The Amethyst Castle
Your turn begins at The Amethyst Castle.
Go to the section of this page with the name 'AMETHYST FOYER'.
AMETHYST FOYER - Choose one of the following parts of amethyst castle to enter: WEST WING or AMETHYST EXIT. To enter a part of the amethyst castle, go to the section of this page with the same name as the location.
WEST WING - Roll a die for what you encounter in the west wing of the amethyst castle:
1 = Roll a die. If the die roll is 1, 2, or 3, you once again come across the foyer of amethyst castle. If you choose, go to the section of this page with the name 'AMETHYST FOYER'. If the die roll is 4, 5, or 6, a finely constructed golem made of porcelain protects a tiny jewelry box made of the same. If you choose, fight a Melee Combat with a porcelain golem. The porcelain golem's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. You may not use any Items, Allies, or Spells in Melee Combat with the porcelain golem. If the porcelain golem has fallen due to Melee Combat with you, and it is the first time the porcelain golem has fallen due to Combat this turn, gain 1 Gold.
2 = Roll a die. If the die roll is 1, 2, or 3, a holistic mystic shows you the healing power of crystals. If you have 1 or more Wounds, heal 1 Wound. If the die roll is 4, 5, or 6, an ornate pool is home to a nautical warrior wielding a trident made of sea blue crystal. Fight a Melee Combat with an aqua marine. The aqua marine's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the aqua marine, roll a die. If the die roll is 3 or 6, receive 1 additional Wound. If the aqua marine has fallen due to Combat with you, and it is the first time the aqua marine has fallen due to Combat this turn, gain a quartz key. A quartz key is an Item. A quartz key does not count towards the number of Items you may have. If you have the quartz key on a page that does not have the word 'Amethyst' in it's name, lose the quartz key.
3 = Roll a die. If the die roll is 1, 2, or 3, a pinkish cloud of poisonous perfume pervades an otherwise perfect powder room. If you do not have any Wounds, receive 1 Wound. If the die roll is 4, 5, or 6, you enter a salon that is lair to a vicious magical lizard with lavender skin. Fight a Magical Combat with a lavender lizard. The lavender lizard's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 3. If you receive a Wound due to a Magical Combat with the lavender lizard, roll a die. If the die roll is 1 or 2, receive 1 additional Wound. If you choose to end Combat with the lavender lizard, roll a die. If the die roll is greater than your Arms, you cannot end Combat with the lavender lizard unless it has fallen.
4 = Roll a die. If the die roll is 1, 2, or 3, a gallery of glistening gems enthralls those who view it. If you have 3 or more Allies, lose 1 Ally. If the die roll is 4, 5, or 6, the halls of this wing are patrolled by a guard armed with gem-encrusted weaponry. Roll a die. If the die roll is greater than your Craft, fight a Melee Combat with a gemguard sentinel. The gemguard sentinel's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3.
5 = Roll a die. If the die roll is 1, 2, or 3, a parlor painted in periwinkle is full of pickpocketing pixies made of pewter. If you have 4 or more Items, lose 1 Item. If the die roll is 4, 5, or 6, a guardian armed with gem-crusted weapons patrols the halls of this wing. Roll a die. If the die roll is greater than your Craft, fight a Magical Combat with a gemguard sentry. The gemguard sentry's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3.
6 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that opens up to to north wing of the castle. If you choose, go to the section of this page with the name 'NORTH WING'. If the die roll is 4, 5, or 6, the west wing is overseen by a member of the amethyst-empowered nobility that rule this castle. Fight a Melee Combat with lord amethyst. Lord amethyst's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4. At the start of any Melee Combat that lord amethyst is in, if it is the first Combat that lord amethyst has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, decrease your Arms by 1. The decrease lasts until lord amethyst has fallen or if you choose to end Combat with lord amethyst. If lord amethyst receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 8 or more, lord amethyst does not receive the Wound. If lord amethyst has fallen due to Combat with you, and it is the first time lord amethyst has fallen due to Combat this turn, gain 2 Gold.
Unless you rolled a 1 and went to the section 'AMETHYST FOYER', or you rolled a 6 and went to the section 'NORTH WING', after your west wing encounter, go to the section of this page with the name 'WEST WING' again.
