The Chessboard
Your turn begins on The Chessboard.
Roll two dice for what you encounter while on the giant chessboard:
2 = A charismatic man with a magnificent black robe and an enchanted ebony crown is the king of the black chess pieces. Fight a Magical Combat with a chessblack king. The chessblack king's attributes are Arms: 8, Magic: 8, Craft: 6, Vitae: 6. If the chessblack king has fallen due to Combat with you, gain a chessblack crown, unless you have a chessblack crown. A chessblack crown is an Item. If you have the chessblack crown at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, unless you are on a page with the word 'Chessboard' in it's name, in which case increase your Magic by 2 for that Magical Combat only. Also, if you have the chessblack crown at the start of any turn on a page with the word 'Chessboard' or 'Hut' in it's name, you may choose to end your turn. If you choose to end your turn on a page with the word 'Chessboard' in it's name, your next turn will begin in The Warlock Hut; Proceed to that page if so. If you choose to end your turn on a page with the word 'Hut' in it's name, your next turn will begin on The Chessboard; Proceed to that page if so. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the chessblack crown.
3 = A beautiful woman with a gorgeous black dress and an enchanting ebony tiara is the queen of the black chess pieces. Fight a Magical Combat with a chessblack queen. The chessblack queen's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 5. If the chessblack queen has fallen due to Combat with you, you may choose to gain stalemate. Stalemate is a Spell. You may use stalemate at the start of any Combat if you have an Item with the word 'chesspiece' in it's name. When used, you may lose up to 3 Items with the word 'chesspiece' in their names, and must lose at least 1 Item with the word 'chesspiece' in it's name. If you lose 1 Item with the word 'chesspiece' in it's name, the Combat that stalemate was used at the start of will automatically be a standoff without rolling any dice, then the monster in that Combat receives 2 Wounds. If you lose 2 Items with the word 'chesspiece' in their names, the Combat that stalemate was used at the start of will automatically be a standoff without rolling any dice, then the monster in that Combat receives 4 Wounds. If you lose 3 Items with the word 'chesspiece' in their names, the Combat that stalemate was used at the start of will automatically be a standoff without rolling any dice, then the monster in that Combat receives 6 Wounds. You may not use more than 1 stalemate per turn.
4 = You are crossed by a priest in black robes wielding an ebony staff that shoots out rays of dark energy. Fight a Magical Combat with a chessblack bishop. The chessblack bishop's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Magical Combat the chessblack bishop is in with you, roll a die. If the die roll is 6, receive 1 Wound. If the chessblack bishop has fallen due to Combat with you, gain a blackbishop chesspiece. A blackbishop chesspiece is an Item. If you have the blackbishop chesspiece at the start of any Magical Combat, you may choose to lose the blackbishop chesspiece. If so, the monster in that Magical Combat must fight a Magical Combat with a blackchess bishop first. The blackchess bishop's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 1. At the start of any Magical Combat the blackchess bishop is in with a monster, roll a die. If the die roll is 6, the monster receives 1 Wound. If the monster has fallen due to Combat with the blackchess bishop, the Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you. If the blackchess bishop has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess bishop. If neither the blackchess bishop nor the monster has fallen due to the Combat between them, another Magical Combat with the blackchess bishop and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess bishop.
5 = You are confronted by a knight in ebony armor riding a black horse. Fight a Magical Combat with a chessblack knight. The chessblack knight's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. If the chessblack knight receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, the chessblack knight does not receive the Wound. If the chessblack knight has fallen due to Combat with you, gain a blackknight chesspiece. A blackknight chesspiece is an Item. If you have the blackknight chesspiece at the start of any Magical Combat, you may choose to lose the blackknight chesspiece. If so, the monster in that Magical Combat must fight a Magical Combat with a blackchess knight first. The blackchess knight's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 1. If the blackchess knight receives a Wound due to a Magical Combat, roll a die. If the die roll is 4, 5, or 6, the blackchess knight does not receive the Wound. If the monster has fallen due to Combat with the blackchess knight, the Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you. If the blackchess knight has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess knight. If neither the blackchess knight nor the monster has fallen due to the Combat between them, another Magical Combat with the blackchess knight and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess knight.
6 = You are challenged by a warrior in thick ebony armor that resembles a castle wall. Fight a Magical Combat with a chessblack rook. The chessblack rook's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. If the chessblack rook receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, the chessblack rook does not receive the Wound. If the chessblack rook has fallen due to Combat with you, gain a blackrook chesspiece. A blackrook chesspiece is an Item. If you have the blackrook chesspiece at the start of any Magical Combat, you may choose to lose the blackrook chesspiece. If so, the monster in that Magical Combat must fight a Magical Combat with a blackchess rook first. The blackchess rook's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. If the blackchess rook receives a Wound due to a Magical Combat, roll a die. If the die roll is 3, 4, 5, or 6, the blackchess rook does not receive the Wound. If the monster has fallen due to Combat with the blackchess rook, the Combat with you does not occur and you gain Magical XP as though the monster had fallen due to Combat with you. If the blackchess rook has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess rook. If neither the blackchess rook nor the monster has fallen due to the Combat between them, another Magical Combat with the blackchess rook and the monster occurs, with the monster retaining any Wounds it received due to Combat with the blackchess rook.
7 = One of the chessboard pawns tries to make a diagonal move onto your space. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a chesswhite pawn. The chesswhite pawn's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. If the die roll is 4, 5, or 6, fight a Magical Combat with a chessblack pawn. The chessblack pawn's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. If you receive a Wound due to a Combat with a chesswhite pawn or a chessblack pawn, your turn ends and the next turn will begin in The Warlock Hut; Proceed to that page if so. If you choose to end Combat with a chesswhite pawn or a chessblack pawn, your turn ends and the next turn will begin in The Warlock Hut; Proceed to that page if so. If the chesswhite pawn has fallen due to Combat with you, you may choose to roll a die. If the die roll is 4, 5, or 6, your turn ends and the next turn will begin in The Warlock Hut; Proceed to that page if so. If the chessblack pawn has fallen due to Combat with you, you may choose to roll a die. If the die roll is 1, 2, or 3, your turn ends and the next turn will begin in The Warlock Hut; Proceed to that page if so.
