The Arena
Your turn begins in The Arena.
If you do not have an arena pass, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
Choose one of the following parts of the arena to visit: BATTLE ARENA, ARCANA ARENA, RANDOM ARENA, CHAMPION ARENA, ARENA ARMORY, or FAME HALLWAY. To visit a part of the arena, go to the section of this page with the same name as the location.
BATTLE ARENA - Roll two dice for what you encounter in the battle arena:
2 = A cunning master of battle is one of the most formidable foes in this arena. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a battle master. If the die roll is 4, 5, or 6, fight a Magical Combat with a battle master. The battle master's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 3. If the battle master receives a Wound due to Melee Combat, roll two dice. If the die roll is 8 or more, the battle master does not receive the Wound. If the battle master receives a Wound due to Magical Combat, roll two dice. If the die roll is 10 or more, the battle master does not receive the Wound. If you choose to end Combat with the battle master, lose 1 arena pass. If the battle master has fallen due to Combat with you, gain 1 Gold and a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
3 = An aggressive giant with a long stride steps over to you in a single bound across the arena. Fight a Melee Combat with a strident giant. The strident giant's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 4. At the start of any Melee Combat the strident giant is in, if it is the first Combat the strident giant has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If you choose to end Combat with the strident giant, lose 1 arena pass. If the strident giant has fallen due to Combat with you, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
4 = A devilish dog with a fiery bite has been bred for battle in this arena. Fight a Melee Combat with a devil dog. The devil dog's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 3. If you receive a Wound due to Melee Combat with the devil dog, and it is the first Wound you have received due to Combat with the devil dog this turn, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If you choose to end Combat with the devil dog, lose 1 arena pass. If the devil dog has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 4, 5, or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
5 = An intelligent simian with orange fur has been taught how to do battle in this arena. Fight a Melee Combat with an orang utang. The orang utang's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the orang utang, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If you choose to end Combat with the orang utang, lose 1 arena pass. If the orang utang has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 5 or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
6 = One of the most powerful brood of brutes in the land is specifically trained for this arena. Fight a Melee Combat with a battle brute. The battle brute's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. At the start of any Melee Combat the battle brute is in, roll a die. If the die roll is 5 or 6, increase the battle brute's Arms by 1 for that Melee Combat only. If you choose to end Combat with the battle brute, lose 1 arena pass. If the battle brute has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
7 = A random battler enters the battle arena and engages you in combat. Go to the section of this page with the name 'RANDOM ARENA'.
8 = A warrior woman wielding a shield is one of the more common participants in this arena. Fight a Melee Combat with a shield maiden. The shield maiden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If the shield maiden receives a Wound due to Melee Combat, roll two dice. If the die roll is 9 or more, the shield maiden does not receive the Wound. If you choose to end Combat with the shield maiden, lose 1 arena pass. If the shield maiden has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
9 = A valiant knight with a sharp lance comes charging at you from the other side of the arena. Fight a Melee Combat with a cavalier knight. The cavalier knight's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the cavalier knight receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the cavalier knight does not receive the Wound. If you choose to end Combat with the cavalier knight, lose 1 arena pass. If the cavalier knight has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 5 or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
10 = An elemental hound with fiery fur has been summoned to this arena to do battle with you. Fight a Melee Combat with a heat hound. The heat hound's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 3. If the heat hound receives a Wound due to Melee Combat with you, and it is the first Wound the heat hound has received due to Combat with you this turn, roll a die. If the die roll is equal to or greater than your Vitae, you receive 1 Wound. If you choose to end Combat with the heat hound, lose 1 arena pass. If the heat hound has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 4, 5, or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