NORTH WING - Roll a die for what you encounter in the north wing of the amethyst castle:
1 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that leads to the west wing of the castle. If you choose, go to the section of this page with the name 'WEST WING'. If the die roll is 4, 5, or 6, a room with purple paisley wallpaper causes some who enter it to never want to leave. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, lose 1 Ally.
2 = Roll a die. If the die roll is 1, 2, or 3, a crystalline chandelier comes crashing down from the ceiling above. If your Arms is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, a unicorn made of white pearl and a unicorn made of black pearl guard a magic fountain. If you choose, roll a die. If the die roll is 1, 3, or 5, fight a Magical Combat with a white pearl unicorn. The white pearl unicorn's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 4. If the die roll is 2, 4, or 6, fight a Magical Combat with a black pearl unicorn. The black pearl unicorn's attributes are Arms: 2, Magic: 5, Craft: 4, Vitae: 3. If the white pearl unicorn or black pearl unicorn has fallen due to Combat with you, heal all Wounds.
3 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that opens up to the south wing of the castle. If you choose, go to the section of this page with the name 'SOUTH WING'. If the die roll is 4, 5, or 6, a chanteuse dressed in chartreuse steals magic from those who enter her ballroom. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, lose 1 Spell.
4 = Roll a die. If the die roll is 1, 2, or 3, a greedy jeweler will trade his precious gems for almost any object. Pay 1 Item to gain 1 Gold. If the die roll is 4, 5, or 6, you enter an observatory inhabited by a monster made of transparent quartz. Fight a Melee Combat with a clearcrystal creature. The clearcrystal creature's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. You may not use an Item with the word 'helm', 'helmet', 'shield', or 'armor' in Combat with the clearcrystal creature. At the start of any Melee Combat the clearcrystal creature is in, if it is the first Combat the clearcrystal creature has been in this turn, roll a die. If the die roll is greater than your Craft, increase the clearcrystal creature's Arms by 2 for that Melee Combat only. If the clearcrystal creature has fallen due to Combat with you, and it is the first time the clearcrystal creature has fallen due to Combat this turn, gain a quartz key. A quartz key is an Item. A quartz key does not count towards the number of Items you may have. If you have the quartz key on a page that does not have the word 'Amethyst' in it's name, lose the quartz key.
5 = Roll a die. If the die roll is 1, 2, or 3, a murderous magenta mist magically manifests itself around you. If your Magic is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, wandering throughout this wing is a skilled swordsman wielding a swirling blue blade. Fight a Melee Combat with a cerulean swordsman. The cerulean swordsman's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 4. If the cerulean swordsman receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the cerulean swordsman does not receive the Wound. If the cerulean swordsman has fallen due to Combat with you, and it is the first time the cerulean swordsman has fallen due to Combat this turn, gain a sword. A sword is an Item and a weapon. If you have the sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only.
6 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that leads to the east wing of the castle. If you choose, go to the section of this page with the name 'EAST WING'. If the die roll is 4, 5, or 6, the north wing is ruled by an amethyst noble who has a guard made of garnet. Fight a Melee Combat with a garnet guardian. The garnet guardian's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the garnet guardian, roll a die. If that die roll is 5 or 6, receive 1 additional Wound. If the garnet guardian has fallen due to Combat with you, fight a Melee Combat with duke amethyst. Duke amethyst's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4. If duke amethyst receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, duke amethyst does not receive the Wound. If duke amethyst has fallen due to Combat with you, and it is the first time duke amethyst has fallen due to Combat this turn, gain 2 Gold.
Unless you rolled a 1 and went to the section 'WEST WING', or you rolled a 3 and went to the section 'SOUTH WING', or you rolled a 6 and went to the section 'EAST WING', after your north wing encounter, go to the section of this page with the name 'NORTH WING' again.
SOUTH WING - Roll a die for what you encounter in the south wing of the amethyst castle:
1 = Roll a die. If the die roll is 1, 2, or 3, you discover a secret passage that leads to a dungeon underneath the castle. If you choose, go to the section of this page with the name 'AMETHYST DUNGEON'. If the die roll is 4, 5, or 6, an exhibit room with a skull carved of rose quartz radiates an odd magic. Roll a die. If the die roll is 1 or 3, decrease your Arms and Magic by 1 at the start of the next Combat you are in. The decrease lasts for that Combat only. If the die roll is 4 or 6, increase your Arms and Magic by 1 at the start of the next Combat you are in. The increase lasts for that Combat only.
