The Brass City
Your turn begins in The Brass City.
Choose one of the following locations to visit: BRASS GATE, BRAZEN BAZAAR, VIZIER GUILD, FLAME TEMPLE, AGED SEER, ALLEY WAYS, or ROOF TOPS. To visit a location, go to the section of this page with the same name as the location.
BRASS GATE - You may choose to leave The Brass City by going to The Elemental Plane. If so, your turn ends and the next turn will begin in The Elemental Plane; Proceed to that page. If not, your turn ends and the next turn will begin in The Brass City; Stay on this page.
BRAZEN BAZAAR - You may choose to do any of the following in any order you choose:
Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'carpet', 'potion', 'ticket', or 'pass' in it's name.
Pay 1 Ally to gain 1 Gold. Any Ally may be used as payment.
Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.
Pay 1 Gold to gain a magic carpet. A magic carpet is an Item. A magic carpet does not count towards the number of Items you may have. If you have the magic carpet at the start of a turn on a page with the word 'Brass' in it's name, you may choose to start your turn at the 'MAGIC CARPET' section of the page directly instead of starting at the top of the page.
Pay 4 Gold to gain a brass sword. A brass sword is an Item and a weapon. If you have the brass sword at the start of any Melee Combat, increase your Arms by 1 for that Combat only, then roll a die. If the die roll is less than your Vitae, increase your Arms by an additional 1 for that Combat only.
Pay 4 Gold to gain a brass axe. A brass axe is an Item and a weapon. If you have the brass axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the brass axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is less than your Vitae, the monster receives 1 additional Wound.
Pay 4 Gold to gain a brass wand. A brass wand is an Item and a weapon. If you have the brass wand at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, then roll a die. If the die roll is less than your Vitae, increase your Magic by an additional 1 for that Magical Combat only.
Pay 4 Gold to gain a brass staff. A brass staff is an Item and a weapon. If you have the brass staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the brass staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is less than your Vitae, the monster receives 1 additional Wound.
When you are done gaining Gold and/or Items, your turn ends and the next turn will begin in The Brass City; Stay on this page.
VIZIER GUILD - You may choose to do any of the following in any order you choose:
Pay 1 Gold to gain addwater. Addwater is a Spell. You may use addwater at the start of any turn. When used, gain a canteen. A canteen is an Item. A canteen does not count towards the number of Items you may have.
Pay 1 Gold to gain flameburst, unless you are a wizard, in which case you gain flameburst without paying 1 Gold. Flameburst is a Spell. You may use flameburst at the start of any Melee Combat. When used, roll a die. If the die roll is less than your Vitae, increase your Arms by an amount equal to the die roll for that Melee Combat only. You may not use more than 1 flameburst per Combat.
Pay 1 Gold to gain flamebreath, unless you are a wizard, in which case you gain flamebreath without paying 1 Gold. Flamebreath is a Spell. You may use flamebreath at the start of any Magical Combat. When used, roll a die. If the die roll is less than your Vitae, increase your Magic by an amount equal to the die roll for that Magical Combat only. You may not use more than 1 flamebreath per Combat.
When you are done gaining Spells, your turn ends and the next turn will begin in The Brass City; Stay on this page.
FLAME TEMPLE - You may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound.
Pay 1 Gold to gain burntoffer, unless you are a priest, in which case you gain burntoffer without paying 1 Gold. Burntoffer is a Spell. Burntoffer may be used at any time you have 1 or more Wounds and 1 or more Items. When used, lose 1 Item, then heal 2 Wounds.
Pay 1 Gold to gain ashenoffer, unless you are a priest, in which case you gain ashenoffer without paying 1 Gold. Ashenoffer is a Spell. Ashenoffer may be used at any time you have 1 or more Wounds and 1 or more Allies. When used, lose 1 Ally, then heal 2 Wounds.
Pay 1 Gold to gain emberoffer, unless you are a priest, in which case you gain emberoffer without paying 1 Gold. Emberoffer is a Spell. Emberoffer may be used at any time you have 1 or more Wounds and 1 or more Spells other than emberoffer. When used, lose 1 Spell other than emberoffer, then heal 2 Wounds.
When you are done healing Wounds and/or gaining Spells, your turn ends and the next turn will begin in The Brass City; Stay on this page.
AGED SEER - Roll a die for what you encounter at the home of the aged seer:
1 = The seer tells you a tale of the forbidden city. On a jungle island in the sea of Adventuria is a city forbidden to outsiders. In the center of the city is a temple which is also forbidden to outsiders. Inside the temple is a huge pit with every kind of snake imaginable within.
