The Yeti Sanctuary
Your turn begins in The Yeti Sanctuary.
If you do not have an Item with the word 'parka' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter while within the yeti sanctuary:
2 = The false yeti are ruled by a false god of death named yama who wields a deadly whip. Fight a Melee Combat with a false yama. The false yama's attributes are Arms: 7, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the false yama, roll a die. If the die roll is 6, receive 2 additional Wounds. If the false yama has fallen due to Combat with you, gain a yama whip. A yama whip is an Item and a weapon. If you have the yama whip at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the yama whip and a monster receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, that monster receives 2 additional Wounds.
3 = For a price, a false yeti priest will share a spell for temporarily summoning his evil ruler. Pay 1 Gold to gain yama. Yama is a Spell. You may use yama at the start of any Combat. When used, roll a die. If your Alignment is Evil and the die roll is 4, 5, or 6, or if your Alignment is Neutral and the die roll is 5 or 6, or if your Alignment is Good and the die roll is 6, the monster in the Combat that yama was used at the start of must fight a Combat with a yama incarnate first. The kind of Combat the yama incarnate fights with the monster will be of the same kind you would have fought with the monster. The yama incarnate's attributes are Arms: 7, Magic: 4, Craft: 2, Vitae: 1. If a monster receives a Wound due to a Melee Combat with the yama incarnate, roll a die. If the die roll is 6, that monster receives 2 additional Wounds. If the monster has fallen due to Combat with the yama incarnate, 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 yama incarnate has fallen due to Combat with the monster, then the Combat with you and the monster occurs. If neither the yama incarnate nor the monster has fallen due to the Combat between them, the yama incarnate is treated as fallen, then the Combat with you and the monster occurs. You may not use more than 1 yama per monster per turn.
4 = A false yeti guards over a teleportation gate which returns to the castle of ice. If you choose, fight a Melee Combat with a false yeti guard. The false yeti guard's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the false yeti guard has fallen due to Combat with you, your turn ends and the next turn will begin at The Ice Castle; Proceed to that page if so.
5 = The evil priests of the false yeti invoke a devious spell for destroying parkas. Fight a Magical Combat with a false yeti priest. The false yeti priest's attributes are Arms: 4, Magic: 5, Craft: 4, Vitae: 3. If you have an Item with the word 'parka' in it's name and you receive a Wound due to Magical Combat with the false yeti priest, roll a die. If the die roll is less than the false yeti priest's Craft, you do not receive the Wound and instead lose 1 Item with the word 'parka' in it's name.
6 = The creatures known as false yeti have a mysterious origin and are nearly as powerful as the true yeti. Fight a Melee Combat with a false yeti. The false yeti's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3.
7 = This secret sanctuary of the yeti is high atop a tall mountain upon which a constant blizzard blows fiercely. If you do not have an Item with the word 'parka' in it's name, roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
8 = The abominable snowmen known as true yeti are quite large and strong, yet intelligent too. Fight a Magical Combat with a true yeti. The true yeti's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the true yeti is in, roll a die. If the die roll is greater than the true yeti's Craft, fight a Melee Combat with the true yeti instead of a Magical Combat. If the true yeti receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the true yeti does not receive the Wound.
9 = The priests of the true yeti are physically powerful but prefer to use magic instead of might. Fight a Magical Combat with a true yeti priest. The true yeti priest's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Magical Combat the true yeti priest is in, roll a die. If the die roll is greater than the true yeti priest's Craft, fight a Melee Combat with the true yeti instead of a Magical Combat. If the true yeti priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the true yeti priest does not receive the Wound. If the true yeti priest has fallen due to Combat with you, roll a die. If the die roll is 6, gain a yeti staff. A yeti staff is an Item and a weapon. If you have the yeti staff at the start of any Combat, increase your Arms and Magic by 1 for that Combat only, unless the monster in that Combat has the word 'yeti' in it's name, in which case increase your Arms and Magic by 2 for that Combat only. If a monster with the word 'yeti' in it's name receives a Wound due to Combat with you, roll a die. If the die roll is less than your Craft, or if the die roll is less than or equal to your Craft and you are a priest or wizard, the monster receives 1 additional Wound.
10 = A true yeti watches over a gate of return teleportation which it will let you pass through. If you choose, your turn ends and the next turn will begin in The Ice Castle; Proceed to that page if so.
11 = A true yeti priest shows you a magic spell for covering your body with resistant yeti fur. If you choose, roll a die. If the die roll is equal to or less than your Vitae, gain yetifur. Yetifur is a Spell. Yetifur may be used at the start of any Magical Combat. When used, gain yeti fur. yeti fur is an Item. Yeti fur does not count towards the number of Items you may have. If you have yeti fur, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'fur', 'skin', 'hat', 'cloak', 'robe', or 'robes' in it's name if you have yeti fur. Also, if the monster in the Magical Combat that you used yetifur at the start of has fallen or if you choose to end Combat with that monster, lose yeti fur.
12 = The leader of the true yeti and their sanctuary is a towering creature with blue-tinged fur. Fight a Magical Combat with a lord yeti. The lord yeti's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the lord yeti is in, roll a die. If the die roll is 1, fight a Melee Combat with the lord yeti instead of a Magical Combat. If the lord yeti receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the lord yeti does not receive the Wound. If the lord yeti has fallen due to Combat with you, gain a yeti parka, unless you have a yeti parka. A yeti parka is an Item. If you have the yeti parka at the start of any turn on a page with the word 'Cold', 'Tundra', 'Ice', 'Crystal', 'Yeti', 'Winter', or 'Plateau' in it's name, increase your Magic by 1 for that turn only.
Unless you rolled a 4 or 10 and went to The Ice Castle, after your yeti sanctuary encounter ends, your turn ends and the next turn will begin in The Yeti Sanctuary; Stay on this page if so.
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