2 = Roll a die. If the die roll is 1, 2, or 3, a summoned demon springs forth from a valuable gemstone that is it's home. Fight a Magical Combat with a gemstone demon. The gemstone demon's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. Unless you are a priest, you cannot end Combat with the gemstone demon unless it has 1 Wound or has fallen. If the die roll is 4, 5, or 6, the insane wife of an amethyst noble seeks conspirators in her plot against him. If you choose, roll a die, unless you have mistress amethyst. If the die roll is equal to or less than your Craft, roll a die. If that die roll is equal to or less than your Arms, gain mistress amethyst. Mistress amethyst is an Ally. If you have mistress amethyst at the start of a turn on a page that does not have the word 'Amethyst' in it's name, lose mistress amethyst. If you have mistress amethyst at the start of any Combat with a monster with the word 'master' in it's name, the monster in that Combat with you fights a Combat with mistress amethyst first. The kind of Combat mistress amethyst fights with the monster will be of the same kind you would have fought with the monster. Mistress amethyst's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 2. If the monster has fallen due to Combat with mistress amethyst, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you, then lose mistress amethyst. If mistress amethyst has fallen due to Combat with the monster, lose mistress amethyst, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with mistress amethyst. If neither mistress amethyst nor the monster has fallen due to the Combat between them, another Combat with mistress amethyst and the monster occurs, with mistress amethyst and the monster retaining any Wounds they received due to Combat with each other.
3 = Roll a die. If the die roll is 1, 2, or 3, a bright aura made of indigo energy can be found floating about this wing. If you have 1 Wound, heal 1 Wound. If the die roll is 4, 5, or 6, a member of the amethyst nobility has locked himself in his study to avoid his vengeful wife. If you have mistress amethyst, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with master amethyst. If the die roll is 4, 5, or 6, fight a Magical Combat with master amethyst. Master amethyst's attributes are Arms: 4, Magic: 4, Craft: 4, Vitae: 3. If master amethyst has fallen due to Combat with you or mistress amethyst, and it is the first time master amethyst has fallen due to Combat this turn, gain 1 Gold and an amethyst potion. An amethyst potion is an Item. The amethyst potion may be used at any time you have 1 or more Wounds at the start of a Combat on a page that has the word 'Amethyst' in it's name. When used, roll a die and heal a number of Wounds equal to the die roll divided by two (round up) plus 1.
4 = Roll a die. If the die roll is 1, 2, or 3, a dark aura made of violet energy can be found floating around this wing. If you have 1 Wound, receive 1 Wound. If the die roll is 4, 5, or 6, you enter a conservatory guarded by a golem made of alabaster. Fight a Magical Combat with an alabaster golem. The alabaster golem's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 4. If the alabaster golem receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 5 or 6, the alabaster golem does not receive the Wound. If you receive a Wound due to Magical Combat with the alabaster golem, roll a die. If the die roll is 6, receive 1 additional Wound. If the alabaster golem has fallen due to Combat with you, and it is the first time the alabaster golem has fallen due to Combat this turn, gain a quartz key. A quartz key is an Item. A quartz key does not count towards the number of Items you may have. If you have the quartz key on a page that does not have the word 'Amethyst' in it's name, lose the quartz key.
5 = Roll a die. If the die roll is 1, 2, or 3, a conjured devil leaps forth from a valuable gemstone that it lives in. Fight a Melee Combat with a gemstone devil. The gemstone devil's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. Unless you are a priest, you cannot end Combat with the gemstone devil unless it has 1 Wound or has fallen. If the die roll is 4, 5, or 6, you enter a courtroom occupied by a judge and jury made of living jade. Roll a die. If the die roll is equal to or greater than your Magic, roll a die. If that die roll is 1 or 2, lose 1 Item. If that die roll is 3 or 4, lose 1 Ally. If that die roll is 5 or 6, lose 1 Spell.
