The Genie Lamp
Your turn begins in The Genie Lamp.
If you do not have an Item with the word 'canteen' in it's name, roll a die. If the die roll is greater than your Vitae, receive 1 Wound.
Roll two dice for what you encounter within the lamp:
2 = The lord of this lamp will grant an arcane coin of wish magic to those that can conquer him in mystic battle. If you choose, fight a Magical Combat with a genie lord. The genie lord's attributes are Arms: 5, Magic: 7, Craft: 5, Vitae: 3. The genie lord cannot receive more than 1 Wound at a time due to Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the genie lord receiving more than 1 Wound due to a Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1. If the genie lord has 1 or more Wounds at the start of any Combat, roll a die. If the die roll is less than the genie lord's Craft, roll another die. If that die roll is 1 or 2, increase the genie lord's Magic by 1. If that die roll is 3 or 4, increase the genie lord's Craft by 1. If that die roll is 5 or 6, increase the genie lord's Vitae by 1. If the genie lord has fallen due to Combat with you, gain a wish token. A wish token is an Item. A wish token does not count towards the number of Items you may have. If you have the wish token at the start of a turn on a page other than The Genie Lamp, lose the wish token. If you have 1 or more wish tokens at the end of your turn on The Genie Lamp page, you may choose to roll a die. If the die roll is greater than the number of wish tokens you have, your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. If the die roll is equal to or less than the number of wish tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to wish tokens, that same attribute cannot be increased by 1 again due to wish tokens for the rest of the game for that adventurer.
3 = The lord of the genies offers you genie treasure as reward for besting his champion in a magic battle. If you choose, fight a Magical Combat with a genie champion. The genie champion's attributes are Arms: 3, Magic: 6, Craft: 3, Vitae: 3. If the genie champion receives a Wound due to Magical Combat with you, roll two dice. If the die roll is 7 or more, the genie champion does not receive the Wound. If the genie champion has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is 1, increase the genie champion's Magic by 1 for that Magical Combat only. If the die roll is 6, the genie champion heals 1 Wound. If the genie champion has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a wish token. A wish token is an Item. A wish token does not count towards the number of Items you may have. If you have the wish token at the start of a turn on a page other than The Genie Lamp, lose the wish token. If you have 1 or more wish tokens at the end of your turn on The Genie Lamp page, you may choose to roll a die. If the die roll is greater than the number of wish tokens you have, your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. If the die roll is equal to or less than the number of wish tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to wish tokens, that same attribute cannot be increased by 1 again due to wish tokens for the rest of the game for that adventurer.
4 = A wizened genie deems to sell you a major wishing spell. Pay 2 Gold to gain majorwish. Majorwish is a Spell. You may use majorwish at any time. When used, all of your attributes increase by 1. At the end of the turn that majorwish was used during, decrease all of your attributes by 1. You may not use more than 1 majorwish per turn and may not use majorwish and the Spell minorwish during the same turn.
5 = A cunning member of the genie race has a sinister spell for stealing canteens. Fight a Melee Combat with a genie thief. The genie thief's attributes are Arms: 5, Magic: 4, Craft: 4, Vitae: 3. If you have an Item with the word 'canteen' in it's name and you receive a Wound due to Melee Combat with the genie thief, roll a die. If the die roll is less than the genie thief's Craft, you do not receive the Wound and instead lose 1 Item with the word 'canteen' in it's name.
6 = A male genie with a mean disposition likes to pick fights with strangers to this land. Fight a Melee Combat with a mean genie. The mean genie's attributes are Arms: 5, Magic: 3, Craft: 3, Vitae: 3. The mean genie cannot receive more than 1 Wound at a time due to Melee Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the mean genie receiving more than 1 Wound due to a Melee Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1.
7 = A mystical barrier blocks the outside world from the world of genies within the lamp. Roll two dice. If the die roll is less than your Magic, and if you choose, your turn ends and the next turn will begin at The Oasis; Proceed to that page if so.
