The Castle

Your turn begins at The Castle.


Choose one of the following parts of the castle to visit: DRAWBRIDGE, MOAT, CHAPEL, ROYAL CHAMBERS, ARENA, LABYRINTH, ARMORY, ROYAL DOCTOR, ROYAL WIZARD, TRAVEL BUREAU, MAP ROOM, COURTYARD, or RAMPARTS. To visit a part of the castle, go to the section of this page with the same name as the location.


DRAWBRIDGE - You may choose to leave The Castle by going to The Crossroads. If so, your turn ends and the next turn will begin at The Crossroads; Proceed to that page. If not, your turn ends and the next turn will begin at The Castle; Stay on this page.


MOAT - You may choose to leave The Castle by going to The River. If so, your turn ends and the next turn will begin at The River; Proceed to that page. If not, your turn ends and the next turn will begin at The Castle; Stay on this page.


CHAPEL - You may choose to leave The Castle by going to The Chapel near here. If so, your turn ends and the next turn will begin at The Chapel; Proceed to that page. If not, your turn ends and the next turn will begin at The Castle; Stay on this page.


ROYAL CHAMBERS - Only those with royal passes may enter the chambers of the king. If you have a royal pass, your turn ends and the next turn will begin in The Royal Chambers; Proceed to that page. If you do not have a royal pass, your turn ends and the next turn will begin at The Castle; Stay on this page.


ARENA - An arena pass is needed to enter the battle arena nearby. If you have an arena pass, your turn ends and the next turn will begin in The Arena; Proceed to that page. If you do not have an arena pass, your turn ends and the next turn will begin at The Castle; Stay on this page.


LABYRINTH - A labyrinth pass is required to be granted entry to the monster-filled maze of the castle grounds. If you have a labyrinth pass, your turn ends and the next turn will begin in The Labyrinth; Proceed to that page. If you do not have a labyrinth pass, your turn ends and the next turn will begin at The Castle; Stay on this page.


ARMORY - You may choose to do any of the following in any order you choose:


      Pay 4 Gold to gain a knight lance, unless your Alignment is Good and you are a warrior, in which case pay 3 Gold to gain a knight lance. A knight lance is an Item and a weapon. If you have the knight lance at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Good and you are a warrior, increase your Arms by an additional 1 for that Melee Combat only.


      Pay 4 Gold to gain a wizard staff, unless your Alignment is Good and you are a wizard, in which case pay 3 Gold to gain a wizard staff. A wizard staff is an Item and a weapon. If you have the wizard staff 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 4, 5, or 6, or your Alignment is Good and you are a wizard, increase your Magic by an additional 1 for that Magical Combat only.


      Pay 4 Gold to gain a royal dagger, unless your Alignment is Good and you are a thief, in which case pay 3 Gold to gain a royal dagger. A royal dagger is an Item and a weapon. If you have the royal dagger at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or your Alignment is Good and you are a thief, increase your Arms by an additional 1 for that Melee Combat only.


      Pay 4 Gold to gain armor, unless your Alignment is Good and you are a warrior, in which case pay 3 Gold to gain armor. Armor is an Item. If you have the 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 a helmet or a shield if you have the armor.


      Pay 5 Gold to gain a magic robe, unless your Alignment is Good and you are a wizard, in which case pay 4 Gold to gain a magic robe. A magic robe is an Item. If you have the magic robe, 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 a magic hat or a magic cloak if you have the magic robe.


      When you are done gaining Items, your turn ends and the next turn will begin at The Castle; Stay on this page.


ROYAL DOCTOR - 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 surgery, unless your Alignment is Good and you are a priest or a wizard, in which case you gain surgery without paying 1 Gold. Surgery is a Spell. Surgery may be used at the start of any turn if your Vitae minus the number of Wounds you have equals 1. When used, roll a die. Heal a number of Wounds equal to the die roll plus 1.


Pay 1 Gold to gain a white potion. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.


Pay 2 Gold to gain a green potion. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.


When you are done healing Wounds, gaining Spells, and/or gaining Items, your turn ends and the next turn will begin at The Castle; Stay on this page.


ROYAL WIZARD - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain bumble, unless your Alignment is Good and you are a wizard, in which case you gain bumble without paying 1 Gold. Bumble is a Spell. Bumble may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than the Craft of the monster in the Melee Combat you used bumble at the start of, decrease that monster's Arms by an amount equal to the die roll minus that monster's Craft for that Melee Combat only. You may not use more than 1 bumble per Combat.


