The Spider Web

Your turn begins in The Spider Web.

Roll two dice for what you encounter while exploring the spider web:


2 = A strange spider woman sorceress in a websilk cloak tends to the secrets of the spider web. Fight a Melee Combat with a spider sorceress. The spider sorceress's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. If you receive a Wound due to Combat with the spider sorceress, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft. If the spider sorceress receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the spider sorceress does not receive the Wound. If the spider sorceress has fallen due to Combat with you, gain neurotoxin. Neurotoxin is a Spell. You may only use neurotoxin 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 Craft of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 neurotoxin per Wound per Combat and you may not use neurotoxin and the Spells toxin or botoxin during the same Combat.


3 = Just about anything can become caught up in the sticky strands of this evil web. 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 = Letters formed from web strands spell out an ancient incantation for invoking spider magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain toxin. Toxin is a Spell. You may only use toxin 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 Craft of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 toxin per Wound per Combat.


5 = The sinister spiders on this web have grown to an unearthly size. Fight a Melee Combat with a dark spider. The dark spider's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 3. If you receive a Wound due to Combat with the dark spider, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft.


6 = The spiders on this web are varied and many, with each of them being quite toxic. Fight a Melee Combat with a web spider. The web spider's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the web spider, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft.


7 = You find the sturdy strand by which you can crawl up and out of the Spider Web. If you choose, your turn ends and the next turn will begin in The Subterranean City; Proceed to that page if so.


8 = Many of the spiders on this web were turned into half human driders to serve the spider gods. Fight a Magical Combat with a web drider. The web drider's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 2. If you receive a Wound due to Combat with the web drider, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft.


9 = Some of the driders on this web have become possessed by dark spirits sent by the spider gods. Fight a Magical Combat with a dark drider. The dark drider's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the dark drider, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft.


10 = A dire elf priestess safely at home on this web offers to teach you a spider magic spell. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain botoxin. Botoxin is a Spell. You may only use botoxin 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 Craft of the monster, the monster receives a number of additional Wounds equal to the die roll minus the monster's Craft. You may not use more than 1 botoxin per Wound per Combat.


11 = Try as you might, you end up being bitten by one of the many spiders scuttling about on this web. Roll a die. If the die roll is greater than your Craft, receive a number of Wounds equal to the die roll minus your Craft.


12 = Crouched upon a websilk throne is the black widow queen of all spiders and driders. Fight a Magical Combat with queen spider. The queen spider's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 4. If you receive a Wound due to Combat with the queen spider, roll a die. If the die roll is greater than your Craft, you receive a number of additional Wounds equal to the die roll minus your Craft. If the queen spider has fallen due to Combat with you, gain a spider tiara, unless you have a spider tiara. A spider tiara is an Item and a weapon. If you have the spider tiara at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the spider tiara and a monster receives a Wound due to Combat with you, roll a die. If the die roll is greater than the monster's Craft, the monster receives a number of additional Wounds equal to the die roll minus the monster's Craft. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the spider tiara. You may not use the Spells toxin, botoxin, or neurotoxin if you have the spider tiara.


Unless you rolled a 7 and returned to The Subterranean City, after your spider web encounter ends, your turn ends and the next turn will begin in The Spider Web; Stay on this page.


The Subterranean City

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