The Fame Hall
Your turn begins in The Fame Hall.
If you do not have a fame badge, your turn ends and the next turn will begin in The Arena; Proceed to that page if so.
Go to the section of this page with the name 'FAME HALL'.
FAME HALL - Roll two dice for what you encounter while exploring the Fame Hall:
2 = Behind a mystical barrier of force stands a gaping idol with a fantastic coin in it's mouth. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 fame badge. If the die roll is less than your Arms, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
3 = A majestic griffon of great regality serves as a guardian to this hall of the famous. Fight a Melee Combat with a fame griffon. The fame griffon's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a dwarf, increase the fame griffon's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the fame griffon, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the fame griffon receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the fame griffon does not receive the Wound. If the fame griffon has fallen due to Melee Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
4 = An exquisite golem of complex design stands watch as a guard in this hall of fame. Fight a Melee Combat with a fame golem. The fame golem's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a thief, increase the fame golem's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the fame golem, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the fame golem receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the fame golem does not receive the Wound. If the fame golem has fallen due to Melee Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
5 = A powerful juggernaut roams this fame hall searching for intruders to engage in battle. Fight a Melee Combat with a fame juggernaut. The fame juggernaut's attributes are Arms: 8, Magic: 6, Craft: 2, Vitae: 4. If you are a warrior, increase the fame juggernaut's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the fame juggernaut, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the fame juggernaut receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the fame juggernaut does not receive the Wound. If the fame juggernaut has fallen due to Melee Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
6 = An archway opens up to a mystic hall dedicated to arms. If you choose, go to the section of this page with the name 'ARMS HALL'.
7 = At the end of the fame hall is an armory filled with great racks of the relics. If you choose, go to the section of this page with the name 'FAME ARMORY'.
8 = An archway opens up to a mystic hall dedicated to magic. If you choose, go to the section of this page with the name 'MAGIC HALL'.
9 = A powerful dreadnaut roams this fame hall seeking magical engagement with any intruders. Fight a Magical Combat with a fame dreadnaut. The fame dreadnaut's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are a wizard, increase the fame dreadnaut's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the fame dreadnaut, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the fame dreadnaut receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the fame dreadnaut does not receive the Wound. If the fame dreadnaut has fallen due to Magical Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
10 = An animate gargoyle made of greivous stone keeps a watch over this hall of infamy. Fight a Magical Combat with a fame gargoyle. The fame gargoyle's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are a priest, increase the fame gargoyle's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the fame gargoyle, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the fame gargoyle receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the fame gargoyle does not receive the Wound. If the fame gargoyle has fallen due to Magical Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
11 = A majestic hippogriff of great regality serves as a guardian to this hall of the infamous. Fight a Magical Combat with a fame hippogriff. The fame hippogriff's attributes are Arms: 6, Magic: 8, Craft: 2, Vitae: 4. If you are an elf, increase the fame hippogriff's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the fame hippogriff, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the fame hippogriff receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the fame hippogriff does not receive the Wound. If the fame hippogriff has fallen due to Magical Combat with you, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
12 = Behind a field of magical energy is a small pool with a glistening coin lying at it's bottom. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 fame badge. If the die roll is less than your Magic, gain a fame token. A fame token is an Item. A fame token does not count towards the number of Items you may have. If you have the fame token at the start of a turn on a page other than The Fame Hall, lose the fame token.
Unless you rolled a 6 and went to the section 'ARMS HALL', or you rolled a 7 and went to the section 'FAME ARMORY', or you rolled an 8 and went to the section 'MAGIC HALL', after your fame hall encounter, you must choose between staying in The Fame Hall or going back to The Arena. If you choose to stay in The Fame Hall, your turn ends and the next turn will begin in The Fame Hall; Stay on this page if so. If you choose to go to The Arena, your turn ends and the next turn will begin in The Arena; Proceed to that page if so.
