The Eyrie
Your turn begins at The Eyrie.
If you are a dwarf, increase your Arms and Magic by 1 for this turn only.
Roll two dice for what you encounter while exploring the eyrie:
2 = Upon the apex of this lofty eyrie lives a master of air magic. Fight a Magical Combat with an aero mancer. The aero mancer's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 3. If you receive a Wound due to a Magical Combat with the aero mancer, roll a die. If the die roll is less than the aero mancer's Craft, receive 1 additional Wound. If the aero mancer has fallen due to Combat with you, gain an aero ring, unless you have an aero ring. An aero ring is an Item. If you have the aero ring, and a monster receives a Wound due to a Spell, roll a die. If the die roll is less than your Craft, the monster receives 1 additional Wound.
3 = A tribe of noble hawkmen live on this eyrie who will sometimes aid adventurers. If you choose, roll two dice. If the die roll is less than the total of your Arms plus your Magic, gain a hawkman. A hawkman is an Ally. If you have the hawkman at the start of any Combat, you may choose to lose the hawkman. If so, that Combat is a standoff, then your turn ends and the next turn begins on the same page; Stay on that page if so.
4 = On a very high eyrie peak grows a beanstalk that winds up to a cloud with a castle on it. If you choose, your turn ends and the next turn will begin at The Cloud Castle; Proceed to that page if so.
5 = A large eagle tries to catch you in it's talons and dash you on the mountains below this eyrie. Fight a Melee Combat with an eyrie eagle. The eyrie eagle's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the eyrie eagle is in, if it is the first Combat the eyrie eagle has been in this turn, roll a die. If the die roll is greater than your Craft, increase the eyrie eagle's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the eyrie eagle, roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 additional Wound, then your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
6 = What appears to be a boulder is in fact a rock-skinned eye creature with a petrifying gaze. Fight a Melee Combat with a boulder beholder. The boulder beholder's attributes are Arms: 4, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the boulder beholder is in, roll a die. If the die roll is 4, 5, or 6, decrease your Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the boulder beholder, roll a die. If the die roll is 6, receive 1 additional Wound. If the boulder beholder receives a Wound due to Melee Combat with you, roll a die. If that die roll is 5 or 6, the boulder beholder does not receive the Wound.
7 = The air up on this elevated eyrie is quite thin and may lead to quick exhaustion. Roll a die. If the die roll is greater than your Vitae, roll a die. If that die roll is 1 or 2, decrease your Arms by 1 at the start of your next turn. The decrease lasts for that turn only. If that die roll is 3 or 4, decrease your Magic by 1 at the start of your next turn. The decrease lasts for that turn only. If that die roll is 5 or 6, decrease your Arms and Magic by 1 at the start of your next turn. The decrease lasts for that turn only.
8 = Floating about this eyrie are numerous eye creatures, each with a freezing cold gaze. Fight a Magical Combat with an eyrie eye. The eyrie eye's attributes are Arms: 2, Magic: 4, Craft: 3, Vitae: 2. At the start of any Magical Combat the eyrie eye is in, roll a die. If the die roll is 4, 5, or 6, decrease your Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the eyrie eye, roll a die. If the die roll is 6, receive 1 additional Wound. If the eyrie eye receives a Wound due to Magical Combat with you, roll a die. If that die roll is 5 or 6, the eyrie eye does not receive the Wound.
9 = A demon of the wind tries to lift you up into the air then smash you down onto the mountains below. Fight a Magical Combat with a wind demon. The wind demon's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 2. At the start of any Magical Combat the wind demon is in, if it is the first Combat the wind demon has been in this turn, roll a die. If the die roll is greater than your Craft, increase the wind demon's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the wind demon, roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 additional Wound, then your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
10 = A large lair nestled within an eyrie peak is the domain of the dragon race. If you choose, your turn ends and the next turn will begin in The Dragon Lair; Proceed to that page if so.
11 = A wind wizard perched on a steep peak offers to teach you a spell for magical flight. Pay 1 Gold to gain fly, unless you are a wizard, in which case you gain fly without paying 1 Gold. Fly is a Spell. You may use fly at the start of any turn on a page with the word 'Badlands', 'Borderlands', 'Bridge', 'Castle', 'City', 'Coast', 'Cold', 'Crossroads', 'Desert', 'Fields', 'Forest', 'Hills', 'Lake', 'Mountains', 'Plains', 'River', 'Sea', 'Swamp', 'Wildlands', 'Woods', 'Eyrie', 'Peak', or 'White' in it's name. When used, your turn ends and you must choose the next turn to begin at The Badlands, The Borderlands, The Bridge, The Castle, The City, The Coast, The Cold Wastes, The Crossroads, The Desert, The Fields, The Forest, The Hills, The Lake, The Mountains, The Plains, The River, The Sea, The Swamp, The Wildlands, or The Woods; Proceed to the chosen page.
12 = This highly elevated eyrie is guarded by a black dragon that breathes toxic smoke. Fight a Melee Combat with a black dragon. The black dragon's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 4. At the start of any Combat with the black dragon, if it is the first Combat the black dragon has been in this turn, roll a die. If the die roll is less than your Craft, receive 1 Wound. If the die roll is equal to or greater than your Craft, roll a die. Receive a number of Wounds equal to that die roll divided by two (round up). If the black dragon has fallen due to Combat with you, gain a black potion. A black potion is an Item. The black potion may be used at any time you have 1 or more Wounds. When used, heal all Wounds, then lose the black potion.
Unless you rolled a 4 and went to The Cloud Castle, or you rolled a 5 or 9 and went to The Mountains, or you rolled a 10 and went to The Dragon Lair, after your eyrie encounter ends, you must choose between staying at The Eyrie or going back to The Mountains. If you choose to stay at The Eyrie, your turn ends and the next turn will begin at The Eyrie; Stay on this page if so. If you choose to return to The Mountains, your turn ends and the next turn will begin in The Mountains; Proceed to that page if so.
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