11 = A bizarre hulking beast with a confusing appearance comes lumbering into the arena. Fight a Melee Combat with a bewilder beast. The bewilder beast's attributes are Arms: 6, Magic: 4, Craft: 1, Vitae: 4. At the start of any Melee Combat the bewilder beast is in, if it is the first Combat the bewilder beast has been in this turn, roll a die. If the die roll is greater than your Magic, decrease your Arms by 1 for that Melee Combat only. If you choose to end Combat with the bewilder beast, lose 1 arena pass. If the bewilder beast has fallen due to Combat with you, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
12 = A cruel lord of battle seeks to beat the best this arena has to offer in competition. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an arena lord. If the die roll is 4, 5, or 6, fight a Magical Combat with an arena lord. The arena lord's attributes are Arms: 7, Magic: 5, Craft: 3, Vitae: 3. If you receive a Wound due to Melee Combat with the arena lord, roll two dice. If the die roll is less than the arena lord's Arms, receive 1 additional Wound. If you receive a Wound due to Magical Combat with the arena lord, roll two dice. If the die roll is less than the arena lord's Magic, receive 1 additional Wound. If you choose to end Combat with the arena lord, lose 1 arena pass. If the arena lord has fallen due to Combat with you, gain 1 Gold and a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
Unless you rolled a 7 and went to the section 'RANDOM ARENA', after your battle arena encounter, you must choose between staying in The Arena or going back to The Castle. If you choose to stay in The Arena, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
ARCANA ARENA - Roll two dice for what you encounter in the arcana arena:
2 = A tricky master of battle magic is one of the more formidable foes in this arena. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a battle mancer. If the die roll is 4, 5, or 6, fight a Melee Combat with a battle mancer. The battle mancer's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 3. If the battle mancer receives a Wound due to Magical Combat, roll two dice. If the die roll is 8 or more, the battle mancer does not receive the Wound. If the battle mancer receives a Wound due to Melee Combat, roll two dice. If the die roll is 10 or more, the battle mancer does not receive the Wound. If you choose to end Combat with the battle mancer, lose 1 arena pass. If the battle mancer has fallen due to Combat with you, gain 1 Gold and a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
3 = A titan too big for this arena nonetheless hovers over it and can reach in to smite down foes. Fight a Magical Combat with a smite titan. The smite titan's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 4. At the start of any Magical Combat the smite titan is in, if it is the first Combat the smite titan has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If you choose to end Combat with the smite titan, lose 1 arena pass. If the smite titan has fallen due to Combat with you, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
4 = A large predatory feline with a thunderous roar is on the loose in the arena. Fight a Magical Combat with a thunder cat. The thunder cat's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 3. If you receive a Wound due to Magical Combat with the thunder cat, and it is the first Wound you have received due to Combat with the thunder cat this turn, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If you choose to end Combat with the thunder cat, lose 1 arena pass. If the thunder cat has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 4, 5, or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
5 = A mystical lizard let out in the arena is able to fly in the air and spit bolts of lightning. Fight a Magical Combat with a lightning lizard. The lightning lizard's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Magical Combat with the lightning lizard, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If you choose to end Combat with the lightning lizard, lose 1 arena pass. If the lightning lizard has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 5 or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
6 = A gear-filled golem constructed specifically to battle mages has been built for this arena. Fight a Magical Combat with an automaton golem. The automaton golem's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 3. At the start of any Magical Combat the automaton golem is in, roll a die. If the die roll is 5 or 6, increase the automaton golem's Magic by 1 for that Magical Combat only. If you choose to end Combat with the automaton golem, lose 1 arena pass. If the automaton golem has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
7 = A random battler enters the arcana arena and engages you in combat. Go to the section of this page with the name 'RANDOM ARENA'.