8 = You are challenged by a warrior in thick ivory armor that resembles a castle wall. Fight a Melee Combat with a chesswhite rook. The chesswhite rook's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 2. If the chesswhite rook receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 3, 4, 5, or 6, the chesswhite rook does not receive the Wound. If the chesswhite rook has fallen due to Combat with you, gain a whiterook chesspiece. A whiterook chesspiece is an Item. If you have the whiterook chesspiece at the start of any Melee Combat, you may choose to lose the whiterook chesspiece. If so, the monster in that Melee Combat must fight a Melee Combat with a whitechess rook first. The whitechess rook's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. If the whitechess rook receives a Wound due to a Melee Combat, roll a die. If the die roll is 3, 4, 5, or 6, the whitechess rook does not receive the Wound. If the monster has fallen due to Combat with the whitechess rook, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the whitechess rook has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess rook. If neither the whitechess rook nor the monster has fallen due to the Combat between them, another Melee Combat with the whitechess rook and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess rook.
9 = You are confronted by a knight in ivory armor riding a white horse. Fight a Melee Combat with a chesswhite knight. The chesswhite knight's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 3. If the chesswhite knight receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, the chesswhite knight does not receive the Wound. If the chesswhite knight has fallen due to Combat with you, gain a whiteknight chesspiece. A whiteknight chesspiece is an Item. If you have the whiteknight chesspiece at the start of any Melee Combat, you may choose to lose the whiteknight chesspiece. If so, the monster in that Melee Combat must fight a Melee Combat with a whitechess knight first. The whitechess knight's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 1. If the whitechess knight receives a Wound due to a Melee Combat, roll a die. If the die roll is 4, 5, or 6, the whitechess knight does not receive the Wound. If the monster has fallen due to Combat with the whitechess knight, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the whitechess knight has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess knight. If neither the whitechess knight nor the monster has fallen due to the Combat between them, another Melee Combat with the whitechess knight and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess knight.
10 = You are crossed by a priest in white robes wielding an ivory staff that shoots out rays of light energy. Fight a Melee Combat with a chesswhite bishop. The chesswhite bishop's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 4. At the start of any Melee Combat the chesswhite bishop is in with you, roll a die. If the die roll is 6, receive 1 Wound. If the chesswhite bishop has fallen due to Combat with you, gain a whitebishop chesspiece. A whitebishop chesspiece is an Item. If you have the whitebishop chesspiece at the start of any Melee Combat, you may choose to lose the whitebishop chesspiece. If so, the monster in that Melee Combat must fight a Melee Combat with a whitechess bishop first. The whitechess bishop's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 1. At the start of any Melee Combat the whitechess bishop is in with a monster, roll a die. If the die roll is 6, the monster receives 1 Wound. If the monster has fallen due to Combat with the whitechess bishop, the Combat with you does not occur and you gain Melee XP as though the monster had fallen due to Combat with you. If the whitechess bishop has fallen due to Combat with the monster, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess bishop. If neither the whitechess bishop nor the monster has fallen due to the Combat between them, another Melee Combat with the whitechess bishop and the monster occurs, with the monster retaining any Wounds it received due to Combat with the whitechess bishop.
11 = A beautiful woman with a gorgeous white dress and an enchanting ivory tiara is the queen of the white chess pieces. Fight a Melee Combat with a chesswhite queen. The chesswhite queen's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 5. If the chesswhite queen has fallen due to Combat with you, you may choose to gain checkmate. Checkmate is a Spell. You may use checkmate at the start of any Combat if you have an Item with the word 'chesspiece' in it's name. When used, you may lose up to 3 Items with the word 'chesspiece' in their names, and must lose at least 1 Item with the word 'chesspiece' in it's name. If you lose 1 Item with the word 'chesspiece' in it's name, increase your Arms and Magic by 3. If you lose 2 Items with the word 'chesspiece' in their names, increase your Arms and Magic by 6. If you lose 3 Items with the word 'chesspiece' in their names, increase your Arms and Magic by 9. The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 checkmate per turn.
12 = A charismatic man with a magnificent white robe and an enchanted ivory crown is the king of the white chess pieces. Fight a Melee Combat with a chesswhite king. The chesswhite king's attributes are Arms: 8, Magic: 8, Craft: 6, Vitae: 6. If the chesswhite king has fallen due to Combat with you, gain a chesswhite crown, unless you have a chesswhite crown. A chesswhite crown is an Item. If you have the chesswhite crown at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, unless you are on a page with the word 'Chessboard' in it's name, in which case increase your Arms by 2 for that Melee Combat only. Also, if you have the chesswhite crown at the start of any turn on a page with the word 'Chessboard' or 'Hut' in it's name, you may choose to end your turn. If you chose to end your turn on a page with the word 'Chessboard' in it's name, your next turn will begin in The Warlock Hut; Proceed to that page if so. If you chose to end your turn on a page with the word 'Hut' in it's name, your next turn will begin on The Chessboard; Proceed to that page if so. You may not use any other Item with the word 'helmet', 'helm', 'hat', 'tiara', or 'crown' in it's name if you have the chesswhite crown.
Unless you rolled a 7 and were returned to The Warlock Hut, after your chessboard encounter, your turn ends and the next turn will begin on The Chessboard; Stay on this page.
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