat with the slaver master wizard, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the die roll is 4, 5, or 6, lose 1 Ally. If the slaver master wizard receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the slaver master wizard does not receive the Wound. If the slaver master wizard has fallen due to Magical Combat with you, gain a wizard slave, unless you have a wizard slave. A wizard slave is an Ally. If you are a wizard and you have the wizard slave at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you are a wizard and you have the wizard slave, roll a die if you receive a Wound. If the die roll is 1, lose the wizard slave, then you do not receive the Wound.


Unless you rolled a 7 and went to The Slaver Prison, after your slaver stronghold encounter, you may choose to do any of the following in any order you choose:


Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.


Pay 1 Gold to gain a slave servant. A slave servant is an Ally. If you have the slave servant at the start of a turn on a page that does not have the word 'Slaver' in it's name, you may choose to lose the slave servant.


When you are done gaining Gold and/or Allies, you must choose between staying at The Slaver Stronghold or going back to The Borderlands. If you choose to stay at The Slaver Stronghold, your turn ends and the next turn will begin at The Slaver Stronghold; Stay on this page if so. If you choose to go to The Borderlands, your turn ends and the next turn will begin in The Borderlands; Proceed to that page if so.


The Slaver Prison


The Borderlands

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