8 = An exalted priestess from a sacred sect seeks ritual combat in this arena. Fight a Magical Combat with a hand maiden. The hand maiden's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If the hand maiden receives a Wound due to Magical Combat, roll two dice. If the die roll is 9 or more, the hand maiden does not receive the Wound. If you choose to end Combat with the hand maiden, lose 1 arena pass. If the hand maiden has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
9 = A sorcerer in red robes appears in a cloud of crimson smoke within the arena. Fight a Magical Combat with a redrobe sorcerer. The redrobe sorcerer's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the redrobe sorcerer receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the redrobe sorcerer does not receive the Wound. If you choose to end Combat with the redrobe sorcerer, lose 1 arena pass. If the redrobe sorcerer has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 5 or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
10 = An electrically-charged hawk of silver comes swooping down upon you in this arena. Fight a Magical Combat with a silver hawk. The silver hawk's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 3. If the silver hawk receives a Wound due to Magical Combat with you, and it is the first Wound the silver hawk has received due to Combat with you this turn, roll a die. If the die roll is equal to or greater than your Vitae, receive 1 additional Wound. If you choose to end Combat with the silver hawk, lose 1 arena pass. If the silver hawk has fallen due to Combat with you, roll a die, unless you have a champ pass. If the die roll is 4, 5, or 6, gain a champ pass. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
11 = A strange illusory beast with the ability to displace it's own image comes stomping into the arena. Fight a Magical Combat with a displacer beast. The displacer beast's attributes are Arms: 4, Magic: 6, Craft: 1, Vitae: 4. At the start of any Magical Combat the displacer beast is in, if it is the first Combat the displacer beast has been in this turn, roll a die. If the die roll is greater than your Arms, decrease your Magic by 1 for that Magical Combat only. If you choose to end Combat with the displacer beast, lose 1 arena pass. If the displacer beast has fallen due to Combat with you, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
12 = A trite lord of arcane battle seeks to beat the best this arena has to offer in competition. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an arcana lord. If the die roll is 4, 5, or 6, fight a Melee Combat with an arcana lord. The arcana lord's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 3. If you receive a Wound due to Magical Combat with the arcana lord, roll two dice. If the die roll is less than the arcana lord's Magic, receive 1 additional Wound. If you receive a Wound due to Melee Combat with the arcana lord, roll two dice. If the die roll is less than the arcana lord's Arms, receive 1 additional Wound. If you choose to end Combat with the arcana lord, lose 1 arena pass. If the arcana lord has fallen due to Combat with you, gain 1 Gold and a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
Unless you rolled a 7 and went to the section 'RANDOM ARENA', after your arcana arena encounter, you must choose between staying in The Arena or going back to The Castle. If you choose to stay in The Arena, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
RANDOM ARENA - Roll a die for what you encounter in the random arena:
If the die roll is 1, 2, or 3, or if you just came from the section 'BATTLE ARENA', you will fight a Melee Combat with a random battler.
If the die roll is 4, 5, or 6, or if you just came from the section 'ARCANA ARENA', you will fight a Magical Combat with a random battler.
Once the kind of Combat with the random battler is determined, go to the section of this page with the name 'RANDOM BATTLER'.
RANDOM BATTLER - The random battler has special attributes: Roll a die to determine it's Arms, roll a die to determine it's Magic, roll a die to determine it's Craft, and roll a die to determine it's Vitae. After the random battler's attributes are determined, go to the section of this page with the name 'RANDOM ABILITY'.
RANDOM ABILITY - Roll a die to determine the random battler's Ability:
1 = The random battler does not have an Ability.
2 = At the start of any Combat the random battler is in, roll a die. If the die roll is 4, 5, or 6, increase the random battler's Arms and Magic by 1 for that Combat only.
3 = If you receive a Wound due to Combat with the random battler, roll a die. If the die roll is 4, 5, or 6, receive 1 additional Wound.
4 = If the random battler receives a Wound due to Combat, roll two dice. If the die roll is 9 or more, the random battler does not receive the Wound.
5 = If the random battler has fallen due to Combat with you, roll a die. If the die roll is 6, gain 1 Gold.
6 = Go to the section of this page with the name 'SPECIAL ABILITY'.
Unless you rolled a 6 and went to the section 'SPECIAL ABILITY', after the random battler's Ability is determined, go to the section of this page with the name 'RANDOM BATTLE'.
SPECIAL ABILITY - Roll a die to determine the random battler's Ability:
1 = At the start of any Combat the random battler is in, roll a die. If the die roll is equal to or less than the random battler's Craft, increase the random battler's Arms and Magic by 1 for that Combat only.
2 = If you receive a Wound due to Combat with the random battler, roll a die. If the die roll is equal to or less than the random battler's Vitae, receive 1 additional Wound.
3 = If the random battler receives a Wound due to Combat, roll two dice. If the die roll is 7 or more, the random battler does not receive the Wound.
4 = Roll a die. If the die roll is 1 or 2, you may not use Items that are weapons in Combat with the random battler. If the die roll is 3 or 4, you may not use Allies in Combat with the random battler. If the die roll is 5 or 6, you may not use Spells in Combat with the random battler.
