The Battlegrounds
Your turn begins at The Battlegrounds.
If you are a warrior and your Alignment is Neutral, increase your Arms and Magic by 1 for this turn only.
Gain a war token. A war token is an Item. A war token does not count towards the number of Items you may have. If you have the war token at the start of a turn on a page other than The Battlegrounds, lose the war token.
Roll two dice for what you encounter while warring upon the battlegrounds:
2 = You find a fortress of iron which is headquarters for the enemies warring against Adventuria. If you choose, your turn ends and the next turn will begin at The Iron Fortress; Proceed to that page if so.
3 = An armor-plated beast trained for battle comes charging towards you. Fight a Melee Combat with a battle beast. The battle beast's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 3. If the battle beast receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the battle beast does not receive the Wound. If the battle beast has fallen due to Combat with you, gain a war beast. A war beast is an Ally. If you have the war beast at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the war beast first. The war beast's attributes are Arms: 6, Magic: 5, Craft: 1, Vitae: 1. If the war beast receives a Wound due to a Melee Combat, roll two dice. If the die roll is 7 or more, the war beast does not receive the Wound. If the monster has fallen due to Combat with the war beast, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you. If the war beast has fallen due to Combat with the monster, lose the war beast, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the war beast. If neither the war beast nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the war beast.
4 = A war priest offers to show you a war magic spell for casting on weapons. If you choose, roll a die. If the die roll is less than your Arms, or if you are a warrior and the die roll is equal to or less than your Arms, gain battleblow. Battleblow is a Spell. You may use battleblow at the start of any Combat in which you use an Item that is a weapon. When used, if a monster receives a Wound due to the Combat that you used battleblow at the start of, the monster receives 1 additional Wound. You may not use more than 1 battleblow per Combat.
5 = A warrior of the enemy forces confronts you on the battlegrounds. Fight a Melee Combat with a war warrior. The war warrior's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Melee Combat the war warrior is in, roll a die. If the die roll is 4, 5, or 6, increase the war warrior's Arms by 1 for that Melee Combat only. If the war warrior receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the war warrior does not receive the Wound. If the war warrior has fallen due to a Melee Combat with you, roll a die. If the die roll is 6, gain a war sword. A war sword is an Item and a weapon. If you have the war sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If a monster with the word 'warrior' or 'warlock' in it's name receives a Wound due to a Melee Combat that the war sword was used at the start of, that monster receives 1 additional Wound.
6 = Numerous soldiers of the enemy forces march about these battlegrounds. Fight a Melee Combat with a war soldier. The war soldier's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Melee Combat the war soldier is in, roll a die. If the die roll is 4, 5, or 6, increase the war soldier's Arms by 1 for that Melee Combat only. If the war soldier receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the war soldier does not receive the Wound.
7 = You continue on as part of the war campaign against the enemies of Adventuria. Roll two dice. If the die roll is less than the number of war tokens you have, gain an amount of Gold equal to the number of war tokens you have minus the die roll, then you must choose between going back to The Borderlands or going to The Iron Fortress. If you choose to go back to The Borderlands, your turn ends and the next turn will begin at The Borderlands; Proceed to that page if so. If you choose to go to The Iron Fortress, your turn ends and the next turn will begin at The Iron Fortress; Proceed to that page if so.
8 = Many magical war priests of the enemy forces have invaded these battlegrounds. Fight a Magical Combat with a war priest. The war priest's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. At the start of any Magical Combat the war priest is in, roll a die. If the die roll is 4, 5, or 6, increase the war priest's Magic by 1 for that Magical Combat only. If the war priest receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the war priest does not receive the Wound.
9 = A warlock of the enemy forces confronts you on the battlegrounds. Fight a Magical Combat with a war warlock. The war warlock's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the war warlock is in, roll a die. If the die roll is 4, 5, or 6, increase the war warlock's Magic by 1 for that Magical Combat only. If the war warlock receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the war warlock does not receive the Wound. If the war warlock has fallen due to a Magical Combat with you, roll a die. If the die roll is 6, gain a war staff. A war staff is an Item and a weapon. If you have the war staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If a monster with the word 'warrior' or 'warlock' in it's name receives a Wound due to a Magical Combat that the war staff was used at the start of, that monster receives 1 additional Wound.
10 = A martial artist offers to teach you some war magic for those without weaponry. If you choose, roll a die. If the die roll is less than your Arms, or if you are a warrior and the die roll is equal to or less than your Arms, gain bodyblow. Bodyblow is a Spell. You may use bodyblow at the start of any Combat in which you do not use any Item that is a weapon. When used, if a monster receives a Wound due to the Combat that you used bodyblow at the start of, the monster receives 1 additional Wound. You may not use more than 1 bodyblow per Combat.
11 = A magical mechanical war machine comes rolling towards you. Fight a Magical Combat with a war machine. The war machine's attributes are Arms: 5, Magic: 6, Craft: 1, Vitae: 3. If the war machine receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the war machine does not receive the Wound. If the war machine has fallen due to Combat with you, gain a war mech. A war mech is an Ally. If you have the war mech at the start of any Magical Combat, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the war mech first. The war mech's attributes are Arms: 5, Magic: 6, Craft: 1, Vitae: 1. If the war mech receives a Wound due to a Magical Combat, roll two dice. If the die roll is 7 or more, the war mech does not receive the Wound. If the monster has fallen due to Combat with the war mech, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you. If the war mech has fallen due to Combat with the monster, lose the war mech, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the war mech. If neither the war mech nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the war mech.
12 = You are challenged by the warring lord of the enemy forces on these battlegrounds. Choose to fight either a Melee Combat or a Magical Combat with a war lord. The war lord's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 4. If you receive a Wound due to Combat with the war lord, receive 1 additional Wound. If the war lord receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the war lord does not receive the Wound. If the war lord has fallen due to Melee Combat with you, gain war armor. War armor is an Item and a weapon. If you have the war armor at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the war armor, and a monster receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound. If you have the war 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 any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the war armor. If the war lord has fallen due to Magical Combat with you, gain war robes. War robes is an Item and a weapon. If you have the war robes at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the war robes, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound. If you have the war robes, 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 any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the war robes.
Unless you rolled a 2 and went to The Iron Fortress, or you rolled a 7 and went to The Borderlands or The Iron Fortress, after your battlegrounds encounter ends, you must choose between staying at The Battlegrounds or going back to The Borderlands. If you choose to stay at The Battlegrounds, your turn ends and the next turn will begin at The Battlegrounds; Stay on this page if so. If you choose to go to The Borderlands, your turn ends and the next turn will begin in The Borderlands; Stay on this page if so.
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