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Showing posts from April, 2025

The Land Of Adventuria

This is the portal to the magical land of Adventuria. Welcome to all adventurers! If you are a new adventurer, your first turn begins in The City. Proceed to the page of the same name via the provided link. If you are an adventurer that is currently camping, your next turn will begin on the page you were going to go to before you set up camp. Proceed to that page via the provided links (and any necessary adjoining links) to continue adventuring once again. The Badlands The Borderlands The Bridge The Castle The City The Coast The Cold Wastes The Crossroads The Desert The Fields The Forest The Hills The Lake The Mountains The Plains The River The Sea The Swamp The Wildlands The Woods

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...

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 ...

The Woods

Your turn begins in The Woods. If you are an elf, increase your Arms and Magic by 1 for this turn only. Choose one of the following areas to explore: WOODLANDS, FOREST, 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 exploring the woods: 2 = You come across a sprig of magical leaves used by healers. Gain a healing leaf. A healing leaf is an Item. You may use a healing leaf whenever you can heal 1 Wound by paying Gold. When used, heal 1 Wound without paying any Gold, then lose the healing leaf. 3 = One of the woods folk tries to teach you some woods magic. Roll a die. If the die roll is equal to or less than your Magic, or if you are an elf, gain dart. Dart is a Spell. Dart may be used at the start of any Magical Combat. When used, roll a die. If the die roll is 5 or 6, increase your Magic by 1 for that Magical Combat only. If a monster receives a Wound due to a Magical Comb...

The Wizard Isle

Your turn begins on The Wizard Isle. If you are a wizard, increase your Arms and Magic by 1 for this turn only. If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn. If you have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: WIZARD ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'WIZARD ISLE'. WIZARD ISLE - Roll two dice for what you encounter while exploring the wizard isle: 2 = A rare horse with wings was created upon this isle by an eldritch wizard long ago. Roll a die, unless you have a wing steed. If the die roll is 1, 2, or 3, fight a Magical Combat with a winged steed. If the die roll is 4, 5, or 6, fight a Melee Comb...