The Unknown Plateau
Your turn begins on The Unknown Plateau.
If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter while exploring the unknown plateau:
2 = When the stars are aligned, a great alien god from outer space comes to visit this plateau. Fight a Magical Combat with a great one. The great one has special attributes: Roll two dice to determine it's Arms, roll two dice to determine it's Magic, roll two dice to determine it's Craft, and roll two dice to determine it's Vitae. If the great one has fallen due to Combat with you, roll a die. If the die roll is 1, 2, 3, 4, or 5, gain an elder relic. An elder relic is an Item. If you have the elder relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the elder relic to gain 4 Gold. If the die roll is 6, gain falsegod. Falsegod is a Spell. You may use falsegod at the start of any Combat. When used, the monster in the Combat that you used falsegod at the start of will fight a Combat with a false god first. The kind of Combat the false god fights with the monster will be of the same kind you would have fought with the monster. The false god has special attributes: Roll two dice to determine it's Arms, roll two dice to determine it's Magic, roll two dice to determine it's Craft, and roll two dice to determine it's Vitae. If the monster has fallen due to Combat with the false god, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the false god has fallen due to Combat with the monster, the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the false god. If neither the false god nor the monster has fallen due to the Combat between them, another Combat of the same kind occurs with the false god and the monster, with the false god and the monster retaining any Wounds they received due to Combat with each other. You may not use more than 1 falsegod per turn.
3 = A sentient color out of space seeps down from the sky above and attacks you. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Magical Combat with a space color. If the die roll is 5 or 6, fight a Melee Combat with a space color. The space color's attributes are Arms: 5, Magic: 6, Craft: 4, Vitae: 4. The space color cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the space color receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the space color has 1 or more Wounds at the start of a Combat with you, roll a die. If the die roll is 1, the space color heals 1 Wound. If the space color has fallen due to Combat with you, gain elderpower. Elderpower is a Spell. Elderpower may be used at the start of any Combat if you have an Item with the word 'relic' in it's name. When used, lose an Item with the word 'relic' in it's name, then roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in the Combat that you used elderpower at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 elderpower per turn.
4 = You discover a black book in an abandoned hut that has a spell of unknown magic scrawled in it. If you choose, roll two dice. If the die roll is equal to or less than the total of your Craft plus your Vitae, gain horrify. Horrify is a Spell. You may use horrify at the start of any Melee Combat. When used, roll two dice. If the die roll is greater than the total of the Craft plus the Vitae of the monster in the Combat that you used horrify at the start of, decrease the monster's Arms by 1. The decrease lasts until the monster in the Combat that you used horrify at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 horrify per monster per turn.
5 = All kinds of bizarre alien horrors dwell upon this snowy plateau of the unknown. Fight a Melee Combat with an unknown horror. The unknown horror's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Melee Combat the unknown horror is in, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Arms by 1. The decrease lasts until the unknown horror has fallen or if you choose to end Combat with the unknown horror.
6 = This plateau is home to a cult of degenerate men who cast horrifying unknown magic spells. Fight a Melee Combat with a plateau cultist. The plateau cultist's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the plateau cultist is in, if it is the first Combat the plateau cultist has been in this turn, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Arms by 1. The decrease lasts until the plateau cultist has fallen or if you choose to end Combat with the plateau cultist.
7 = A narrow pass covered in snow is the only way back to the rest of the frozen tundra. If you choose, your turn ends and the next turn will begin at The Frozen Tundra; Proceed to that page if so.
8 = A priest of the plateau cult casts a terrifying unknown magic spell upon you. Fight a Magical Combat with a plateau priest. The plateau priest's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the plateau priest is in, if it is the first Combat the plateau priest has been in this turn, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Magic by 1. The decrease lasts until the plateau priest has fallen or if you choose to end Combat with the plateau priest.
9 = All sorts of weird alien terrors dwell upon this snowy plateau of the unknown. Fight a Magical Combat with an unknown terror. The unknown terror's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the unknown terror is in, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, decrease your Magic by 1. The decrease lasts until the unknown terror has fallen or if you choose to end Combat with the unknown terror.
10 = An investigator who has gone insane from exploring this plateau can teach you some unknown magic. If you choose, roll two dice. If the die roll is equal to or less than the total of your Craft plus your Vitae, gain terrify. Terrify is a Spell. You may use terrify at the start of any Magical Combat. When used, roll two dice. If the die roll is greater than the total of the Craft plus the Vitae of the monster in the Combat that you used terrify at the start of, decrease the monster's Magic by 1. The decrease lasts until the monster in the Combat that you used terrify at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 terrify per monster per turn.
11 = A pool of oily ooze seeps up of the ground beneath you and forms into a shapeless shambler. Roll a die. If the die roll is 1, 2, 3 or 4, fight a Melee Combat with a shoggy shambler. If the die roll is 5 or 6, fight a Magical Combat with a shoggy shambler. The shoggy shambler's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 4. The shoggy shambler cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the shoggy shambler receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the shoggy shambler has 1 or more Wounds at the start of a Combat with you, roll a die. If the die roll is 1, the shoggy shambler heals 1 Wound. If the shoggy shambler has fallen due to Combat with you, gain eldritch. Eldritch is a Spell. Eldritch may be used at the start of any Combat if you have an Item with the word 'relic' in it's name. When used, lose an Item with the word 'relic' in it's name, then roll a die. The monster in the Combat that you used eldritch at the start of receives a number of Wounds equal to the die roll. You may not use more than 1 eldritch per turn.
12 = This plateau is sometimes visited by an ancient alien god who has existed for endless eons. Fight a Melee Combat with an elder god. The elder god has special attributes: Roll two dice to determine it's Arms, roll two dice to determine it's Magic, roll two dice to determine it's Craft, and roll two dice to determine it's Vitae. If the elder god has fallen due to Combat with you, roll a die. If the die roll is 1, 2, 3, 4, or 5, gain an elder relic. An elder relic is an Item. If you have the elder relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the elder relic to gain 4 Gold. If the die roll is 6, gain a false idol. A false idol is an Item. If you have the false idol at the start of any Combat, you may choose to lose the false idol. If so, the monster in the Combat that you used the false idol at the start of will fight a Combat with a false god first. The kind of Combat the false god fights with the monster will be of the same kind you would have fought with the monster. The false god has special attributes: Roll two dice to determine it's Arms, roll two dice to determine it's Magic, roll two dice to determine it's Craft, and roll two dice to determine it's Vitae. If the monster has fallen due to Combat with the false god, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the false god has fallen due to Combat with the monster, the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the false god. If neither the false god nor the monster has fallen due to the Combat between them, another Combat of the same kind occurs with the false god and the monster, with the false god and the monster retaining any Wounds they received due to Combat with each other. You may not use more than 1 false idol per turn.
Unless you rolled a 7 and returned to The Frozen Tundra, after your unknown plateau encounter, your turn ends and the next turn will begin on The Unknown Plateau; Stay on this page.
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