The Fountain Square
Your turn begins at The Fountain Square.
Roll two dice for what you encounter while exploring the fountain square:
2 = A hermetic druid has used the water of the fountain square to irrigate his small grove of holly trees. Fight a Magical Combat with a holly druid. The holly druid's attributes are Arms: 2, Magic: 6, Craft: 4, Vitae: 3. At the start of any Magical Combat the holly druid is in, roll a die. If the die roll is 1, 2, or 3, increase the holly druid's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the holly druid, roll a die. If the die roll is 1, 2, or 3, receive 1 additional Wound. If the holly druid has fallen due to Combat with you, gain a hollywood wand. A hollywood wand is an Item and a weapon. If your Alignment is Neutral and you have the hollywood wand at the start of any Magical Combat, roll a die. If the die roll is 1, 2, or 3, increase your Magic by 1 for that Magical Combat only. If the die roll is 4, 5, or 6, or if you are a wizard, increase your Magic by 2 for that Magical Combat only. If your Alignment is Neutral and you have the hollywood wand, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you are a wizard, the monster receives 1 additional Wound.
3 = The spirit of a holy man appears from a fountain of holy water and shares with you a powerful spell. Roll a die. If the die roll is equal to or less than your Arms, or if you are a priest, gain morningstar. Morningstar is a Spell. Morningstar may be used at the start of any Melee Combat if you have an Item that is a weapon with the word 'mace' or 'flail' in it's name. When used, roll a die. Increase your Arms by an amount equal to the die roll for that Melee Combat only. If a monster receives a Wound due to a Melee Combat in which morningstar was used, that monster receives 1 additional Wound. Wounds received by a monster due to a Melee Combat in which morningstar was used must be received; Ignore any instructions denoting a monster not receiving a Wound due to a Melee Combat in which morningstar was used. You may not use more than 1 morningstar per Combat.
4 = One of the largest fountains in the square is home to a mystic race of baby angel statues. If you choose, go to the section of this page with the name 'CHERUB FOUNTAIN'.
5 = A strange beast rises out of a fountain's water and makes a loud yerping sound with it's curly snout. Fight a Melee Combat with a yerp beast. The yerp beast's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. At the start of any Melee Combat the yerp beast is in with you, if it is the first Combat the yerp beast has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Arms by an amount equal to the die roll minus your Craft for that Melee Combat only. At the start of any Melee Combat the yerp beast is in with you, if it is not the first Combat the yerp beast 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 yerp beast has fallen due to Melee Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.
6 = A strange breed of water elemental dwells throughout numerous fountains in this square. Fight a Melee Combat with a water weird. The water weird's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. Roll a die. If the die roll is 1, increase the water weird's Arms by 1. If the die roll is 2, increase the water weird's Vitae by 1. If the die roll is 3, increase the water weird's Arms and Vitae by 1. If the water weird receives a Wound due to a Combat with you, roll a die. If the die roll is 1, 2, or 3, the water weird does not receive the Wound.
7 = Many magical fountains in this massive square spout forth refreshing water with curative qualities. If you have 1 or more Wounds, roll a die. If the die roll is less than your Vitae, heal 1 Wound.
8 = A small coven of odd mages abide in this fountain square to study water weird magic. Fight a Magical Combat with a water weirdo. The water weirdo's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. Roll a die. If the die roll is 1, increase the water weirdo's Magic by 1. If the die roll is 2, increase the water weirdo's Vitae by 1. If the die roll is 3, increase the water weirdo's Magic and Vitae by 1. If the water weirdo receives a Wound due to a Combat with you, roll a die. If the die roll is 1, 2, or 3, the water weirdo does not receive the Wound.
