The Blue Lagoon

Your turn begins at The Blue Lagoon.

Roll two dice for what you encounter at the blue lagoon:


2 = A lesser-known creature of this blue lagoon guards an odd treasure that washed ashore here. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a blue lagoon creature. If the die roll is 4, 5, or 6, fight a Magical Combat with a blue lagoon creature. The blue lagoon creature's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. If you have 1 or more Spells at the start of any Combat with the blue lagoon creature, roll a die. If the die roll is equal to or less than the number of Spells you have, increase the blue lagoon creature's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the blue lagoon creature, roll a die. If the die roll is 1 or 2, lose 1 Spell. If the die roll is 5 or 6, you receive 1 additional Wound. If the blue lagoon creature has fallen due to Combat with you, gain a scroll case, unless you have a scroll case. A scroll case is an Item. A scroll case does not count towards the number of Items you may have. If you have the scroll case and you are instructed to lose a Spell, except for a Spell lost after being used, roll a die. If the die roll is less than your Craft, you do not lose the Spell; Ignore the instructions to lose the Spell. You may not use the scroll case if you have a babayaga hut.


3 = The chieftain of the blueface tribe will teach blue lagoon magic to those who are bold. If you choose, roll a die. If the die roll is equal to or less than your Magic, gain tideturn. Tideturn is a Spell. You may only use tideturn if a Magical Combat you are in is a standoff. When used, the monster in the Magical Combat with you receives 1 Wound. You may not use more than 1 tideturn per Combat.


4 = A glistening wave of blue water rises up out of the lagoon and blinds you with it's brilliance. Roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Vitae, receive 1 Wound.


5 = A lobster as blue as the waters of this lagoon comes creeping out from the water's edge. Fight a Magical Combat with a blue lobster. The blue lobster's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. If you receive a Wound due to Magical Combat with the blue lobster, roll a die. If the die roll is 6, receive 1 additional Wound. If the blue lobster receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the blue lobster does not receive the Wound.


6 = A nearby tribe of natives have painted their faces blue for fishing and hunting at this lagoon. Roll a die. If the die roll is 1, 2, 3, or 4, fight a Melee Combat with a blueface native. The blueface native's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 2. If the die roll is 5 or 6, fight a Magical Combat with a blueface magi. The blueface magi's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2.


7 = Submerged in the middle of the blue waters of this lagoon is an octopi-occupied seaweed garden. If you choose, your turn ends and the next turn will begin in The Octopus Garden; Proceed to that page if so.


8 = There is an abundance of prickly sea urchins that have washed ashore at this blue lagoon. Fight a Melee Combat with a sea urchin. The sea urchin's attributes are Arms: 2, Magic: 1, Craft: 1, Vitae: 1. You cannot use Items that are weapons in Combat with the sea urchin. If you receive a Wound due to Melee Combat with the sea urchin, or the sea urchin receives a Wound due to Melee Combat with you, roll a die. If the die roll is 1, you receive 1 Wound.


9 = This blue lagoon is home to a large group of sea turtles that can invoke the magic of the tide. Fight a Magical Combat with a sea turtle. The sea turtle's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. Roll a die. If the die roll is 1, increase the sea turtle's Magic by 1. If the die roll is 2, increase the sea turtle's Vitae by 1. If the die roll is 6, increase the sea turtle's Magic and Vitae by 1. If the sea turtle receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the sea turtle does not receive the Wound. If you are in a Magical Combat that is a standoff with the sea turtle, you receive 1 Wound.


10 = Not only does it look great, but the blue water here has healing properties too. If you have 1 or more Wounds, roll two dice. If the die roll is equal to or less than the total of your Magic plus your Vitae, heal 1 Wound.


11 = A short blue brute of an island ogre magi known as a laguna takes a liking to you. Roll two dice, unless you have a blue laguna. If the die roll is less than the total of your Magic plus your Craft, gain a blue laguna. A blue laguna is an Ally. If you have the blue laguna at the start of any Magical Combat on a page with the word 'Coast', 'Coastal', 'Grotto', 'Sunken', 'Kraken', 'Sea', 'Lagoon', 'Octopus', 'Coral', 'Distant', 'River', 'Lake', 'Island', or 'Isle' in it's name, you may choose to have the monster in that Magical Combat with you fight a Magical Combat with the blue laguna first. The blue laguna's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the blue laguna is in a Magical Combat with a monster, and that Magical Combat is a standoff, the monster receives 1 Wound. If the monster has fallen due to Combat with the blue laguna, 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 blue laguna has fallen due to Combat with the monster, lose the blue laguna, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blue laguna. If neither the blue laguna 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 blue laguna.


12 = From the bottom of this blue lagoon emerges a titanic sea turtle intent on eating you. Fight a Magical Combat with a giant sea turtle. The giant sea turtle's attributes are Arms: 5, Magic: 7, Craft: 3, Vitae: 5. If the giant sea turtle receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 8 or more, the giant sea turtle does not receive the Wound. If you are in a Magical Combat that is a standoff with the giant sea turtle, you receive 1 Wound. If the giant sea turtle has fallen due to Combat with you, gain a blue diamond, unless you have a blue diamond. A blue diamond is an Item. A blue diamond does not count towards the number of Items you may have. If you have the blue diamond at the start of any turn on a page with the word 'City' or 'Castle' in it's name, you may choose to lose the blue diamond. If so, gain 4 Gold. 


Unless you rolled a 7 and went to The Octopus Garden, after your blue lagoon encounter ends, you must choose between staying at The Blue Lagoon or going back to The Island. If you choose to stay at The Blue Lagoon, your turn ends and the next turn will begin at The Blue Lagoon; Stay on this page if so. If you choose to go to The Island, your turn ends and the next turn will begin on The Island; Proceed to that page if so.


The Octopus Garden


The Island

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