The Forbidden City

Your turn begins in The Forbidden City.

Choose one of the following locations to visit: JUNGLE GATE, FORBIDDEN TEMPLE, SQUIRREL TREES, VOODOO SHRINE, AMAZON RUINS, HEADHUNTER HUTS, CROW CLIFFS, or FORGOTTEN TUNNEL. To visit a location, go to the section of this page with the same name as the location.


JUNGLE GATE - You may choose to leave The Forbidden City by going to The Jungle Island. If so, your turn ends and the next turn will begin on The Jungle Island; Proceed to that page. If not, your turn ends and the next turn will begin in The Forbidden City; Stay on this page.


FORBIDDEN TEMPLE - Only those with temple passes may enter the temple of the forbidden. If you have a temple pass, your turn ends and the next turn will begin in The Forbidden Temple; Proceed to that page. If you do not have a temple pass, your turn ends and the next turn will begin in The Forbidden City; Stay on this page.


SQUIRREL TREES - Roll a die for what you encounter at the trees of the squirrel men:


1 = The curious squirrel man tribe are always willing to purchase objects from others. Pay 1 Item to gain 1 Gold.


2 = You must be careful not to fall from the tree branches here as it is very high up. Choose your Arms or your Magic, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.


3 = The thieving squirrel men like to use tricks to fool adventurers into losing objects. If you have 1 or more Items, roll a die. if the die roll is greater than your Craft, lose 1 Item.


4 = You are attacked amongst the tree branches by a squirrel man scout. Fight a Melee Combat with a squirrel man scout. The squirrel man scout's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 1. At the start of any Melee Combat the squirrel man scout is in, roll a die. If the die roll is less than the squirrel man scout's Craft, decrease your Arms by 1 for that Melee Combat only.


5 = You are ambushed by a squirrel man thief skilled in the use of magic tricks. Fight a Magical Combat with a squirrel man trickster. The squirrel man trickster's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 1. At the start of any Magical Combat the squirrel man trickster is in, roll a die. If the die roll is less than the squirrel man trickster's Craft, decrease your Magic by 1 for that Magical Combat only.


6 = You are challenged to do battle with the chieftain of the jungle squirrel man tribe. Fight a Melee Combat with a squirrel man chieftain. The squirrel man chieftain's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 2. At the start of any Melee Combat the squirrel man chieftain is in, roll a die. If the die roll is less than the squirrel man chieftain's Craft, decrease your Arms by 1 for that Melee Combat only. If the squirrel man chieftain has fallen due to Combat with you, gain a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.


After your squirrel trees encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


VOODOO SHRINE - Roll a die for what you encounter at the shrine of voodoo:


1 = The apprentice of this shrine's voodoo priest has been authorized to purchase magic from strangers. Pay 1 Spell to gain 1 Gold.


2 = You must carefully traverse past the numerous voodoo curses cast upon this shrine. Choose your Craft or your Vitae, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.


3 = A voodoo altar set in the middle of this shrine has the power to steal magic from intruders. If you have 1 or more Spells, roll a die. If the die roll is greater than your Magic, lose 1 Spell.


4 = Magically created zombies shamble about the grounds guarding the shrine from intruders. Fight a Melee Combat with a voodoo zombie. The voodoo zombie's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the voodoo zombie, roll a die. If the die roll is 6, receive 1 additional Wound.


5 = The voodoo priest has used bad juju to summon spirits to guard this shrine from intruders. Fight a Magical Combat with a juju spirit. The juju spirit's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 2. If you receive a Wound due to Magical Combat with the juju spirit, roll a die. If the die roll is 6, receive 1 additional Wound.


6 = This shrine is a walled complex of wooden huts ruled by a priestly master of voodoo magic. Fight a Magical Combat with a voodoo priest. The voodoo priest's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 3. At the start of any Combat that the voodoo priest is in, if it is the first Combat that the voodoo priest has been in this turn, roll a die. If the die roll is greater than your Arms, receive 1 Wound. If the voodoo priest has fallen due to Combat with you, gain taboo. Taboo is a Spell. You may use taboo at the start of any Melee Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Arms by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 taboo per Combat.