2 = The seer tells you a tale of the amethyst castle. On an island on a lake is the mysterious castle of the amethyst nobles, a magical nobility said to have come from another dimension. Within the castle walls is a way to reach the head nobleman who will grant a wish to those who impress him.
3 = The seer tells you a tale of the gingerbread house. Somewhere in the forest of Adventuria is a candy-coated house made out of gingerbread. A witch served by magical gingerbread men lives there. Warriors and wizards wielding edible weapons also guard the house of gingerbread.
4 = The seer tells you a tale of the skeletals. The skeletals are an advanced race of skeletons that live in a special boneyard within a graveyard in the badlands of Adventuria. The skeletals are masters of magic and weaponry who desire to conquer the land.
5 = The seer tells you a tale of the moon of adventuria. There is a light side to the moon and a dark side to the moon. There is also a lake within a huge crater on the moon upon which a lunar island lies. Next to the crater lake is a temple of the moon. Three factions do war over the balance of power on the moon.
6 = The seer shudders in fear as he tells you the tale of the unknown plateau. High up on a frozen tundra in the cold wastes is a plateau sheltered from the rest of Adventuria. Strange alien gods are worshipped by the degenerate cult of the plateau, and numerous horrific creatures crawl and shamble about there.
After your aged seer encounter ends, your turn ends and your next turn will begin in The Brass City; Stay on this page.
ALLEY WAYS - Roll a die for what you encounter while exploring the alleyways of the brass city:
1 = You are given the opportunity to steal a magic carpet from a street vendor. If you do not have a magic carpet, you may choose to roll a die. If the die roll is greater than your Craft, fight a Melee Combat with a carpet merchant. The carpet merchant's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. If the die roll is less than your Craft, gain a magic carpet. A magic carpet is an Item. A magic carpet does not count towards the number of Items you may have. If you have the magic carpet at the start of a turn on a page with the word 'Brass' in it's name, you may choose to start your turn at the 'MAGIC CARPET' section of the page directly instead of starting at the top of the page.
2 = You may attempt to mug a wealthy citizen of this city, but it will be risky. If you choose, roll two dice. If the die roll is less than your Arms, gain 1 Gold. If the die roll is greater than your Arms, roll a die. If that die roll is greater than your Craft, receive 1 Wound.
3 = Many pickpockets are strewn throughout the busy streets and alleyways of the brass city. If you have 1 or more Gold, roll a die. If that die roll is equal to or less than the amount of Gold you have, roll a die. If that die roll is greater than your Craft, lose 1 Gold.
4 = You are attacked from above by a mechanical owl made of brass and filled of explosive gas. Fight a Magical Combat with a brass owl. The brass owl's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 1. If the brass owl receives a Wound due to Combat with you, roll a die. If the die roll is 1, the brass owl does not receive the Wound. If the brass owl has fallen due to Combat with you, roll a die. If the die roll is 1, receive 1 Wound.
5 = The alleyways of the brass city are patrolled by efreeti who wield burning swords of brass. Fight a Melee Combat with an alley efreeti. The alley efreeti's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Melee Combat the alley efreeti is in, if it is the first Combat the alley efreeti has been in this turn, roll a die. If the die roll is less than the alley efreeti's Craft, roll a die. If that die roll is greater than your Vitae, you receive 1 Wound. At the start of any Melee Combat the alley efreeti is in, if it is not the first Combat the alley efreeti has been in this turn, roll a die. If the die roll is less than the roof efreeti's Craft, increase the roof efreeti's Magic by 1 for that Magical Combat only. If the roof efreeti 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 an efreeti sword. An efreeti sword is an Item and a weapon. If you have the efreeti sword at the start of a Melee Combat and it is the first Melee Combat you have been in during a turn, roll a die. If the die roll is less than your Craft, roll a die. If that die roll is greater than the Vitae of the monster in the Melee Combat that you used the efreeti sword at the start of, that monster receives 1 Wound. If you have the efreeti sword at the start of a Melee Combat and it is not the first Melee Combat you have been in during a turn, roll a die. If the die roll is equal to or greater than your Craft, increase your Arms by 1 for that Melee Combat only. If the die roll is less than your Craft, increase your Arms by 2 for that Melee Combat only.
