The Emerald Palace
Your turn begins at The Emerald Palace.
Roll two dice for what you encounter within the emerald palace:
2 = Hiding behind a green curtain is a tricky wizard who has mastered emerald magic. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a wizard of em. If the die roll is 4, 5, or 6, fight a Melee Combat with a wizard of em. The wizard of em's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 3. At the start of any Combat with the wizard of em, roll two dice. If the die roll is equal to or less than the wizard of em's Craft, increase the wizard of em's Arms, Magic, and Vitae by 1. If the wizard of em receives 1 or more Wounds due to a Spell, roll two dice. If the die roll is equal to or less than the wizard of em's Craft, the wizard of em does not receive any Wounds. If the wizard of em has fallen due to Combat with you, gain emrich. Emrich is a Spell. You may use emrich at any time. When used, roll a die. Gain an amount of Gold equal to the die roll. When emrich is lost due to being used, it must be lost; Ignore any instructions denoting not losing emrich after it is used.
3 = A magician wearing numerous luck charms offers to teach you some fortunate magic. Roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain luckstreak. Luckstreak is a Spell. You may use luckstreak at the start of any turn. When used, roll two dice at the start of any Combat during the turn that you used luckstreak at the start of. If the die roll is 7 or 11, increase your Arms and Magic by 1 for that Combat only. Roll two dice if a monster receives a Wound due to a Combat with you during the turn that you used luckstreak at the start of. If the die roll is 7 or 11, the monster receives 1 additional Wound. Roll two dice if you receive a Wound due to a Combat during the turn that you used luckstreak at the start of. If the die roll is 7 or 11, you do not receive the Wound. You may not use more than 1 luckstreak per turn. You may not use luckstreak and the Spell luckbreak during the same turn.
4 = You open an emerald chest in a treasure room which then emanates an unhealthy green glow. Roll two dice. If the die roll is 7 or 11, roll a die. If that die roll is 1, 2, or 3, receive 1 Wound. If that die roll is 4, 5, or 6, lose 1 Gold.
5 = Guarding this palace is an archer with a green bow that shoots forth magic arrows. Fight a Melee Combat with a green bow archer. The green bow archer's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. At the start of any Melee Combat with the green bow archer, roll two dice. If the die roll is 7 or 11, you receive 1 Wound. If the green bow archer has fallen due to Combat with you, roll two dice. If the die roll is 7 or 11, gain a green bow. A green bow is an Item. If you have the green bow at the start of any Melee Combat, you may choose to lose the green bow. If so, roll two dice. If the die roll is 7 or 11, the monster in the Melee Combat that you used the green bow at the start of receives 1 Wound. You may not use more than 1 green bow per Combat.
6 = A winged monkey flies down from an emerald turret and tries to steal your gold. Fight a Melee Combat with a winged monkey. The winged monkey's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the winged monkey, roll two dice. If the die roll is 7 or 11, lose 1 Gold, then you do not receive the Wound.
7 = The guards of this emerald palace will expel those that are deemed unlucky. Roll two dice, unless you have an Item with the word 'clover' or 'charm' in it's name. Unless the die roll is 7 or 11, roll two dice. If that die roll is greater than the total of your Arms plus your Magic, your turn ends and the next turn will begin on The Emerald Isle; Proceed to that page if so.
8 = A wicked witch wielding a wicker wand tries to cast a spell on you to steal your gold. Fight a Magical Combat with a wicker witch. The wicker witch's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. If you receive a Wound due to Magical Combat with the wicker witch, roll two dice. If the die roll is 7 or 11, lose 1 Gold, then you do not receive the Wound.
9 = Guarding this palace is a bearer with a green lamp that shoots forth magic light. Fight a Magical Combat with a green lamp bearer. The green lamp bearer's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. At the start of any Magical Combat with the green lamp bearer, roll two dice. If the die roll is 7 or 11, you receive 1 Wound. If the green lamp bearer has fallen due to Combat with you, roll two dice. If the die roll is 7 or 11, gain a green lamp. A green lamp is an Item. If you have the green lamp at the start of any Magical Combat, you may choose to lose the green lamp. If so, roll two dice. If the die roll is 7 or 11, the monster in the Magical Combat that you used the green lamp at the start of receives 1 Wound. You may not use more than 1 green lamp per Combat.
10 = You open an emerald chest in a treasure room which then emanates a healthy green glow. Roll two dice. If the die roll is 7 or 11, roll a die. If that die roll is 1, 2, or 3, heal 1 Wound. If that die roll is 4, 5, or 6, gain 1 Gold.
