The Cloud City

Your turn begins in The Cloud City.

Choose one of the following locations to visit: CLOUD GATE, SKY MALL, VAPOR GUILD, THUNDER TEMPLE, SOOTHSAYER, CLOUDY LANES, TRAINING GROUNDS, PROVING GROUNDS, or GRAND HALLWAY. To visit a location, go to the section of this page with the same name as the location.


CLOUD GATE - You may choose to leave The Cloud City by going to The Rainbow Bridge. If so, your turn ends and the next turn will begin on The Rainbow Bridge; Proceed to that page. If not, your turn ends and the next turn will begin in The Cloud City; Stay on this page.


SKY MALL - 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 '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 4 Gold to gain a cloud sword. A cloud sword is an Item and a weapon. If you have the cloud 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 equal to or less than your Craft, increase your Arms by an additional 1 for that Combat only.


Pay 4 Gold to gain a cloud axe. A cloud axe is an Item and a weapon. If you have the cloud axe at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the cloud axe, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is equal to or less than your Craft, the monster receives 1 additional Wound.


Pay 4 Gold to gain a cloud wand. A cloud wand is an Item and a weapon. If you have the cloud 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 equal to or less than your Craft, increase your Magic by an additional 1 for that Magical Combat only.


Pay 4 Gold to gain a cloud staff. A cloud staff is an Item and a weapon. If you have the cloud staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the cloud staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is equal to or less than your Craft, 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 Cloud City; Stay on this page.


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


Pay 1 Gold to gain instaparka. Instaparka is a Spell. You may use instaparka at the start of any turn. When used, gain a parka. A parka is an Item. A parka does not count towards the number of Items you may have.


Pay 1 Gold to gain coldsnap, unless you are a wizard, in which case you gain coldsnap without paying 1 Gold. Coldsnap is a Spell. You may use coldsnap at the start of any Melee Combat. When used, roll a die. If the die roll is equal to or less than your Craft, increase your Arms by an amount equal to the die roll for that Melee Combat only. You may not use more than 1 coldsnap per Combat.


Pay 1 Gold to gain coldfront, unless you are a wizard, in which case you gain coldfront without paying 1 Gold. Coldfront is a Spell. You may use coldfront at the start of any Magical Combat. When used, roll a die. If the die roll is equal to or less than your Craft, increase your Magic by an amount equal to the die roll for that Magical Combat only. You may not use more than 1 coldfront per Combat.


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


THUNDER 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 thunderclap, unless you are a priest, in which case you gain thunderclap without paying 1 Gold. Thunderclap is a Spell. Thunderclap may be used at the start of any Combat if you have 1 or more Items. When used, lose 1 Item, then the monster in the Combat receives 1 Wound. You may not use more than 1 thunderclap per monster per turn.


Pay 1 Gold to gain thundercall, unless you are a priest, in which case you gain thundercall without paying 1 Gold. thundercall is a Spell. Thundercall may be used at the start of any Combat if you have 1 or more Allies. When used, lose 1 Ally, then the monster in the Combat receives 1 Wound. You may not use more than 1 thundercall per monster per turn.


Pay 1 Gold to gain thunderode, unless you are a priest, in which case you gain thunderode without paying 1 Gold. Thunderode is a Spell. Thunderode may be used at the start of any Combat if you have 1 or more Spells other than thunderode. When used, lose 1 Spell other than thunderode, then the monster in the Combat receives 1 Wound. You may not use more than 1 thunderode per monster per turn.


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


SOOTHSAYER - Roll a die for what you encounter at the home of the soothsayer:


1 = The soothsayer tells you a tale of the subterranean city. Deep beneath the ground in a vast underearth cavern is a city full of subterranean dwellers. The main races are the chaotic deep dwarves and evil dire elves. The dire elves have a shrine which is said to lead to a demonic web filled with every spider imaginable.