6 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that opens up to the north wing of the castle. If you choose, go to the section of this page with the name 'NORTH WING'. If the die roll is 4, 5, or 6, the south wing is overlooked by a member of the amethyst nobility that made this castle. Fight a Magical Combat with count amethyst. Count amethyst's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat that count amethyst is in, if it is the first Combat that count amethyst has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, decrease your Magic by 1. The decrease lasts until count amethyst has fallen or if you choose to end Combat with count amethyst. If count amethyst receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, count amethyst does not receive the Wound. If count amethyst has fallen due to Combat with you, and it is the first time count amethyst has fallen due to Combat this turn, gain 2 Gold.
Unless you rolled a 1 and went to the section 'AMETHYST DUNGEON', or you rolled a 6 and went to the section 'NORTH WING', after your south wing encounter, go to the section of this page with the name 'SOUTH WING' again.
EAST WING - Roll a die for what you encounter in the east wing of the amethyst castle:
1 = Roll a die. If the die roll is 1, 2, or 3, you discover a door that opens up to the north wing of the castle. If you choose, go to the section of this page with the name 'NORTH WING'. If the die roll is 4, 5, or 6, a female member of the amethyst nobility seeks a test subject for her wicked witchcraft. If you have 1 or more Allies, fight a Magical Combat with lady amethyst. Lady amethyst's attributes are Arms: 1, Magic: 6, Craft: 3, Vitae: 1. If you receive a Wound due to Magical Combat with lady amethyst, lose 1 Ally. You must choose to end Combat with lady amethyst when given the choice. If lady amethyst has fallen due to Combat with you, and it is the first time lady amethyst has fallen due to Combat this turn, gain amethcurse. Amethcurse is a Spell. You may use amethcurse at the start of any Combat with a monster with the word 'amethyst' in it's name. When used, roll a die. That monster with the word 'amethyst' in it's name receives a number of Wounds equal to the die roll divided by two (round up) plus 1. You may not use more than 1 amethcurse per monster per turn.
2 = Roll a die. If the die roll is 1, 2, or 3, you come upon a colorful kitchen and eat heartily of the gourmet food within. Increase your Arms by 1. The increase lasts until the end of the next Melee Combat you are in. If the die roll is 4, 5, or 6, a glistening crystal cluster in a display room turns out to be a monstrous roper made of opal. Fight a Magical Combat with an opal roper. The opal roper's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. You may not use an Item with the word 'hat', 'cloak', 'robe', or 'robes' in Combat with the opal roper. At the start of any Magical Combat the opal roper is in, if it is the first Combat the opal roper has been in this turn, roll a die. If the die roll is greater than your Craft, increase the opal roper's Magic by 2 for that Magical Combat only. If the opal roper has fallen due to Combat with you, and it is the first time the opal roper has fallen due to Combat this turn, gain a quartz key. A quartz key is an Item. A quartz key does not count towards the number of Items you may have. If you have the quartz key on a page that does not have the word 'Amethyst' in it's name, lose the quartz key.
3 = Roll a die. If the die roll is 1, 2, or 3, you discover a dazzling dining room and partake in a hearty feast of fine food. Increase your Magic by 1. The increase lasts until the end of the next Magical Combat you are in. If the die roll is 4, 5, or 6, you find a menagerie wherein lurks a spell-eating serpent made of blue cobalt crystal. If you have 1 or more Spells, fight a Melee Combat with a cobalt cobra. The cobalt cobra's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 1. If you receive a Wound due to Melee Combat with the cobalt cobra, lose 1 Spell. You must choose to end Combat with the cobalt cobra when given the choice.
4 = Roll a die. If the die roll is 1, 2, or 3, you enter an indoor garden occupied by a brutish beast with a rhinestone-covered hide and horn. Fight a Melee Combat with a rhinestone rhino. The rhinestone rhino's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Combat the rhinestone rhino is in, the rhinestone rhino heals 1 Wound. If the die roll is 4, 5, or 6, a member of the amethyst nobility challenges you to spin her bejeweled wheel of fate. If you choose, roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 2, heal 1 Wound. If the die roll is 3, lose 1 Gold. If the die roll is 4, gain 1 Gold. If the die roll is 5, lose 1 Item. If the die roll is 6, gain a magic staff. A magic staff is an Item and a weapon. If you have the magic staff at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only.
