The Slime Tunnels
Your turn begins in The Slime Tunnels.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the slime tunnels:
2 = Deep in the depths of these tunnels lives a dwarven warlock that has mastered the dark art of slime magic. Fight a Magical Combat with the slime master. The slime master's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 5. You may not use primeslime, slimestrike, the slime staff, or the jam jar on the slime master. At the start of any Combat the slime master is in, if it is the first Combat the slime master has been in this turn, roll a die. Increase the slime master's Arms and Magic by an amount equal to the die roll divided by two (round up) plus 1. If the slime master has fallen due to Combat with you, gain a slime staff, unless you have a slime staff. A slime staff is an Item. The slime staff cannot be lost due to the Ability of a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name; Ignore any instructions to lose the slime staff that way. If you have the slime staff and a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name has fallen due to Combat with you or a Spell cast by you, you may choose to gain a slime token. A slime token is an Item. A slime token does not count towards the number of Items you may have. The slime token will have an Arms and Magic equal to the Vitae of that fallen monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name. You may use the slime token at the start of any Combat. If you use the slime token at the start of a Melee Combat, increase your Arms by an amount equal to the Arms of the slime token, then lose the slime token. If you use the slime token at the start of a Magical Combat, increase your Magic by an amount equal to the Magic of the slime token. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 slime token per turn.
3 = You come upon the lair of a deadly pudding which is brown in color. Fight a Magical Combat with a brown pudding. The brown pudding's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 4. You may not use an Item that is a weapon in Combat with the brown pudding. If you receive a Wound due to Combat with the brown pudding, lose 1 Item, 1 Ally, or 1 Spell. If the brown pudding receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the brown pudding's Vitae, you receive a Wound. If the brown pudding has fallen due to Magical Combat with you or a Spell cast by you, roll a die. If the die roll is equal to or less than your Vitae, gain slimetime. Slimetime is a Spell. You may use slimetime at the start of any Magical Combat. When used, if you receive a Wound due to that Magical Combat, or any Magical Combat after that until the monster in that Magical Combat with you has fallen or if you choose to end Combat with that monster, roll a die. If the die roll is equal to or less than your Vitae, the monster in that Magical Combat receives 1 Wound.
4 = A crazed dwarf in slimy rags offers to teach you a spell for turning ooze into a valuable golden oil. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain primeslime. Primeslime is a Spell. You may use primeslime at any time a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name has fallen due to Combat with you or a spell cast by you. When used, roll a die. If the die roll is equal to or greater than your Magic, gain 1 Gold. If the die roll is less than your Magic, gain an amount of Gold equal to the Vitae of that monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name. You may not use more than 1 primeslime per monster per turn.
5 = You enter a tunnel that is dripping all over with a greenish slime. Fight a Melee Combat with a green slime. The green slime's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. You may not use an Item that is a weapon in Combat with the green slime. If you receive a Wound due to Combat with the green slime, lose 1 Item or 1 Ally. If the green slime receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the green slime's Vitae, you receive a Wound.
6 = Slithering towards you down a dank tunnel is a grayish ooze. Fight a Melee Combat with a gray ooze. The gray ooze's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. You may not use an Item that is a weapon in Combat with the gray ooze. If you receive a Wound due to Combat with the gray ooze, lose 1 Item. If the gray ooze receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the gray ooze's Vitae, you receive a Wound.
7 = You find one of the many tunnels that lead back up to the surface of the bog. If you choose, your turn ends and the next turn will begin in The Bog; Proceed to that page if so.
8 = Rolling towards you down a slippery tunnel is a yellowish jelly. Fight a Magical Combat with an ochre jelly. The ochre jelly's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. You may not use an Item that is a weapon in Combat with the ochre jelly. If you receive a Wound due to Combat with the ochre jelly, lose 1 Item. If the ochre jelly receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the ochre jelly's Vitae, you receive a Wound.
9 = A blob of blood-red protoplasm suddenly swells up all around you. Fight a Magical Combat with a bloodred blob. The bloodred blob's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. You may not use an Item that is a weapon in Combat with the bloodred blob. If you receive a Wound due to Combat with the bloodred blob, lose 1 Item or 1 Ally. If the bloodred blob receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the bloodred blob's Vitae, you receive a Wound.
10 = The spirit of a priest who died in these tunnels offers to show you a spell for slaying slime creatures. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain slimestrike. Slimestrike is a Spell. You may use slimestrike at the start of any Combat with a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name. When used, roll a die. If the die roll is equal to or greater than your Arms, that monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name receives 1 Wound. If the die roll is less than your Arms, roll another die. That monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name receives a number of Wounds equal to that die roll divided by two (round up) plus 1. You may not use more than 1 slimestrike per monster per turn.
11 = You wander into the lair of a deadly pudding which is black in color. Fight a Melee Combat with a black pudding. The black pudding's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 4. You may not use an Item that is a weapon in Combat with the black pudding. If you receive a Wound due to Combat with the black pudding, lose 1 Item, 1 Ally, or 1 Spell. If the black pudding receives a Wound due to Combat with you, roll a die. If the die roll is equal to or less than the black pudding's Vitae, you receive a Wound. If the black pudding has fallen due to Melee Combat with you or a Spell cast by you, roll a die. If the die roll is equal to or less than your Vitae, gain slimemime. Slimemime is a Spell. You may use slimemime at the start of any Melee Combat. When used, if you receive a Wound due to that Melee Combat, or any Melee Combat after that until the monster in that Melee Combat with you has fallen or if you choose to end Combat with that monster, roll a die. If the die roll is equal to or less than your Vitae, the monster in that Melee Combat receives 1 Wound.
12 = These tunnels are ruled by a humongous noble jelly that is neither king nor queen. Fight a Melee Combat with a royal jelly. The royal jelly's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 6. You may not use an Item that is a weapon in Combat with the royal jelly. You may not use primeslime, the slime staff, or the jam jar on the royal jelly. At the start of any Combat the royal jelly is in, if it is the first Combat the royal jelly has been in this turn, roll a die. Increase the royal jelly's Vitae by an amount equal to the die roll divided by two (round up) plus 1. If the royal jelly receives a Wound due to Combat with you, roll two dice. If the die roll is equal to or less than the royal jelly's Vitae, you receive a Wound. If the royal jelly has fallen due to Combat with you, gain a jam jar, unless you have a jam jar. A jam jar is an Item. The jam jar cannot be lost due to the Ability of a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name; Ignore any instructions to lose the jam jar that way. If you have the jam jar and a monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name has fallen due to Combat with you or a Spell cast by you, you may choose to gain a jam token. A jam token is an Item. A jam token does not count towards the number of Items you may have. The jam token will have a Vitae equal to the Vitae of that fallen monster with the word 'ooze', 'jelly', 'pudding', 'slime', or 'blob' in it's name. You may use the jam token at the start of any Combat. When used, increase your vitae by an amount equal to the Vitae of the jam token, then lose the jam token. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. Before the Vitae increase ends, if you have 4 or more Wounds, heal a number of Wounds equal to the Vitae of the jam token that was used. You may not use more than 1 jam token per turn.
Unless you rolled a 7 and went to The Bog, after your slime tunnels encounter ends, your turn ends and the next turn will begin in The Slime Tunnels; Stay on this page if so.
Comments
Post a Comment