The Vast Cavern

Your turn begins in The Vast Cavern.

If you are a dwarf, increase your Arms and Magic by 1 for this turn only.


Go to the section of this page with the name 'VAST CAVERN'.


VAST CAVERN - Roll two dice for what you encounter in the vast cavern:


2 = A small part of this vast cavern contains burrows which are home to the warlike molemen. If you choose, go to the section of this page with the name 'MOLEMAN BURROWS'.


3 = A weird alien woman with explosive psionic powers dwells in the darkness of this vast cavern. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a humanoid woman. If the die roll is 4, 5, or 6, fight a Magical Combat with a humanoid woman. The humanoid woman's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 1. At the start of any Combat the humanoid woman is in, roll a die. If the die roll is equal to or less than the humanoid woman's Craft, increase the humanoid woman's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the humanoid woman, roll a die. If the die roll is 1 or 2, you receive a number of additional Wounds equal to the die roll. If the humanoid woman has fallen due to Combat with you, gain dynomite. Dynomite is a Spell. You may only use dynomite when a monster receives a Wound due to a Combat with you. When used, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 dynomite per Wound per Combat and you may not use dynomite and the Spells nitro or glycerine during the same Combat.


4 = A cavern gnome offers to teach you a spell for causing explosive damage in battle. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain nitro. Nitro is a Spell. You may only use nitro when a monster receives a Wound due to a Melee Combat with you. When used, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 nitro per Wound per Combat.


5 = There is a contingent of dire elves that mage this vast cavern for any and all activity. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a dire elf. If the die roll is 4, 5, or 6, fight a Magical Combat with a dire elf. The dire elf's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat the dire elf is in, if it is the first Combat the dire elf has been in this turn, roll a die. If the die roll is 1, you receive 1 Wound. If the dire elf receives a Wound due to Combat with you, roll two dice. If the die roll is 9 or more, the dire elf does not receive the Wound.


6 = Many dwarves of the deep underearth mine this vast cavern for multiple resources. Fight a Melee Combat with a deep dwarf. The deep dwarf's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. At the start of any Melee Combat the deep dwarf is in, roll a die. If the die roll is 1, increase the deep dwarf's Arms by 1 for that Melee Combat only. If you receive a Wound due to Melee Combat with the deep dwarf, roll a die. If the die roll is 1, you receive 1 additional Wound. If the deep dwarf receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the deep dwarf does not receive the Wound.


7 = Though this cavern is quite vast, it is somewhat easy to find a way back to the mines above. If you choose, your turn ends and the next turn will begin in The Mines; Proceed to that page if so.


8 = This vast cavern is infested by a race of devious underearth gremlins known as jinxkins. Fight a Magical Combat with a jinxkin. The jinxkin's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the jinxkin is in, roll a die. If the die roll is 1, increase the jinxkin's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the jinxkin, roll a die. If the die roll is 1, you receive 1 additional Wound.


9 = The wicked mind flayers stalk this vast cavern for brains to eat out of living prey. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a mind flayer. If the die roll is 4, 5, or 6, fight a Melee Combat with a mind flayer. The mind flayer's attributes are Arms: 1, Magic: 1, Craft: 4, Vitae: 2. At the start of any Combat the mind flayer is in, increase the mind flayer's Arms and Magic an amount equal to the mind flayer's Craft for that Combat only.


10 = A cavern gnome offers to teach you some magic for getting explosive results in battle. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain glycerine. Glycerine is a Spell. You may only use glycerine when a monster receives a Wound due to a Magical Combat with you. When used, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 glycerine per Wound per Combat.


11 = Before you lies the secret tunnel to a great subterranean city underneath the vast cavern. If you choose, your turn ends and the next turn will begin in The Subterranean City; Proceed to that page if so.


12 = The master of the mind flayers considers himself ruler of this cavern of vastness. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a master mind flayer. If the die roll is 4, 5, or 6, fight a Melee Combat with a master mind flayer. The master mind flayer's attributes are Arms: 2, Magic: 2, Craft: 5, Vitae: 3. At the start of any Combat the master mind flayer is in, increase the master mind flayer's Arms and Magic an amount equal to the master mind flayer's Craft for that Combat only. If the master mind flayer has fallen due to Combat with you, gain a cave ring. A cave ring is an Item. If you have the cave ring at the start of any turn on a page with the word 'Caves', 'Caverns', or 'Cavern' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 cave ring at a time.


Unless you rolled a 2 and went to the 'MOLEMAN BURROWS' section, or you rolled a 7 and went back to The Mines, or you rolled an 11 and went to The Subterranean City, after your vast cavern encounter, your turn ends and the next turn will begin in The Vast Cavern; Stay on this page.