5 = Roll a die. If the die roll is 1, 2, or 3, you enter a freezing cold pantry that is den to a bear made of ice blue beryl. Fight a Melee Combat with a beryl bear. The beryl bear's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 2. If you do not have an Item with the word 'parka' in it's name at the start of a Combat with the beryl bear, receive 1 Wound. If the die roll is 4, 5, or 6, you enter a torture room where an enemy of the amethyst nobility is chained up. If you choose, roll a die, unless you have sir citrine. If the die roll is equal to or less than your Vitae, roll a die. If that die roll is equal to or less than your Magic, gain sir citrine. Sir citrine is an Ally. If you have sir citrine at the start of any Combat with a monster with the word 'amethyst' in it's name, increase your Arms and Magic by 1 for that Combat only. If you have sir citrine and you receive a Wound due to Combat with a monster with the word 'amethyst' in it's name, roll a die. If the die roll is 1, lose sir citrine, then you do not receive the Wound. If you have sir citrine at the start of a turn on a page that does not have the word 'Amethyst' in it's name, lose sir citrine.
6 = Roll a die. If the die roll is 1, 2, or 3, you discover a secret passage that leads to a dungeon underneath the castle. If you choose, go to the section of this page with the name 'AMETHYST DUNGEON'. If the die roll is 4, 5, or 6, the east wing is ruled by an amethyst noble who has a servant made of sapphire. Fight a Magical Combat with a sapphire servant. The sapphire servant's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the sapphire servant, roll a die. If that die roll is 5 or 6, receive 1 additional Wound. If the sapphire servant has fallen due to Combat with you, fight a Magical Combat with baron amethyst. Baron amethyst's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 4. If baron amethyst receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, baron amethyst does not receive the Wound. If baron amethyst has fallen due to Combat with you, and it is the first time baron amethyst has fallen due to Combat this turn, gain 2 Gold.
Unless you rolled a 1 and went to the section 'NORTH WING', or you rolled a 6 and went to the section 'AMETHYST DUNGEON', after your east wing encounter, go to the section of this page with the name 'EAST WING' again.
AMETHYST DUNGEON - Roll a die for what you encounter in the dungeon of the amethyst castle:
1 = Roll a die. If the die roll is 1, 2, or 3, you discover a secret passage that leads back to the east wing of the castle. If you choose, go to the section of this page with the name 'EAST WING'. If the die roll is 4, 5, or 6, you find a laboratory filled with a large variety of mystical power crystals. If you choose, roll a die. If the die roll is 1, decrease your Arms by 1 at the start of the next Combat you are in this turn. The decrease lasts for that Combat only. If the die roll is 2, decrease your Magic by 1 at the start of the next Combat you are in this turn. The decrease lasts for that Combat only. If the die roll is 3, increase your Arms by 1 at the start of the next Combat you are in this turn. The increase lasts for that Combat only. If the die roll is 4, increase your Magic by 1 at the start of the next Combat you are in this turn. The increase lasts for that Combat only. If the die roll is 5, the next time you receive a Wound due to Combat this turn, receive 1 additional Wound. If the die roll is 6, the next time a monster receives a Wound due to Combat with you this turn, that monster receives 1 additional Wound.
2 = Roll a die. If the die roll is 1, 2, or 3, a crystal ball made of amethyst emanates an enfeebling energy from the pedestal it is placed on. If you have 2 or more Wounds, receive 1 Wound. If the die roll is 4, 5, or 6, you locate a heated chamber that is the prison of a flaming fiend made of fire opal. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a fire opal fiend. If the die roll is 4, 5, or 6, fight a Magical Combat with a fire opal fiend. The fire opal fiend's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 3. At the start of any Combat the fire opal fiend is in, roll a die. If the die roll is 4, 5, or 6, increase the fire opal fiend's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the fire opal fiend, roll a die. If the die roll is greater than your Vitae, receive a number of additional Wounds equal to the die roll minus your Vitae. If the fire opal fiend has fallen due to Combat with you, and it is the first time the fire opal fiend has fallen due to Combat this turn, gain a quartz key. A quartz key is an Item. A quartz key does not count towards the number of Items you may have. If you have the quartz key on a page that does not have the word 'Amethyst' in it's name, lose the quartz key.