After your voodoo shrine encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


AMAZON RUINS - Roll a die for what you encounter at the ruins of the amazon women:


1 = A female oracle of the ancient amazon tribe is willing to sell you a pass to the forbidden temple. Pay 1 Gold to gain a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.


2 = You must cautiously avoid the various arrow traps set upon these ruins by the crafty amazons. Choose your Craft or your Vitae, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.


3 = The warlike amazons use beauty and strength to intimidate adventurers out of their gold. If you have 1 or more Gold, roll a die. if the die roll is greater than your Craft, lose 1 Gold.


4 = These jungle ruins are home to an ancient tribe of warrior women known as the amazons. Fight a Melee Combat with an amazon warrior. The amazon warrior's attributes are Arms: 3, Magic: 2, Craft: 2, Vitae: 2. If the amazon warrior receives a Wound due to Melee Combat, roll a die. If the die roll is less than the amazon warrior's Craft, the amazon warrior does not receive the Wound.


5 = The archers of the amazon tribe are adept at wielding magic bows and arrows. Fight a Magical Combat with an amazon archer. The amazon archer's attributes are Arms: 2, Magic: 3, Craft: 2, Vitae: 2. If the amazon archer receives a Wound due to Magical Combat, roll a die. If the die roll is less than the amazon archer's Craft, the amazon archer does not receive the Wound.


6 = This tribe of jungle warrior women is ruled by a beautiful priestess who invokes ugly magic. Fight a Magical Combat with an amazon priestess. The amazon priestess's attributes are Arms: 2, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the amazon priestess is in, if it is the first Combat the amazon priestess has been in this turn, roll a die. If the die roll is greater than your Magic, receive 1 Wound. If the amazon priestess has fallen due to Combat with you, gain pariah. Pariah is a Spell. You may use pariah at the start of any Magical Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Magic by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 pariah per Combat.


After your amazon ruins encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


HEADHUNTER HUTS - Roll a die for what you encounter among the huts of the headhunters:


1 = The cannibals of the headhunter tribe engage in the slave trade as a source for food. Pay 1 Ally to gain 1 Gold.


2 = You are surrounded by a gang of headhunters and must flee to escape the situation. Roll two dice. If the die roll is greater than the total of your Craft plus your Vitae, receive 1 Wound.


3 = The cannibalistic headhunters of these huts will stalk you and try to kidnap your companions. If you have 1 or more Allies, roll a die. If the die roll is greater than your Arms, lose 1 Ally.


4 = You are ambushed by a savage tribesman who wishes to take your head as a trophy. Fight a Melee Combat with a head hunter. The head hunter's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If the head hunter 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, roll a die. If the die roll is 6, the head hunter does not receive the Wound.


5 = You are assaulted by a tribal witch doctor who magically shrinks the heads of those he slays. Fight a Magical Combat with a head shrinker. The head shrinker's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If the head shrinker receives a Wound due to a Magical Combat with you, and you did not use an Item that is a weapon in that Magical Combat, roll a die. If the die roll is 6, the head shrinker does not receive the Wound.


6 = The headhunter tribe of this jungle city worship an exotic dragon covered in thorny scales. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a jungle dragon. If the die roll is 4, 5, or 6, fight a Magical Combat with a jungle dragon. The jungle dragon's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 4. If the jungle dragon receives a Wound due to Combat with you, roll two dice. If the die roll is greater than the total of your Arms plus your Magic, receive 1 Wound. If the jungle dragon has fallen due to Combat with you, gain 2 Gold.


After your headhunter huts encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


CROW CLIFFS - Roll a die for what you encounter at the cliffs of the crow men:


1 = A hermitic herbalist in a cave near the crow cliffs sells healing plants to the wounded. Pay 1 Gold to heal 1 Wound.


