The Druid Grove

Your turn begins in The Druid Grove.

If you are a priest and your Alignment is Neutral, or if you are an elf, increase your Arms and Magic by 1 for this turn only.


Roll two dice for what you encounter within the grove:


2 = You find a cluster of mistletoe. Gain mistletoe. Mistletoe is an Item. You may use mistletoe whenever you can gain a Spell by paying Gold. When used, gain the Spell without paying any Gold, then lose the mistletoe.


3 = A druid in green robes rewards those who serve the balance of nature. If your Alignment is neutral, gain 1 Gold.


4 = A herbalist offers you a special trade. Pay 1 Item or 1 Spell to gain a herbal potion. A herbal potion is an Item. The herbal potion may be used at any time you have 1 or more Wounds. When used, lose the herbal potion and roll a die. If the die roll is equal to or greater than your Vitae, heal 2 Wounds. If the die roll is less than your Vitae, heal 3 Wounds.


5 = A druid in white robes eyes you suspiciously. Fight a Magical Combat with a pale druid. The pale druid's attributes are Arms: 2, Magic: 4, Craft: 4, Vitae: 3. If you have the rainbow prism, increase the pale druid's Magic by 2.


6 = Your way is blocked by a plant creature obedient to the druids. If you have the rainbow prism, or if your Alignment is Good or Evil, fight a Magical Combat with a living plant. The living plant's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If you have the rainbow prism, increase the living plant's Magic and Vitae by 1.


7 = You have found the entrance to a maze made of thick hedges. If you choose, your turn ends and the next turn will begin in The Hedge Maze; Proceed to that page if so.


8 = An animal servant of the druids approaches you cautiously. If you have the rainbow prism, or if your Alignment is Good or Evil, fight a Melee Combat with an animal guard. The animal guard's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you have the rainbow prism, increase the animal guard's Arms and Vitae by 1.


9 = An ambulatory tree tries to toss you out of the grove. Fight a Melee Combat with a walking tree. The walking tree's attributes are Arms: 4, Magic: 3, Craft: 1, Vitae: 3. If you have the rainbow prism, increase the walking tree's Arms by 2. If the walking tree receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the walking tree does not receive the wound. 


10 = A wizened druid will teach you some nature magic in exchange for any potion you may have. Pay 1 Item that has the word 'potion' in it's name to gain elixir. Elixir is a spell. You may use elixir at any time if you have 1 or more Wounds and you have an Item with the word 'potion' in it's name. When used, lose 1 Item with the word 'potion' in it's name, then roll a die. Heal a number of Wounds equal to the die roll. You may not use more than 1 elixir at a time.


11 = A druid in brown robes offers to convert those out of tune with nature. If your Alignment is Good or Evil, and if you choose, change your Alignment to Neutral.


12 = The head of the druid sect scrutinizes your dedication to nature. If your Alignment is Good or Evil, fight a Magical Combat with a grand druid. The grand druid's attributes are Arms: 2, Magic: 6, Craft: 5, Vitae: 2. If you receive a Wound due to Combat with the grand druid, you do not receive the Wound and must instead change your Alignment to Neutral, after which you must choose to end Combat when given the choice. If the grand druid has fallen due to Combat with you, or if Combat did not occur with the grand druid, gain rainbow. Rainbow is a spell. You may use rainbow at the start of any turn. When used, choose one of your attributes to increase by 1 for that turn only. You may not use more than 1 rainbow per turn.


Unless you rolled a 7 and decided to enter The Hedge Maze, after your grove encounter ends, you may choose to do any of the following in any order you choose:


Pay 1 Gold to heal 1 Wound, unless your Alignment is Neutral, in which case you can heal 1 Wound without paying 1 Gold.


      Pay 1 Gold to gain a white potion, unless your Alignment is Neutral and you are a priest, in which case you can gain a white potion without paying 1 Gold. A white potion is an Item. The white potion may be used at any time you have 1 or more Wounds. When used, heal 1 Wound, then lose the white potion.


      Pay 2 Gold to gain a green potion, unless your Alignment is Neutral and you are a priest, in which case pay 1 Gold to gain a green potion. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.


      Pay 1 Gold to gain a sickle. A sickle is an Item and a weapon. If you have the sickle, roll a die at the start of any Melee Combat you are in. If the die roll is 4, 5, or 6, or if you are a priest and your Alignment is Neutral, increase your Arms by 1 for that Melee Combat only.


Pay 1 Gold to gain flora, unless your Alignment is Neutral and you are a priest or elf, in which case you can gain flora without paying 1 Gold. Flora is a spell. Flora may be used at the start of any turn or at the start of any Magical Combat. When used, gain a plant. A plant is an Ally. If you have the plant at the start of a Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the plant and receive a Wound due to a Magical Combat, lose the plant and do not receive the Wound. You may not use more than 1 plant at a time.


       Pay 1 Gold to gain fauna, unless your Alignment is Neutral and you are a priest or elf, in which case you can gain fauna without paying 1 Gold. Fauna is a spell. Fauna may be used at the start of any turn or at the start of any Melee Combat. When used, gain an animal. An animal is an Ally. If you have the animal at the start of a Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the animal and receive a Wound due to a Melee Combat, lose the animal and do not receive the Wound. You may not use more than 1 animal at a time.


When you are done gaining Spells, gaining Items, and/or healing Wounds, you must choose between staying in The Druid Grove or going back to The Forest. If you choose to stay in The Druid Grove, your turn ends and the next turn will begin in The Druid Grove; Stay on this page if so. If you choose to go to The Forest, your turn ends and the next turn will begin in The Forest; Proceed to that page if so.


The Hedge maze


The Forest

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