The Ebony Tower

Your turn begins at The Ebony Tower.

If you do not have an ebony key, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.


If you have an ebony key and your Alignment is Evil, Go to the section of this page with the name 'EVIL'.


If you have an ebony key and your Alignment is Good or Neutral, Go to the section of this page with the name 'NOT EVIL'.


EVIL - Roll two dice for what you encounter while exploring the tower of ebony:


2 = The lord of this black tower of ebony is a powerful servant of the gods of evil. Fight a Melee Combat with an ebony tower lord. The ebony tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the ebony tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the ebony tower lord does not receive the Wound. If the ebony tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony tower lord's Arms, you receive 1 Wound. If the ebony tower lord has fallen due to Melee Combat with you, gain ebonyblack armor, unless you have ebonyblack armor. Ebonyblack armor is an Item. If your Alignment is Evil and you have the ebonyblack armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the ebonyblack armor in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound. You may not use any other Item with the word 'helm', 'helmet', 'shield', or 'armor' in it's name if you have the ebonyblack armor.


3 = A sword-wielding warrior serves as the champion of the lord of this black ebony tower. Fight a Melee Combat with an ebony sworder. The ebony sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the ebony sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the ebony sworder does not receive the Wound. If the ebony sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony sworder's Arms, you receive 1 Wound. If the ebony sworder has fallen due to Melee Combat with you, gain an ebonyblack sword, unless you have an ebonyblack sword. An ebonyblack sword is an Item and a weapon. If you have the ebonyblack sword at the start of any Melee Combat, and your Alignment is Evil, increase your Arms by 1 for that Melee Combat only. If you use the ebonyblack sword in a Melee Combat with a monster, and that Melee Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Arms, the monster in that Combat receives 1 Wound.


4 = A gang of black-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, go to the section of this page with the name 'EBONY DONJON'.


5 = The fiercest and most fanatical among the black caps are promoted to the rank of captain. Fight a Melee Combat with a black captain. The black captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the black captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the black captain does not receive the Wound. If the black captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is less than your Arms, gain a black capper. A black capper is an Ally. If you have the black capper and you are in a Combat that is a standoff, you may choose to lose the black capper. If so, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 black capper per monster per turn.


6 = This ebony tower is guarded by a large number of fanatical soldiers wearing black caps. Fight a Melee Combat with a black cap. The black cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the black cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the black cap does not receive the Wound. If the black cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1, receive 1 Wound. If the die roll is 6, gain 1 Gold.


7 = This mystical ebony tower emits a magical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, lose an ebony key. If the die roll is equal to or less than the total of your Arms plus your Magic, roll another two dice if you have 1 or more Wounds. If that die roll 2, 7, or 12, heal 1 Wound.


8 = A large number of zealous magicians wearing black hats guard this ebony tower. Fight a Magical Combat with a black hat. The black hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the black hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the black hat does not receive the Wound. If the black hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1, lose 1 Gold. If the die roll is 6, heal 1 Wound.


9 = The wiliest and most zealous among the black hats are given the title of hatter. Fight a Magical Combat with a black hatter. The black hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the black hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the black hatter does not receive the Wound. If the black hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is less than your Magic, gain ebon. Ebon is a Spell. You may use ebon whenever you are in a Combat that is a standoff. When used, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebon per monster per turn.


10 = A group of black-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, go to the section of this page with the name 'EBONY DONJON'.


11 = A staff-wielding wizard serves as the champion of the lady of this black ebony tower. Fight a Magical Combat with an ebony staffer. The ebony staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the ebony staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the ebony staffer does not receive the Wound. If the ebony staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony staffer's Magic, you receive 1 Wound. If the ebony staffer has fallen due to Magical Combat with you, gain an ebonyblack staff, unless you have an ebonyblack staff. An ebonyblack staff is an Item and a weapon. If you have the ebonyblack staff at the start of any Magical Combat, and your Alignment is Evil, increase your Magic by 1 for that Magical Combat only. If you use the ebonyblack staff in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Magic, the monster in that Combat receives 1 Wound.