5 = Roll a die. If the die roll is 1 and you are a warrior, increase the random battler's Arms and Magic by 1. If the die roll is 2 and you are a wizard, increase the random battler's Arms and Magic by 1. If the die roll is 3 and you are a priest, increase the random battler's Arms and Magic by 1. If the die roll is 4 and you are a thief, increase the random battler's Arms and Magic by 1. If the die roll is 5 and you are an elf, increase the random battler's Arms and Magic by 1. If the die roll is 6 and you are a dwarf, increase the random battler's Arms and Magic by 1.
6 = The random battler has two Abilities. Go to the section of this page with the name 'RANDOM ABILITY', and roll the die twice instead of once to determine both Abilities. The random battler cannot have the same Ability twice; Reroll any die roll denoting an Ability the random battler already has.
Unless you rolled a 6 and went to the section 'RANDOM ABILITY', after the random battler's Ability is determined, go to the section of this page with the name 'RANDOM BATTLE'.
RANDOM BATTLE - Once the random battler's attributes and Ability are determined, the Combat takes place of the kind determined in the 'RANDOM ARENA' section. If you choose to end Combat with the random battler, lose 1 arena pass. If the random battler has fallen due to Melee Combat with you, roll two dice. If the die roll is less than the total of the random battler's Arms plus it's Vitae, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have. If the random battler has fallen due to Magical Combat with you, roll two dice. If the die roll is less than the total of the random battler's Magic plus it's Vitae, gain a champ pass, unless you have a champ pass, in which case gain 1 Gold. A champ pass is an Item. A champ pass does not count towards the number of Items you may have.
After your random battle encounter, you must choose between staying in The Arena or going back to The Castle. If you choose to stay in The Arena, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
CHAMPION ARENA - If you do not have a champ pass, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you have a champ pass, roll two dice for what you encounter in the champion arena:
2 = A dire dragon designed for dueling is one of the more formidable foes of this arena. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a duel dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a duel dragon. The duel dragon's attributes are Arms: 7, Magic: 6, Craft: 4, Vitae: 4. If you are a warrior, thief, or dwarf, increase the duel dragon's Arms by 1. If you are a wizard, priest, or elf, increase the duel dragon's Magic by 1 and decrease the duel dragon's Arms by 1. At the start of any Combat the duel dragon is in, if it is the first Combat the duel dragon has been in this turn, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, roll a die. If that die roll is 4, 5, or 6, receive 1 Wound. If you choose to end Combat with the duel dragon, lose 1 champ pass. If the duel dragon has fallen due to Combat with you, gain 1 Gold and a fame badge, unless you have a fame badge, in which case gain 2 Gold. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
3 = An intelligent beetle of enormous size has been taught battle tactics for this arena. Fight a Melee Combat with a battle beetle. The battle beetle's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. Roll a die. If the die roll is 1 or 2, increase the battle beetle's Arms by 1. If the die roll is 3 or 4, increase the battle beetle's Craft by 1. If the die roll is 5 or 6, increase the battle beetle's Vitae by 1. If you choose to end Combat with the battle beetle, lose 1 champ pass. If the battle beetle has fallen due to Combat with you, gain a fame badge, unless you have a fame badge, in which case gain 1 Gold. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
4 = A golden-maned lion that has been magically empowered wants to make a meal of you in the arena. Fight a Melee Combat with a goldmane lion. The goldmane lion's attributes are Arms: 7, Magic: 4, Craft: 1, Vitae: 3. You may not use Spells in Combat with the goldmane lion. If you receive a Wound due to a Melee Combat with the goldmane lion, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the goldmane lion receives a Wound due to Melee Combat, roll a die. If the die roll is 6, the goldmane lion does not receive the wound. If you choose to end Combat with the goldmane lion, lose 1 champ pass. If the goldmane lion has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 4, 5, or 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
5 = A skilled gladiator from a foreign isle has traveled far to do battle in this arena. Fight a Melee Combat with a spartacus gladiator. The spartacus gladiator's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If you receive a Wound due to Melee Combat with the spartacus gladiator, roll a die. If the die roll is equal to or less than the spartacus gladiator's Craft, receive 1 additional Wound. If the spartacus gladiator receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the spartacus gladiator does not receive the Wound. If you choose to end Combat with the spartacus gladiator, lose 1 champ pass. If the spartacus gladiator has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 5 or 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
