The Ghost Tower
Your turn begins at The Ghost Tower.
Roll two dice for what you encounter while exploring the ghost tower:
2 = A godlike being from the ghost realm emerges from the energy nexus beneath this tower. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a ghost god. If the die roll is 4, 5, or 6, fight a Melee Combat with a ghost god. The ghost god's attributes are Arms: 6, