The Steppes

Your turn begins in The Steppes.

Roll two dice for what you encounter while exploring the steppes:


2 = You discover a secret path leading to a hidden shrine of the neutral gods. If you choose, your turn ends and the next turn will begin at The Secret Shrine; Proceed to that page if so. 


3 = A mysterious trickster in grey robes offers you a spell for finding a special place. Pay 1 Gold to gain secret. Secret is a Spell. You may use secret at the start of any turn on a page with the word 'Steppes' in it's name. When used, your turn ends and your next turn will begin in The Secret Shrine; Proceed to that page if so.


4 = You brush up against a poisonous plant. Roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


5 = An ugly pig comes charging out from the tall grass of the steppes. Fight a Melee Combat with a wart hog. The wart hog's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3. At the start of any Melee Combat the wart hog is in, roll a die. If the die roll is equal to or less than the number of Wounds the wart hog has, increase the wart hog's Arms by an amount equal to the die roll for that Melee Combat only.


6 = A tall blade of animated grass slashes at you with a magically sharp knife. Fight a Magical Combat with a blade grass. The blade grass's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2. If the blade grass has 1 Wound at the start of any Magical Combat, increase the blade grass's Magic by 2 for that Magical Combat only.


7 = A large yet secluded veldt makes up a good portion of the steppes. If you choose, your turn ends and the next turn will begin in The Veldt; Proceed to that page if so.


8 = A man cutting steppes grass attacks you with his large scythe. Fight a Melee Combat with a lawnmower man. The lawnmower man's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2. If the lawnmower man has 1 Wound at the start of any Melee Combat, increase the lawnmower man's Arms by 2 for that Melee Combat only.


9 = Some of the wild brush of the steppes has come to life as a wild pig. Fight a Magical Combat with a hedge hog. The hedge hog's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 3. At the start of any Magical Combat the hedge hog is in, roll a die. If the die roll is equal to or less than the number of Wounds the hedge hog has, increase the hedge hog's Magic by an amount equal to the die roll for that Magical Combat only.


10 = You get caught in a spontaneous brushfire. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.


11 = You encounter a friendly bushman seeking a life of adventure. Roll a die. If the die roll is equal to or less than your Craft, gain a bushman. A bushman is an Ally. If you have a bushman at the start of any turn on a page with the word 'Steppes', 'Veldt', 'Jungle', or 'Elephant' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 bushman at a time.


12 = A singular shaman of the steppes has appointed himself protector of this region. Fight a Magical Combat with a steppes shaman. The steppes shaman's attributes are Arms: 3, Magic: 6, Craft: 5, Vitae: 3. If the steppes shaman receives a Wound due to Magical Combat with you, roll a die, unless the steppes shaman has fallen due to that Wound. If the die roll is less than the steppes shaman's Craft, the steppes shaman heals 1 Wound. If the steppes shaman has fallen due to Combat with you, gain taproot. Taproot is a Spell. Taproot may be used at the start of any turn. When used, roll a die if you receive a Wound during the turn that taproot was used at the start of, unless you have fallen due to that Wound. If the die roll is less than your Craft, heal 1 Wound.


Unless you rolled a 2 and went to The Secret Shrine, or you rolled a 7 and decided to explore The Veldt, after your steppes encounter ends, you must choose between staying in The Steppes or going back to The Plains. If you choose to stay in The Steppes, your turn ends and the next turn will begin in The Steppes; Stay on this page if so. If you choose to go to The Plains, your turn ends and the next turn will begin in The Plains; Proceed to that page if so.


The Secret Shrine


The Veldt


The Plains

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