6 = In the center of the city is a fountain full of gold coins watched over by a big brass statue. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a brass golem. If the die roll is 4, 5, or 6, fight a Magical Combat with a brass golem. The brass golem's attributes are Arms: 5, Magic: 5, Craft: 1, Vitae: 3. At the start of any Combat the brass golem is in, roll a die. If the die roll is less than the brass golem's Vitae, increase the brass golem's Arms and Magic by 1 for that combat only. If the brass golem receives a Wound due to Combat with you, roll a die. If the die roll is less than the brass golem's Vitae, the brass golem does not receive the Wound. If the brass golem has fallen due to Combat with you, gain 1 Gold.
After your alleyways encounter ends, your turn ends and your next turn will begin in The Brass City; Stay on this page.
ROOF TOPS - Roll a die for what you encounter while exploring the rooftops of the brass city:
1 = A man levitating on a column of hot air offers to teach you some brass magic. Pay 1 Gold to gain flamebox, unless you are a wizard, in which case you gain flamebox without paying 1 Gold. Flamebox is a Spell. You may use flamebox at the start of any Combat. When used, roll a die. If the die roll is less than your Vitae, increase your Arms and magic by an amount equal to the die roll for that Combat only. You may not use more than 1 flamebox per Combat.
2 = Be careful not to fall while jumping from rooftop to rooftop. Roll two dice. If the die roll is 2, 7, or 12, roll a die. If that die roll is greater than your Craft, roll two dice. If that die roll is greater than your Vitae, receive 1 Wound.
3 = You may attempt to break into a magically-warded brass dome of wealth, but it may backfire. If you choose, roll two dice. If the die roll is less than your Magic, gain 1 Gold. If the die roll is greater than your Magic, roll a die. If that die roll is greater than your Craft, receive 1 Wound.
4 = The rooftops of this city are the haven of a pack of mechanical brass monkeys that sometimes explode. Fight a Melee Combat with a brass monkey. The brass monkey's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 1. If the brass monkey receives a Wound due to Combat with you, roll a die. If the die roll is 1, the brass monkey does not receive the Wound. If the brass monkey has fallen due to Combat with you, roll a die. If the die roll is 1, receive 1 Wound.
5 = The rooftops of the brass city are patrolled by efreeti who wield burning staves of brass. Fight a Magical Combat with a roof efreeti. The roof efreeti's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Magical Combat the roof efreeti is in, if it is the first Combat the roof efreeti has been in this turn, roll a die. If the die roll is less than the roof efreeti's Craft, roll a die. If that die roll is greater than your Vitae, you receive 1 Wound. At the start of any Magical Combat the roof efreeti is in, if it is not the first Combat the roof efreeti has been in this turn, roll a die. If the die roll is less than the roof efreeti's Craft, increase the roof efreeti's Magic by 1 for that Magical Combat only. If the roof efreeti 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 an efreeti staff. An efreeti staff is an Item and a weapon. If you have the efreeti staff at the start of a Magical Combat and it is the first Magical Combat you have been in during a turn, roll a die. If the die roll is less than your Craft, roll a die. If that die roll is greater than the Vitae of the monster in the Magical Combat that you used the efreeti staff at the start of, that monster receives 1 Wound. If you have the efreeti staff at the start of a Magical Combat and it is not the first Magical Combat you have been in during a turn, roll a die. If the die roll is equal to or greater than your Craft, increase your Magic by 1 for that Magical Combat only. If the die roll is less than your Craft, increase your Magic by 2 for that Magical Combat only.
6 = You intrude into the brass-domed high rise home of a wealthy fire mage. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a flame magi. If the die roll is 4, 5, or 6, fight a Melee Combat with a flame magi. The flame magi's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 4. At the start of any Combat the flame magi is in, roll a die. If the die roll is less than the flame magi's Vitae, increase the flame magi's Arms and Magic by an amount equal to the die roll for that Combat only. If the flame magi has fallen due to Combat with you, gain 1 Gold.
After your rooftops encounter ends, your turn ends and your next turn will begin in The Brass City; Stay on this page.
MAGIC CARPET - Roll a die for what you encounter while going on a magic carpet ride:
1 = You veer way off course and end up flying far outside the brass city limits. Roll a die. If the die roll is equal to or greater than your Craft, your turn ends and the next turn will begin in The Elemental Plane; Proceed to that page if so.
2 = Your concentration lapses as your magic carpet begins to plummet to the ground. Roll a die. If the die roll is greater than your Craft, lose the magic carpet, then receive 1 Wound. If the die roll is equal to your Craft, lose the magic carpet.
