The Swamp
Your turn begins in The Swamp.
Choose one of the following areas to explore: SWAMPLANDS, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the swamp:
2 = You step into a pocket of poisonous swamp gas. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
3 = A swamp swami teaches you some swamplands magic. Roll a die. If the die roll is equal to or less than your Vitae, gain leech. Leech is a spell. Leech may be used at any time a monster receives a Wound due to Combat with you. When used, increase your Vitae by 1. The increase lasts until the end of the turn leech was used in; At the end of that turn, if you have 1 or more Wounds, heal 1 Wound before the increase ends. You may not use more than 1 leech per Wound per Combat.
4 = At this point the swamplands becomes an enormous bog. If you choose, your turn ends and the next turn will begin in The Bog; Proceed to that page if so.
5 = You weren't expecting the attack of the giant leeches. Fight a Melee Combat with a giant leech. The giant leech's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the giant leech, increase the giant leech's Vitae by 1.
6 = You discover too late that you have walked into a patch of living quicksand. Fight a Magical Combat with a quag mire. The quag mire's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the quag mire, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
7 = You come upon a marsh of mystery in the midst of the swamp. If you choose, your turn ends and the next turn will begin in The Mystery Marsh; Proceed to that page if so.
8 = Beware the poisonous sting of the scorpions of the swamplands. Fight a Melee Combat with a swamp scorpion. The swamp scorpion's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2. If you receive a Wound due to Combat with the swamp scorpion, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.
9 = You must fight for your life with a beautiful bloodsucker. Fight a Magical Combat with a leech woman. The leech woman's attributes are Arms: 2, Magic: 4, Craft: 3 , Vitae: 2. If you receive a Wound due to Combat with the leech woman, increase the leech woman's Vitae by 1.
10 = At this point the swamplands turn into moors. If you choose, your turn ends and the next turn will begin on The Moors; Proceed to that page if so.
11 = A local swamp pirate offers to guide you through the many morasses of the swamp. Pay 1 Gold to gain a swamp guide, unless you are a thief, in which case you can gain a swamp guide without paying 1 Gold. A swamp guide is an Ally. If you have a swamp guide at the start of any turn on a page with the word 'Swamp', 'Marsh', 'Moors', 'Bog' or 'Foggy' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 swamp guide at a time.
12 = Shambling towards you is a mound of rotting vegetable matter impervious to weapons. Fight a Melee Combat with a swamp thing. The swamp thing's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 5. You may not use an Item that is a weapon in Combat with the swamp thing. If the swamp thing has fallen due to Combat with you, gain a river ring. A river ring is an Item. If you have the river ring at the start of any turn on a page with the word 'RIVER' as a name for one of it's sections, you may choose to start your turn at the 'RIVER' section of the page directly instead of starting at the top of the page.
Unless you rolled a 4 and went to The Bog, or you rolled a 7 and entered The Mystery Marsh, or you rolled a 10 and explored The Moors, after your swamp encounter ends, go to the section of this page with the same name as the area you chose to explore.
SWAMPLANDS - Your turn ends and the next turn will begin in The Swamp; Stay on this page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.
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