The Distant Lands

Your turn begins in The Distant Lands.

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 at the start of this turn, lose the sea ticket at the end of this turn, unless your turn ends in the section of this page with the name 'SEA'.


If you have a sea ticket, choose one of the following destinations to travel to: EMERALD ISLE, WIZARD ISLE, ORIENT ISLE, INDIES ISLE, or SEA. If you have a sea ship or a sea ring, choose one of the following destinations to travel to: EMERALD ISLE, WIZARD ISLE, ORIENT ISLE, INDIES ISLE, SEA, or DISTANT LANDS. 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 distant lands ocean:


2 = The beautiful sound of sirens singing draws your ship towards a mythical isle. Your turn ends and the next turn will begin on The Circe Isle; Proceed to that page.


3 = An islander on a raft teaches you some distant magic. Roll a die. If the die roll is equal to or less than your Craft, gain afar. Afar is a Spell. You may use afar at the start of any turn on a page with the word 'Distant' or 'Isle' in it's name. When used, increase your Arms and Magic by 1 for that turn only.


4 = A pirate ship from these waters draws close to your ship. Pay 1 Gold or fight a Melee Combat with distant pirates. The distant pirates' attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 3.


5 = The mystical narwhals of this ocean only emerge from the deep for brief periods of time. Fight a Magical Combat with a narwhal. The narwhal's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 1. After a Magical Combat with the narwhal, you must choose to end Combat when given the choice.


6 = A large box-shaped fish with wings charges towards your ship. Fight a Melee Combat with a winged cowfish. The winged cowfish's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. You cannot end Combat with the winged cowfish unless it has fallen.


7 = You safely reach your destination in these foreign waters.


8 = A child swimming in the water turns into a giant seal and attacks your ship. Fight a Magical Combat with a silkie. The silkie's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2.


9 = The shy but fierce manatees only surface for a second or two. Fight a Melee Combat with a manatee. The manatee's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 1. After a Melee Combat with the manatee, you must choose to end Combat when given the choice.


10 = An ancient mariner has a special object for sale. Pay 1 Gold to gain a merman scale. A merman scale is an Item. If you have the merman scale at the start of any Combat you are in with a monster that has more Wounds than you, you may choose to lose the merman scale. If so, heal 1 Wound.


11 = An expert at exploration offers his services to you. Pay 1 Gold to gain a tour guide. A tour guide is an Ally. If you have a tour guide at the start of any turn on a page with the word 'Emerald', 'Wizard', 'Orient', 'Indies', or 'Circe' in it's name, increase your Arms and Magic by 1 for that turn only. You may not use more than 1 tour guide at a time.


12 = In order to avoid two gigantic crashing rocks, you steer a course towards a mythic isle. Your turn ends and the next turn will begin on The Circe Isle; Proceed to that page if so.


Unless you rolled a 2 or 12 and went to The Circe Isle, after your distant lands ocean encounter ends, go to the section of this page with the same name as the destination you chose to travel to.


EMERALD ISLE - Your turn ends and the next turn will begin on The Emerald Isle; Proceed to that page.


WIZARD ISLE - Your turn ends and the next turn will begin on The Wizard Isle; Proceed to that page.


ORIENT ISLE - Your turn ends and the next turn will begin on The Orient Isle; Proceed to that page.


INDIES ISLE - Your turn ends and your next turn will begin on The Indies Isle; Proceed to that page.


SEA - Your turn ends and the next turn will begin on The Sea; Proceed to that page.


DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Stay on this page.


The Circe Isle


The Emerald Isle


The Wizard Isle


The Orient Isle


The Indies Isle


The Sea

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game