Pay 1 Gold to gain mumble, unless your Alignment is Good and you are a wizard, in which case you gain mumble without paying 1 Gold. Mumble is a Spell. Mumble may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than the Craft of the monster in the Magical Combat you used mumble at the start of, decrease that monster's Magic by an amount equal to the die roll minus that monster's Craft for that Magical Combat only. You may not use more than 1 mumble per Combat.


Pay 1 Gold to gain zap, unless your Alignment is Good and you are a wizard, in which case you gain zap without paying 1 Gold. Zap is a Spell. Zap may be used at the start of any Melee Combat. When used, roll a die. If the die roll is greater than the Magic of the monster in the Melee Combat you used zap at the start of, decrease that monster's Arms by an amount equal to the die roll minus that monster's Magic for that Melee Combat only. You may not use more than 1 zap per Combat.


Pay 1 Gold to gain zah, unless your Alignment is Good and you are a wizard, in which case you gain zah without paying 1 Gold. Zah is a Spell. Zah may be used at the start of any Magical Combat. When used, roll a die. If the die roll is greater than the Arms of the monster in the Magical Combat you used zah at the start of, decrease that monster's Magic by an amount equal to the die roll minus that monster's Arms for that Magical Combat only. You may not use more than 1 zah per Combat.


       When you are done gaining Spells, your turn ends and the next turn will begin at The Castle; Stay on this page.


TRAVEL BUREAU - You may choose to do any of the following in any order you choose:


Pay 1 Gold to gain a bridge pass. A bridge pass is an Item. A bridge pass does not count towards the number of Items you may have. 


Pay 1 Gold to gain an arena pass. An arena pass is an Item. An arena pass does not count towards the number of Items you may have.


Pay 2 Gold to gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have. 


Pay 2 Gold to gain a royal pass. A royal pass is an Item. A royal pass does not count towards the number of Items you may have. 


Pay 1 Gold to gain a river ticket. A river ticket is an Item. A river ticket does not count towards the number of Items you may have. 


       Pay 1 Gold to gain a lake ticket. A lake ticket is an Item. A river ticket does not count towards the number of Items you may have.


Pay 2 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. 


Pay 1 Gold to 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 a parka. A parka is an Item. A parka does not count towards the number of Items you may have.


Pay 1 Item to gain 1 Gold. Any Item may be used as payment, except for an Item that has the word 'potion', 'ticket', or 'pass' in it's name.


       When you are done gaining Items and/or Gold, your turn ends and the next turn will begin at The Castle; Stay on this page.


MAP ROOM - Roll a die for what you encounter in the map room:


      1 = A cartographer tells you about the castles of Adventuria. Besides the royal castle which you are currently in, there are a number of other castles throughout the land. One is said to be made of ice. Another is rumored to be in the clouds. Yet another is made of amethyst and is thought to be from a strange magical dimension. Besides castles, there are also palaces. Palaces are like castles but tend to be home to creatures foreign to this land, such as the leaders of some of The Distant Lands.

 

      2 = You find an atlas that contains a descriptive analysis of the inhabitants of The Borderlands. The Keep on The Borderlands is Adventuria's foremost defense against border rivals. There is also said to be special caverns near The Keep that are fit for beginning adventurers. The Battlegrounds is where a great battle is taking place between the army of Adventuria and a foreign invasion force. The foreign invaders are said to be led by an experienced general whose headquarters is a fortress of iron somewhere in the war zone. The Chaos Wastelands are home to the magical forces of chaos, and are forever shifting in form and substance. Somewhere in the wastelands of chaos is said to be a citadel ruled by a chaotic sorcerer king. Lastly, there is a stronghold in The Borderlands that belongs to the dreaded slavers. The slavers are said to have a vast prison for slaves under the stronghold, as well as a dungeon full of strange monsters which guard the slavers' ill gotten gains.


      3 = A friendly explorer tells you of the numerous towers that are said to be spread throughout the land of Adventuria. The most well known of the towers is in the middle of The Mystery Marsh in The Swamp. It is said to be home to a magician with a magic deck of cards. The next most well known tower in the land is the very tall tower that is connected to The Monastery in The Hills. Only the monks of that monastery know what they guard within the tall tower they keep under lock and key. Besides those two towers, there is rumored to be a tower made of ivory, a tower made of ebony, and a tower made of stone strewn throughout the land. The towers of ivory, stone, and ebony are all thought to be associated with the gods of alignment.


      4 = A diary of a traveling pilgrim details the holy spots throughout the land. Besides the chapel for good adventurers that is next to this castle, there is a chapel for evil adventurers in The Badlands. For neutral adventurers, there is a shrine in The Fields, and there is also rumored to be another neutral shrine kept in a secret location. For those of all alignments, there is a temple near The Lake. Besides that temple, there is thought to be a number of exotic temples throughout the land, some in far off corners of the world and beyond.