ARMS HALL - Roll two dice for what you encounter while exploring the arms hall:
2 = An impervious iron chest with an unbreakable lock sits in an alcove of this hall of arms. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 fame badge. If the die roll is less than your Arms, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
3 = A titanic troll is mystically empowered by a supernatural totem pole it wields in battle. Fight a Melee Combat with a totem troll. The totem troll's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a dwarf, increase the totem troll's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the totem troll, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the totem troll receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the totem troll does not receive the Wound. If the totem troll has fallen due to Melee Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
4 = An immortal king disguised as a beggar fools most of the unwary visitors that meet him. Fight a Melee Combat with a beggar king. The beggar king's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a thief, increase the beggar king's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the beggar king, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the beggar king receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the beggar king does not receive the Wound. If the beggar king has fallen due to Melee Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
5 = A steel statue of a mighty warrior suddenly turns to flesh and comes to life before you. Fight a Melee Combat with an animus avenger. The animus avenger's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a warrior, increase the animus avenger's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the animus avenger, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the animus avenger receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the animus avenger does not receive the Wound. If the animus avenger has fallen due to Melee Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
6 = Many traps which challenge the aptitude of your arms line this hall as you walk along it. Roll two dice. If the die roll is greater than the total of your Arms plus your Craft, receive 1 Wound. If the die roll is equal to the total of your Arms plus your Craft, heal 1 Wound.
7 = An archway leading back to the fame hall opens up before you. If you choose, go to the section of this page with the name 'FAME HALL'.
8 = Many tricks which challenge the aptitude of your arms are triggered by walking this hall. Roll two dice. If the die roll is greater than the total of your Arms plus your Vitae, receive 1 Wound. If the die roll is equal to the total of your Arms plus your Vitae, heal 1 Wound.
9 = A martial genie with a great command of battle magic materializes forth from an open bottle. Fight a Magical Combat with a genie general. The genie general's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a wizard, increase the genie general's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the genie general, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the genie general receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the genie general does not receive the Wound. If the genie general has fallen due to Magical Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
10 = An angelic avatar of the gods appears before you in a bright beam of divine light. Fight a Magical Combat with an angel avatar. The angel avatar's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a priest, increase the angel avatar's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the angel avatar, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the angel avatar receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the angel avatar does not receive the Wound. If the angel avatar has fallen due to Magical Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
11 = An elite elven shaman begins to twirl about in a demonic dance which brings doom to all foes. Fight a Magical Combat with a doom dancer. The doom dancer's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are an elf, increase the doom dancer's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the doom dancer, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the doom dancer receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the doom dancer does not receive the Wound. If the doom dancer has fallen due to Magical Combat with you, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
12 = Set upon an altar in an alcove of this hall of arms is a tome with an arcane ritual. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 fame badge. If the die roll is less than your Magic, gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
Unless you rolled a 7 and went to the section 'FAME HALL', after your arms hall encounter, go to the section of this page with the name 'ARMS HALL' again.
