The Volcano

Your turn begins at The Volcano. 

If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


Roll two dice. If the die roll is 2 or 12, the volcano erupts. If the volcano erupts, choose your Arms, Magic, or Craft, then roll two dice. If that die roll is greater than the total of your chosen attribute plus your Vitae, you receive a number of Wounds equal to the die roll minus the total of your chosen attribute plus your Vitae.


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


2 = Near the top of this fiery volcano lives a master of fire magic. Fight a Magical Combat with a pyro mancer. The pyro mancer's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 3. If the pyro mancer has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is less than the pyro mancer's Craft, increase the pyro mancer's Magic by 1 for that Magical Combat only. If you receive a Wound due to Magical Combat with the pyro mancer, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the pyro mancer has fallen due to Combat with you, gain an pyro ring, unless you have a pyro ring. A pyro ring is an Item. If you have the pyro ring in a Melee Combat and you increase your Arms due to a Spell, roll a die. If the die roll is less than your Craft, increase your Arms by 1 for that Melee Combat only.


3 = Near the base of this volcano is a desert flat full of radioactive energy. If you choose, your turn ends and your next turn will begin at The Yucca Flats; Proceed to that page if so.


4 = A member of the lava men who live in this volcano may join you on your adventures. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Craft, gain a vulcan. A vulcan is an Ally. If you have the vulcan and a monster receives a Wound due to Melee Combat with you, you may choose to roll a die. If the die roll is equal to or greater than the Craft of the monster, the monster receives 1 additional Wound. If a monster receives 1 additional Wound due to the vulcan, roll a die. If the die roll 1 or 6, lose the vulcan. You may not use more than 1 vulcan per Wound per Combat.


5 = A flaming warrior wielding a flaming sword jumps out of a volcanic fissure and attacks you. Fight a Melee Combat with a flame warrior. The flame warrior's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. If you receive a Wound due to Melee Combat with the flame warrior, and it is the first Wound you have received due to Combat with the flame warrior this turn, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the flame warrior has fallen due to a Melee Combat with you, roll a die. If the die roll is 6, gain a fire sword. A fire sword is an Item and a weapon. If you have the fire sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster with the word 'snow' or 'ice' in it's name receives a Wound due to a Melee Combat that the fire sword was used at the start of, that monster receives 1 additional Wound.


6 = This volcano is home to a breed of giant fire ant that has a burning bite. Fight a Melee Combat with a fire ant. The fire ant's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the fire ant, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound.


7 = An elementalist offers to send your spirit to a mystical plane of an elemental nature. Pay 1 Gold to go to The Elemental Plane. If you pay the Gold, your turn ends and your next turn will begin in The Elemental Plane; Proceed to that page if so.


8 = Running down the volcano is a lava soldier who throws fireballs at you. Fight a Melee Combat with a flame thrower. The flame thrower's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. At the start of any Melee Combat the flame thrower is in, roll a die. If the die roll is 5 or 6, increase the flame thrower's Arms by 1 for that Melee Combat only. If the flame thrower receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the flame thrower does not receive the Wound. If you receive a Wound due to Melee Combat with the flame thrower, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound.


9 = Appearing in a burst of flame is a flaming warlock wielding a flaming staff. Fight a Magical Combat with a flame warlock. The flame warlock's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the flame warlock, and it is the first Wound you have received due to Combat with the flame warlock this turn, roll a die. If the die roll is equal to or greater than your Craft, receive 1 additional Wound. If the flame warlock has fallen due to a Magical Combat with you, roll a die. If the die roll is 6, gain a flame staff. A flame staff is an Item and a weapon. If you have the flame staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If a monster with the word 'snow' or 'ice' in it's name receives a Wound due to a Magical Combat that the flame staff was used at the start of, that monster receives 1 additional Wound.


10 = A fire mage in a fireproof hut offers to teach you some pyrokinetic fire magic. If you choose, roll a die. If the die roll is equal to or less than your Arms, gain mindfire. Mindfire is a Spell. Mindfire may be used whenever a monster receives a Wound due to Melee Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 mindfire per Wound per Combat.


11 = A rift opens up to the otherworldly plane that is the domain of the elementals. If you choose, your turn ends and your next turn will begin in The Elemental Plane; Proceed to that page if so.


12 = This volcano is guarded by a ferocious flame-breathing dragon with red hot scales. Fight a Melee Combat with a red dragon. The red dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. At the start of any Combat with the red dragon, if it is the first Combat the red dragon has been in this turn, roll a die. If the die roll is less than your Arms, receive 1 Wound. If the die roll is equal to or greater than your Arms, roll a die. Receive a number of Wounds equal to that die roll divided by two (round up). If the red dragon has fallen due to Combat with you, roll a die. Gain a number of red potions equal to the die roll. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.


Unless you rolled a 3 and went to The Yucca Flats, or you rolled a 7 or 11 and went to The Elemental Plane, after your volcano encounter ends, you must choose between staying at The Volcano or going back to The Desert. If you choose to stay at The Volcano, your turn ends and the next turn will begin at The Volcano; Stay on this page if so. If you choose to go to The Desert, your turn ends and the next turn will begin in The Desert; Proceed to that page if so.


The Yucca Flats


The Elemental Plane


The Desert

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