12 = The lady of this black tower of ebony is a powerful servant of the goddesses of evil. Fight a Magical Combat with an ebony tower lady. The ebony tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the ebony tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the ebony tower lady does not receive the Wound. If the ebony tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the ebony tower lady's Magic, you receive 1 Wound. If the ebony tower lady has fallen due to Magical Combat with you, gain ebonyblack robes, unless you have ebonyblack robes. Ebonyblack robes is an Item. If your Alignment is Evil and you have the ebonyblack robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. If you use the ebonyblack robes in a Magical Combat with a monster, and that Magical Combat is a standoff, roll two dice if your Alignment is Evil. If the die roll is equal to or less than your Magic, the monster in that Combat receives 1 Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the ebonyblack robes.


After your ebony tower encounter, you must choose between staying at The Ebony Tower or going back to The Cursed Glade. If you choose to stay at The Ebony Tower, your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.


NOT EVIL - Roll two dice for what you encounter while exploring the tower of ebony:


2 = The lord of this ebony tower of black is a powerful servant of the gods of evil. Fight a Melee Combat with a black tower lord. The black tower lord's attributes are Arms: 9, Magic: 8, Craft: 5, Vitae: 5. If the black tower lord receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the black tower lord does not receive the Wound. If the black tower lord is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black tower lord's Arms, you receive 1 Wound. If the black tower lord has fallen due to Melee Combat with you, gain an ebonyblack relic. An ebonyblack relic is an Item. If you have the ebonyblack relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack relic to gain 4 Gold. If you have the ebonyblack relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack relic. If so, your Alignment becomes Evil, then you heal all Wounds.


3 = A sword-wielding warrior serves as the champion of the lord of this ebony black tower. Fight a Melee Combat with a black sworder. The black sworder's attributes are Arms: 8, Magic: 6, Craft: 4, Vitae: 4. If the black sworder receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 9 or more, the black sworder does not receive the Wound. If the black sworder is in a Melee Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black sworder's Arms, you receive 1 Wound. If the black sworder has fallen due to Melee Combat with you, gain an ebonyblack statue. An ebonyblack statue is an Item. If you have the ebonyblack statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack statue to gain 2 Gold. If you have the ebonyblack statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack statue. If so, your Alignment becomes Evil, then you heal 2 Wounds.


4 = A gang of ebony-capped soldiers tries to capture you and throw you into this tower's donjon. Roll two dice. If the die roll is greater than your Arms, go to the section of this page with the name 'EBONY DONJON'.


5 = The fiercest and most fanatical among the ebony caps are promoted to the rank of captain. Fight a Melee Combat with an ebony captain. The ebony captain's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 3. If the ebony captain receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 10 or more, the ebony captain does not receive the Wound. If the ebony captain has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 6, gain an ebony capper. An ebony capper is an Ally. If you have the ebony capper and you are in a Combat that is a standoff, you may choose to lose the ebony capper. If so, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebony capper per monster per turn.


6 = This black tower is guarded by a large number of fanatical soldiers wearing ebony caps. Fight a Melee Combat with an ebony cap. The ebony cap's attributes are Arms: 5, Magic: 4, Craft: 2, Vitae: 2. If the ebony cap receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ebony cap does not receive the Wound. If the ebony cap has fallen due to Melee Combat with you, you may choose to roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 6, gain 1 Gold.


7 = This magical ebony tower emits a mystical aura that tests the worthiness of all intruders. Roll two dice. If the die roll is equal to or greater than the total of your Arms plus your Magic, lose an ebony key. If the die roll is less than the total of your Arms plus your Magic, roll another two dice. If that die roll 2 or 12, your Alignment becomes Evil.


8 = A large number of zealous magicians wearing ebony hats guard this black tower. Fight a Magical Combat with an ebony hat. The ebony hat's attributes are Arms: 4, Magic: 5, Craft: 2, Vitae: 2. If the ebony hat receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ebony hat does not receive the Wound. If the ebony hat has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 1 or 2, lose 1 Gold. If the die roll is 6, heal 1 Wound.


9 = The wiliest and most zealous among the ebony hats are given the title of hatter. Fight a Magical Combat with an ebony hatter. The ebony hatter's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 3. If the ebony hatter receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 10 or more, the ebony hatter does not receive the Wound. If the ebony hatter has fallen due to Magical Combat with you, you may choose to roll a die. If the die roll is 6, gain ebon. Ebon is a Spell. You may use ebon whenever you are in a Combat that is a standoff. When used, the monster in the Combat that was a standoff receives 2 Wounds. You may not use more than 1 ebon per monster per turn.