2 = The soothsayer tells you a tale of the cloud castle. On the highest eyrie of Adventuria grows a magical beanstalk that leads up to a huge castle in the clouds. The castle is home to a giant and his brother, as well as strange servants loyal to the giant.


3 = The soothsayer tells you a tale of two pathways that reach throughout Adventuria. One starts on an island and is a path of primroses that mystically stretches throughout the land. The other starts in a valley and is a lane of shade and shadow that also mystically winds it's way throughout the land.


4 = The soothsayer tells you a tale of the mummy tomb. Beneath a pyramid in the desert is a large tomb that is home to undying mummies. It is said that those who enter the tomb are cursed. It is also said that beneath the tomb is an exotic underworld of the dead.


5 = The soothsayer tells you a tale of the dino ranchers. On a savage island in the sea is a barbaric tribe that raises dinosaurs as pets. The tribe and their dinosaurs live on a wide free range ranch hidden somewhere deep in the jungle of the island.


6 = A glaze of greed enters the soothsayer's eyes as he tells you a tale of the merchant manor. In the hills near a camp of bandits is an expensive and expansive manor owned by a rich merchant. Within the manor are many riches. Behind the manor is a magical art museum that lures in intruders with it's beautiful artistry.


After your soothsayer encounter ends, your turn ends and your next turn will begin in The Cloud City; Stay on this page.


CLOUDY LANES - Roll a die for what you encounter while exploring the lanes of the cloud city:


1 = A man levitating on a pillar of cold air offers to teach you some cloud magic. Pay 1 Gold to gain coldcase, unless you are a wizard, in which case you gain coldcase without paying 1 Gold. Coldcase is a Spell. You may use coldcase at the start of any Combat. When used, roll a die. If the die roll is equal to or less than your Craft, increase your Arms and Magic by an amount equal to the die roll for that Combat only. You may not use more than 1 coldcase per Combat.


2 = You may attempt to rob one of the shrouded houses lining the cloudy lanes, but it will be risky. If you choose, choose your Arms or your Magic, then roll two dice. If the die roll is less than your chosen attribute, gain 1 Gold. If the die roll is greater than your chosen attribute, roll a die. If that die roll is greater than your Craft, receive 1 Wound.


3 = The mists that surround these cloudy lanes make it easy to be mugged by hidden assailants. 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 Vitae, lose 1 Gold.


4 = The lanes of this cloud city are policed by soldiers able to summon forth storms in battle. Fight a Melee Combat with a storm trooper. The storm trooper's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. At the start of any Melee Combat the storm trooper is in, if it is the first Combat the storm trooper has been in this turn, roll a die. If the die roll is equal to or less than the storm trooper's Vitae, roll a die. If that die roll is greater than your Craft, you receive 1 Wound. At the start of any Melee Combat the storm trooper is in, if it is not the first Combat the storm trooper has been in this turn, roll a die. If the die roll is equal to or less than the storm trooper's Vitae, increase the storm trooper's Arms by 1 for that Melee Combat only. If the storm trooper 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 a storm sword. A storm sword is an Item and a weapon. If you have the storm 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 Vitae, roll a die. If that die roll is greater than the Craft of the monster in the Melee Combat that you used the storm sword at the start of, that monster receives 1 Wound. If you have the storm 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 Vitae, increase your Arms by 1 for that Melee Combat only. If the die roll is less than your Vitae, increase your Arms by 2 for that Melee Combat only.


5 = Serving as watchmen for this cloud city are wizards adept at invoking storm magic. Fight a Magical Combat with a weather wizard. The weather wizard's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the weather wizard is in, if it is the first Combat the weather wizard has been in this turn, roll a die. If the die roll is equal to or less than the weather wizard's Vitae, roll a die. If that die roll is greater than your Craft, you receive 1 Wound. At the start of any Magical Combat the weather wizard is in, if it is not the first Combat the weather wizard has been in this turn, roll a die. If the die roll is equal to or less than the weather wizard's Vitae, increase the weather wizard's Magic by 1 for that Magical Combat only. If the weather wizard 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 a weather wand. A weather wand is an Item and a weapon. If you have the weather wand 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 Vitae, roll a die. If that die roll is greater than the Craft of the monster in the Magical Combat that you used the weather wand at the start of, that monster receives 1 Wound. If you have the weather wand 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 Vitae, increase your Magic by 1 for that Magical Combat only. If the die roll is less than your Vitae, increase your Magic by 2 for that Magical Combat only.


