The Wildlands

Your turn begins in The Wildlands.

Choose one of the following areas to explore: WILDS, CRAGS, CAIRNS, BARROWS, BARRENS, BRACKENS, BRIARS, BADLANDS, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while journeying through the wildlands:


2 = You go looking for some sort of wildman. Pay 1 Gold or 1 Item of your choice to gain a wild man. A wild man is an Ally. If you have a wild man at the start of any turn on a page with the word 'Wildlands', 'Cairns', 'Crags', 'Barrows', 'Barrens', 'Brackens', or 'Briars' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 wild man at a time.


3 = A wizard of the wilds offers a reckless battle spell to those who are worthy. Roll a die. If the die roll is equal to or less than your Arms, gain wildshot. Wildshot is a Spell. You may use wildshot any time a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is 1 or 2, the monster does not receive a Wound. If the die roll is 3, 4, or 5, the monster receives 1 additional Wound. If the die roll is 6, the monster receives 2 additional Wounds. you may not use more than 1 Wildshot at a time.


4 = The brutes of the wilds are much stronger than their borderlands brethren. Fight a Melee Combat with a wilds brute. The wilds brute's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the wilds brute, roll a die. If the die roll is 1, you do not receive a Wound. If the die roll is 6, you receive 1 additional Wound.


5 = A magical vine with red tips comes shooting forth from the underbrush. Fight a Magical Combat with a red vine. The red vine's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. 


6 = You meet the gaze of a small furry creature with big eyes that hypnotize. Fight a Magical Combat with a bush baby. The bush baby's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 1.

 

7 = The wilderness of the wilds is so overgrown that you have become lost in the brush. Roll a die, unless you have a wild man. If the die roll is greater than your Craft, roll another die. If that die roll is 1, your turn ends and the next turn will begin in The Briars; Proceed to that page if so. If that die roll is 2, your turn ends and the next turn will begin in The Crags; Proceed to that page if so. If that die roll is 3, your turn ends and the next turn will begin in The Cairns; Proceed to that page if so. If that die roll is 4, your turn ends and the next turn will begin in The Barrows; Proceed to that page if so. If that die roll is 5, your turn ends and the next turn will begin in The Barrens; Proceed to that page if so. If that die roll is 6, your turn ends and the next turn will begin in The Brackens; Proceed to that page if so.


8 = You hear a snort as a wild pig with tusks comes charging towards you. Fight a Melee Combat with a wild boar. The wild boar's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1.


9 = A feral feline warrior from the cat people tribe pounces on you from the overbrush. Fight a Melee Combat with a wild cat. The wild cat's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2.


10 = Occasionally, a section of the wildlands brush becomes possessed by an elemental spirit. Fight a Magical Combat with a brush elemental. The brush elemental's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to a Magical Combat with the brush elemental, roll a die. If the die roll is 1, you do not receive a Wound. If the die roll is 6, you receive 1 additional Wound.


11 = You find an exotic flower growing wild in the brush. Gain a wildflower. A wildflower is an Item. You may use the wildflower at the start of any Combat. When used, lose the wildflower, then roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 for that Combat only. If the die roll is 4, 5, or 6, increase your Magic by 1 for that Combat only. You may not use more than 1 wildflower per Combat.


12 = A wicked warrior wearing a crimson cowl and wielding a bloody sword ravages the wildlands. Fight a Melee Combat with a crimson reaver. The crimson reaver's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4.  If the crimson reaver receives a Wound due to a Melee Combat with you, you receive 1 Wound. If the crimson reaver has fallen due to Combat with you, gain wastrel. Wastrel is a Spell. Wastrel may be used at the start of any Melee Combat. When used, if you receive a Wound due to a Melee Combat with a monster, the monster in that Melee Combat with you receives 1 Wound. This lasts until the monster that was in the Melee Combat you used wastrel at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 wastrel per monster per turn.


Unless you rolled a 7 and became lost, after your wildlands encounter ends, go to the section of this page with the same name as the area you chose to explore.


WILDS - Your turn ends and the next turn will begin in The Wildlands; Stay on this page.


CRAGS - Your turn ends and the next turn will begin in The Crags; Proceed to that page.


CAIRNS - Your turn ends and the next turn will begin at The Cairns; Proceed to that page.


BARROWS - Your turn ends and the next turn will begin at The Barrows; Proceed to that page.


BARRENS - Your turn ends and the next turn will begin at The Barrens; Proceed to that page.


BRACKENS - Your turn ends and the next turn will begin at The Brackens; Proceed to that page.


BRIARS - Your turn ends and the next turn will begin at The Briars; Proceed to that page.


BADLANDS - Your turn ends and the next turn will begin in The Badlands; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.


The Crags


The Cairns


The Barrows


The Barrens


The Brackens


The Briars


The Badlands


The River


The Crossroads

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