The Sunken Ship
Your turn begins at The Sunken Ship.
If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.
Roll two dice for what you encounter while exploring the sunken ship:
2 = A monstrous sea creature has claimed the treasure-filled cargo hold of this sunken ship as it's dwelling. Fight a Melee Combat with a cargo creature. The cargo creature's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 6. At the start of any Combat the cargo creature is in, if it is the first Combat the cargo creature has been in this turn, roll a die. If the die roll is 1 or 2, increase the cargo creature's Arms by 1. If the die roll is 3 or 4, increase the cargo creature's Vitae by 1. If the die roll is 5 or 6, increase the cargo creature's Arms and Vitae by 1. If the cargo creature has fallen due to Combat with you, gain a sunken chest. A sunken chest is an Item. If you have a sunken chest at the start of a turn on a page that does not have the word 'Sunken' in it's name, you may choose to lose the sunken chest. If so, roll a die and gain an amount of Gold equal to the die roll.
3 = You come across a magical message in a bottle which contains an underwater incantation. Roll a die. If the die roll is equal to or less than your Craft, gain aqua. Aqua is a Spell. You may only use aqua at the start of a turn on a page with the word 'Sunken', 'Kraken', 'Octopus', or 'Coral' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = You become surrounded by a swarm of sharks and must fight to escape alive. Roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound.
5 = Bunches of barnacles have grown in various patches on the outside of the sunken ship. Fight a Melee Combat with a barnacle bunch. The barnacle bunch's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Combat the barnacle bunch is in, if it is the first Combat the barnacle bunch has been in this turn, roll a die and increase the barnacle bunch's Vitae by an amount equal to the die roll divided by two (round up). At the start of any Melee Combat the barnacle bunch is in, increase the barnacle bunch's Arms by an amount equal to it's Vitae for that Melee Combat only. If the barnacle bunch receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 11 or more, receive 1 Wound. If the barnacle bunch has fallen due to Melee Combat with you, roll a die. If the die roll is less than the barnacle bunch's Vitae, gain a black pearl. A black pearl is an Item. A black pearl does not count towards the number of Items you may have. If you have the black pearl at the start of a turn on a page that does not have the word 'Ship' in it's name, you may choose to lose the black pearl. If so, gain 1 Gold.
6 = Swimming throughout the hull of this vast sunken pirate ship are numerous deadly sharks. Fight a Melee Combat with a sunken shark. The sunken shark's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. If the sunken shark receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the sunken shark does not receive the Wound.
7 = Your ability to breathe water begins to fade and you might have to swim back to shore. Roll a die. If the die roll is greater than your Vitae, your turn ends and your next turn will begin at The Pirate Cove; Proceed to that page if so.
8 = You are attacked by a dead pirate who went down with this ship and still thinks he's alive. Fight a Magical Combat with a sunken pirate. The sunken pirate's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If the sunken pirate receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the sunken pirate does not receive the Wound.
9 = Cloisters of oysters have collected in varying patterns on the inside of the sunken ship. Fight a Magical Combat with an oyster cloister. The oyster cloister's attributes are Arms: 1, Magic: 1, Craft: 1, Vitae: 1. At the start of any Combat the oyster cloister is in, if it is the first Combat the oyster cloister has been in this turn, roll a die and increase the oyster cloister's Vitae by an amount equal to the die roll divided by two (round up). At the start of any Magical Combat the oyster cloister is in, increase the oyster cloister's Magic by an amount equal to it's Vitae for that Magical Combat only. If the oyster cloister receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 11 or more, receive 1 Wound. If the oyster cloister has fallen due to Melee Combat with you, roll a die. If the die roll is less than the oyster cloister's Vitae, gain a white pearl. A white pearl is an Item. A white pearl does not count towards the number of Items you may have. If you have the white pearl at the start of a turn on a page that does not have the word 'Ship' in it's name, you may choose to lose the white pearl. If so, gain 1 Gold.
10 = You are surrounded by a gang of undead pirates and must fight your way free. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound.
11 = A strange boy who has stowed away in a sunken cabin will only leave if paid to join a new crew. Pay 1 Gold to gain a cabin boy. A cabin boy is an Ally. If you have a cabin boy at the start of any turn on a page with the word 'Ship' in it's name, or if you have a cabin boy at the start of any turn and you have an Item with the word 'ship' or 'boat' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 cabin boy at a time.
12 = You find yourself in the quarters of the cursed captain who went down with his sinking ship. Fight a Magical Combat with a sunken pirate captain. The sunken pirate captain's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. If the sunken pirate captain receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the sunken pirate captain does not receive the Wound. If the sunken pirate captain has fallen due to Combat with you, gain a cutthroat cutlass. A cutthroat cutlass is an Item and a weapon. If you have the cutthroat cutlass at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the cutthroat cutlass and a monster with the word 'pirate' or 'corsair' in it's name receives a Wound due to a Combat with you, the monster receives 1 additional Wound.
Unless you rolled a 7 and went to The Pirate Cove, after your sunken ship encounter ends, you must choose between staying at The Sunken Ship or going back to The Pirate Cove. If you choose to stay at The Sunken Ship, your turn ends and the next turn will begin at The Sunken Ship; Stay on this page if so. If you choose to go to The Pirate Cove, your turn ends and the next turn will begin at The Pirate Cove; Proceed to that page if so.
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