9 = A clan of skilled shepherds has come to this fountain square to master the mystical yerp beasts. Fight a Magical Combat with a yerp herder. The yerp herder's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. At the start of any Magical Combat the yerp herder is in with you, if it is the first Combat the yerp herder has been in this turn, roll a die. If the die roll is greater than your Craft, decrease your Magic by an amount equal to the die roll minus your Craft for that Magical Combat only. At the start of any Magical Combat the yerp herder is in with you, if it is not the first Combat the yerp herder 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 yerp herder has fallen due to Magical Combat with you, roll two dice. If the die roll is 7 or 11, gain 1 Gold.
10 = A large marble pool with a spouting fountain in the middle is home to many beautiful swans. If you choose, go to the section of this page with the name 'SWAN POOL'.
11 = A small bejeweled fountain is home to a sentient porcelain ballet dancer of a miniature size. Roll two dice, unless you have a tiny dancer. If the die roll is equal to or less than your Craft, gain a tiny dancer. A tiny dancer is an Ally. If you have the tiny dancer at the start of any Combat with a monster, you may choose to roll a die. If the die roll is 1, lose the tiny dancer. If the die roll is greater than the Craft of the monster in the Combat, that Combat will automatically be a standoff without rolling any dice.
12 = A giant stone gargoyle crouches atop a huge fountain made of rocks that is full of bubbling oil. Fight a Melee Combat with a gargantuan gargoyle. The gargantuan gargoyle's attributes are Arms: 6, Magic: 6, Craft: 2, Vitae: 4. At the start of any Combat the gargantuan gargoyle is in, roll a die. If the die roll is 6, increase the gargantuan gargoyle's Vitae by 1. If you receive a Wound due to a Melee Combat with the gargantuan gargoyle, roll a die. If the die roll is 6, receive 1 additional Wound. If the gargantuan gargoyle receives a Wound due to a Melee Combat, roll a die. If the die roll is 6, the gargantuan gargoyle does not receive the Wound. If the gargantuan gargoyle has fallen due to Combat with you, gain garg oil. Garg oil is an Item. If you have the garg oil at the start of any Combat you are in with a monster with the word 'giant', 'titan', or 'colossus' in it's name, you may choose to lose the garg oil. If so, roll a die. The monster with the word 'giant', 'titan', or 'colossus' 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 garg oil per Combat.
Unless you rolled a 4 and went to the section 'CHERUB FOUNTAIN', or you rolled a 10 and went to the section 'SWAN POOL', after your fountain square encounter ends, you must choose between staying at The Fountain Square or going back to The Misty Meadow. If you choose to stay at The Fountain Square, your turn ends and the next turn will begin at The Fountain Square; Stay on this page if so. If you choose to go to The Misty Meadow, your turn ends and the next turn will begin in The Misty Meadow; Proceed to that page if so.
CHERUB FOUNTAIN - Roll a die for what you encounter at the cherub fountain:
1 = A priest who worships the cherubs offers to sell you a special pass for visiting this fountain. Pay 2 Gold to gain a cherub pass. A cherub pass is an Item. If you have the cherub pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'CHERUB FOUNTAIN' 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 cherub pass. A cherub 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, a happy cherub shoots you with a healing arrow. Heal 1 Wound. If the die roll is 4 or 5, a nice cherub gives you a golden coin from the fountain's basin. Gain 1 Gold. If the die roll is 6, a cheerful cherub shoots an arrow at you with a paper pass attached. Gain a cherub pass. A cherub pass is an Item. If you have the cherub pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'CHERUB FOUNTAIN' 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 cherub pass. A cherub 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, an angry cherub shoots you with a piercing arrow. Receive 1 Wound. If the die roll is 4 or 5, a naughty cherub flutters off with some of your gold. Lose 1 Gold. If the die roll is 6, a jeering cherub splashes you with a lot of fountain water. Lose 1 cherub pass.