8 = A female genie named jean seeks magical conflict with visitors to this land. Fight a Magical Combat with a jean genie. The jean genie's attributes are Arms: 3, Magic: 5, Craft: 3, Vitae: 3. The jean genie cannot receive more than 1 Wound at a time due to Magical Combat with you or an Item, Spell, or Ally you use; Ignore any instructions denoting the jean genie receiving more than 1 Wound at a time due to a Magical Combat, Item, Spell, or Ally, and treat any Wounds received over 1 as 1.
9 = A hostile genie wearing a turban with a spell-stealing jewel set in it floats your way. Fight a Magical Combat with a turban genie. The turban genie's attributes are Arms: 4, Magic: 5, Craft: 4, Vitae: 3. If you have 1 or more Spells and you receive a Wound due to Magical Combat with the turban genie, roll a die. If the die roll is less than the turban genie's Craft, you do not receive the Wound and instead lose 1 Spell.
10 = A young genie agrees to sell you a minor wishing spell. Pay 1 Gold to gain minorwish. Minorwish is a Spell. You may use minorwish at any time. When used, choose 1 of your attributes to increase by 1. At the end of the turn that minorwish was used during, decrease by 1 the attribute you chose to increase by 1 due to minorwish. You may not use more than 1 minorwish per turn and may not use minorwish and the Spell majorwish during the same turn.
11 = A scimitar-wielding knight jealously guards the many treasures he has acquired from the genies. If you choose, fight a Melee Combat with an arabian knight. The arabian knight's attributes are Arms: 6, Magic: 3, Craft: 3, Vitae: 3. If the arabian knight receives a Wound due to Melee Combat with you, roll two dice. If the die roll is 7 or more, the arabian knight does not receive the Wound. If the arabian knight has 1 or more Wounds at the start of any Melee Combat, roll a die. If the die roll is 1, increase the arabian knight's Arms by 1 for that Melee Combat only. If the die roll is 6, the arabian knight heals 1 Wound. If the arabian knight has fallen due to Combat with you, roll a die. If the die roll is 1, 2, or 3, gain 1 Gold. If the die roll is 4 or 5, gain 2 Gold. If the die roll is 6, gain a wish token. A wish token is an Item. A wish token does not count towards the number of Items you may have. If you have the wish token at the start of a turn on a page other than The Genie Lamp, lose the wish token. If you have 1 or more wish tokens at the end of your turn on The Genie Lamp page, you may choose to roll a die. If the die roll is greater than the number of wish tokens you have, your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. If the die roll is equal to or less than the number of wish tokens you have, choose 1 of your attributes to increase by 1, then your turn ends and the next turn will begin at The Oasis; Proceed to that page if so. Once an adventurer's attribute has been increased by 1 due to wish tokens, that same attribute cannot be increased by 1 again due to wish tokens for the rest of the game for that adventurer.
12 = An ancient mage that made a deal with the genies long ago now resides in this lamp for the rest of his life. If you choose, fight a Magical Combat with an aladdin mage. The aladdin mage's attributes are Arms: 4, Magic: 6, Craft: 4, Vitae: 4. If the aladdin mage has 1 or more Wounds at the start of any Magical Combat, roll a die. If the die roll is 1 or 2, increase the aladdin mage's Magic by 1 for that Magical Combat only. If the die roll is 5 or 6, the aladdin mage heals 1 Wound. If the aladdin mage has fallen due to Combat with you, gain a jeweled canteen, unless you have a jeweled canteen. A jeweled canteen is an Item. If you have the jeweled canteen at the start of any turn on a page with the word 'Desert', 'Oasis', 'Genie', 'Volcano', 'Yucca', 'Sky', or 'Pyramid' in it's name, increase your Magic by 1 for that turn only.
Unless you rolled a 7 and returned to The Oasis, after your lamp encounter ends, your turn ends and the next turn will begin in The Genie Lamp; Stay on this page if so.
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