The Faerie Mound
Your turn begins at The Faerie Mound.
Roll two dice for what you encounter while exploring the faerie mound:
2 = Atop the mystical mound of the faeries is a golden archer who serves as their champion. Fight a Magical Combat with a faerie champion. The faerie champion's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. If you receive a Wound due to a Magical Combat with the faerie champion, roll a die. If the die roll is less than the faerie champion's Craft, you do not receive the Wound, then lose 1 Item and gain 1 Gold. If the faerie champion receives a Wound due to a Magical Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the faerie champion's Craft, the faerie champion does not receive the Wound. If the faerie champion has fallen due to Combat with you, gain a golden bow. A golden bow is an Item and a weapon. If you have the golden bow at the start of a Combat, increase your Arms and Magic by 1 for that Combat only. If you have the golden bow and a monster has fallen due to Combat with you, roll a die. If the die roll is equal to or greater than the monster's Vitae, gain 1 Gold.
3 = A faerie sorceress flutters up to your ear and whispers an incantation for a fey magic spell. If you choose, roll two dice. If the die roll is equal to or less than the total of your Arms plus your Magic, gain faeriefire. Faeriefire is a Spell. Faeriefire may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is equal to or greater than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 faeriefire per Wound per Combat.
4 = Around the base of the largest mound is a circular garden of enchanted flowers and plants. If you choose, go to the section of this page with the name 'FLOWER RING'.
5 = From out of a mound arises an elemental hound made of dirt and flowers. Fight a Melee Combat with a mound hound. The mound hound's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the mound hound is in with you, if it is the first Combat the mound hound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1. The decrease lasts until the mound hound has fallen or if you choose to end Combat with the mound hound. At the start of any Melee Combat the mound hound is in with you, if it is not the first Combat the mound hound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by 1 for that Melee Combat only. If the mound hound has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.
6 = A winged knight of the faeries comes flying at you with a sharp stinging rapier. Fight a Melee Combat with a faerie knight. The faerie knight's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. Roll a die. If the die roll is 1, increase the faerie knight's Arms by 1. If the die roll is 2, increase the faerie knight's Craft by 1. If the die roll is 3, increase the faerie knight's Arms and Craft by 1. If the faerie knight receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the faerie knight's Craft, the faerie knight does not receive the Wound.
7 = Many magical faeries from this mound flutter about healing others using curative magic. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.
8 = A winged archer of the faeries flies above you and shoots a tiny piercing arrow. Fight a Magical Combat with a faerie archer. The faerie archer's attributes are Arms: 4, Magic: 4, Craft: 3, Vitae: 1. Roll a die. If the die roll is 1, increase the faerie archer's Magic by 1. If the die roll is 2, increase the faerie archer's Craft by 1. If the die roll is 3, increase the faerie archer's Magic and Craft by 1. If the faerie archer receives a Wound due to a Combat with you, roll a die. If the die roll is equal to or less than the faerie archer's Craft, the faerie archer does not receive the Wound.
9 = What appears to be a mound is actually a unique elemental that comes rolling towards you. Fight a Magical Combat with a round mound. The round mound's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 3. At the start of any Magical Combat the round mound is in with you, if it is the first Combat the round mound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1. The decrease lasts until the round mound has fallen or if you choose to end Combat with the round mound. At the start of any Magical Combat the round mound is in with you, if it is not the first Combat the round mound has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by 1 for that Magical Combat only. If the round mound has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.
10 = You find your way into the largest faerie mound wherein the royal court of the fey dwells. If you choose, go to the section of this page with the name 'FAERIE COURT'.
11 = A miniscule mound has been made into the home of a very diminutive angel with wings. Roll two dice, unless you have a little angel. If the die roll is equal to or less than your Craft, gain a little angel. A little angel is an Ally. If you have the little angel and you use a Spell in a Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the little angel. If the die roll is greater than your Vitae, you heal 1 Wound. You may not use the little angel more than once per Combat.
12 = A petite dragon defends the main mound and serves as guardian of the faerie race. Fight a Melee Combat with a faerie dragon. The faerie dragon's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the faerie dragon is in, roll a die. If the die roll is 6, increase faerie dragon's Craft by 1. If you receive a Wound due to a Melee Combat with the faerie dragon, roll a die. If the die roll is equal to or less than the faerie dragon's Craft, receive 1 additional Wound. If the faerie dragon receives a Wound due to a Melee Combat or a Spell you used, roll a die. If the die roll is equal to or less than the faerie dragon's Craft, the faerie dragon does not receive the Wound. If the faerie dragon has fallen due to Combat with you, gain drag weed. Drag weed is an Item. If you have the drag weed at the start of any Combat you are in with a monster with the word 'dragon', 'drake', or 'wyrm' in it's name, you may choose to lose the drag weed. If so, roll a die. The monster with the word 'dragon', 'drake', or 'wyrm' in it's name that is in Combat with you receives a number of Wounds equal to the die roll. You may not use more than 1 drag weed per Combat.
