The Cloud Castle
Your turn begins at The Cloud Castle.
Roll two dice for what you encounter while exploring the cloud castle:
2 = The brother of the giant that rules this castle is a bolt-hurling giant of the storm variety. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a storm giant. If the die roll is 4, 5, or 6, fight a Melee Combat with a storm giant. The storm giant's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 5. At the start of any Combat the storm giant is in, if it is the first Combat the storm giant has been in this turn, roll two dice. If the die roll is less than the storm giant's Magic, receive 1 Wound, then decrease your Arms and Magic by 1 for that Combat only. If the storm giant has fallen due to Combat with you, gain a rampart ring. A rampart ring is an Item. If you have the rampart ring at the start of any turn on a page with the word 'Castle' or 'Palace' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 rampart ring at a time.
3 = An incantation for a stunning lightning spell appears when you stare long enough into the clouds. Roll a die. If the die roll is equal to or less than your Craft, gain zaptrap. Zaptrap is a Spell. You may use zaptrap at the start of any Combat. When used, the Combat that zaptrap was used at the start of will automatically be a standoff without rolling any dice. If zaptrap was used at the start of a Melee Combat, decrease the Arms of the monster in that Combat by 1. If zaptrap was used at the start of a Magical Combat, decrease the Magic of the monster in that Combat by 1. Any decrease lasts until the monster has fallen or if you choose to end Combat with the monster. You may not use more than 1 zaptrap per monster per turn.
4 = A brilliant lightning bolt comes shooting towards you from a nearby cloud. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Craft, receive 1 Wound.
5 = A harpy swoops down from a rampart and strums forth a sonic assault with it's magic harp. Fight a Melee Combat with a castle harpy. The castle harpy's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 2. If the castle harpy has 1 Wound at the start of any Melee Combat, decrease the castle harpy's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the castle harpy, and it is the first Combat the castle harpy has been in this turn, and it is the first Wound you have received due to Combat with the castle harpy this turn, roll a die. If the die roll is 1, 3, or 5, you receive 1 additional Wound.
6 = The giant that rules this castle is served by a race of troll hybrids known as trollkins. Fight a Melee Combat with a trollkin guard. The trollkin guard's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If the trollkin guard has 1 or more Wounds at the start of a Melee Combat, roll two dice. If the die roll is 7, the trollkin guard heals 1 Wound.
7 = You come upon the giant beanstalk that leads down and out of this cloud castle. If you choose, your turn ends and the next turn will begin at The Eyrie; Proceed to that page if so.
8 = The trollkin servants of this castle are half troll and half human. Fight a Magical Combat with a trollkin guardian. The trollkin guardian's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If the trollkin guardian has 1 or more Wounds at the start of a Magical Combat, roll two dice. If the die roll is 7, the trollkin guardian heals 1 Wound.
9 = A dark grey cloud floats towards you and tries to zap you with a lightning bolt. Fight a Magical Combat with a storm cloud. The storm cloud's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 2. If the storm has 1 Wound at the start of any Magical Combat, decrease the storm cloud's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the storm cloud, and it is the first Combat the storm cloud has been in this turn, and it is the first Wound you have received due to Combat with the storm cloud this turn, roll a die. If the die roll is 1, 3, or 5, you receive 1 additional Wound.
10 = A sentient magical harp plays a sweet song which can lull you into a harmful hypnotic state. Roll two dice. If the die roll is equal to or greater than the total of your Magic plus your Craft, receive 1 Wound.
11 = A miniature being made of lightning comes out of a cloud and offers it's services to you. Roll a die. If the die roll is less than your Craft, or if your Alignment is Good and the die roll is equal to or less than your Craft, gain a zapling. A zapling is an Ally. You may use the zapling at the start of any Magical Combat if you have an Item that is a weapon. When used, the Magical Combat the zapling was used at the start of will automatically be a standoff without rolling any dice; At the end of that Magical Combat, lose the zapling.
12 = This castle is ruled by a fearsome club-wielding giant of the cloud variety. Fight a Melee Combat with a cloud giant. The cloud giant's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 5. If you receive a Wound due to a Melee Combat with the cloud giant, roll two dice. If the die roll is less than the cloud giant's Arms, receive 1 additional Wound. If the cloud giant has fallen due to Combat with you, gain a golden goose, unless you have a golden goose. A golden goose is an Ally. If you have the golden goose at the start of any turn, you may choose to roll two dice. If the die roll is 7, gain 1 Gold. If the die roll is 2 or 12, lose the golden goose.
Unless you rolled a 7 and climbed back to The Eyrie, after your cloud castle encounter ends, your turn ends and the next turn will begin at The Cloud Castle; Stay on this page if so.
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