3 = Roll a die. If the die roll is 1, 2, or 3, you discover a secret passage that leads back to the south wing of the castle. If you choose, go to the section of this page with the name 'SOUTH WING'. If the die roll is 4, 5, or 6, you enter a treasure room guarded by a magician thief in turquoise jewelry. Fight a Magical Combat with a turquoise trickster. The turquoise trickster's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Combat with the turquoise trickster and you have 1 or more Items, you do not receive the Wound, then lose 1 Item. If the turquoise trickster has fallen due to Combat with you, and it is the first time the turquoise trickster has fallen due to Combat this turn, roll a die. If the die roll is 1, 2, 3, or 4, gain 1 Gold. If the die roll is 5 or 6, gain 2 Gold.
4 = Roll a die. If the die roll is 1, 2, or 3, a pillar made from a single giant amethyst crystal radiates an empowering energy. If you have 2 or more Wounds, heal 1 Wound. If the die roll is 4, 5, or 6, a member of the amethyst nobility forces you to fight one of her magically-made dolls. Roll a die. If the die roll is 1 or 2, fight a Melee Combat with a malachite marionette. The malachite marionette's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. You may not use any Spells in Melee Combat with the malachite marionette. If the die roll is 3 or 4, fight a Melee Combat with a peridot puppet. The peridot puppet's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. You may not use any Items in Melee Combat with the peridot puppet. If the die roll is 5 or 6, fight a Melee Combat with a moonstone mannequin. The moonstone mannequin's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. You may not use any Allies in Melee Combat with the moonstone mannequin.
5 = Roll a die. If the die roll is 1, 2, or 3, you become lost in an underground maze made of maroon-colored marble. If your Craft is less than 4, receive 1 Wound. If the die roll is 4, 5, or 6, you enter a dark crystal arena and must do battle with a lethal slayer made of agate. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an agate assassin. If the die roll is 4, 5, or 6, fight a Magical Combat with an agate assassin. The agate assassin's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. If you receive a Wound due to Combat with the agate assassin and you have 1 or more Allies, you do not receive the Wound, then lose 1 Ally and increase the agate assassin's Arms, Magic, and Craft by 1. If the agate assassin has fallen due to Combat with you, and it is the first time the agate assassin has fallen due to Combat this turn, gain amethpower. Amethpower is a Spell. You may use amethpower at the start of any Combat with a monster with the word 'amethyst' in it's name. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll divided by two (round up) plus 1. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 amethpower per monster per turn.
6 = Roll a die. If the die roll is 1, 2, or 3, you are fooled by a false treasure chamber filled with piles of poisonous pyrite. If your Vitae is less than 5, receive 1 Wound. If the die roll is 4, 5, or 6, you find an otherworldly gateway of rainbow quartz being guarded by a tiger made of topaz. If you have 3 or more quartz keys, you may choose to fight a Melee Combat with a topaz tiger. The topaz tiger's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you receive a Wound due to a Melee Combat with the topaz tiger, roll a die. If the die roll is 4, 5, or 6, you receive 1 additional Wound. If the topaz tiger receives a Wound due to Melee Combat with you, roll a die. If the die roll is 5 or 6, the topaz tiger does not receive the wound. If the topaz tiger has fallen due to Combat with you, lose all the quartz keys you have, then go to the section of this page with the name 'AVALON'.
Unless you rolled a 1 and went to the section 'EAST WING', or you rolled a 3 and went to the section 'SOUTH WING', or you rolled a 6 and went to the section 'AVALON', after your amethyst dungeon encounter, go to the section of this page with the name 'AMETHYST DUNGEON' again.
AVALON - Roll a die for what you encounter in the far off land of avalon:
1 = Roll a die. If the die roll is 1, 2, or 3, you find a small monastery of healing nuns nestled in the countryside of avalon. Pay 1 Gold to heal 1 Wound. If the die roll is 4, 5, or 6, you go on an adventure to locate a rare artifact of great power. Roll two dice, unless you have an avalon artifact. If the die roll is equal to or less than your Arms, gain an avalon artifact. An avalon artifact is an Item. If you have the avalon artifact at the start of a Combat with a monster with the word 'avalon' in it's name, you may choose to lose the avalon artifact. If so, roll a die. Increase your Arms and Magic by an amount equal to the die roll divided by two (round up) plus 2. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. If you have the avalon artifact on a page that does not have the word 'Amethyst' in it's name, lose the avalon artifact.