11 = A talking emerald idol speaks forth an incantation for a fortunate magic spell. Roll two dice. If the die roll is less than the total of your Magic plus your Craft, gain luckbreak. Luckbreak is a Spell. You may use luckbreak at the start of any Combat with a monster. When used, roll two dice at the start of any Combat with the monster. If the die roll is 7 or 11, increase your Arms and Magic by 1 for that Combat only. Roll two dice if the monster receives a Wound due to a Combat with you. If the die roll is 7 or 11, the monster receives 1 additional Wound. Roll two dice if you receive a Wound due to a Combat with the monster. If the die roll is 7 or 11, you do not receive the Wound. You may not use more than 1 luckbreak per monster per turn. You may not use luckbreak and the Spell luckstreak during the same turn.
12 = This palace is ruled by an emperor in a pristine suit of emerald armor. Fight a Melee Combat with an emerald emperor. The emerald emperor's attributes are Arms: 6, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat the emerald emperor is in, roll two dice. If the die roll is 7 or 11, increase the emerald emperor's Arms and Magic by 1 for that Combat only. If you receive a Wound due to Combat with the emerald emperor, roll two dice. If the die roll is 7 or 11, receive 1 additional Wound. If the emerald emperor receives a Wound due to Melee Combat, roll two dice. Unless the die roll is 7 or 11, the emerald emperor does not receive the Wound. If the emerald emperor receives a Wound due to Spell, roll two dice. If the die roll is 7 or 11, the emerald emperor does not receive the Wound. If the emerald emperor has fallen due to Melee Combat with you, gain emerald armor. Emerald armor is an Item and a weapon. If you have the emerald armor, roll two dice when you receive a Wound due to a Melee Combat. Unless the die roll is 7 or 11, you do not receive the Wound. If the die roll is 11, roll two dice. Unless that die roll is 7 or 11, lose the emerald armor. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the emerald armor.
Unless you rolled a 7 and returned to The Emerald Isle, after your emerald palace encounter, you may choose to do any of the following in any order you choose:
Pay 1 Item to gain 1 Gold. Any Item may be used as payment except for an Item with the word 'potion', 'ticket', or 'pass' in it's name.
Pay 1 Spell to gain 1 Gold. Any Spell may be used as payment except for a Spell that was gained without payment or die roll due to your type and/or Alignment.
Pay 1 Gold to heal 1 Wound, unless you are an elf or dwarf, in which case pay 1 Gold to heal 2 Wounds.
Pay 3 Gold to gain a clover blade. A clover blade is an Item and a weapon. If you have the clover blade at the start of any Melee Combat, roll two dice. If the die roll is 7 or 11, increase your Arms by 2 for that Melee Combat only. If the die roll is not 7 or 11, increase your Arms by 1 for that Melee Combat only.
Pay 3 Gold to gain a clover wand. A clover wand is an Item and a weapon. If you have the clover wand at the start of any Magical Combat, roll two dice. If the die roll is 7 or 11, increase your Magic by 2 for that Magical Combat only. If the die roll is not 7 or 11, increase your Magic by 1 for that Magical Combat only.
Pay 3 Gold to gain a charm blade. A charm blade is an Item and a weapon. If you have the charm blade at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only. If you have the charm blade, and a monster receives a Wound due to a Melee Combat with you, roll two dice. If the die roll is 7 or 11, the monster receives 1 additional Wound.
Pay 3 Gold to gain a charm wand. A charm wand is an Item and a weapon. If you have the charm wand at the start of any Magical Combat, increase your Magic by 1 for that Magical Combat only. If you have the charm wand, and a monster receives a Wound due to a Magical Combat with you, roll two dice. If the die roll is 7 or 11, the monster receives 1 additional Wound.
Pay 2 Gold to 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.
Pay 1 Gold to gain gamble. Gamble is a Spell. You may use gamble at the start of any Combat. When used, roll two dice three times in a row. For each die roll that is 7 or 11, increase your Arms and Magic by 1. The increase lasts until the monster in the Combat that you used gamble at the start of has fallen or if you choose to end Combat with that monster. You may not use more than 1 gamble per monster per turn.
Pay 1 Gold to gain glimmer. Glimmer is a Spell. Glimmer may be used whenever you make a die roll involving Arms. 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 glimmer per die roll.
Pay 1 Gold to gain glitter. Glitter is a Spell. Glitter may be used whenever you make a die roll involving Magic. 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 glitter per die roll.
Pay 1 Gold to gain glamor. Glamor is a Spell. Glamor may be used whenever you make a die roll involving Craft. 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 glamor per die roll.
Pay 1 Gold to gain gleam. Gleam is a Spell. Gleam may be used whenever you make a die roll involving Vitae. 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 gleam per die roll.
When you are done gaining Gold, gaining Items, gaining Spells, and/or healing Wounds, you must choose between staying at The Emerald Palace or going back to The Emerald Isle. If you choose to stay at The Emerald Palace, your turn ends and the next turn will begin at The Emerald Palace; Stay on this page if so. If you choose to go to The Emerald Isle, your turn ends and the next turn will begin on The Emerald Isle; Proceed to that page if so.
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