The Elemental Plane

Your turn begins in The Elemental Plane.

Roll two dice for what you encounter while traversing the elemental plane:


2 = Manifesting herself in giant smoke form is a grand queen of element wearing a tiara and wielding a torch. If you choose, fight a Melee Combat with an elemental queen. The elemental queen's attributes are Arms: 2, Magic: 7, Craft: 5, Vitae: 7. You cannot end Combat with the elemental queen unless it has fallen. If the elemental queen has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental queen, then gain an element queen. An element queen is an Ally. If you have the element queen at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element queen first. The element queen's attributes are Arms: 2, Magic: 7, Craft: 5, Vitae: 7. If the monster has fallen due to Combat with the element queen, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element queen. If the element queen has fallen due to Combat with the monster, lose the element queen, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element queen. If neither the element queen nor the monster has fallen due to the Combat between them, another Combat with the element queen and the monster occurs, with the element queen and the monster retaining any Wounds they received due to Combat with each other.


3 = You become surrounded by a huge maelstorm of intense flame. Roll two dice. If the die roll is greater than your Arms, receive a number of Wounds equal to the die roll minus your Arms.


4 = The elemental spirit of a wise woman teaches you an arcane incantation of elemental magic. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Vitae, gain elem. Elem is a Spell. You may use elem at the start of any Melee Combat between any monster and an Ally of yours with the word 'element' in it's name. When used, that Melee Combat becomes a Magical Combat instead. Increase the Magic of that Ally of yours with the word 'element' in it's name by an amount equal to it's Arms for that Melee Combat only. You may not use more than 1 elem per Combat.


5 = You have drifted into the smoky domain of a noble duke among the elementals. If you choose, fight a Melee Combat with an elemental duke. The elemental duke's attributes are Arms: 1, Magic: 5, Craft: 4, Vitae: 5. You cannot end Combat with the elemental duke unless it has fallen. If the elemental duke has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental duke, then gain an element duke. An element duke is an Ally. If you have the element duke at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element duke first. The element duke's attributes are Arms: 1, Magic: 5, Craft: 4, Vitae: 5. If the monster has fallen due to Combat with the element duke, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element duke. If the element duke has fallen due to Combat with the monster, lose the element duke, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element duke. If neither the element duke nor the monster has fallen due to the Combat between them, another Combat with the element duke and the monster occurs, with the element duke and the monster retaining any Wounds they received due to Combat with each other.


6 = Drifting before you is a knight in elemental armor wielding a lance made of element. If you choose, fight a Melee Combat with an elemental knight. The elemental knight's attributes are Arms: 1, Magic: 4, Craft: 3, Vitae: 4. You cannot end Combat with the elemental knight unless it has fallen. If the elemental knight has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental knight, then gain an element knight. An element knight is an Ally. If you have the element knight at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element knight first. The element knight's attributes are Arms: 1, Magic: 4, Craft: 3, Vitae: 4. If the monster has fallen due to Combat with the element knight, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element knight. If the element knight has fallen due to Combat with the monster, lose the element knight, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element knight. If neither the element knight nor the monster has fallen due to the Combat between them, another Combat with the element knight and the monster occurs, with the element knight and the monster retaining any Wounds they received due to Combat with each other.


7 = You must concentrate hard to keep your spirit form drifting through this plane of element. Roll a die. If the die roll is greater than your Arms, or if you choose, your turn ends and the next turn will begin at The Volcano; Proceed to that page if so.


8 = You cross paths with a random spirit floating through the smoky plane of the elementals. If you choose, fight a Melee Combat with an elemental drifter. The elemental drifter's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 3. You cannot end Combat with the elemental drifter unless it has fallen. If the elemental drifter has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental drifter, then gain an element drifter. An element drifter is an Ally. If you have the element drifter at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element drifter first. The element drifter's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 3. If the monster has fallen due to Combat with the element drifter, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element drifter. If the element drifter has fallen due to Combat with the monster, lose the element drifter, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element drifter. If neither the element drifter nor the monster has fallen due to the Combat between them, another Combat with the element drifter and the monster occurs, with the element drifter and the monster retaining any Wounds they received due to Combat with each other.


9 = This particular pocket of the elemental plane is ruled by a royal baron made of element. If you choose, fight a Melee Combat with an elemental baron. The elemental baron's attributes are Arms: 1, Magic: 6, Craft: 4, Vitae: 6. You cannot end Combat with the elemental baron unless it has fallen. If the elemental baron has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental baron, then gain an element baron. An element baron is an Ally. If you have the element baron at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element baron first. The element baron's attributes are Arms: 1, Magic: 6, Craft: 4, Vitae: 6. If the monster has fallen due to Combat with the element baron, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element baron. If the element baron has fallen due to Combat with the monster, lose the element baron, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element baron. If neither the element baron nor the monster has fallen due to the Combat between them, another Combat with the element baron and the monster occurs, with the element baron and the monster retaining any Wounds they received due to Combat with each other.


10 = A mystery mage made of element shows you a powerful invocation of elemental magic. If you choose, roll two dice. If the die roll is less than the total of your Arms plus your Vitae, gain ental. Ental is a Spell. You may use ental at the start of any Melee Combat between any monster and an Ally of yours with the word 'element' in it's name. If the Arms of the Ally with the word 'element' in it's name is equal to or greater than the Arms of the monster in the Melee Combat that ental was used at the start of, that monster receives a number of Wounds equal to the Vitae of the Ally with the word 'element' in it's name, then lose that Ally with the word 'element' in it's name. You may not use more than 1 entail per turn.


11 = You have lost your way in this smoky plane of element and may have to return back to your physical body. Roll two dice. If the die roll is greater than your Arms, of if you choose, your turn ends and the next turn will begin at The Volcano; Proceed to that page if so.


12 = Manifesting himself in giant smoke form is a great king of element wearing a crown and wielding a rod. If you choose, fight a Melee Combat with an elemental king. The elemental king's attributes are Arms: 2, Magic: 8, Craft: 5, Vitae: 8. You cannot end Combat with the elemental king unless it has fallen. If the elemental king has fallen due to Melee Combat with you, heal all Wounds you received due to Combat with the elemental king, then gain an element king. An element king is an Ally. If you have the element king at the start of any Melee Combat, you may choose to have the monster in that Melee Combat with you fight a Melee Combat with the element king first. The element king's attributes are Arms: 2, Magic: 8, Craft: 5, Vitae: 8. If the monster has fallen due to Combat with the element king, the Combat with you does not occur and you gain the Melee XP as though the monster had fallen due to Combat with you, then lose the element king. If the element king has fallen due to Combat with the monster, lose the element king, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the element king. If neither the element king nor the monster has fallen due to the Combat between them, another Combat with the element king and the monster occurs, with the element king and the monster retaining any Wounds they received due to Combat with each other.


Unless you rolled a 7 or 11 and returned to The Volcano, after your elemental plane encounter ends, you must choose between staying in The Elemental Plane or going to The Brass City. If you choose to stay in The Elemental Plane, your turn ends and the next turn will begin in The Elemental Plane; Stay on this page if so. If you choose to visit The Brass City, your turn ends and the next turn will begin in The Brass City; Proceed to that page if so.


The Volcano


The Brass City

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game