MOLEMAN BURROWS - Roll a die for what you encounter in the burrows of the molemen:


1 = Roll a die. If the die roll is 1, 2, or 3, you find the tunnel that leads out of these burrows and back to the vast cavern. If you choose, go to the section of this page with the name 'VAST CAVERN'. If the die roll is 4, 5, or 6, you discover the hidden tunnel which leads to a great subterranean city. If you choose, your turn ends and the next turn will begin in The Subterranean City; Proceed to that page if so.


2 = Roll a die. If the die roll is 1, 2, or 3, the warriors of the molemen have set bombs about these burrow tunnels. If your Arms is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, you come upon a golden nugget that has been dug up by the molemen. Gain 1 Gold.


3 = Roll a die. If the die roll is 1, 2, or 3, the warlocks of the molemen have cast explosive runes about these burrows. If your Magic is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, you are assaulted by a warrior of the moleman race. Fight a Melee Combat with a moleman warrior. The moleman warrior's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3. At the start of any Melee Combat the moleman warrior is in, roll a die. If the die roll is 4, 5, or 6, increase the moleman warrior's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the moleman warrior, roll a die. If the die roll is 1 or 2, you receive a number of additional Wounds equal to the die roll. If the moleman warrior has fallen due to Combat with you, gain a bomb bolo. A bomb bolo is an Item. If you have the bomb bolo and a monster receives a Wound due to a Melee Combat with you, you may choose to lose the bomb bolo. If so, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 bolo bomb per Wound per Combat.


4 = Roll a die. If the die roll is 1, 2, or 3, you must sneak past the moleman workers stationed throughout the burrows. If your Craft is less than 4, receive 1 Wound. If the die roll is 4, 5, or 6, you are assailed by a wizard of the moleman race. Fight a Magical Combat with a moleman wizard. The moleman wizard's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3. At the start of any Magical Combat the moleman wizard is in, roll a die. If the die roll is 4, 5, or 6, increase the moleman wizard's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the moleman wizard, roll a die. If the die roll is 1 or 2, you receive a number of additional Wounds equal to the die roll. If the moleman wizard has fallen due to Combat with you, gain a spark sash. A spark sash is an Item. If you have the spark sash and a monster receives a Wound due to a Magical Combat with you, you may choose to lose the spark sash. If so, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 spark sash per Wound per Combat.


5 = Roll a die. If the die roll is 1, 2, or 3, you get stuck inside one of the smaller burrows made by the molemen. If your Vitae is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, you are attacked by a warlock who polices the moleman burrows. Roll a die. If that die roll is 1, 2, or 3, fight a Melee Combat with a moleman warlock. If that die roll is 4, 5, or 6, fight a Magical Combat with a moleman warlock. The moleman warlock's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat the moleman warlock is in, roll a die. If the die roll is 4, 5, or 6, increase the moleman warlock's Arms and Magic by 1 for that Combat only. If you receive a Wound due to a Combat with the moleman warlock, roll a die. If the die roll is 1 or 2, you receive a number of additional Wounds equal to the die roll. If the moleman warlock has fallen due to Combat with you, gain a boom bag. A boom bag is an Item. If you have the boom bag and a monster receives a Wound due to a Combat with you, you may choose to lose the boom bag. If so, roll a die. If the die roll is 1 or 2, the monster receives a number of additional Wounds equal to the die roll. You may not use more than 1 boom bag per Wound per Combat.


6 = Roll a die. If the die roll is 1, 2, or 3, a moleman medic offers you a medicinal mushroom grown specially in these burrows. Heal 2 Wounds. If the die roll is 4, 5, or 6, you find your way to the warren of the warlord of the moleman burrows. Roll a die. If that die roll is 1, 2, or 3, fight a Magical Combat with a moleman warlord. If that die roll is 4, 5, or 6, fight a Melee Combat with a moleman warlord. The moleman warlord's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 3. At the start of any Combat the moleman warlord is in, roll a die. If the die roll is 4, 5, or 6, increase the moleman warlord's Arms and Magic by 1 for that Combat only. If the moleman warlord has fallen due to Combat with you, gain a moleman compass. A moleman compass is an Item. A moleman compass does not count towards the number of Items you may have. If you have the moleman compass at the start of any turn on a page with the word 'Vast' in it's name, you may choose to start your turn at the 'MOLEMAN BURROWS' section of the page directly instead of starting at the top of the page.


Unless you rolled a 1 and went to the 'VAST CAVERN' section or The Subterranean City, after your moleman burrows encounter, go to the section of this page with the name 'MOLEMAN BURROWS'.


The Mines


The Subterranean City

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game