Unless you rolled a 4 and went to the section 'FLOWER RING', or you rolled a 10 and went to the section 'FAERIE COURT', after your faerie mound encounter ends, you must choose between staying at The Faerie Mound or going back to The Enchanted Glade. If you choose to stay at The Faerie Mound, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page if so. If you choose to go to The Enchanted Glade, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
FLOWER RING - Roll a die for what you encounter at the flower ring:
1 = A female faerie running a small flower shop offers to sell you a very special pass. Pay 2 Gold to gain a petal pass. A petal pass is an Item. If you have the petal pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FLOWER RING' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the petal pass. A petal pass does not count towards the number of Items you may have.
2 = Roll a die. If the die roll is 1, 2, or 3, the sweet smell of flowers fills the air and makes you feel better. Heal 1 Wound. If the die roll is 4 or 5, you discover a strand of goldenrod that turns out to be made of real gold. Gain 1 Gold. If the die roll is 6, you spot a flower-shaped pass slowly drifting upon a warm breeze. Gain a petal pass. A petal pass is an Item. If you have the petal pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FLOWER RING' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the petal pass. A petal pass does not count towards the number of Items you may have.
3 = Roll a die. If the die roll is 1, 2, or 3, a livid lily shakes a bunch of poisonous pollen on you. Receive 1 Wound. If the die roll is 4 or 5, a crooked chrysanthemum picks your pocket. Lose 1 Gold. If the die roll is 6, a bee with faerie wings tries to steal any flowery passes you may have. Lose 1 petal pass.
4 = A dandelion plant has been magically enchanted to become a fierce flowery lion. Fight a Melee Combat with a dandy lion. The dandy lion's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 2. If you receive a Wound due to Melee Combat with the dandy lion, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the dandy lion receives a Wound due to a Melee Combat with you, and you used an Item that is a weapon in that Melee Combat, roll a die. If the die roll is 1, 2, or 3, the dandy lion does not receive the Wound. If the dandy lion has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a dando lion. A dando lion is an Ally. If you have the dando lion and a monster receives a Wound due to Combat with you, you may choose to lose the dando lion. If so, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 dando lion per Wound per Combat.
5 = A sentient sunflower that spits flaming hot seeds has been magically animated to life. Fight a Magical Combat with a sun flower. The sun flower's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the sun flower, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the sun flower receives a Wound due to a Magical Combat with you, and you used an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 1, 2, or 3, the sun flower does not receive the Wound. If the sun flower has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, gain hayfever. Hayfever is a Spell. Hayfever may be used whenever a monster receives a Wound due to Combat with you. When used, roll a die. If the die roll is less than the monster's Craft, the monster receives 1 additional Wound. You may not use more than 1 hayfever per Wound per Combat.
6 = A snapdragon plant has been magically transformed into a fearsome floral dragon. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a snap dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a snap dragon. The snap dragon's attributes are Arms: 7, Magic: 7, Craft: 2, Vitae: 3. If you receive a Wound due to Combat with the snap dragon, roll a die. If the die roll is less than your Craft, receive 1 additional Wound. If the snap dragon receives a Wound due to a Combat with you, and you used an Item that is a weapon in that Combat, roll a die. If the die roll is 1, 2, or 3, the snap dragon does not receive the Wound. If the snap dragon has fallen due to Combat with you, gain a daisy chain, unless you have a daisy chain. A daisy chain is an Item and a weapon. If you have the daisy chain at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you have the daisy chain, and a monster receives a Wound due to a Combat with you, roll a die. If the die roll is equal to the monster's Craft, that monster receives 1 additional Wound. If the die roll is less than the monster's Craft, decrease that monster's Arms and Magic by 1. The decrease lasts until that monster has fallen or if you choose to end Combat with that monster.
After your ring encounter, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page.
FAERIE COURT - Roll a die for what you encounter at the faerie court:
1 = An advisor to the royalty gives you the honor of purchasing an official pass to their court. Pay 2 Gold to gain a fey pass. A fey pass is an Item. If you have the fey pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FAERIE COURT' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the fey pass. A fey pass does not count towards the number of Items you may have.