6 = A conjured warrior springs forth from a dragon tooth planted into the ground of the arena. Fight a Melee Combat with a myrmidon warrior. The myrmidon warrior's attributes are Arms: 6, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the myrmidon warrior is in, roll a die. If the die roll is 1 and you are a warrior, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the die roll is 2 and you are a wizard, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the die roll is 3 and you are a priest, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the die roll is 4 and you are a thief, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the die roll is 5 and you are an elf, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the die roll is 6 and you are a dwarf, increase the myrmidon warrior's Arms by 1 for that Melee Combat only. If the myrmidon warrior receives a Wound due to Melee Combat, roll two dice. If the die roll is 9 or more, the myrmidon warrior does not receive the Wound. If you choose to end Combat with the myrmidon warrior, lose 1 champ pass. If the myrmidon warrior has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
7 = A random battler enters the champion arena and engages you in combat. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a random champion. If the die roll is 4, 5, or 6, fight a Magical Combat with a random champion. The random champion's attributes are Arms: 4, Magic: 4, Craft: 1, Vitae: 1. Roll a die. Increase the random champion's Arms by an amount equal to the die roll divided by two (round up). Roll a die. Increase the random champion's Magic by an amount equal to the die roll divided by two (round up). Roll a die. Increase the random champion's Craft by an amount equal to the die roll divided by two (round up). Roll a die. Increase the random champion's Vitae by an amount equal to the die roll divided by two (round up). If you choose to end Combat with the random champion, lose 1 champ pass. If the random champion has fallen due to Combat with you, roll two dice. If the die roll is 7, gain 1 Gold. If the die roll is 2 or 12, gain a fame badge, unless you have a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
8 = A weird warlock with linear magic has sought out this arena for foes of all shapes and forms. Fight a Magical Combat with a meridian warlock. The meridian warlock's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 3. At the start of any Magical Combat the meridian warlock is in, roll a die. If the die roll is 1 and you are a warrior, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the die roll is 2 and you are a wizard, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the die roll is 3 and you are a priest, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the die roll is 4 and you are a thief, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the die roll is 5 and you are an elf, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the die roll is 6 and you are a dwarf, increase the meridian warlock's Magic by 1 for that Magical Combat only. If the meridian warlock receives a Wound due to Magical Combat, roll two dice. If the die roll is 9 or more, the meridian warlock does not receive the Wound. If you choose to end Combat with the meridian warlock, lose 1 champ pass. If the meridian warlock has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
9 = An ancient mage of forgotten lore has traveled through time to do battle in this arena. Fight a Magical Combat with an ozymandias mage. The ozymandias mage's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If you receive a Wound due to Magical Combat with the ozymandias mage, roll a die. If the die roll is equal to or less than the ozymandias mage's Craft, receive 1 additional Wound. If the ozymandias mage receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the ozymandias mage does not receive the Wound. If you choose to end Combat with the ozymandias mage, lose 1 champ pass. If the ozymandias mage has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 5 or 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
10 = A bright-striped tiger with magical powers wishes to take a bite out of you in the arena. Fight a Magical Combat with a burnbrite tiger. The burnbrite tiger's attributes are Arms: 4, Magic: 7, Craft: 1, Vitae: 3. You may not use Spells in Combat with the burnbrite tiger. If you receive a Wound due to a Magical Combat with the burnbrite tiger, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the burnbrite tiger receives a Wound due to Magical Combat, roll a die. If the die roll is 6, the burnbrite tiger does not receive the wound. If you choose to end Combat with the burnbrite tiger, lose 1 champ pass. If the burnbrite tiger has fallen due to Combat with you, roll a die, unless you have a fame badge. If the die roll is 4, 5, or 6, gain a fame badge. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
