The Crossroads

Your turn begins at The Crossroads.

Choose one of the following destinations to travel to: BADLANDS, BORDERLANDS, BRIDGE, CASTLE, CITY, COAST, COLD WASTES, ROAD, DESERT, FIELDS, FOREST, HILLS, LAKE, MOUNTAINS, PLAINS, RIVER, SWAMP, WILDLANDS, or WOODS. To travel to a destination, go to the section of this page with the same name, but only after you first roll two dice for what you encounter on the road:


2 = You somehow come upon a road leading to The Lost City. If you choose, your turn ends and the next turn will begin in The Lost City; Proceed to that page if so.


3 = An elven princess seeks to hire a bodyguard for her journey home. Roll a die, unless you have an elven princess. If the die roll is equal to or less than your Craft, or if you are an elf, gain an elven princess. An elven princess is an Ally. If you have the elven princess and your turn ends on The Forest page, lose the elven princess and gain 1 Gold.


4 = A wandering wiseman offers you a special spell. Pay 2 Gold to gain return. Return is a Spell. You may use return at the start of any turn on any page. When used, go to The Crossroads page instead of the page you are on, then start your turn there instead.


5 = A vicious harpy comes shrieking down from the skies. Fight a Melee Combat with a harpy. The harpy's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the harpy is in, if it is the first Combat the harpy has been in this turn, roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the harpy receives a Wound due to Combat with you, or if you receive a Wound due to Combat with the harpy, you must choose to end Combat if given the choice.


6 = A hooded outlaw demands you pay a toll to him. Pay 1 Gold or fight a Melee Combat with an outlaw. The outlaw's attributes are Arms: 3, Magic: 1, Craft: 3, Vitae: 2.


7 = You have safe passage to your destination.


8 = A robed pilgrim asks you to help pay for his pilgrimage. Pay 1 Gold or fight a Magical Combat with a pilgrim. The pilgrim's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 2.


9 = You encounter a masked highwayman who robs from the rich to give to the poor. If you have 1 or more Gold, lose 1 Gold. If you do not have 1 or more Gold, gain 1 Gold.


10 = A traveling pedlar shows you a rare treasure among his wares. Pay 1 Gold to gain a luck ring. A luck ring is an Item. If you have the luck ring at the start of any Melee Combat, you may choose to roll a die. If the die roll is 1, 2, or 3, lose the luck ring and increase your Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, increase your Arms by 1 for that Melee Combat only. You may not use more than 1 luck ring at a time.


11 = A dwarven prince seeks to hire a companion for his journey home. Roll a die, unless you have a dwarven prince. If the die roll is equal to or less than your Craft, or if you are a dwarf, gain a dwarven prince. A dwarven prince is an Ally. If you have the dwarven prince and your turn ends on The Mountains page, lose the dwarven prince and gain 1 Gold.


12 = A mysterious traveler gives you directions to The Lost City. If you choose, your turn ends and the next turn will begin in The Lost City; Proceed to that page if so.


Unless you rolled a 2 or 12 and decided to go to The Lost City, after your encounter on the road ends, go to the section of this page with the same name as the destination you chose to travel to.


BADLANDS - Your turn ends and the next turn will begin in The Badlands; Proceed to that page.


BORDERLANDS - Your turn ends and the next turn will begin in The Borderlands; Proceed to that page.


BRIDGE - Your turn ends and the next turn will begin at The Bridge; Proceed to that page.


CASTLE - Your turn ends and the next turn will begin at The Castle; Proceed to that page.


CITY - Your turn ends and the next turn will begin in The City; Proceed to that page.


COAST - Your turn ends and the next turn will begin at The Coast; Proceed to that page.


COLD WASTES - Your turn ends and the next turn will begin in The Cold Wastes; Proceed to that page.


ROAD - Your turn ends and the next turn will begin at The Crossroads; Stay on this page.


DESERT - Your turn ends and the next turn will begin in The Desert; Proceed to that page.


FIELDS - Your turn ends and the next turn will begin in The Fields; Proceed to that page.


FOREST - Your turn ends and the next turn will begin in The Forest; Proceed to that page.


HILLS - Your turn ends and the next turn will begin in The Hills; Proceed to that page.


LAKE - Your turn ends and the next turn will begin at The Lake; Proceed to that page.


MOUNTAINS - Your turn ends and the next turn will begin in The Mountains; Proceed to that page.


PLAINS - Your turn ends and the next turn will begin in The Plains; Proceed to that page.


RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.


SWAMP - Your turn ends and the next turn will begin in The Swamp; Proceed to that page.


WILDLANDS - Your turn ends and the next turn will begin in The Wildlands; Proceed to that page.


WOODS - Your turn ends and the next turn will begin in The Woods; Proceed to that page.


The Lost City


The Badlands


The Borderlands


The Bridge


The Castle


The City


The Coast


The Cold Wastes


The Desert


The Fields


The Forest


The Hills


The Lake


The Mountains


The Plains


The River


The Swamp


The Wildlands


The Woods

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