2 = Roll a die. If the die roll is 1, 2, or 3, you are handed a bag of gold dust by an admiring faerie courtier. Gain 1 Gold. If the die roll is 4 or 5, much food and drink abounds within this royal courtyard. Heal 1 Wound. If the die roll is 6, a faerie nobleman deems you worthy of his patronage. Gain a fey pass. A fey pass is an Item. If you have the fey pass at the start of any turn on The Faerie Mound page, you may choose to start your turn at the 'FAERIE COURT' section of the page directly instead of starting at the top of the page. If so, roll a die. If the die roll is 1, lose the fey pass. A fey pass does not count towards the number of Items you may have.
3 = Roll a die. If the die roll is 1, 2, or 3, a tax on all visitors is collected by the royal faerie exciseman. Lose 1 Gold. If the die roll is 4 or 5, an intrigue of the court ends up in disasterous results for you. Receive 1 Wound. If the die roll is 6, you commit a major faux pas and are asked to leave by a faerie courtesan. Lose 1 fey pass.
4 = The noble faeries that live within the mound are considered to be the ruling class of the fey. Fight a Melee Combat with a noble faerie. The noble faerie's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. If the noble faerie has 1 or more Wounds at the start of a Melee Combat with you, roll two dice. If the die roll is equal to or less than the noble faerie's Craft, the noble faerie heals 1 Wound. If the noble faerie receives a Wound due to a Melee Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the noble faerie's Craft, the noble faerie does not receive the Wound. If the noble faerie has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a fey fairy. A fey fairy is an Ally. If you have a fey fairy at the start of any Combat, you may choose to lose the fey fairy. If so, roll two dice. If the die roll is equal to or less than your Craft, you heal 1 Wound. If you have a fey fairy and you receive a Wound due to Combat, you may choose to lose the fey fairy. If so, roll a die. If the die roll is equal to or less than your Craft, you do not receive the Wound. You may not use more than 1 fey fairy per Combat.
5 = The royalty of the faerie race rule from and reside within this court inside the mound. Fight a Magical Combat with a royal faerie. The royal faerie's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 2. If the royal faerie has 1 or more Wounds at the start of a Magical Combat with you, roll two dice. If the die roll is equal to or less than the royal faerie's Craft, the royal faerie heals 1 Wound. If the royal faerie receives a Wound due to a Magical Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the royal faerie's Craft, the royal faerie does not receive the Wound. If the royal faerie has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain feyday. Feyday is a Spell. You may use feyday at the start of any Combat or whenever you receive a Wound due to Combat. When used at the start of a Combat, roll two dice. If the die roll is equal to or less than your Craft, you heal 1 Wound. When used when you receive a Wound, roll a die. If the die roll is equal to or less than your Craft, you do not receive the Wound. You may not use more than 1 feyday per Combat.
6 = The gorgeous queen of the faeries sits upon a glistening throne made of glamorous opal. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a faerie queen. If the die roll is 4, 5, or 6, fight a Melee Combat with a faerie queen. The faerie queen's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. If the faerie queen has 1 or more Wounds at the start of a Combat with you, roll two dice. If the die roll is equal to or less than the faerie queen's Craft, the faerie queen heals 1 Wound. If the faerie queen receives a Wound due to a Combat with you or a Spell you used, roll a die. If the die roll is equal to or less than the faerie queen's Craft, the faerie queen does not receive the Wound. If the faerie queen has fallen due to Combat with you, gain fairy wings, unless you have fairy wings. Fairy wings is an Item and a weapon. If you have the fairy wings, roll a die when you receive a Wound due to any Combat. If the die roll is less than your Craft, you do not receive the Wound, unless the die roll is 6, in which case you receive the Wound. If you use the fairy wings in a Combat with a monster and you are instructed that you cannot choose to end Combat with that monster, roll a die. If the die roll is less than your Craft, you may choose to end Combat with that monster; Ignore any instructions to not end Combat with the monster. If you use the fairy wings in a Combat with a monster and you are instructed that you must choose to end Combat with that monster, roll a die. If the die roll is less than your Craft, you may choose to have another Combat of the same kind with that monster; Ignore any instructions to end Combat with the monster. You may not use any Item with the word 'tiara', 'crown', 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the fairy wings in that Combat.
After your court encounter, your turn ends and the next turn will begin at The Faerie Mound; Stay on this page.
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