      5 = You read a geography book about The Distant Lands. These lands are island nations that exist far overseas. Each nation state has it's own culture and magic. The Emerald Isle is ruled by a grand wizard in an emerald city. The Orient Isle is ruled by a fierce shogun in a palace full of samurai warriors. The Wizard Isle is ruled by an archmage that lives in the center of a magical city known as The Arcanium. The Circe Isle is ruled by a seductive sorceress with giant cyclops servants. Lastly, The Indies Isle is ruled by a rajah in an amazingly beautiful palace.


      6 = The sage that oversees the map room gives you a lesson about the cities of Adventuria. Besides the main city that all adventurers begin at, there is also a port city on The Coast. Though not quite big as a city, there is a town in The Plains and a village in The Fields. Legend also has it that there is long lost city, a city underwater, a city in the clouds, and a city underground somewhere in Adventuria, as well as a friendly village of natives and a forsaken city of savages on a jungle island overseas. There is even a legend of a fabled city of brass within a plane of fire.


       After your map room encounter ends, your turn ends and the next turn will begin in The Castle; Stay on this page.


COURTYARD - Roll a die for what you encounter in the royal courtyard:


      1 = You have a meeting with a royal advisor. Roll two dice, unless you have a royal pass. If the die roll is equal to or less than your Craft, gain a royal pass. A royal pass is an Item. A royal pass does not count towards the number of Items you may have.


      2 = A court wizard seeks to aid those who wish to brave the castle's labyrinth. Roll a die, unless you have a labyrinth pass. If the die roll is equal to or less than your Magic, gain a labyrinth pass. A labyrinth pass is an Item. A labyrinth pass does not count towards the number of Items you may have.


      3 = You have a brief tussle with a thief from the royal guild. Fight a Melee Combat with a royal thief. The royal thief's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 1. After a Melee Combat with the royal thief, you must choose to end Combat when given the choice.


      4 = A mage knight challenges you to a magic duel at ten paces. Fight a Magical Combat with a mage knight. The mage knight's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 1. After a Magical Combat with the mage knight, you must choose to end Combat when given the choice.


      5 = You meet a troubadour that will sing a special healing song for a price. Pay 1 Gold to heal 2 Wounds.


      6 = Numerous red canaries flutter about the courtyard singing their songs. Roll two dice, unless you have a red canary. If the die roll is equal to or less than your Craft, gain a red canary. A red canary is an Ally. If you have the red canary at the start of any Combat with a monster with the word 'scarlet' or 'crimson' in it's name, increase your Arms and Magic by 1 for that Combat only.


      After your courtyard encounter ends, your turn ends and the next turn will begin at The Castle; Stay on this page.


RAMPARTS - Roll a die for what you encounter among the ramparts of the royal castle:


      1 = The wind on the ramparts picks up. Roll a die. If the die roll is greater than your Craft, lose 1 Item that has the word 'pass' or 'ticket' in it's name.


      2 = The captain of the guard assesses whether you'd make a worthy champion for the battle arena. Roll a die, unless you have an arena pass. If the die roll is equal to or less than your Arms, gain an arena pass. An arena pass is an Item. An arena pass does not count towards the number of Items you may have.


      3 = A winged statue of a grotesque monster comes to life and attacks you. Fight a Magical Combat with a castle gargoyle. The castle gargoyle's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If the castle gargoyle receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the castle gargoyle does not receive the Wound.


      4 = An insane knight in an iron mask roams the rampart towers in search of battle. Fight a Melee Combat with iron mask. Iron mask's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. If iron mask receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, iron mask does not receive the Wound.


      5 = A flock of blue canaries make their nests in the upper ramparts of the castle. Roll two dice, unless you have a blue canary. If the die roll is equal to or less than your Craft, gain a blue canary. A blue canary is an Ally. If you have the blue canary at the start of any Combat with a monster with the word 'violet' or 'purple' in it's name, increase your Arms and Magic by 1 for that Combat only.


      6 = A single knight in armor guards one of the king's locked treasury rooms. If you choose, roll a die. If the die roll is less than your Craft, fight a Melee Combat with a treasury knight. The treasury knight's attributes are Arms: 5, Magic: 2, Craft: 3, Vitae: 3. If the treasury knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the treasury knight does not receive the Wound. If the treasury knight has fallen due to Combat with you, roll a die. If the die roll is 2, 4, or 6, gain 1 Gold.


      After your ramparts encounter ends, your turn ends and the next turn will begin at The Castle; Stay on this page.


The Crossroads


The River


The Chapel


The Royal Chambers


The Arena


The Labyrinth

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