The Veldt

Your turn begins in The Veldt.

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


2 = A tribal warrior wielding a spear has covered himself entirely in magical white warpaint. Fight a Melee Combat with a great white hunter. The great white hunter's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat the great white hunter is in, increase the great white hunter's Arms by an amount equal to the number of Wounds he has, for that Melee Combat only. If the great white hunter has fallen due to Combat with you, gain a hunter spear. A hunter spear is an Item and a weapon. If you have the hunter spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the hunter spear at the start of any Combat with a monster with the word 'lion' or 'elephant' in it's name, increase your Arms and Magic by 1. If you have the hunter spear and a monster with the word 'lion' or 'elephant' in it's name receives a Wound due to Combat with you, that monster receives 1 additional Wound. If you have the hunter spear at the start of a Melee Combat, you may choose to lose the hunter spear. If so, the monster in that Melee Combat receives 1 Wound, and receives 1 additional Wound if that the monster has the word 'lion' or 'elephant' in it's name. If you lose the hunter spear this way during a Melee Combat, you do not get any increases to your Arms or Magic for that Melee Combat only due to the hunter spear, nor may you use any other Item that is a weapon for that Melee Combat only.


3 = A tribal witch doctor in a top hat has a special spell for those who wield spears. Roll a die. If the die roll is equal to or less than your Arms, or if you are a warrior, gain zulu. Zulu is a Spell. Zulu may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'spear' or 'lance' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which zulu was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which zulu was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which zulu was used. You may not use more than 1 zulu per Combat.


4 = A party of tribal scouts surrounds you and holds you at spearpoint. Roll a die. If the die roll is equal to or greater than your Craft, or if you choose, fight a Melee Combat with a tribal pack. The tribal pack's attributes are Arms: 1, Magic: 2, Craft: 2, Vitae: 1. Roll a die. Increase the tribal pack's Arms and Vitae by an Amount equal to the die roll. If the tribal pack has fallen due to Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, gain a spear. A spear is an Item and a weapon. If you have the spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the spear at the start of a Melee Combat, you may choose to lose the spear. If so, roll a die. If the die roll is equal to or less than your Arms, the monster in that Melee Combat receives 1 Wound. If you lose the spear this way during a Melee Combat, you do not get to increase your Arms by 1 for that Melee Combat only due to the spear, nor may you use any other Item that is a weapon for that Melee Combat only.


5 = A mad witch doctor assaults you with his bad juju magic. Fight a Magical Combat with a witch doctor. The witch doctor's attributes are Arms: 2, Magic: 5, Craft: 4, Vitae: 2. At the start of any Magical Combat with the witch doctor, decrease your Magic by an Amount equal to the number of Wounds you have received due to Combat with the witch doctor this turn, for that Magical Combat only.


6 = A lone tribal warrior is still a formidable adversary. Fight a Melee Combat with a tribe warrior. The tribe warrior's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the tribal warrior has fallen due to Combat with you, roll a die. If the die roll is 5 or 6, gain a spear. A spear is an Item and a weapon. If you have the spear at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the spear at the start of a Melee Combat, you may choose to lose the spear. If so, roll a die. If the die roll is equal to or less than your Arms, the monster in that Melee Combat receives 1 Wound. If you lose the spear this way during a Melee Combat, you do not get to increase your Arms by 1 for that Melee Combat only due to the spear, nor may you use any other Item that is a weapon for that Melee Combat only.


7 = You come upon a friendly tribal village that allows you to stay and rest amongst the tribesman. If you have 1 or more Wounds, roll a die. If the die roll is less than your Craft, or if you pay 1 Item, heal 1 Wound.


8 = Even the lion cubs of this veldt are fierce beasts in battle. If you choose, fight a Melee Combat with a lion cub. The lion cub's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 2. If you receive a Wound due to a Melee Combat with the lion cub, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound.


9 = A hungry lion has hunted you down for it's next meal. Fight a Melee Combat with a hungry lion. The hungry lion's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 3. If you receive a Wound due to a Melee Combat with the hungry lion, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound.


10 = You stumble into the midst of a pride of lions. Fight a Melee Combat with a lion pride. The lion pride's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2. Roll a die. Increase the lion pride's Arms and Vitae by an amount equal to the die roll. If you receive a Wound due to a Melee Combat with the lion pride, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound.


11 = A wizardly, talking lion in robes offers to teach you some unique feline magic. If you choose, roll a die. If the die roll is equal to or less than your Craft, or if you have an Ally with the word 'malkin' or 'mouser' in it's name, gain catsclaw. Catsclaw is a Spell. You may use catsclaw at the start of any Combat if you do not use any Items that are weapons in that Combat. When used, if a monster receives a Wound due to a Combat that you used catsclaw at the start of, that monster receives 1 additional Wound. If a monster receives a Wound due to a Combat that catsclaw was used at the start of, and you have an Ally with the word 'malkin' in it's name, that monster receives 1 more additional Wound. If a monster receives a Wound due to a Combat that catsclaw was used at the start of, and you have an Ally with the word 'mouser' in it's name, that monster receives 1 more additional Wound. You may not use more than 1 catsclaw per Combat.


12 = A large, powerful lion wears a crown and rules over the other lions of the veldt. Fight a Melee Combat with a lion king. The lion king's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Melee Combat the lion king is in, roll a die. If the die roll is 6, fight a Magical Combat with the lion king instead of a Melee Combat. If you receive a Wound due to Combat with the lion king, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound. If the lion king has fallen due to Combat with you, gain a lion crown, unless you have a lion crown. A lion crown is an Item. If you have the lion crown at the start of a turn on a page with the word 'Veldt' or 'Jungle' in it's name, increase your Arms and Magic by 1 for that turn only. If you have the lion crown and a monster with the word 'lion' in it's name has fallen due to Combat with you, you may choose to roll a die. If the die roll is equal to or less than your Craft, gain a lion servant. A lion servant is an Ally. If you have the lion servant at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the lion servant first. The kind of Combat the lion servant fights with the monster will be of the same kind you would have fought with the monster. The lion servant's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 1. If a monster receives a Wound due to Combat with the lion servant, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound. If the monster has fallen due to Combat with the lion servant, 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 lion servant has fallen due to Combat with the monster, lose the lion servant, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the lion servant. If neither the lion servant nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the lion servant. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the lion crown.


After your veldt encounter ends, you must choose between staying in The Veldt or going back to The Steppes. If you choose to stay in The Veldt, your turn ends and the next turn will begin in The Veldt; Stay on this page if so. If you choose to return to The Steppes, your turn ends and the next turn will begin in The Steppes; Proceed to that page if so.


The Steppes

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