The Astral Path
Your turn begins on The Astral Path.
Roll two dice for what you encounter while journeying across the astral path:
2 = You try to figure out how to get an astral object floating barely out of reach of the path. If you choose, roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive 1 Wound. If the die roll is less than the total of your Craft plus your Vitae, gain an astral object. An astral object is an Item. If you have the astral object at the start of any turn on a page with the word 'Luna' or 'Lunar' in it's name, lose the astral object and gain 2 Gold.
3 = You meet up with an astral telepath who has a useful spell for star travelers. Roll a die. If the die roll is equal to or less than your Craft, gain astra. Astra is a Spell. You may only use astra at the start of a turn on a page with the word 'Time', 'Astral', 'Moon', or 'Side' in it's name, or if you have an alien artifact at the start of a turn on a page without the word 'Time', 'Astral', 'Moon', or 'Side' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = Oddly enough, an alien pedlar has set up shop along this invisible cosmic bridge. Pay 1 Gold or 1 Item with the word 'astral' in it's name to gain a go-back gate. A go-back gate is an Item. You may use the go-back gate at the start of any turn on a page with the word 'Astral' in it's name. When used, lose the go-back gate, then your turn ends and your next turn will begin in The Lost City; Proceed to that page if so.
5 = A warrior of the stars challenges you to a battle. Fight a Melee Combat with a starrior. The starrior's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 2. If the starrior has fallen due to Combat with you, roll a die. If the die roll is 6, gain a star sword. A star sword is an Item and a weapon. If you have the star sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you are a warrior and you have the star sword at the start of any turn on a page with the word 'Time', 'Astral', 'Moon', or 'Side' in it's name, increase your Arms by 1 for that turn only.
6 = Indigenous to this path of astral energy are the strange starlings. Fight a Melee Combat with a starling. The starling's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the starling receives a Wound due to a Melee Combat with you, roll a die. If the die roll is equal to or greater than your Arms, the starling does not receive the Wound.
7 = The astral path invisibly stretches through outer space and on to the moon of adventuria. If you choose, your turn ends and the next turn will begin on The Moon; Proceed to that page if so.
8 = Native to this interstellar path are the bizarre astral projections. Fight a Magical Combat with an astral projection. The astral projection's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the astral projection receives a Wound due to a Magical Combat with you, roll a die. If the die roll is equal to or greater than your Magic, the astral projection does not receive the Wound.
9 = A warlock of the stars challenges you to a magic battle. Fight a Magical Combat with a starlock. The starlock's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 2. If the starlock has fallen due to Combat with you, roll a die. If the die roll is 6, gain a star staff. A star staff is an Item and a weapon. If you have the star staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you are a wizard and you have the star staff at the start of any turn on a page with the word 'Time', 'Astral', 'Moon', or 'Side' in it's name, increase your Magic by 1 for that turn only.
10 = Strange as it sounds, a moonman merchant is plying his wares along this interstellar path. Pay 1 Gold or 1 Item with the word 'astral' in it's name to gain a lunar gate. A lunar gate is an Item. You may use the lunar gate at the start of any turn on a page with the word 'Astral' in it's name. When used, lose the lunar gate, then your turn ends and your next turn will begin on The Moon; Proceed to that page if so.
11 = The cosmic bridge that is the astral path has one end in the lost city of Adventuria. If you choose, your turn ends and the next turn will begin in The Lost City; Proceed to that page if so.
12 = A monstrous shambler from the stars terrorizes the travelers of this stellar path. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a star shambler. If the die roll is 4, 5, or 6, fight a Magical Combat with a star shambler. The star shambler's attributes are Arms: 8, Magic: 8, Craft: 2, Vitae: 2. If the star shambler has 1 Wound at the start of any Combat, roll a die. If the die roll is equal to or greater than the star shambler's Vitae, the star shambler heals 1 Wound. If the star shambler has fallen due to Combat with you, gain a star crystal, unless you have a star crystal. A star crystal is an Item. If you have the star crystal at the start of a turn on a page with the word 'Astral' in it's name, you may choose to end your turn. If so, you may then choose between starting your next turn in The Lost City or starting your next turn on The Moon; Proceed to the appropriate page.
Unless you rolled a 7 and went to The Moon, or you rolled an 11 and went to The Lost City, after your astral encounter, your turn ends and the next turn will begin on The Astral Path; Stay on this page.
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