The Well
Your turn begins at The Well.
If you are a dwarf, increase your Arms by 1 for this turn only.
If you are not a dwarf, decrease your Arms and Magic by 1 for this turn only.
Roll a die for what you encounter in the well:
1 = A vicious gremlin greets you as you enter the well. Fight a Melee Combat with a well gremlin. The well gremlin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
2 = A visiting gremlin crosses your path on it's way out of this well. Fight a Magical Combat with a gremlin. The gremlin's attributes are Arms: 1, Magic: 2, Craft: 1, Vitae: 2.
3 = You find a vial of well water. If you choose, gain a wellwater vial. A wellwater vial is an Item. If you have the wellwater vial at the start of any Melee Combat you are in, and you have 1 or more Wounds, you may choose to lose the wellwater vial. If so, roll a die. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound, then increase your Arms by 1 for that Melee Combat only. You may not use more than 1 wellwater vial per Combat.
4 = You have heard that the water of this well heals the wounded. Roll a die if you have 1 or more Wounds. If the die roll is equal to or less than the number of Wounds you have, heal 1 Wound, then increase your Arms by 1 for this turn only.
5 = You think you spot a gold piece in the murky bottom of the well. Roll a die. If the die roll is 6, gain 1 Gold.
6 = You encounter a gremlin wielding a cooking pot. Fight a Melee Combat with a pot gremlin. The pot gremlin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2. At the start of any Melee Combat the pot gremlin is in, roll a die. If the die roll is 1, 2, or 3, increase the pot gremlin's Arms by 1 for that Melee Combat only. If the pot gremlin has fallen due to Combat with you, you gain a well map. A well map is an Item. If you have the well map at the start of a turn on a page other than The Well, lose the well map. A well map does not count towards the number of Items you may have.
After your well encounter ends, roll a die for what you encounter in the well tunnels:
1 = These tunnels are full of gremlins. Fight a Melee Combat with a well gremlin. The well gremlin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
2 = A gremlin pickpocket lurks about these tunnels. Roll a die. If the die roll is greater than your Craft, lose 1 Gold.
3 = You trigger a spell cast by the gremlins. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.
4 = Lots of diminutive gremlins call this well home. Fight a Melee Combat with a well gremlin. The well gremlin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 2.
5 = You find a little man that has been chained up by the gremlins. Roll a die, unless you have a munchkin. If the die roll is less than your Craft, gain a munchkin. A munchkin is an Ally. If you have the munchkin at the start of any turn on a page with the word 'Well' in it's name, increase your Arms by 1 for that turn only.
6 = A secret passage is home to the chief of the gremlin tribe. If you have a well map, fight a Melee Combat with a gremlin chief. The gremlin chief's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 3. If the gremlin chief has fallen due to Combat with you, gain a war ring. A war ring is an Item. If you have the war ring at the start of a Melee Combat with a monster that has an Arms value greater than your Arms value, increase your Arms by 1 for that Melee Combat only. You may not use more than 1 war ring at a time.
After your well tunnels encounter ends, you must choose between staying in The Well or going back to The Village. If you choose to stay in The Well, your turn ends and the next turn will begin in The Well; Stay on this page if so. If you choose to go to The Village, your turn ends and the next turn will begin in The Village; Proceed to that page if so.
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