The Circe Isle
Your turn begins on The Circe Isle.
If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.
If you have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: CIRCE ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'CIRCE ISLE'.
CIRCE ISLE - Roll two dice for what you encounter while exploring the circe isle:
2 = A monster with the three heads of a lion, a goat, and a dragon guards a sorcerous key. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a chimera. If the die roll is 4, 5, or 6, fight a Magical Combat with a chimera. The chimera's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. At the start of any Combat the chimera is in, roll a die. If the die roll is 1 or 2, decrease your Arms by 1 for that Combat only. If the die roll is 3 or 4, decrease your Magic by 1 for that Combat only. If the die roll is 5, increase the chimera's Arms by 1 for that Combat only. If the die roll is 6, increase the chimera's Magic by 1 for that Combat only. If the chimera has fallen due to Combat with you, gain an escape key. An escape key is an Item. An escape key does not count towards the number of Items you may have. If you have the escape key at the start of a turn on a page with the word 'Minotaur', 'Pig', or 'Distant' in it's name, you may choose to end your turn. If so, your next turn will begin on The Circe Isle; Proceed to that page if so.
3 = A circean sorcerer has a special travel spell which he is giving away for free. If you choose, gain odyssea. Odyssea is a Spell. Odyssea may only be used if you have an Item with the word 'sea' in it's name. You may use odyssea at the start of any turn on a page with the word 'Distant' in it's name. When used, your turn ends and your next turn will begin on The Circe Isle; Proceed to that page if so.
4 = A cyclops wielding a cage patrols the isle seeking out adventurers to imprison. Fight a Melee Combat with a cage cyclops. The cage cyclops's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the cage cyclops is in, roll a die. If the die roll is 1, you receive 1 Wound. If you receive a Wound due to a Melee Combat with the cage cyclops, roll a die. If the die roll is 1, 3, or 5, your turn ends and the next turn will begin in The Pig Pen; Proceed to that page if so. If the die roll is 2, 4, or 6, your turn ends and the next turn will begin in The Minotaur Maze; Proceed to that page if so. If the cage cyclops receives a Wound due to Melee combat, roll a die. If the die roll is 1, the cage cyclops does not receive the Wound. If the cage cyclops has fallen due to Combat with you, roll a die. If the die roll is 1, gain an escape pass. An escape pass is an Item. An escape pass does not count towards the number of Items you may have. If you have the escape pass at the start of a turn on a page with the word 'Minotaur', 'Pig', or 'Distant' in it's name, you may choose to lose the escape pass. If so, your turn ends and the next turn will begin on The Circe Isle; Proceed to that page if so.
5 = This isle is the home of a race of one-eyed giants loyal to the sorceress that rules here. Fight a Melee Combat with an isle cyclops. The isle cyclops's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 3. At the start of any Melee Combat the isle cyclops is in, roll a die. If the die roll is 1, you receive 1 Wound. If the isle cyclops receives a Wound due to Melee combat, roll a die. If the die roll is 1, the isle cyclops does not receive the Wound.
6 = A mystical wooden pen populated by a plethora of pigs serves as a prison on this mythical isle. If you choose, your turn ends and the next turn will begin in The Pig Pen; Proceed to that page if so.
7 = You come upon a village of the circe isle. Roll a die. If the die roll is 1, 2, or 3, an olive-skinned sailor has a sea ticket for sale. Pay 1 Gold or an escape pass 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. If the die roll is 4, 5, or 6, an olive-skinned boatman has a sea ship for sale. Pay 2 Gold or an escape key to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.
8 = A mystic stone maze maintained by a multitude of minotaurs serves as a tourist trap on this mythic isle. If you choose, your turn ends and the next turn will begin in The Minotaur Maze; Proceed to that page if so.
9 = Some of the cyclopses have been taught magic by the sorceress of this isle. Fight a Magical Combat with a circe cyclops. The circe cyclops's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the circe cyclops is in, roll a die. If the die roll is 1, you receive 1 Wound. If the circe cyclops receives a Wound due to Magical combat, roll a die. If the die roll is 1, the circe cyclops does not receive the Wound.
10 = A cyclops wielding a net patrols the isle hunting down adventurers to capture. Fight a Magical Combat with a net cyclops. The net cyclops's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat the net cyclops is in, roll a die. If the die roll is 1, you receive 1 Wound. If you receive a Wound due to a Magical Combat with the net cyclops, roll a die. If the die roll is 1, 3, or 5, your turn ends and the next turn will begin in The Pig Pen; Proceed to that page if so. If the die roll is 2, 4, or 6, your turn ends and the next turn will begin in The Minotaur Maze; Proceed to that page if so. If the net cyclops receives a Wound due to Magical combat, roll a die. If the die roll is 1, the net cyclops does not receive the Wound. If the net cyclops has fallen due to Combat with you, roll a die. If the die roll is 1, gain an escape pass. An escape pass is an Item. An escape pass does not count towards the number of Items you may have. If you have the escape pass at the start of a turn on a page with the word 'Minotaur', 'Pig', or 'Distant' in it's name, you may choose to lose the escape pass. If so, your turn ends and the next turn will begin on The Circe Isle; Proceed to that page if so.
11 = A shy cyclops smaller than the others may deem to join you if he is approached appropriately. If you choose, roll a die, unless you have one eye. If the die roll is 1, gain one eye. One eye is an Ally. If you have one eye at the start of any Combat, roll a die. If the die roll is 1, the monster in the Combat receives 1 Wound, then roll a die. If that die roll is 1, lose one eye.
12 = A beautiful sorceress with the power to polymorph people into pigs rules this isle of myth. Fight a Magical Combat with a circe sorceress. The circe sorceress's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If you do not have any Allies at the start of a Magical Combat with the circe sorceress, roll a die. If the die roll is equal to or greater than your Vitae, your Arms and Magic become 2 for that Magical Combat only. If you have any Allies at the start of a Magical Combat with the circe sorceress, roll a die. If the die roll is equal to or less than the circe sorceress's Craft, lose 1 Ally, then fight a Melee Combat with a circe pig first. The circe pig's attribute's are Arms: 2, Magic: 2, Craft: 1, Vitae: 1. At the start of any Melee Combat with the circe pig, roll a die. If the die roll is equal to or greater than your Vitae, your Arms and Magic become 2 for that Melee Combat only. You cannot end Combat with the circe pig unless it has fallen. If the circe pig has fallen due to Combat with you, the Combat with you and the circe sorceress occurs. If the circe sorceress has fallen due to Combat with you, gain a circe wand. A circe wand is an Item and a weapon. If you have the circe wand at the start of any Combat, roll a die. If the die roll is equal to or less than your Craft, roll a die. If that die roll is equal to or greater the Vitae of the monster in the Combat that you used the circe wand at the start of, the Arms and Magic of the monster becomes 2 for that Combat only.
Unless you rolled a 6 and went to The Pig Pen, or you rolled an 8 and went to The Minotaur Maze, after your circe isle encounter ends, your turn ends and the next turn will begin on The Circe Isle; Stay on this page if so.
DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.
Comments
Post a Comment