The Fields
Your turn begins in The Fields.
Choose one of the following areas to explore: VILLAGE, SHRINE, FARMLANDS, PLAINS, RIVER, or ROAD. To explore an area, go to the section of this page with the same name, but only after you first roll two dice for what you encounter while exploring the fields:
2 = Few are fated to find the freakish farm of fear. If you choose, your turn ends and the next turn will begin at The Fear Farm; Proceed to that page if so.
3 = A mage of the fields shares a special spell with you. Roll a die. If the die roll is equal to or less than your Craft, gain rural. Rural is a Spell. You may use rural at the start of a turn on a page with the word 'Village', 'Shrine', 'Patch', or 'Farm' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = Growing wild in the middle of the fields is a large patch of pumpkins. If you choose, your turn ends and the next turn will begin in The Pumpkin Patch; Proceed to that page if so.
5 = A priest of the prairies practices what he preaches. Fight a Magical Combat with a prairie priest. The prairie priest's attributes are Arms: 1, Magic: 3, Craft: 3, Vitae: 2.
6 = The field mice around here are a lot tougher than you'd think. Fight a Melee Combat with a field mouse. The field mouse's attributes are Arms:2, Magic: 1, Craft: 1, Vitae: 1.
7 = Your stroll through the fields is uneventful.
8 = Turns out the farmer's daughter was a witch. Fight a Magical Combat with a young witch. The young witch's attributes are Arms:1, Magic: 2, Craft: 1, Vitae: 1.
9 = The bumpkins of the countryside don't take kindly to strangers. Fight a Melee Combat with a country bumpkin. The country bumpkin's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 2.
10 = You come upon a mystic meadow perpetually shrouded in mist. If you choose, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.
11 = A friendly farmer claims his growing skills can be useful to you. Roll a die, unless you have a grower. If the die roll is equal to or less than your Craft, gain a grower. A grower is an Ally. At the start of any turn on a page with the word 'Fields', 'Patch', or 'Farm' in it's name, if you have the grower and you have 1 or more Wounds, roll a die. If the die roll is 6, heal 1 Wound.
12 = You thought the green-skinned giant of the farmlands was just a tall tale. Fight a Melee Combat with a green giant. The green giant's attributes are Arms:6, Magic: 4, Craft: 2, Vitae: 5. If the green giant has 4 Wounds at the start of any Melee Combat, roll a die. If the die roll is 4, 5, or 6, the green giant heals 1 Wound. If the green giant has fallen due to Combat with you, gain verde. Verde is a spell. Verde may be used at the start of any turn. When used, roll a die if you have 3 or more wounds at the start of any Melee Combat that occurs during the turn verde was used. If the die roll is 4, 5, or 6, heal 1 Wound. You may not use more than 1 verde per turn.
Unless you rolled a 2 and went to The Fear Farm, or you rolled a 4 and explored The Pumpkin Patch, or you rolled a 10 and decided to enter The Misty Meadow, after your fields encounter ends, go to the section of this page with the same name as the area you chose to explore.
VILLAGE - Your turn ends and the next turn will begin in The Village; Proceed to that page.
SHRINE -Your turn ends and the next turn will begin at The Shrine; Proceed to that page.
FARMLANDS - Your turn ends and the next turn will begin in The Fields; Stay on this page.
PLAINS - Your turn ends and the next turn will begin in The Plains; Proceed to that page.
RIVER - Your turn ends and the next turn will begin at The River; Proceed to that page.
ROAD - Your turn ends and the next turn will begin at The Crossroads; Proceed to that page.
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