MAGIC HALL - Roll two dice for what you encounter while exploring the vitae hall:
2 = In an alcove of this hall of magic is a misty mirror which must be smashed to find what's behind it. If you choose, roll two dice. If the die roll is greater than your Arms, receive 1 Wound. If the die roll is equal to your Arms, lose 1 fame badge. If the die roll is less than your Arms, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
3 = A very weak goblin is imbued with great power every time he sips from an archaic goblet in his hands. Fight a Melee Combat with a goblet goblin. The goblet goblin's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a dwarf, increase the goblet goblin's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the goblet goblin, roll a die. If the die roll is 4, 5, or 6, or if you are a dwarf, receive 1 additional Wound. If the goblet goblin receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the goblet goblin does not receive the Wound. If the goblet goblin has fallen due to Melee Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
4 = A rascally rogue has stolen every color of magic available in the entire spectrum of spells. Fight a Melee Combat with a rainbow rogue. The rainbow rogue's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a thief, increase the rainbow rogue's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the rainbow rogue, roll a die. If the die roll is 4, 5, or 6, or if you are a thief, receive 1 additional Wound. If the rainbow rogue receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the rainbow rogue does not receive the Wound. If the rainbow rogue has fallen due to Melee Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
5 = A savage warlord wields magic bracers that can bust down walls and other barriers. Fight a Melee Combat with a bracer buster. The bracer buster's attributes are Arms: 8, Magic: 6, Craft: 3, Vitae: 4. If you are a warrior, increase the bracer buster's Arms, Craft, and Vitae by 1. If you receive a Wound due to Melee Combat with the bracer buster, roll a die. If the die roll is 4, 5, or 6, or if you are a warrior, receive 1 additional Wound. If the bracer buster receives a Wound due to Melee Combat, roll two dice. If the die roll is 7 or more, the bracer buster does not receive the Wound. If the bracer buster has fallen due to Melee Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
6 = Many traps which challenge the mastery of your magic line this hall as you walk along it. Roll two dice. If the die roll is greater than the total of your Magic plus your Craft, receive 1 Wound. If the die roll is equal to the total of your Magic plus your Craft, heal 1 Wound.
7 = An archway leading back to the fame hall opens up before you. If you choose, go to the section of this page with the name 'FAME HALL'.
8 = Many tricks which challenge the mastery of your magic are triggered by walking this hall. Roll two dice. If the die roll is greater than the total of your Magic plus your Vitae, receive 1 Wound. If the die roll is equal to the total of your Magic plus your Vitae, heal 1 Wound.
9 = A wizard capable of fantastic wonders appears before you with a wave of his wand. Fight a Magical Combat with a wonder wizard. The wonder wizard's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a wizard, increase the wonder wizard's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the wonder wizard, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, receive 1 additional Wound. If the wonder wizard receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the wonder wizard does not receive the Wound. If the wonder wizard has fallen due to Magical Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
10 = A pious monk blessed with miraculous magic is able to accomplish amazing feats of daring. Fight a Magical Combat with a miracle monk. The miracle monk's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are a priest, increase the miracle monk's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the miracle monk, roll a die. If the die roll is 4, 5, or 6, or if you are a priest, receive 1 additional Wound. If the miracle monk receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the miracle monk does not receive the Wound. If the miracle monk has fallen due to Magical Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
11 = An austere elder from a forgotten city of magic employs ancient relics of eldritch power. Fight a Magical Combat with an eldritch elder. The eldritch elder's attributes are Arms: 6, Magic: 8, Craft: 3, Vitae: 4. If you are an elf, increase the eldritch elder's Magic, Craft, and Vitae by 1. If you receive a Wound due to Magical Combat with the eldritch elder, roll a die. If the die roll is 4, 5, or 6, or if you are an elf, receive 1 additional Wound. If the eldritch elder receives a Wound due to Magical Combat, roll two dice. If the die roll is 7 or more, the eldritch elder does not receive the Wound. If the eldritch elder has fallen due to Magical Combat with you, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
12 = A tapestry on the walls of this hall of magic has a hidden inscription woven into it's artwork. If you choose, roll two dice. If the die roll is greater than your Magic, receive 1 Wound. If the die roll is equal to your Magic, lose 1 fame badge. If the die roll is less than your Magic, gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
Unless you rolled a 7 and went to the section 'FAME HALL', after your magic hall encounter, go to the section of this page with the name 'MAGIC HALL' again.
FAME ARMORY - You may choose to do any of the following in any order you choose:
Pay 1 fame badge to gain 1 Gold.
Pay 1 fame token to gain 3 Gold.
Pay 1 fame token to heal all Wounds.
Pay 2 fame tokens to gain an arms token. An arms token is an Item. An arms token does not count towards the number of Items you may have. If you have the arms token at the start of a turn on a page other than The Fame Hall, lose the arms token. If you have 1 or more arms tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of arms tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of arms tokens you have, increase your Arms by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Arms has been increased by 1 due to arms tokens, that adventurer's Arms cannot be increased by 1 again due to arms tokens for the rest of the game for that adventurer.