2 = You must take care not to fall from the many cliff ledges once you have climbed high up on them. Choose your Arms or your Magic, then roll a die. If the die roll is greater than your chosen attribute, receive 1 Wound.


3 = Some evil flowers growing amongst the cliffs exude a poisonous spray when they sense blood. If you have 1 or more Wounds, roll a die. if the die roll is greater than your Vitae, receive 1 Wound.


4 = Nesting about these jungle cliffs is a tribe of crow men who attack with poison-drenched talons. Fight a Melee Combat with a crow man sentry. The crow man sentry's attributes are Arms: 4, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to Melee Combat with the crow man sentry, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.


5 = The mages of the crow man tribe use the evil flowers of the cliffs to make venomous magic. Fight a Magical Combat with a crow man sentinel. The crow man sentinel's attributes are Arms: 2, Magic: 4, Craft: 1, Vitae: 2. If you receive a Wound due to Magical Combat with the crow man sentinel, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound.


6 = You are challenged to do battle with the chief of the jungle crow man tribe. Fight a Melee Combat with a crow man chief. The crow man chief's attributes are Arms: 5, Magic: 2, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the crow man chief, roll a die. If the die roll is greater than your Vitae, receive 1 additional Wound. If the crow man chief has fallen due to Combat with you, gain 1 Gold and a temple pass. A temple pass is an Item. A temple pass does not count towards the number of Items you may have.


After your crow cliffs encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


FORGOTTEN TUNNEL - Roll a die for what you encounter within the tunnel of the forgotten:


1 = A bubbling pool in a remote cave of this forgotten tunnel happens to have healing properties. If you have 1 or more Wounds, heal 1 Wound.


2 = A patch of phosphorescent fungus on the tunnel walls spontaneously explodes in bright sparks. Roll two dice. If the die roll is greater than the total of your Arms plus your Magic, receive 1 Wound.


3 = The air of this forgotten tunnel is full of musky mold spores that can be toxic if inhaled. If you do not have any Wounds, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.


4 = The exotic plant life which grows in this tunnel has created a horde of mindless drones. Fight a Melee Combat with a mindvine drone. The mindvine drone's attributes are Arms: 4, Magic: 1, Craft: 1, Vitae: 2. If the mindvine drone has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, fight a Melee Combat with a mind vine. The mind vine's attributes are Arms: 3, Magic: 1, Craft: 1, Vitae: 1. You cannot end Combat with the mind vine unless it has fallen.


5 = A creeping, sentient vine plant which takes over the living has infected most of this tunnel. Fight a Magical Combat with a mindvine cluster. The mindvine cluster's attributes are Arms: 1, Magic: 4, Craft: 1, Vitae: 2. If the mindvine cluster has fallen due to Combat with you, roll a die. If the die roll is 1, 3, or 5, fight a Magical Combat with a vine mind. The vine mind's attributes are Arms: 1, Magic: 3, Craft: 1, Vitae: 1. You cannot end Combat with the vine mind unless it has fallen.


6 = Deep within this forbidden tunnel dwells a monstrous jungle beast that was forgotten long ago. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a jungle horror. If the die roll is 4, 5, or 6, fight a Melee Combat with a jungle horror. The jungle horror's attributes are Arms: 5, Magic: 5, Craft: 4, Vitae: 3. At the start of any Combat the jungle horror is in, roll a die. If the die roll is greater than your Craft, decrease your Arms and Magic by an amount equal to the die roll minus your Craft for that Combat only. If the jungle horror has fallen due to Combat with you, gain abomination. Abomination is a Spell. You may use abomination at the start of any Combat. When used, roll a die. You receive a number of Wounds equal to the die roll divided by two (round up), then increase your Arms and Magic by an amount equal to the die roll divided by two (round up). The increase lasts until the monster in the Combat with you has fallen or if you choose to end Combat with that monster. You may not use more than 1 abomination per Combat.


After your forgotten tunnel encounter ends, your turn ends and your next turn will begin in The Forbidden City; Stay on this page.


The Jungle Island


The Forbidden Temple

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