2 = Roll a die. If the die roll is 1, 2, or 3, the fair folk of avalon forbid magic use by all those not of their land. If you have 1 or more Spells, pay 1 Gold or receive 1 Wound. If the die roll is 4, 5, or 6, an angel in avalon will send you to the palace of the amethyst nobles if you can best her in battle. If you choose, fight a Melee Combat with an avalon angel. The avalon angel's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 6. If the avalon angel receives a Wound due to Melee Combat with you, roll a die. If the die roll is 2, 5, or 6, the avalon angel does not receive the Wound. If you receive a Wound due to Melee Combat with the avalon angel, roll a die. If the die roll is 2 or 6, receive 1 additional Wound. If the avalon angel has fallen due to Combat with you, go to the section of this page with the name 'AMETHYST PALACE'.
3 = Roll a die. If the die roll is 1, 2, or 3, some of the fair folk of avalon believe in magic for all and will aid any spellcaster. If you have 1 or more Spells, heal 1 Wound. If the die roll is 4, 5, or 6, an avatar in avalon will grant you passage to the amethyst palace if you can beat him in battle. If you choose, fight a Melee Combat with an avalon avatar. The avalon avatar's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 8. If the avalon avatar receives a Wound due to Melee Combat with you, roll a die. If the die roll is 2 or 6, the avalon avatar does not receive the Wound. If you receive a Wound due to Melee Combat with the avalon avatar, roll a die. If the die roll is 2, 5, or 6, receive 1 additional Wound. If the avalon avatar has fallen due to Combat with you, go to the section of this page with the name 'AMETHYST PALACE'.
4 = Roll a die. If the die roll is 1, 2, or 3, the xenophobic knights of avalon seek to expel anybody they think is not of their world. If you are a warrior, thief, or dwarf, fight a Melee Combat with an avalon justiciar. The avalon justiciar's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the die roll is 4, 5, or 6, an archon in avalon will give you transport to the amethyst palace if you can conquer him in combat. If you choose, fight a Magical Combat with an avalon archon. The avalon archon's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 8. If the avalon archon receives a Wound due to Magical Combat with you, roll a die. If the die roll is 2 or 6, the avalon archon does not receive the Wound. If you receive a Wound due to Magical Combat with the avalon archon, roll a die. If the die roll is 2, 5, or 6, receive 1 additional Wound. If the avalon archon has fallen due to Combat with you, go to the section of this page with the name 'AMETHYST PALACE'.
5 = Roll a die. If the die roll is 1, 2, or 3, the intolerant clergymen of avalon seek to cast out anybody that uses magic from other worlds. If you are a wizard, priest, or elf, fight a Magical Combat with an avalon inquisitor. The avalon inquisitor's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the die roll is 4, 5, or 6, an abbot in avalon will show you the way to the palace of the amethyst nobles if you can convert him by combat. If you choose, fight a Magical Combat with an avalon abbot. The avalon abbot's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 6. If the avalon abbot receives a Wound due to Magical Combat with you, roll a die. If the die roll is 2, 5, or 6, the avalon abbot does not receive the Wound. If you receive a Wound due to Magical Combat with the avalon abbot, roll a die. If the die roll is 2 or 6, receive 1 additional Wound. If the avalon abbot has fallen due to Combat with you, go to the section of this page with the name 'AMETHYST PALACE'.
6 = Roll a die. If the die roll is 1, 2, or 3, most of the merchants in avalon will purchase objects from those who visit from afar. Pay 1 Item to gain 1 Gold. If the die roll is 4, 5, or 6, you go on an adventure to locate an ancient scroll with a powerful spell. Roll two dice, unless you have an avalon scroll. If the die roll is equal to or less than your Magic, gain an avalon scroll. An avalon scroll is an Item. If you have the avalon scroll at the start of a Combat with a monster with the word 'avalon' in it's name, you may choose to lose the avalon scroll. If so, roll a die. The monster in the Combat with you receives a number of Wounds equal to the die roll plus 2. If you have the avalon scroll on a page that does not have the word 'Amethyst' in it's name, lose the avalon scroll.
