The Black Forest
Your turn begins in The Black Forest.
If you are an elf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the black forest:
2 = You discover a patch of deadly nightshade. Gain nightshade. Nightshade is an Item. You can only use the nightshade when a monster receives a Wound due to a Magical Combat with you. When used, the monster receives 1 additional Wound, then lose the nightshade. You may not use more than 1 nightshade at a time.
3 = A dark elven mage offers to teach you some dark elf magic. Pay 1 Gold to gain raze, unless your Alignment is evil and you are an elf, in which case you can gain raze without paying 1 Gold. Raze is a spell. Raze may be used at the start of any Melee Combat. When used, you receive 1 Wound and the monster you are in Combat with receives 1 Wound. You may not use more than 1 raze per Combat.
4 = A dark elven maid shows you the way to a glade of dark enchantment. If your Alignment is Evil, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page. If your Alignment is Neutral or Good, and if you choose, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.
5 = A dark elf witch casts a hex on you then vanishes into thin air. Roll a die. If the die roll is greater than your Magic, receive 1 Wound.
6 = A dark elf with a sword approaches you menacingly. Fight a Melee Combat with a dark elf warrior. The dark elf warrior's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2.
7 = You discover a path that leads back into a forest of green trees. If you choose, your turn ends and the next turn will begin in The Forest; Proceed to that page if so.
8 = A dark elf with a wand begins muttering an incantation. Fight a Magical Combat with a dark elf wizard. The dark elf wizard's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2.
9 = A dark elf sniper takes a shot at you then disappears into the forest. Roll a die. If the die roll is greater than your Arms, receive 1 Wound.
10 = You find a legendary glade of dark enchantment. If you choose, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.
11 = The leader of the dark elves demands to know what you are doing in his forest. Roll two dice, unless your Alignment is Evil and you are an elf, in which case roll a die. If the die roll is greater than your Craft, pay 1 Spell or fight a Magical Combat with a dark elf prince. The dark elf prince's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat with the dark elf prince, you receive 1 Wound and the dark elf prince receives 1 Wound. If the dark elf prince has fallen due to Combat with you, or if Combat with the dark elf prince did not occur this turn and you pay 1 Gold, gain daze. Daze is a spell. Daze may be used at the start of any Magical Combat. When used, you receive 1 Wound and the monster you are in Combat with receives 1 Wound. You may not use more than 1 daze per Combat.
12 = You come upon a diminutive denizen of the dark forest. Roll a die, unless you have a familiar. If the die roll is greater than your Craft, or if you are a wizard and the die roll is equal to or greater than your Craft, gain a familiar. A familiar is an Ally. If you have the familiar at the start of any Combat, roll a die. If the die roll is 5 or 6, or if you are a wizard and the die roll is 4, 5, or 6, increase your Magic and Arms by 1 for that Combat only. If you have the familiar and you receive a Wound due to a Combat, roll a die. If the die roll is 6, lose the familiar.
Unless you rolled a 7 and returned to The Forest, or you rolled a 4 or 10 and decided to explore The Cursed Glade, after your black forest encounter ends, your turn ends and the next turn will begin in The Black Forest; Stay on this page.
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