The Enchanted Glade
Your turn begins in The Enchanted Glade.
If you are an elf, or if you are a priest and your Alignment is Good, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the enchanted glade:
2 = Within the glimmer of this glade lives a mythical horse with a white coat and a magical horn. Fight a Magical Combat with a white unicorn. The white unicorn's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If your Alignment is Evil or Neutral, increase the white unicorn's Arms and Magic by 1. At the start of any Combat with the white unicorn, roll two dice. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the white unicorn when given the choice. If the white unicorn has fallen due to Combat with you, gain a white unicorn horn, unless you have a white unicorn horn. A white unicorn horn is an Item. If you have the white unicorn horn at the start of any Combat, you may choose to roll two dice. If the die roll is 7, or if your Alignment is Good and the die roll is 11, increase your Arms and Magic by 1 for that Combat only. If the die roll is 2 or 12, lose the white unicorn horn, then increase your Arms and Magic by 1 for that Combat only, unless your Alignment is Good, in which case increase your Arms and Magic by 2 for that Combat only.
3 = A kindly maiden that lives in this glade may decide to teach you an enticing enchantment spell. If you choose, roll a die. If the die roll is equal to or less than your Magic, or if your alignment is Good, gain blessyou. Blessyou is a Spell. You may use blessyou at the start of any turn. When used, at the start of any Combat with a monster during the turn that blessyou was used at the start of, if it is the first Combat you have been in that turn, increase your Arms and Magic by 2 for that Combat only.
4 = Deep within this enchanted glade is a large locked tower made of ivory. If you choose, your turn ends and the next turn will begin at The Ivory Tower; Proceed to that page if so.
5 = A horseman of this bright glade comes charging forth out of the glimmer. Fight a Melee Combat with a good glade centaur. The good glade centaur's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 3. At the start of any Combat with the good glade centaur, roll two dice if your Alignment is Good. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the good glade centaur when given the choice.
6 = A goatman of this bright glade comes trotting towards you out of the glimmer. Fight a Magical Combat with a good glade satyr. The good glade satyr's attributes are Arms: 3, Magic: 4, Craft: 3, Vitae: 2. At the start of any Combat with the good glade satyr, roll two dice if your Alignment is Good. If the die roll is 7, that Combat is automatically a standoff without rolling any dice; After that standoff, you must choose to end Combat with the good glade satyr when given the choice.
7 = This glade is imbued with a white magic that often enchants those who explore here. Roll two dice, unless your Alignment is Good, in which case roll one die. If the die roll is equal to or greater than the total of your Craft plus your Magic, your turn ends and the next turn will begin in The Forest; Proceed to that page if so.
8 = A cloister of monks trained in enchant magic challenge all who enter this glade of brightness. Fight a Melee Combat with a bless monk. The bless monk's attributes are Arms: 4, Magic: 3, Craft: 3, Vitae: 2. At the start of any Combat with the bless monk, roll two dice. If the die roll is 7, roll another die. If that die roll is equal to or less than the bless monk's Craft, increase the bless monk's Arms and Magic by 2 for that Combat only. If that die roll is greater than the bless monk's Craft, increase the bless monk's Arms and Magic by 1 for that Combat only. If the bless monk has fallen due to Combat with you, roll a die. If the die roll is 1, gain 1 Gold. If the die roll is 6, heal 1 Wound.
9 = A lone sentry in ivory armor guards a special key for entering the mystic tower of ivory. If you choose, roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with an ivory sentry. If the die roll is 4, 5, or 6, fight a Magical Combat with an ivory sentry. The ivory sentry's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat with the ivory sentry, roll a die if your Alignment is Evil or Neutral. If the die roll is equal to or less than the ivory sentry's Craft, increase the ivory sentry's Arms and Magic by 1 for that Combat only. If the ivory sentry receives a Wound due to Combat, roll two dice. If the die roll is 8 or more, the ivory sentry does not receive the Wound. If the ivory sentry has fallen due to Combat with you, gain an ivory key. An ivory key is an Item. A ivory key does not count towards the number of Items you may have.
10 = A large mound surrounded by other mounds catches your eye amid the glimmer of this glade. If you choose, your turn ends and the next turn will begin at The Faerie Mound; Proceed to that page if so.
11 = This glade is home to a number of holy bees that emit an enchanting buzz. If you choose, roll a die. If the die roll is equal to or less than your Arms, or if your alignment is Good, gain a blessed bee. A blessed bee is an Ally. You may choose to lose the blessed bee at the start of any turn. If so, at the start of any Combat with a monster during the turn that the blessed bee was used at the start of, if it is the first Combat you have been in that turn, increase your Arms and Magic by 2 for that Combat only.
12 = A handsome giant made entirely out of white magic rises before you as guardian of this glade. Fight a Melee Combat with a bless giant. The bless giant's attributes are Arms: 7, Magic: 5, Craft: 2, Vitae: 4. If your Alignment is Evil or Neutral, increase the bless giant's Arms and Magic by 1. If the bless giant receives a Wound due to a Melee Combat with you, and you did not use an Item that is a weapon in that Melee Combat, the bless giant does not receive the Wound. If the bless giant has fallen due to Combat with you, gain a bless cloak, unless you have a bless cloak. A bless cloak is an Item. If you have the bless cloak at the start of any turn, you may choose to roll two dice. If the die roll is equal to or less than your Magic, or if the die roll is 7, at the start of any Combat with a monster during the turn that the bless cloak was used at the start of, if it is the first Combat you have been in that turn, increase your Arms and Magic by 2 for that Combat only. If you have the bless cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the bless cloak.
Unless you rolled a 4 and went to The Ivory Tower, or you rolled a 7 and went to The Forest, or you rolled a 10 and went to The Faerie Mound, after your enchanted glade encounter, you must choose between staying in The Enchanted Glade or going back to The Forest. If you choose to stay in The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; 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.
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