3 = A bandit flying on his own magic carpet levels even with you and tries to rob you. Pay 1 magic carpet or roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a carpet bandit. If the die roll is 4, 5, or 6, fight a Magical Combat with a carpet bandit. The carpet bandit's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat the carpet bandit is in, decrease your Arms and Magic by 1 for that Combat only. If you have a magic carpet and you receive a Wound due to Combat with the carpet bandit, roll a die. If the die roll is 1, 3, or 5, lose the magic carpet, then you do not receive the Wound.
4 = A giant bird of legend swoops down upon your magic carpet as you ride above the city of brass. Fight a Melee Combat with a roc. The roc's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 5. If you have 1 or more Allies, you cannot end Combat with the roc unless it has fallen or if you pay 1 Ally. If the roc has fallen due to a Melee Combat with you, roll a die. If the die roll is 6, gain a pet roc. A pet roc is an Ally. If you have the pet roc 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 pet roc first. The pet roc's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. If the monster has fallen due to Combat with the pet roc, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the pet roc. If the pet roc has fallen due to Combat with the monster, lose the pet roc, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the pet roc. If neither the pet roc nor the monster has fallen due to the Combat between them, another Combat with the pet roc and the monster occurs, with the pet roc and the monster retaining any Wounds they received due to Combat with each other.
5 = A fiery bird of legend swoops down upon your magic carpet as you ride above the city of brass. Fight a Magical Combat with a phoenix. The phoenix's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 5. If you have 1 or more Spells, you cannot end Combat with the phoenix unless it has fallen or if you pay 1 Spell. If the phoenix has fallen due to a Magical Combat with you, roll a die. If the die roll is 6, gain a fire bird. A fire bird is an Ally. If you have the fire bird 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 fire bird first. The fire bird's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. If the monster has fallen due to Combat with the fire bird, the Combat with you does not occur and you gain the Magical XP as though the monster had fallen due to Combat with you, then lose the fire bird. If the fire bird has fallen due to Combat with the monster, lose the fire bird, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the fire bird. If neither the fire bird nor the monster has fallen due to the Combat between them, another Combat with the fire bird and the monster occurs, with the fire bird and the monster retaining any Wounds they received due to Combat with each other.
6 = You fly high enough to reach the desolate domain of the lord of the efreeti. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with an efreeti lord. If the die roll is 4, 5, or 6, fight a Melee Combat with an efreeti lord. The efreeti lord's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 4. If you use an Item, Ally, or Spell in a Combat with the efreeti lord, roll a die. If the die roll is less than the efreeti lord's Craft, increase the efreeti lord's Arms and Magic by 1 for that Combat only. At the start of any Combat the efreeti lord is in, if it is the first Combat the efreeti lord has been in this turn, roll a die. If the die roll is less than the efreeti lord's Craft, roll a die. If that die roll is greater than your Vitae, you receive 1 Wound. If the efreeti lord has fallen due to Combat with you, gain an efreeti contract. An efreeti contract is an Item. An efreeti contract does not count towards the number of Items you may have. If you have the efreeti contract at the start of any Combat, you may choose to lose the efreeti contract. If so, the monster in the Combat that you used the efreeti contract at the start of will fight a Combat with an efreeti servant first. The kind of Combat the efreeti servant fights with the monster will be of the same kind you would have fought with the monster. The efreeti servant's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. At the start of any Combat the efreeti servant is in, if it is the first Combat the efreeti servant has been in during a turn, roll a die. If the die roll is less than the efreeti servant's Craft, roll a die. If that die roll is greater than the Vitae of the monster in the Combat with the efreeti servant, that monster receives 1 Wound. At the start of any Combat the efreeti servant is in, if it is not the first Combat the efreeti servant has been in during a turn, roll a die. If the die roll is less than the efreeti servant's Craft, increase the efreeti servant's Arms and Magic by 1 for that Combat only. If the monster has fallen due to Combat with the efreeti servant, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the efreeti servant has fallen due to Combat with the monster, the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the efreeti servant. If neither the efreeti servant nor the monster has fallen due to the Combat between them, another Combat of the same kind occurs with the efreeti servant and the monster, with the efreeti servant and the monster retaining any Wounds they received due to Combat with each other.
Unless you rolled a 1 and went to The Elemental Plane, after your magic carpet encounter ends, your turn ends and your next turn will begin in The Brass City; Stay on this page.
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