The Snake Pit
Your turn begins in The Snake Pit.
Roll two dice for what you encounter while exploring the snake pit:
2 = A strange serpent man sorcerer in a snakeskin cloak tends to the secrets of the snake pit. Fight a Magical Combat with a serpent sorcerer. The serpent sorcerer's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to Combat with the serpent sorcerer, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae. If the serpent sorcerer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the serpent sorcerer does not receive the Wound. If the serpent sorcerer has fallen due to Combat with you, gain venomesis. Venomesis is a Spell. You may only use venomesis when a monster receives a Wound due to a Combat with you, and you used an Item that is a weapon in that Combat. When used, roll a die. If the die roll is greater than the Vitae of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Vitae. You may not use more than 1 venomesis per Wound per Combat and you may not use venomesis and the Spells venom or envenom during the same Combat.
3 = Some of the more voracious serpents in this pit will eat just about anything. Roll a die. If the die roll is 1 or 2, lose 1 Item. If the die roll is 3 or 4, lose 1 Ally. If the die roll is 5 or 6, lose 1 Spell.
4 = Written into a snakeskin scroll is an ancient incantation invoking snake magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain venom. Venom is a Spell. You may only use venom when a monster receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat. When used, roll a die. If the die roll is greater than the Vitae of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Vitae. You may not use more than 1 venom per Wound per Combat.
5 = The serpents in this pit are quite large and dangerous. Fight a Melee Combat with a pit serpent. The pit serpent's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 3. If you receive a Wound due to Combat with the pit serpent, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae.
6 = The snakes in this pit are many and varied, with all of them being quite poisonous. Fight a Melee Combat with a pit snake. The pit snake's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the pit snake, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae.
7 = You find a spot where you can climb back up and out of this snake-filled pit. If you choose, your turn ends and the next turn will begin in The Forbidden Temple; Proceed to that page if so.
8 = Many of the snakes in this pit are sacred and endowed with magical powers from the snake gods. Fight a Magical Combat with a sacred snake. The sacred snake's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the sacred snake, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae.
9 = Some of the large serpents in this pit are magical due to being sacred to the snake gods. Fight a Magical Combat with a sacred serpent. The sacred serpent's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 3. If you receive a Wound due to Combat with the sacred serpent, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae.
10 = A snake charmer safely at home in this pit offers to teach you a serpent magic spell. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain envenom. Envenom is a Spell. You may only use envenom when a monster receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat. When used, roll a die. If the die roll is greater than the Vitae of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Vitae. You may not use more than 1 envenom per Wound per Combat.
11 = Try as you might, you end up being bitten by one of the many snakes slithering around in this pit. Roll a die. If the die roll is greater than your Vitae, receive a number of Wounds equal to the die roll minus your Vitae.
12 = Coiled about a snakeskin throne is the cold-blooded king of all serpents and snakes. Fight a Melee Combat with a serpent king. The serpent king's attributes are Arms: 7, Magic: 5, Craft: 4, Vitae: 4. If you receive a Wound due to Combat with the serpent king, roll a die. If the die roll is greater than your Vitae, you receive a number of additional Wounds equal to the die roll minus your Vitae. If the serpent king has fallen due to Combat with you, gain a serpent crown, unless you have a serpent crown. A serpent crown is an Item and a weapon. If you have the serpent crown at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the serpent crown and a monster receives a Wound due to Combat with you, roll a die. If the die roll is greater than the monster's Vitae, the monster receives a number of additional Wounds equal to the die roll minus the monster's Vitae. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the serpent crown. You may not use the Spells venom, envenom, or venomesis if you have the serpent crown.
Unless you rolled a 7 and returned to The Forbidden Temple, after your snake pit encounter ends, your turn ends and the next turn will begin in The Snake Pit; Stay on this page.
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