4 = A living statue of a baby angel spots you and takes aim with it's heart-shaped bow of stone. Fight a Melee Combat with a bow cherub. The bow cherub's attributes are Arms: 6, Magic: 5, Craft: 3, Vitae: 2. At the start of any Melee Combat the bow cherub is in with you, if it is the first Combat the bow cherub has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Craft, you receive 1 Wound. If the bow cherub receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 1, the bow cherub does not receive the Wound. If the die roll is 6, the bow cherub does not receive the Wound, then the bow cherub heals 1 Wound. If the bow cherub has fallen due to a Melee Combat with you, roll a die. If the die roll is 1, 3, or 5, gain a kid cupid. A kid cupid is an Ally. If you have a kid cupid at the start of any Combat with a monster, you may choose to lose the kid cupid. If so, roll two dice. If the die roll is greater than the total of the monster's Arms plus the monster's Craft, the monster receives 1 Wound. If you have a kid cupid and you receive a Wound due to Combat, you may choose to lose the kid cupid. If so, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use more than 1 kid cupid per Combat.
5 = An animate statue of a baby angel spies you and shoots forth a heart-tipped stone arrow. Fight a Magical Combat with an eros cherub. The eros cherub's attributes are Arms: 5, Magic: 6, Craft: 3, Vitae: 2. At the start of any Magical Combat the eros cherub is in with you, if it is the first Combat the eros cherub has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, you receive 1 Wound. If the eros cherub receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 1, the eros cherub does not receive the Wound. If the die roll is 6, the eros cherub does not receive the Wound, then the eros cherub heals 1 Wound. If the eros cherub has fallen due to a Magical Combat with you, roll a die. If the die roll is 1, 3, or 5, gain erosarrow. Erosarrow is a Spell. You may use erosarrow at the start of any Combat or whenever you receive a Wound due to Combat. When used at the start of a Combat with a monster, roll two dice. If the die roll is greater than the total of the monster's Magic plus the monster's Craft, the monster receives 1 Wound. When used when you receive a Wound, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use more than 1 erosarrow per Combat.
6 = In the middle of this fountain upon a throne of stone swaddling sits the prince of the cherubs. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a cherub prince. If the die roll is 4, 5, or 6, fight a Magical Combat with a cherub prince. The cherub prince's attributes are Arms: 7, Magic: 7, Craft: 4, Vitae: 3. At the start of any Melee Combat the cherub prince is in with you, if it is the first Combat the cherub prince has been in this turn, roll two dice. If the die roll is greater than the total of your Arms plus your Craft, you receive 1 Wound. At the start of any Magical Combat the cherub prince is in with you, if it is the first Combat the cherub prince has been in this turn, roll two dice. If the die roll is greater than the total of your Magic plus your Craft, you receive 1 Wound.If the cherub prince receives a Wound due to a Combat with you, roll a die. If the die roll is 1, the cherub prince does not receive the Wound. If the die roll is 6, the cherub prince does not receive the Wound, then the cherub prince heals 1 Wound. If the cherub prince has fallen due to a Combat with you, gain a heart of stone, unless you have a heart of stone. A heart of stone is an Item and a weapon. If you have the heart of stone at the start of any Combat, increase your Arms and Magic by 1 for that Combat only. If you receive a Wound due to a Combat that you used the heart of stone at the start of, roll a die. If the die roll is 1, you do not receive the Wound. If the die roll is 6, you do not receive the Wound, then you heal 1 Wound. You may not use any Item with the word 'crown', 'tiara', 'helmet', 'helm', 'shield', 'armor', 'plate', 'skin', 'fur', 'hat', 'cloak', 'robe', or 'robes' in it's name in a Combat if you use the heart of stone in that Combat.
After your fountain encounter, your turn ends and the next turn will begin at The Fountain Square; Stay on this page.