6 = You intrude into the wispy domicile of a wealthy frost mage. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a frost magi. If the die roll is 4, 5, or 6, fight a Magical Combat with a frost magi. The frost magi's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 4. At the start of any Combat the frost magi is in, roll a die. If the die roll is equal to or less than the frost magi's Craft, increase the frost magi's Arms and Magic by an amount equal to the die roll for that Combat only. If the frost magi has fallen due to Combat with you, gain 1 Gold.


After your cloudy lanes encounter ends, your turn ends and your next turn will begin in The Cloud City; Stay on this page.


TRAINING GROUNDS - Roll a die for what you encounter while at the training grounds:


1 = Your worthiness for being on these training grounds is assessed. Roll two dice. If the die roll is greater than your Arms, pay 1 Gold or receive 1 Wound.


2 = A large woolly elephant of great might comes charging at you on the training grounds. Fight a Melee Combat with an oliphant. The oliphant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. Roll a die. If the die roll is 1 or 2, increase the oliphant's Arms by 1. If the die roll is 3 or 4, increase the oliphant's Craft by 1. If the die roll is 5 or 6, increase the oliphant's Vitae by 1. If you receive a Wound due to Melee Combat with the oliphant, roll a die. If the die roll is 6, receive 1 additional Wound. If the oliphant receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the oliphant does not receive the Wound. If you choose to end Combat with the oliphant, pay 1 Gold or receive 1 Wound. If the oliphant has fallen due to Melee Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


3 = You must do battle with a clever ogre trained in combat tactics. Fight a Melee Combat with a tactics ogre. The tactics ogre's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If you are a warrior, increase the tactics ogre's Arms and Craft by 1. If you receive a Wound due to Melee Combat with the tactics ogre, roll a die. If the die roll is 6, receive 1 additional Wound. If the tactics ogre receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the tactics ogre does not receive the Wound. If you choose to end Combat with the tactics ogre, pay 1 Gold or receive 1 Wound. If the tactics ogre has fallen due to Melee Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


4 = You must do battle with a reaver in rags who wields a rusty blade. Fight a Melee Combat with a ragged reaver. The ragged reaver's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If you are a thief, increase the ragged reaver's Arms and Craft by 1. If you receive a Wound due to Melee Combat with the ragged reaver, roll a die. If the die roll is 6, receive 1 additional Wound. If the ragged reaver receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the ragged reaver does not receive the Wound. If you choose to end Combat with the ragged reaver, pay 1 Gold or receive 1 Wound. If the ragged reaver has fallen due to Melee Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


5 = You must do battle with an enormous white-skinned worm covered in snow. Fight a Melee Combat with a white worm. The white worm's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If you are a dwarf, increase the white worm's Arms and Craft by 1. If you receive a Wound due to Melee Combat with the white worm, roll a die. If the die roll is 6, receive 1 additional Wound. If the white worm receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the white worm does not receive the Wound. If you choose to end Combat with the white worm, pay 1 Gold or receive 1 Wound. If the white worm has fallen due to Melee Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


6 = A hoary frost giant stomps on the ground in a challenge to battle on the training grounds. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a frost giant. If the die roll is 4, 5, or 6, fight a Magical Combat with a frost giant. The frost giant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If you receive a Wound due to Combat with the frost giant, roll a die. If the die roll is 6, receive 1 additional Wound. If the frost giant receives a Wound due to Combat with you, roll a die. If the die roll is 6, the frost giant does not receive the Wound. If you choose to end Combat with the frost giant, pay 1 Gold or receive 1 Wound. If the frost giant has fallen due to Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


After your training grounds encounter ends, your turn ends and your next turn will begin in The Cloud City; Stay on this page.


