The Yucca Flats

Your turn begins at The Yucca Flats.

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 for what you encounter while exploring the yucca flats:


2 = Heavy exposure to radiation has transformed a man into a mutant beast that stalks these flats of yucca. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a yucca flats beast. If the die roll is 4, 5, or 6, fight a Magical Combat with a yucca flats beast. The yucca flats beast's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 6. At the start of any Combat the yucca flats beast is in, roll a die. If the die roll is 5 or 6, increase the yucca flats beast's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the yucca flats beast, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the yucca flats beast receives a Wound due to Combat with you, roll a die. If the die roll is 5 or 6, the yucca flats beast does not receive the Wound. If the yucca flats beast has fallen due to Combat with you, you may choose to change your adventurer type to Beast. If so, lose all your Items, Allies, Spells, and Gold. Your Melee and Magical XP become 0. Your initial attributes become Arms: 6, Magic: 6, Craft: 2, Vitae: 6. As a beast, you cannot have an Item that is a weapon. As a beast, you cannot have an Item with the word 'helmet', 'helm', 'shield', 'armor', 'plate', 'hat', 'cloak', 'robe', 'robes', 'crown', or 'tiara' in it's name. As a beast, you cannot have any Spells or Gold. As a beast, you cannot have more than 2 Items or more than 1 Ally. As a beast, roll a die at the start of any Combat you are in. If the die roll is 5 or 6, increase your Arms and Magic by 1 for that Combat only. As a beast, roll a die if a monster receives a Wound due to Combat with you. If the die roll is 5 or 6, that monster receives 1 additional Wound. As a beast, roll a die if you receive a Wound due to Combat. If the die roll is 5 or 6, you do not receive the Wound. As a beast, if a monster has fallen due to a Melee Combat with you, you do not gain Melee XP from that monster unless that monster's Arms is equal to or greater than your Arms. As a beast, if a monster has fallen due to a Magical Combat with you, you do not gain Magical XP from that monster unless that monster's Magic is equal to or greater than your Magic.


3 = A man covered in burning flames comes running towards you across the sands of the yucca flats. Fight a Melee Combat with a burning man. The burning man's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. If you receive a Wound due to a Melee Combat with the burning man and you have 1 or more Items, roll a die. If the die roll is equal to or less than the number of Items you have, lose 1 Item, then you receive 1 additional Wound. If the burning man receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 6, lose that Item that is a weapon, then receive 1 Wound. If the burning man has fallen due to Combat with you, gain a firestarter. A firestarter is an Ally. If you have the firestarter at the start of a Combat and you have 1 or more Items, you may choose to lose the firestarter and lose 1 Item. If so, roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 firestarter per monster per turn.


4 = A mutated magician offers to show you an equation for a radiation magic spell. Pay 1 Gold or 1 Item to gain exploder. Exploder is a Spell. You may only use exploder at the start of a Melee Combat if you have 1 or more Items. When used, lose 1 Item, then roll a die. Increase your Arms by an amount equal to the die roll. The increase lasts until the monster in that Melee Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 exploder per monster per turn.


5 = You are challenged by a mutated mage who has the power to create blasts of burning sand. Fight a Melee Combat with a sand blaster. The sand blaster's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. You may not use an Item with the word 'helm', 'helmet', 'shield', 'armor', or 'plate' in a Melee Combat with the sand blaster. At the start of any Melee Combat the sand blaster is in, if it is the first Combat the sand blaster has been in this turn, roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, decrease your Arms by 1. The decrease lasts until the sand blaster has fallen or if you choose to end Combat with the sand blaster.


6 = All the radiation around here has made the local lizards grow large and aggressive. Fight a Melee Combat with a yucca lizard. The yucca lizard's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you have 1 or more Wounds at the start of a Melee Combat with the yucca lizard, roll a die. If the die roll is equal to or less than the number of Wounds you have, increase the yucca lizard's Arms by 1 for that Melee Combat only.


7 = The arid dryness and heat of these yucca flats can be very draining on canteens. If you have an Item with the word 'canteen' in it's name, roll two dice. If the die roll is 2 or 12, lose 1 Item with the word 'canteen' in it's name.


8 = Many mad hermits maintain makeshift dwellings throughout the flats of yucca. Fight a Magical Combat with a yucca hermit. The yucca hermit's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. At the start of any Magical Combat the yucca hermit is in, if you have an Item that is a weapon, roll a die. If the die roll is less than the yucca hermit's Craft, lose 1 Item that is a weapon.


9 = The radioactivity of these flats has mutated some of the sand here into sentient demons. Fight a Magical Combat with a sand demon. The sand demon's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. You may not use an Item with the word 'hat', 'cloak', 'robe', or 'robes' in a Magical Combat with the sand demon. At the start of any Magical Combat the sand demon is in, if it is the first Combat the sand demon has been in this turn, roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, decrease your Magic by 1. The decrease lasts until the sand demon has fallen or if you choose to end Combat with the sand demon.


10 = A mutant scientist offers to teach you a formula that invokes radiation magic. Pay 1 Gold or 1 Item to gain imploder. Imploder is a Spell. You may only use imploder at the start of a Magical Combat if you have 1 or more Items. When used, lose 1 Item, then roll a die. Increase your Magic by an amount equal to the die roll. The increase lasts until the monster in that Magical Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 imploder per monster per turn.


11 = A man made of molten slag comes sliding towards you upon the sands of the yucca flats. Fight a Magical Combat with a molten man. The molten man's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to a Magical Combat with the molten man and you have 1 or more Items, roll a die. If the die roll is equal to or less than the number of Items you have, lose 1 Item, then you receive 1 additional Wound. If the molten man receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 6, lose that Item that is a weapon, then receive 1 Wound. If the molten man has fallen due to Combat with you, gain meltdown. Meltdown is a Spell. You may only use meltdown at the start of a Combat if you have 1 or more Items. When used, lose 1 Item, then roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 meltdown per monster per turn.


12 = One lizard in particular has grown to colossal size from exposure to the radiation of the yucca flats. Fight a Melee Combat with a giant gila monster. The giant gila monster's attributes are Arms: 7, Magic: 5, Craft: 1, Vitae: 5. If you receive a Wound due to Combat with the giant gila monster, roll a die. If the die roll is less than the giant gila monster's Vitae, you receive 1 additional Wound. If the giant gila monster receives a Wound due to Combat with you, roll two dice. If the die roll is equal to or less than the giant gila monster's Vitae, the giant gila monster does not receive the Wound. If the giant gila monster has fallen due to Combat with you, gain a gila fang. A gila fang is an Item and a weapon. If you have the gila fang, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is less than your Vitae, the monster receives 1 additional Wound. If you have the gila fang, and you receive a Wound due to Combat, roll two dice. If the die roll is equal to or less than your Vitae, you do not receive the Wound. You may not use any Item with the word 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the gila fang in that Combat.


After your yucca flats encounter ends, you must choose between staying at The Yucca Flats or going back to The Volcano. If you choose to stay at The Yucca Flats, your turn ends and the next turn will begin at The Yucca Flats; Stay on this page if so. If you choose to go to The Volcano, your turn ends and the next turn will begin at The Volcano; Proceed to that page if so.


The Volcano

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