11 = A loathsome bugbear has used dark magic to grow himself to a hideously huge size in the arena. Fight a Magical Combat with a big bugbear. The big bugbear's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. Roll a die. If the die roll is 1 or 2, increase the big bugbear's Magic by 1. If the die roll is 3 or 4, increase the big bugbear's Craft by 1. If the die roll is 5 or 6, increase the big bugbear's Vitae by 1. If you choose to end Combat with the big bugbear, lose 1 champ pass. If the big bugbear has fallen due to Combat with you, gain a fame badge, unless you have a fame badge, in which case gain 1 Gold. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
12 = A dour warlord has deemed himself supreme amongst all combatants in any arena anywhere. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an alpha centurion. If the die roll is 4, 5, or 6, fight a Melee Combat with an alpha centurion. The alpha centurion's attributes are Arms: 6, Magic: 7, Craft: 4, Vitae: 4. If you are a warrior, thief, or dwarf, increase the alpha centurion's Arms by 1 and decrease the alpha centurion's Magic by 1. If you are a wizard, priest, or elf, increase the alpha centurion's Magic by 1. At the start of any Combat the alpha centurion is in, if it is the first Combat the alpha centurion has been in this turn, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, roll a die. If that die roll is 4, 5, or 6, receive 1 Wound. If you choose to end Combat with the alpha centurion, lose 1 champ pass. If the alpha centurion has fallen due to Combat with you, gain 1 Gold and a fame badge, unless you have a fame badge, in which case gain 2 Gold. A fame badge is an Item. A fame badge does not count towards the number of Items you may have.
After your champion arena encounter, you must choose between staying in The Arena or going back to The Castle. If you choose to stay in The Arena, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
ARENA ARMORY - You may choose to do any of the following in any order you choose:
Pay 1 Item that is a weapon to gain 1 Gold. Any Item that is a weapon may be used as payment.
Pay 1 Item with the word 'shield', or 'cloak' in it's name to gain 1 Gold. Any Item with the word 'shield', or 'cloak' in it's name may be used as payment.
Pay 1 Item with the word 'armor', 'plate', 'robe', or 'robes' in it's name to gain 2 Gold. Any Item with the word 'armor', 'plate', 'robe', or 'robes' in it's name may be used as payment.
Pay 1 Gold to heal 1 Wound.
Pay 1 Gold to gain a red potion. A red potion is an Item. The red potion may be used at the start of any Melee Combat you are in. When used, increase your Arms by 1 for that Melee Combat only, then lose the red potion.
Pay 1 Gold to gain a blue potion. A blue potion is an Item. The blue potion may be used at the start of any Magical Combat you are in. When used, increase your Magic by 1 for that Magical Combat only, then lose the blue potion.
Pay 2 Gold to 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.
Pay 2 Gold to gain an axe. An axe is an Item and a weapon. If you have the axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 1 Gold to gain a helmet. A helmet is an Item. If you have the helmet, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 11 or more, you do not receive the Wound.
Pay 2 Gold to gain a shield. A shield is an Item. If you have the shield, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 4 Gold to gain armor. Armor is an Item. If you have the armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use a helmet or a shield if you have armor.
Pay 2 Gold to 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.
Pay 2 Gold to gain a magic flail. A magic flail is an Item and a weapon. If you have the magic flail, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the monster receives 1 additional Wound.
Pay 1 Gold to gain a magic hat. A magic hat is an Item. If you have the magic hat, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 11 or more, you do not receive the Wound.
Pay 2 Gold to gain a magic cloak. A magic cloak is an Item. If you have the magic cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound.
Pay 4 Gold to gain a magic robe. A magic robe is an Item. If you have the magic robe, 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 a magic hat or a magic cloak if you have a magic robe.
If you have a champ pass, pay 3 Gold to gain a mystic helm, unless you are a warrior, in which case pay 2 Gold to gain a mystic helm. A mystic helm is an Item. If you have the mystic helm, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 11 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the mystic helm.
If you have a champ pass, pay 4 Gold to gain a mystic shield, unless you are a warrior, in which case pay 3 Gold to gain a mystic shield. A mystic shield is an Item. If you have the mystic shield, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'shield', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the mystic shield.
