The Emerald Isle
Your turn begins on The Emerald Isle.
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, a sea ship, or a sea ring, choose one of the following destinations to explore: EMERALD ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'EMERALD ISLE'.
EMERALD ISLE - Roll two dice for what you encounter while exploring the emerald isle:
2 = At the end of a rainbow is a jack warrior guarding a magical pot of gold with a scroll in it. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with jack pot. If the die roll is 4, 5, or 6, fight a Magical Combat with jack pot. Jack pot's attributes are Arms: 7, Magic: 7, Craft: 7, Vitae: 3. At the start of any Combat with jack pot, if it is the first Combat that jack pot has been in this turn, roll two dice three times in a row. For each die roll that is 7, increase jack pot's Arms, Magic, and Vitae by 1. If jack pot has fallen due to Combat with you, gain enrich. Enrich is a Spell. You may use enrich at any time. When used, roll a die. Gain an amount of Gold equal to the die roll divided by two (round up). When enrich is lost due to being used, it must be lost; Ignore any instructions denoting not losing enrich after it is used.
3 = Amongst all the clover growing on this isle is the rare four leaf variety which bring good luck. Roll a die. If the die roll is equal to or less than your Craft, gain a fourleaf clover. A fourleaf clover is an Item. A fourleaf clover does not count towards the number of Items you may have. You may use the fourleaf clover whenever you make a die roll involving Arms, Magic, Craft, or Vitae except for in Combat. If so, lose the fourleaf clover, then reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 fourleaf clover per die roll.
4 = There are all sorts of monsters dwelling on this emerald isle. Roll a die. If the die roll is 1, 2, or 3, a pack of very large dogs roams this isle hunting wolves and other prey. Fight a Melee Combat with a wolf hound. The wolf hound's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 3. If you have 1 or more Wounds at the start of any Melee Combat with the wolf hound, increase the wolf hound's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, a hulking green-skinned brute in torn pants stalks this isle. Fight a Melee Combat with a green jeans. The green jeans' attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you use an Item that is a weapon in a Melee Combat with the green jeans, increase the green jeans' Arms by 1 for that Melee Combat only. If the die roll is 6, you discover the warren of a mystical rabbit with antlers. Fight a Melee Combat with an esquilax. The esquilax's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 1. At the start of any Melee Combat the esquilax is in, roll a die. If the die roll is less than the esquilax's Craft, the Melee Combat will automatically be a standoff without rolling any dice. At the end of any Melee Combat the esquilax is in, roll a die. If the die roll is less than the esquilax's Craft, you must choose to end Combat with the esquilax when given the choice. If the esquilax receives a Wound due to Item, Ally, or Spell, roll a die. If the die roll is less than the esquilax's Craft, the esquilax does not receive the Wound. If the esquilax has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4, 5, or 6, gain 1 Gold and 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.
5 = There are all sorts of warriors dwelling on this emerald isle. Roll a die. If the die roll is 1, 2, or 3, a cranky codger with a cudgel tries to club you over the head. Fight a Melee Combat with a cudgel clubber. The cudgel clubber's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. If you have an Item with the word 'helmet' or 'helm' in it's name at the start of any Melee Combat with the cudgel clubber, decrease the cudgel clubber's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, a bearded warrior in an ornate kilt wants you off this isle. Fight a Melee Combat with a celtic warrior. The celtic warrior's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. You may not use Allies in Melee Combat with the celtic warrior. If the die roll is 6, a mad reaver roves this isle hacking up any clover he can find. Fight a Melee Combat with a clover reaver. The clover reaver's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 2. If you receive a Wound due to Melee Combat with the clover reaver, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the clover reaver has fallen due to Combat with you, gain a golden clover. A golden clover is an Item. A golden clover does not count towards the number of Items you may have. If you have the golden clover at the start of a turn on a page with the word 'Emerald' or 'Leprechaun' in it's name, you may choose to lose the golden clover. If so, gain 1 Gold. If you have the golden clover at the start of any Combat on a page with the word 'Emerald' or 'Leprechaun' in it's name, you may choose to lose the golden clover. If so, increase your Arms and Magic by 1 for that Combat only.
6 = Amid this verdant isle of lush greenery is a large clover patch populated by leprechauns. If you choose, your turn ends and the next turn will begin in The Leprechaun Patch; Proceed to that page if so.