SWAN POOL - Roll a die for what you encounter at the swan pool:
1 = An admirer of the swans offers to sell you a special pass for regularly visiting this fountain pool. Pay 2 Gold to gain a swan pass. A swan pass is an Item. If you have the swan pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'SWAN POOL' 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 swan pass. A swan 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 discover a golden swan feather floating in the pool. Gain 1 Gold. If the die roll is 4 or 5, the beauty of a baby swan has a soothing effect upon you. Heal 1 Wound. If the die roll is 6, you find a paper pass upon the water folded into the shape of a swan. Gain a swan pass. A swan pass is an Item. If you have the swan pass at the start of any turn on The Fountain Square page, you may choose to start your turn at the 'SWAN POOL' 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 swan pass. A swan 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, you discover a cursed swan feather made of fool's gold floating in the pool. Lose 1 Gold. If the die roll is 4 or 5, the appearance of an ugly duckling has an ill effect on you. Receive 1 Wound. If the die roll is 6, you get thoroughly soaked by the central water spout of this pool. Lose 1 swan pass.
4 = The white swans of this pool are stunningly beautiful and sing a magical song when in battle. Fight a Melee Combat with a white swan. The white swan's attributes are Arms: 6, Magic: 5, Craft: 2, Vitae: 3. At the start of any Melee Combat the white swan is in with you, if it is the first Combat the white swan has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Arms by 1. The decrease lasts until the white swan has fallen or if you choose to end Combat with the white swan. If the white swan has 1 or more Wounds at the start of a Melee Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the white swan has, increase the white swan's Arms by an amount equal to the number of Wounds the white swan has for that Melee Combat only. If the white swan has fallen due to a Melee Combat with you, roll a die. If the die roll is 2, 4, or 6, gain a song swan. A song swan is an Ally. If you have the song swan at the start of any Combat, and you have 1 or more Wounds, you may choose to lose the song swan. If so, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. You may not use more than 1 song swan per Combat.
5 = A darkly beautiful black swan comes dancing across the water while singing a song of magic. Fight a Magical Combat with a black swan. The black swan's attributes are Arms: 5, Magic: 6, Craft: 2, Vitae: 3. At the start of any Magical Combat the black swan is in with you, if it is the first Combat the black swan has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Magic by 1. The decrease lasts until the black swan has fallen or if you choose to end Combat with the black swan. If the black swan has 1 or more Wounds at the start of a Magical Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the black swan has, increase the black swan's Magic by an amount equal to the number of Wounds the black swan has for that Magical Combat only. If the black swan has fallen due to a Magical Combat with you, roll a die. If the die roll is 2, 4, or 6, gain swansong. Swansong is a Spell. You may use swansong at the start of any Combat if you have 1 or more Wounds. When used, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. You may not use more than 1 swansong per Combat.
6 = In the midst of this pool on a throne of gossamer feathers sits the princess of the swans. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a swan princess. If the die roll is 4, 5, or 6, fight a Melee Combat with a swan princess. The swan princess's attributes are Arms: 7, Magic: 7, Craft: 3, Vitae: 4. At the start of any Combat the swan princess is in with you, if it is the first Combat the swan princess has been in this turn, roll a die. If the die roll is equal to or less than your Craft, decrease your Arms and Magic by 1. The decrease lasts until the swan princess has fallen or if you choose to end Combat with the swan princess. If the swan princess has 1 or more Wounds at the start of a Combat with you, roll a die. If the die roll is equal to or less than the number of Wounds the swan princess has, increase the swan princess's Arms and Magic by an amount equal to the number of Wounds the swan princess has for that Combat only. If the swan princess has fallen due to a Combat with you, gain a swan tiara, unless you have a swan tiara. A swan tiara is an Item and a weapon. If you have the swan tiara at the start of any Combat with a monster, and it is the first Combat you have been in with the monster that turn, roll a die. If the die roll is equal to or less than the monster's Craft, decrease the monster's Arms and Magic by 1. The decrease lasts until the monster has fallen or if you choose to end Combat with the monster. If you have the swan tiara at the start of any Combat, and you have 1 or more Wounds, increase your Arms and Magic by an amount equal to the number of Wounds you have for that Combat only. 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 swan tiara in that Combat.
After your pool encounter, your turn ends and the next turn will begin at The Fountain Square; Stay on this page.
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