The Dreamlands

Your turn begins in The Dreamlands.

Roll two dice for what you encounter while within the dreamlands:


2 = The mystical thieves of these lands are masters at stealing the dreams of others. Fight a Melee Combat with a dream thief. The dream thief's attributes are Arms: 6, Magic: 4, Craft: 4, Vitae: 2. At the start of any Melee Combat with the dream thief, roll a die. If the die roll is equal to or less than the dream thief's Craft, fight a Magical Combat with a dream thief instead of a Melee Combat. At the start of any Magical Combat with a dream thief, roll a die. If the die roll is greater than your Craft, the Magical Combat will automatically be a standoff without rolling any dice, then you must choose to end Combat with the dream thief when given the choice. If the dream thief has fallen due to Combat with you, gain a dream wand. A dream wand is an Item and a weapon. If you have the dream wand at the start of any Magical Combat, you may choose to roll a die. If the die roll is greater than the Craft of the monster in the Magical Combat, that Magical Combat will automatically be a standoff without rolling any dice. Also, if you have the dream wand and you use the Spell dreamdrain, you may choose to roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, you do not lose the dreamdrain Spell after using it.


3 = Written on a fragile parchment upon an abandoned altar are the words to a rare dream spell. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain dreamdrain. Dreamdrain is a Spell. You may use dreamdrain if you have 1 or more Wounds when a monster receives a Wound due to the Spell snooze. When used, heal 1 Wound, unless the monster has fallen from the Wound received due to the Spell snooze, in which case heal a number of Wounds equal to the monster's Vitae. You may not use more than 1 dreamdrain per snooze Spell.


4 = Zebras are numerous in the dreamlands, and are said to know a way to return to the waking world. Fight a Magical Combat with a dream zebra. The dream zebra's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. If the dream zebra has fallen due to Combat with you, roll a die, unless you have a zebra mount or your Alignment is Evil. If the die roll is equal to or less than your Craft, gain a zebra mount. A zebra mount is an Ally. If you have the zebra mount at the start of a turn on a page with the word 'Dreamlands' in it's name, you may choose to lose the zebra mount. If so, your turn ends and the next turn will begin in The Sleepy Hollow; Proceed to that page.


5 = From up above drops a large, nightmarish hand that tries to grasp you in it's clutches. Fight a Melee Combat with a nightmare hand. The nightmare hand's attributes are Arms: 6, Magic: 2, Craft: 2, Vitae: 2. If you receive a Wound due to a Melee Combat with the nightmare hand, your turn ends and the next turn will begin in The Sleepy Hollow; Proceed to that page if so. After a Melee Combat with the nightmare hand, you must choose to end Combat when given the choice.


6 = Many warriors patrol the lands of dreams in search of challenge and adventure. Fight a Melee Combat with a dream warrior. The dream warrior's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 2. If the dream warrior has fallen due to Combat with you, roll a die. If the die roll is 6, gain a dream sword. A dream sword is an Item and a weapon. If you have the dream sword at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, unless the monster in the Melee Combat has the word 'dream' or 'nightmare' in it's name, in which case increase your Arms by 2 for that Melee Combat only. If you have the dream sword and a monster with the word 'dream' or 'nightmare' in it's name receives a Wound due to a Melee Combat with you, roll a die. If the die roll is less than your Craft, the monster receives 1 additional Wound.


7 = Through concentration and meditation, you may heal in the dreamlands by dreaming it so. If you have 1 or more Wounds, roll a die. If the die roll is less than your Craft, heal 1 Wound.


8 = Numerous weavers of spells roam the lands of dreams in search of adventure and conquest. Fight a Magical Combat with a dream weaver. The dream weaver's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 2. If the dream weaver has fallen due to Combat with you, roll a die. If the die roll is 6, gain a dream staff. A dream staff is an Item and a weapon. If you have the dream staff at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only, unless the monster in the Magical Combat has the word 'dream' or 'nightmare' in it's name, in which case increase your Magic by 2 for that Magical Combat only. If you have the dream staff and a monster with the word 'dream' or 'nightmare' in it's name receives a Wound due to a Magical Combat with you, roll a die. If the die roll is less than your Craft, the monster receives 1 additional Wound.


9 = An intricate net drops down on you and attempts to magically transport you out of the lands of dreams. Fight a Magical Combat with a dream catcher. The dream catcher's attributes are Arms: 2, Magic: 6, Craft: 2, Vitae: 2. If you receive a Wound due to a Magical Combat with the dream catcher, your turn ends and the next turn will begin in The Sleepy Hollow; Proceed to that page if so. After a Magical Combat with the dream catcher, you must choose to end Combat when given the choice.


10 = Evil horses with pitch black hair roam the dreamlands, and can be ridden back to the waking world. Fight a Melee Combat with a nightmare steed. The nightmare steed's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. If the nightmare steed has fallen due to Combat with you, roll a die, unless you have a night steed or your Alignment is Good. If the die roll is equal to or less than your Craft, gain a night steed. A night steed is an Ally. If you have the night steed at the start of a turn on a page with the word 'Dreamlands' in it's name, you may choose to lose the night steed. If so, your turn ends and the next turn will begin in The Sleepy Hollow; Proceed to that page.


11 = Awaiting you in a dreamy hollow is a stranger that seems quite real, but isn't. If you choose, roll a die. If the die roll is less than your Craft, or if you are a thief and the die roll is equal to or less than your Craft, gain a dream stranger. A dream stranger is an Ally. If you have the dream stranger at the start of any turn on a page with the word 'Sleepy' or 'Dreamlands' in it's name, increase your Craft and Vitae by 1 for that turn only. If you have the dream stranger at the start of any turn on a page that does not have the word 'Sleepy' or 'Dreamlands' in it's name, heal 1 Wound, then lose the dream stranger. You may not use more than 1 dream stranger at a time.


12 = These lands are plagued by dark reapers who sow nightmares into the dreams of sleepers. Fight a Magical Combat with a nightmare reaper. The nightmare reaper's attributes are Arms: 4, Magic: 7, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the nightmare reaper, and the total of your Vitae minus your Wounds equals 1 after receiving the Wound, receive 1 additional Wound. If the nightmare reaper has fallen due to Combat with you, gain a night scythe. A night scythe is an Item and a weapon. If you have the night scythe at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the night scythe, and a monster receives a Wound due to a Magical Combat with you, if the total of the monster's Vitae minus it's Wounds equals 1 after receiving the Wound, the monster receives 1 additional Wound.


Unless you rolled a 5 or 9 and went to The Sleepy Hollow, after your dreamlands encounter, your turn ends and the next turn will begin in The Dreamlands; Stay on this page if so.


The Sleepy Hollow

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