The Cursed Glade
Your turn begins in The Cursed Glade.
If you are an elf, or if you are a priest and your Alignment is Evil, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the cursed glade:
2 = Within the shade of this glade lives a mythical horse with a black coat and a magical horn. Fight a Magical Combat with a black unicorn. The black unicorn's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If your Alignment is Good or Neutral, increase the black unicorn's Arms and Magic by 1. At the start of any Combat with the black unicorn, roll two dice. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the black unicorn when given the choice. If the black unicorn has fallen due to Combat with you, gain a black unicorn horn, unless you have a black unicorn horn. A black unicorn horn is an Item. If you have the black unicorn horn at the start of any Combat, you may choose to roll two dice. If the die roll is 7, or if your Alignment is Evil and the die roll is 11, increase your Arms and Magic by 1 for that Combat only. If the die roll is 2 or 12, lose the black unicorn horn, then increase your Arms and Magic by 1 for that Combat only, unless your Alignment is Evil, in which case increase your Arms and Magic by 2 for that Combat only.
3 = An evil old crone that calls this glade home may deem to teach you a wicked curse magic spell. If you choose, roll a die. If the die roll is equal to or less than your Magic, or if your alignment is Evil, gain curseyou. Curseyou is a Spell. You may use curseyou at the start of any turn. When used, at the start of any Combat with a monster during the turn that curseyou was used at the start of, if it is the first Combat you have been in that turn, decrease that monster's Arms and Magic by 2 for that Combat only.
4 = Deep within this cursed glade is a large locked tower made of ebony. If you choose, your turn ends and the next turn will begin at The Ebony Tower; Proceed to that page if so.
5 = A horseman of this dark glade comes charging forth out of the shadows. Fight a Melee Combat with an evil glade centaur. The evil glade centaur's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Combat with the evil glade centaur, roll two dice if your Alignment is Evil. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the evil glade centaur when given the choice.
6 = A goatman of this dark glade comes trotting towards you out of the shadows. Fight a Magical Combat with an evil glade satyr. The evil glade satyr's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat with the evil glade satyr, roll two dice if your Alignment is Evil. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the evil glade satyr when given the choice.
7 = This glade is imbued with a black magic that often beguiles those who explore here. Roll two dice, unless your Alignment is Evil, in which case roll one die. If the die roll is equal to or greater than the total of your Craft plus your Magic, your turn ends and the next turn will begin in The Black Forest; Proceed to that page if so.
8 = A cloister of monks trained in curse magic challenge all who enter this glade of darkness. Fight a Melee Combat with a curse monk. The curse monk's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Combat with the curse monk, roll two dice. If the die roll is 7, roll another die. If that die roll is equal to or less than the curse monk's Craft, decrease your Arms and Magic by 2 for that Combat only. If that die roll is greater than the curse monk's Craft, decrease your Arms and Magic by 1 for that Combat only. If the curse monk has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold. If the die roll is 6, heal 1 Wound.
9 = A lone sentry in ebony armor guards a special key for entering the mystic tower of ebony. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an ebony sentry. If the die roll is 4, 5, or 6, fight a Magical Combat with an ebony sentry. The ebony sentry's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat with the ebony sentry, roll a die if your Alignment is Good or Neutral. If the die roll is equal to or less than the ebony sentry's Craft, increase the ebony sentry's Arms and Magic by 1 for that Combat only. If the ebony sentry receives a Wound due to Combat, roll two dice. If the die roll is 8 or more, the ebony sentry does not receive the Wound. If the ebony sentry has fallen due to Combat with you, gain an ebony key. An ebony key is an Item. A ebony key does not count towards the number of Items you may have.
10 = A black path leads straight to a large circle of giant toadstool mushrooms. If you choose, your turn ends and the next turn will begin at The Toadstool Circle; Proceed to that page if so.
11 = This glade is home to numerous crickets that emit a curse-inflicting sound. If you choose, roll a die. If the die roll is equal to or less than your Arms, or if your alignment is Evil, gain a cursed cricket. A cursed cricket is an Ally. You may choose to lose the cursed cricket at the start of any turn. If so, at the start of any Combat with a monster during the turn that the cursed cricket was used at the start of, if it is the first Combat you have been in that turn, decrease that monster's Arms and Magic by 2 for that Combat only.
12 = A fearsome giant made entirely out of black magic rises before you as guardian of this glade. Fight a Melee Combat with a curse giant. The curse giant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If your Alignment is Good or Neutral, increase the curse giant's Arms and Magic by 1. If the curse giant receives a Wound due to a Melee Combat with you, and you did not use an Item that is a weapon in that Melee Combat, the curse giant does not receive the Wound. If the curse giant has fallen due to Combat with you, gain a curse cloak, unless you have a curse cloak. A curse cloak is an Item. If you have the curse cloak at the start of any turn, you may choose to roll two dice. If the die roll is equal to or less than your Magic, or if the die roll is 7, at the start of any Combat with a monster during the turn that the curse cloak was used at the start of, if it is the first Combat you have been in that turn, decrease that monster's Arms and Magic by 2 for that Combat only. If you have the curse cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the curse cloak.
Unless you rolled a 4 and went to The Ebony Tower, or you rolled a 7 and went to The Black Forest, or you rolled a 10 and went to The Toadstool Circle, after your cursed glade encounter, you must choose between staying in The Cursed Glade or going back to The Black Forest. If you choose to stay in The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Stay on this page if so. If you choose to go to The Black Forest, your turn ends and the next turn will begin in The Black Forest; Proceed to that page if so.
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