Unless you rolled a 2, 3, 4, or 5 and went to the section 'AMETHYST PALACE', after your avalon encounter, go to the section of this page with the name 'AVALON' again.
AMETHYST PALACE - Roll a die for what you encounter at the amethyst palace in avalon:
1 = Roll a die. If the die roll is 1, 2, or 3, you may escape this palace in avalon and return to the exit of the amethyst castle in your world. If you choose, go to the section of this page with the name 'AMETHYST EXIT'. If the die roll is 4, 5, or 6, the entrance to this palace of amethyst contains a majestic crystal fountain full of enchanted water. If you have 1 or more Wounds, roll a die. If the die roll is 1, 2, 3, or 4, heal 1 Wound. If the die roll is 5 or 6, heal 2 Wounds.
2 = Roll a die. If the die roll is 1, 2, or 3, a ferocious dragon made of amethyst guards this palace. Fight a Magical Combat with an amethyst dragon, unless the amethyst dragon has fallen due to Combat this turn. The amethyst dragon's attributes are Arms: 6, Magic: 7, Craft: 2, Vitae: 5. If the die roll is 4, 5, or 6, a warrior of the amethyst court appears on a rampart and hurls a mauve missile at you. Roll two dice. If the die roll is greater than your Arms, receive 1 Wound.
3 = Roll a die. If the die roll is 1, 2, or 3, an enormous giant made of amethyst is guardian of this palace. Fight a Melee Combat with an amethyst giant, unless the amethyst giant has fallen due to Combat this turn. The amethyst giant's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 5. If the die roll is 4, 5, or 6, a warlock of the amethyst court appears on a turret and casts a fuchsia flame at you. Roll two dice. If the die roll is greater than your Magic, receive 1 Wound.
4 = Roll a die. If the die roll is 1, 2, or 3, a fearsome griffon made of amethyst lays guard over this palace. Fight a Magical Combat with an amethyst griffon, unless the amethyst griffon has fallen due to Combat this turn. The amethyst griffon's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 5. If the die roll is 4, 5, or 6, a jester of the amethyst court appears on a balcony and tosses an orchid orb at you. Roll two dice. If the die roll is greater than your Craft, receive 1 Wound.
5 = Roll a die. If the die roll is 1, 2, or 3, a fierce gargoyle made of amethyst keeps a watch on this palace. Fight a Melee Combat with an amethyst gargoyle, unless the amethyst gargoyle has fallen due to Combat this turn. The amethyst gargoyle's attributes are Arms: 7, Magic: 6, Craft: 2, Vitae: 5. If the die roll is 4, 5, or 6, a jouster of the amethyst court appears on a battlement and lobs a lilac lance at you. Roll two dice. If the die roll is greater than your Vitae, receive 1 Wound.
6 = Roll a die. If the die roll is 1, 2, or 3, you suddenly find yourself surrounded by a peaceful purple haze. Heal all Wounds. If the die roll is 4, 5, or 6, you finally locate the throne room of the head of the amethyst nobility. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with marquis amethyst. If the die roll is 4, 5, or 6, fight a Magical Combat with marquis amethyst. Marquis amethyst's attributes are Arms: 2, Magic: 2, Craft: 5, Vitae: 2. At the start of any Combat that marquis amethyst is in, roll a die. Increase marquis amethyst's Arms and Magic by an amount equal to the die roll for that Combat only. If marquis amethyst receives a Wound due to Combat with you, roll a die. If the die roll is less than marquis amethyst's Craft, marquis amethyst does not receive the Wound. If marquis amethyst has fallen due to Combat with you, choose 1 of your attributes to increase by 1, then go to the section of this page with the name 'AMETHYST EXIT'. Once an adventurer's attribute has been increased by 1 due to Combat with marquis amethyst, that attribute and any other attribute cannot be increased by 1 again due to Combat with marquis amethyst for the rest of the game for that adventurer.
Unless you rolled a 1 or 6 and went to the section 'AMETHYST EXIT', after your amethyst palace encounter, go to the section of this page with the name 'AMETHYST PALACE' again.
AMETHYST EXIT - Your turn ends and your next turn begins on The Lost Island; Proceed to that page.
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