7 = You come upon a village of the emerald isle. Roll a die. If the die roll is 1, 2, or 3, a green-haired sailor has a sea ticket for sale. Pay 1 Gold to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, a green-haired boatman has a sea ship for sale. Pay 2 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.
8 = A gold-bricked road leads up to an amazing emerald palace that glows with a green glimmer. If you choose, your turn ends and the next turn will begin at The Emerald Palace; Proceed to that page if so.
9 = There are all sorts of wizards dwelling on this emerald isle. Roll a die. If the die roll is 1, 2, or 3, a drunken mage with a jug dances a magical jig that bewitches foes. Fight a Magical Combat with a jig dancer. The jig dancer's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 2. If you have an Item with the word 'hat' in it's name at the start of any Magical Combat with the jig dancer, decrease the jig dancer's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, a bearded druid in an ornate robe warns you off this isle. Fight a Magical Combat with a celtic druid. The celtic druid's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 2. You may not use Allies in Magical Combat with the celtic druid. If the die roll is 6, a green-robed wizard with a mystical sickle gathers clover on this isle. Fight a Magical Combat with a clover reaper. The clover reaper's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the clover reaper, roll a die. If the die roll is 5 or 6, receive 1 additional Wound. If the clover reaper has fallen due to Combat with you, gain a golden clover. A golden clover is an Item. A golden clover does not count towards the number of Items you may have. If you have the golden clover at the start of a turn on a page with the word 'Emerald' or 'Leprechaun' in it's name, you may choose to lose the golden clover. If so, gain 1 Gold. If you have the golden clover at the start of any Combat on a page with the word 'Emerald' or 'Leprechaun' in it's name, you may choose to lose the golden clover. If so, increase your Arms and Magic by 1 for that Combat only.
10 = There are all sorts of monsters dwelling on this emerald isle. Roll a die. If the die roll is 1, 2, or 3, the dreaded banshees of this isle wail forth a horrid scream that kills. Fight a Magical Combat with a wailing banshee. The wailing banshee's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If you do not have any Wounds at the start of any Magical Combat with the wailing banshee, increase the wailing banshee's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, roaming the green fields of this isle are crouching ghouls with green skin. Fight a Magical Combat with a green ghoul. The green ghoul's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you use an Item that is a weapon in a Magical Combat with the green ghoul, increase the green ghoul's Magic by 1 for that Magical Combat only. If the die roll is 6, an evil imp wishes to turn this isle into a land of ire. Fight a Magical Combat with an ire imp. The ire imp's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 1. At the start of any Magical Combat the ire imp is in, roll a die. If the die roll is less than the ire imp's Craft, the Magical Combat will automatically be a standoff without rolling any dice. At the end of any Magical Combat the ire imp is in, roll a die. If the die roll is less than the ire imp's Craft, you must choose to end Combat with the ire imp when given the choice. If the ire imp receives a Wound due to Item, Ally, or Spell, roll a die. If the die roll is less than the ire imp's Craft, the ire imp does not receive the Wound. If the ire imp has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 2 Gold. If the die roll is 4, 5, or 6, gain 1 Gold and 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.
11 = A green-bearded herbalist offers to teach you a spell based on the essence of a four leaf clover. Roll a die. If the die roll is equal to or less than your Craft, gain a fourleaf. Fourleaf is a Spell. Fourleaf may be used whenever you make a die roll involving Arms, Magic, Craft, or Vitae except for in Combat. When used, reroll the die roll once, but you must accept the reroll as the die roll. The reroll cannot be rerolled; Ignore any instructions denoting otherwise. You may not use more than 1 fourleaf per die roll.
12 = The banshees of this emerald isle are ruled by a horrible queen who sings a song of death. Fight a Magical Combat with a banshee queen. The banshee queen's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. At the start of any Combat with the banshee queen, if it is the first Combat the banshee queen has been in this turn, roll a die three times in a row. For each die roll that is 1, you receive 1 Wound. If the banshee queen has fallen due to Combat with you, gain a banshee harp, unless you have a banshee harp. A banshee harp is an Item and a weapon. If you have the banshee harp at the start of a Combat with a monster, and it is the first Combat you have been in with the monster that turn, roll a die three times in a row. For each die roll that is 1, the monster receives 1 Wound.
Unless you rolled a 6 and went to The Leprechaun Patch, or you rolled an 8 and went to The Emerald Palace, after your emerald isle encounter ends, your turn ends and the next turn will begin on The Emerald Isle; Stay on this page if so.
DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.
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