The Forest
Your turn begins in The Forest.
If you are an elf, increase your Arms and Magic by 1 for this turn only.
Choose one of the following areas to explore: FOREST PATH, ELVEN CITY, DRUID GROVE, WOODS, 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 forest:
2 = You find a strange house made of gingerbread deep within the forest. If you choose, your turn ends and the next turn will begin in The Gingerbread House; Proceed to that page if so.
3 = A talking tree tells you the words to a nature spell. Roll a die. If the die roll is equal to or less than your Craft, or if you are an elf, gain skara. Skara is a Spell. You may use skara at the start of a turn on a page with the word 'Forest', 'Woods', 'Glade', or 'Glen' in it's name. When used, increase your Arms and Magic by 1 for that turn only.
4 = An elven maiden points the way to a glade of enchantment. If your Alignment is Good, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page. If your Alignment is Neutral or Evil, and if you choose, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
5 = You are about to foolishly walk into a patch of poison oak. Roll a die. If the die roll is greater than your Craft, receive 1 Wound.
6 = Unfortunately, this forest has orcs. Fight a Melee Combat with an orc. The orc's attributes are Arms: 3, Magic: 1, Craft: 2, Vitae: 2.
7 = You discover a path that leads into a forest of black trees. If you choose, your turn ends and the next turn will begin in The Black Forest; Proceed to that page if so.
8 = A hostile elf tries to chase you out of this forest. Unless you are an elf, fight a Magical Combat with an angry elf. The angry elf's attributes are Arms: 3, Magic: 3, Craft: 3, Vitae: 2.
9 = A masked archer gets the drop on you with his bow. Pay 1 Gold or 1 Item, or fight a Melee Combat with a masked man. The masked man's attributes are Arms: 3, Magic: 2, Craft: 3, Vitae: 2. At the start of any Melee Combat the masked man is in, if it is the first Combat the masked man has been in this turn, increase the masked man's Arms by 2 for that Melee Combat only.
10 = You find a legendary glade of enchantment. If you choose, your turn ends and the next turn will begin in The Enchanted Glade; Proceed to that page if so.
11 = You have the rare experience of meeting a pixie. Roll a die, unless you have a pixie. If the die roll is greater than your Arms, or if you are an elf and the die roll is equal to or greater than your Arms, gain a pixie. A pixie is an Ally. If you have the pixie at the start of any Melee Combat, roll a die. If the die roll is 5 or 6, or if you are an elf and the die roll is 4, 5, or 6, increase your Arms by 1 for that Melee Combat only.
12 = A giant treeman resents your intrusion into his territory. Roll two dice, unless your Alignment is Good or you are an elf, in which case roll a die. If the die roll is greater than your Craft, or if you choose, fight a Melee Combat with an ent. The ent's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 5. If the ent receives a Wound due to Melee Combat with you, roll a die. If the die roll is 6, the ent does not receive the wound. If the ent has fallen due to Combat with you, gain ent sap. Ent sap is an Item. Ent sap may be used at any time other than Combat if you have 1 or more Wounds. When used, roll a die and heal an amount of Wounds equal to the die roll divided by 2 (round up), then lose the ent sap, unless the die roll was 1 or 2, in which case do not lose the ent sap.
Unless you rolled a 2 and went to The Gingerbread House, or you rolled a 7 and went to The Black Forest, or you rolled a 4 or 10 and decided to explore The Enchanted Glade, after your forest encounter ends, go to the section of this page with the same name as the area you chose to explore.
ELVEN CITY - You may choose to do any of the following in any order you choose:
Pay 1 Gold to heal 1 Wound, unless you are an elf, in which case you can heal 1 Wound without paying 1 Gold.
Pay 2 Gold to gain a green potion, unless you are an elf, in which case pay 1 Gold to gain a green potion. A green potion is an Item. The green potion may be used at any time you have 1 or more Wounds. When used, heal 2 Wounds, then lose the green potion.
Pay 4 Gold to gain an elven blade, unless you are an elf, in which case pay 3 Gold to gain an elven blade. An elven blade is an Item and a weapon. If you have the elven blade at the start of any Melee Combat, increase your Arms by 1 for that Melee Combat only, then roll a die. If the die roll is 4, 5, or 6, or if you are an elf, increase your Arms by an additional 1 for that Melee Combat only.
Pay 2 Gold to gain an elven cloak, unless you are an elf, in which case pay 1 gold to gain an elven cloak. An elven cloak is an Item. If you have the elven cloak, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 10 or more, or if you are an elf and the die roll is 9 or more, you do not receive the Wound. You may not use any other Item with the word 'cloak', 'robe', or 'robes' in it's name if you have the elven cloak.
Pay 1 Gold to gain razzle, unless you are an elf, in which case you can gain razzle without paying 1 Gold. Razzle is a spell. Razzle may be used at the start of any Melee Combat. When used, decrease by 1 the Arms of a monster that is in the Melee Combat with you. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster.
Pay 1 Gold to gain dazzle, unless you are an elf, in which case you can gain dazzle without paying 1 Gold. Dazzle is a spell. Dazzle may be used at the start of any Magical Combat. When used, decrease by 1 the Magic of a monster that is in the Magical Combat with you. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster.
Pay 1 Gold to gain mana, unless you are an elf, in which case you can gain mana without paying 1 Gold. Mana is a spell. Mana may be used at the start of any Magical Combat if you have 1 or more Wounds. When used, heal 1 Wound, then increase your Magic by 1 for that Magical Combat only.
When you are done gaining Items, gaining Spells, and/or healing Wounds, your turn ends and the next turn will begin in The Forest; Stay on this page.
FOREST PATH - Your turn ends and the next turn will begin in The Forest; Stay on this page.
DRUID GROVE - Your turn ends and the next turn will begin in The Druid Grove; Proceed to that page.
WOODS - Your turn ends and the next turn will begin in The Woods; 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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