PROVING GROUNDS - Roll a die for what you encounter while at the proving grounds:


1 = Your worthiness for being on these proving grounds is assessed. Roll two dice. If the die roll is greater than your Magic, pay 1 Gold or receive 1 Wound.


2 = A manticore with frosty fur comes pouncing upon you on the proving grounds. Fight a Magical Combat with a manticora. The manticora's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. Roll a die. If the die roll is 1 or 2, increase the manticora's Magic by 1. If the die roll is 3 or 4, increase the manticora's Craft by 1. If the die roll is 5 or 6, increase the manticora's Vitae by 1. If you receive a Wound due to Magical Combat with the manticora, roll a die. If the die roll is 6, receive 1 additional Wound. If the manticora receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the manticora does not receive the Wound. If you choose to end Combat with the manticora, pay 1 Gold or receive 1 Wound. If the manticora has fallen due to Magical Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


3 = You must do battle with a demonic hag who casts spells of snowy witchcraft. Fight a Magical Combat with a snow hag. The snow hag's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. If you are a wizard, increase the snow hag's Magic and Craft by 1. If you receive a Wound due to Magical Combat with the snow hag, roll a die. If the die roll is 6, receive 1 additional Wound. If the snow hag receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the snow hag does not receive the Wound. If you choose to end Combat with the snow hag, pay 1 Gold or receive 1 Wound. If the snow hag has fallen due to Magical Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


4 = You must do battle with a large floating eye glowing with evil power. Fight a Magical Combat with an evil eye. The evil eye's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. If you are a priest, increase the evil eye's Magic and Craft by 1. If you receive a Wound due to Magical Combat with the evil eye, roll a die. If the die roll is 6, receive 1 additional Wound. If the evil eye receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the evil eye does not receive the Wound. If you choose to end Combat with the evil eye, pay 1 Gold or receive 1 Wound. If the evil eye has fallen due to Magical Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


5 = You must do battle with a winged godling wielding a magical bow that shoots arrows of lightning. Fight a Magical Combat with a lightning archer. The lightning archer's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. If you are an elf, increase the lightning archer's Magic and Craft by 1. If you receive a Wound due to Magical Combat with the lightning archer, roll a die. If the die roll is 6, receive 1 additional Wound. If the lightning archer receives a Wound due to Magical Combat with you, roll a die. If the die roll is 6, the lightning archer does not receive the Wound. If you choose to end Combat with the lightning archer, pay 1 Gold or receive 1 Wound. If the lightning archer has fallen due to Magical Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


6 = A sparkling thunder bird booms in the air a call to battle on the proving grounds. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a thunder bird. If the die roll is 4, 5, or 6, fight a Melee Combat with a thunder bird. The thunder bird's attributes are Arms: 5, Magic: 7, Craft: 2, Vitae: 4. If you receive a Wound due to Combat with the thunder bird, roll a die. If the die roll is 6, receive 1 additional Wound. If the thunder bird receives a Wound due to Combat with you, roll a die. If the die roll is 6, the thunder bird does not receive the Wound. If you choose to end Combat with the thunder bird, pay 1 Gold or receive 1 Wound. If the thunder bird has fallen due to Combat with you, gain a grand badge, unless you have a grand badge. A grand badge is an Item. A grand badge does not count towards the number of Items you may have.


After your proving grounds encounter ends, your turn ends and your next turn will begin in The Cloud City; Stay on this page.


GRAND HALLWAY - If you do not have a grand badge, your turn ends and the next turn will begin in The Cloud City; Stay on this page if so. If you have a grand badge, your turn ends and the next turn will begin in The Grand Hall; Proceed to that page if so.


The Rainbow Bridge


The Grand Hall

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