Pay 2 fame tokens to gain a magic token. A magic token is an Item. A magic token does not count towards the number of Items you may have. If you have the magic token at the start of a turn on a page other than The Fame Hall, lose the magic token. If you have 1 or more magic tokens at the end of your turn on The Fame Hall page, you may choose to roll a die. If the die roll is greater than the number of magic tokens you have, your turn ends and the next turn will begin in The Arena; Proceed to that page if so. If the die roll is equal to or less than the number of magic tokens you have, increase your Magic by 1, then your turn ends and the next turn will begin in The Arena; Proceed to that page if so. Once an adventurer's Magic has been increased by 1 due to magic tokens, that adventurer's Magic cannot be increased by 1 again due to magic tokens for the rest of the game for that adventurer.
Pay 1 fame token or 4 Gold for a grand sword. A grand sword is an Item and a weapon. If you have the grand sword at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only.
Pay 2 fame tokens or 7 Gold for a grand axe. A grand axe is an Item and a weapon. If you have the grand axe at the start of any Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the grand axe, and a monster receives a Wound due to a Melee Combat with you, the monster receives 1 additional Wound.
Pay 1 fame token or 4 Gold for a grand wand. A grand wand is an Item and a weapon. If you have the grand wand at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only.
Pay 2 fame tokens or 7 Gold for a grand staff. A grand staff is an Item and a weapon. If you have the grand staff at the start of any Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the grand staff, and a monster receives a Wound due to a Magical Combat with you, the monster receives 1 additional Wound.
Pay 3 fame tokens or 10 Gold for grand armor. Grand armor is an Item. If you have the grand armor at the start of any turn, increase your Arms by 1 for that turn only. If you have the grand armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the grand armor.
Pay 3 fame tokens or 10 Gold for grand robes. Grand robes is an Item. If you have the grand robes at the start of any turn, increase your Magic by 1 for that turn only. If you have the grand robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe', or 'robes' in it's name if you have the grand robes.
Pay 3 fame tokens or 10 Gold for a death ring. A death ring is an Item. An death ring does not count towards the number of Items you may have. If you have the death ring at the start of any Combat with a monster, you may choose to lose the death ring. If so, the monster in the Combat that you used the death ring at the start of receives a number of Wounds equal to that monster's Vitae, then the monster is fallen due to Combat without rolling any dice. Ignore any instructions denoting a monster not receiving any Wounds due to the death ring. You may not use more than 1 death ring per game per adventurer.
Pay 3 fame tokens or 10 Gold for a death angel. A death angel is an Ally. A death angel does not count towards the number of Allies you may have. If you have the death angel at the start of any Combat with a monster, you may choose to lose the death angel. If so, the monster in the Combat that you used the death angel at the start of receives a number of Wounds equal to that monster's Vitae, then the monster is fallen due to Combat without rolling any dice. Ignore any instructions denoting a monster not receiving any Wounds due to the death angel. You may not use more than 1 death angel per game per adventurer.
Pay 3 fame tokens or 10 Gold for annihilate. Annihilate is a Spell. Annihilate does not count towards the number of Spells you may have. Annihilate may be used at the start of any Combat with a monster. When used, the monster in the Combat that you used annihilate at the start of receives a number of Wounds equal to that monster's Vitae, then the monster is fallen due to Combat without rolling any dice. Ignore any instructions denoting a monster not receiving any Wounds due to annihilate. You may not use more than 1 annihilate per game per adventurer.
When you are done healing Wounds, gaining Gold, gaining Items, gaining Allies, and/or gaining Spells, you must choose between staying in The Fame Hall or going back to The Arena. If you choose to stay in The Fame Hall, your turn ends and the next turn will begin in The Fame Hall; Stay on this page if so. If you choose to go to The Arena, your turn ends and the next turn will begin in The Arena; Proceed to that page if so.
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