If you have a champ pass, pay 6 Gold to gain mystic armor, unless you are a warrior, in which case pay 5 Gold to gain mystic armor. Mystic armor is an Item. If you have the mystic armor, roll two dice when you receive a Wound due to Combat or Spell. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'shield', 'cloak', 'armor', 'plate', 'robe', or 'robes' in it's name if you have the mystic armor.
Pay 2 Gold to gain a man at arms. A man at arms is an Ally. If you have the man at arms at the start of any turn, and you have 1 or more Items that are weapons, you may choose 1 Item you have that is a weapon. For that turn only, the chosen Item will not count towards the number of Items you may have. At the start of the next turn after that turn, the chosen Item will count towards the number of Items you may have unless you choose the same Item again using the man at arms at the start of the turn. If you lose the man at arms, lose the chosen Item. You may not use more than 1 man at arms at a time.
Pay 1 Gold to gain tactic, unless you are a warrior or wizard, in which case you gain tactic without paying 1 Gold. Tactic is a Spell. Tactic may be used whenever you make a die roll to add to your Arms when a Melee Combat occurs. When used, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 tactic per Combat.
Pay 1 Gold to gain parlay, unless you are a warrior or wizard, in which case you gain parlay without paying 1 Gold. Parlay is a Spell. Parlay may be used whenever you make a die roll to add to your Magic when a Magical Combat occurs. When used, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 parlay per Combat.
Pay 2 Gold to gain stratagem, unless you are a warrior or wizard, in which case pay 1 Gold to gain stratagem. Stratagem is a Spell. Stratagem may be used whenever you make a die roll to add to your Arms or Magic when a Combat occurs. When used, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 stratagem per Combat and may not use stratagem and the Spells tactic or parlay during the same Combat.
Pay 1 Gold to gain armament, unless you are a warrior or wizard, in which case you gain armament without paying 1 Gold. Armament is a Spell. Armament may be used at the start of any Melee Combat if you have an Item that is a weapon. When used, roll a die. Increase your Arms by an amount equal to the die roll divided by two (round up) for that Melee Combat only. Also, if a monster receives a Wound due to a Melee Combat in which armament was used, roll a die. If the die roll is 4, 5, or 6, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which armament was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which armament was used. You may not use more than 1 armament per Combat.
Pay 1 Gold to gain armistice, unless you are a warrior or wizard, in which case you gain armistice without paying 1 Gold. Armistice is a Spell. Armistice may be used at the start of any Magical Combat if you have an Item that is a weapon. When used, roll a die. Increase your Magic by an amount equal to the die roll divided by two (round up) for that Magical Combat only. Also, if a monster receives a Wound due to a Magical Combat in which armistice was used, roll a die. If the die roll is 4, 5, or 6, that monster receives 1 additional Wound. Wounds received by a monster due to a Magical Combat in which armistice was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Magical Combat in which armistice was used. You may not use more than 1 armistice per Combat.
Pay 2 Gold to gain armageddon, unless you are a warrior or wizard, in which case pay 1 Gold to gain armageddon. Armageddon is a Spell. Armageddon may be used at the start of any Combat if you have an Item that is a weapon. When used, roll a die. Increase your Arms and Magic by an amount equal to the die roll divided by two (round up) for that Combat only. Also, if a monster receives a Wound due to a Combat in which armageddon was used, roll a die. If the die roll is 4, 5, or 6, that monster receives 1 additional Wound. Wounds received by a monster due to a Combat in which armageddon was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Combat in which armageddon was used. You may not use more than 1 armageddon per Combat and may not use armageddon and the Spells armament or armistice during the same Combat.
When you are done healing Wounds, gaining Gold, gaining Items, gaining Allies, and/or gaining Spells, you must choose between staying in The Arena or going back to The Castle. If you choose to stay in The Arena, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you choose to go to The Castle, your turn ends and the next turn will begin at The Castle; Proceed to that page if so.
FAME HALLWAY - If you do not have a fame badge, your turn ends and the next turn will begin in The Arena; Stay on this page if so. If you have a fame badge, your turn ends and the next turn will begin in The Fame Hall; Proceed to that page if so.
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