10 = A group of ebony-hatted magicians tries to overpower you and send you to this tower's donjon. Roll two dice. If the die roll is greater than your Magic, go to the section of this page with the name 'EBONY DONJON'.


11 = A staff-wielding wizard serves as the champion of the lady of this ebony black tower. Fight a Magical Combat with a black staffer. The black staffer's attributes are Arms: 6, Magic: 8, Craft: 4, Vitae: 4. If the black staffer receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 9 or more, the black staffer does not receive the Wound. If the black staffer is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black staffer's Magic, you receive 1 Wound. If the black staffer has fallen due to Magical Combat with you, gain an ebonyblack statue. An ebonyblack statue is an Item. If you have the ebonyblack statue at the start of any turn on a page with the word 'City', 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack statue to gain 2 Gold. If you have the ebonyblack statue at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack statue. If so, your Alignment becomes Evil, then you heal 2 Wounds.


12 = The lady of this ebony tower of black is a powerful servant of the goddesses of evil. Fight a Magical Combat with a black tower lady. The black tower lady's attributes are Arms: 8, Magic: 9, Craft: 5, Vitae: 5. If the black tower lady receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the black tower lady does not receive the Wound. If the black tower lady is in a Magical Combat that is a standoff, roll two dice. If the die roll is equal to or less than the black tower lady's Magic, you receive 1 Wound. If the black tower lady has fallen due to Magical Combat with you, gain an ebonyblack relic. An ebonyblack relic is an Item. If you have the ebonyblack relic at the start of any turn on a page with the word 'Temple', 'Chapel', or 'Shrine' in it's name, you may choose to lose the ebonyblack relic to gain 4 Gold. If you have the ebonyblack relic at the start of any turn on a page with the word 'Tower' in it's name, you may choose to lose the ebonyblack relic. If so, your Alignment becomes Evil, then you heal all Wounds.


After your ebony tower encounter, you must choose between staying at The Ebony Tower or going back to The Cursed Glade. If you choose to stay at The Ebony Tower, your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so. If you choose to go to The Cursed Glade, your turn ends and the next turn will begin in The Cursed Glade; Proceed to that page if so.


EBONY DONJON - You may not use any Items, Allies, or Spells while in this section.


If you have 1 or more ebony tokens, roll a die. If the die roll is equal to or less than the number of ebony tokens you have, lose all ebony tokens, then your turn ends and the next turn will begin at The Ebony Tower; Stay on this page if so.


Roll a die for what you encounter while trapped in the donjon of ebony:


1 = You must struggle against the other prisoners here in order to find a way out of the donjon. Roll two dice. If the die roll is equal to your Arms, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Arms, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


2 = Many magical enchantments conceal the true exits from this dangerous donjon. Roll two dice. If the die roll is equal to your Magic, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Magic, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


3 = Perhaps if you study the design of this donjon long enough you will find a way out. Roll two dice. If the die roll is equal to your Craft, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Craft, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


4 = Maybe the best way out of this donjon is to simply survive it's harshness and cruelty. Roll two dice. If the die roll is equal to your Vitae, lose 1 ebony token or receive 1 Wound. If the die roll is less than your Vitae, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


5 = This donjon is maintained by a group of wardens who have set up guard posts all around. Fight a Melee Combat with an ebony warden. The ebony warden's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 1. If the ebony warden receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 11 or more, the ebony warden does not receive the Wound. If the ebony warden is in a Melee Combat that is a standoff, and you have 1 or more ebony tokens, roll a die. If the die roll is 1 or 6, lose 1 ebony token. If the ebony warden has fallen due to Melee Combat with you, roll a die. If the die roll is 1 or 6, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


6 = This donjon is monitored by a group of warders who have placed magical wards all about. Fight a Magical Combat with an ebony warder. The ebony warder's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 1. If the ebony warder receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 11 or more, the ebony warder does not receive the Wound. If the ebony warder is in a Magical Combat that is a standoff, and you have 1 or more ebony tokens, roll a die. If the die roll is 1 or 6, lose 1 ebony token. If the ebony warder has fallen due to Magical Combat with you, roll a die. If the die roll is 1 or 6, gain an ebony token. An ebony token is an Item. An ebony token does not count towards the number of Items you may have.


After your ebony donjon encounter, go to the section of this page with the name 'EBONY DONJON'.


The Cursed Glade

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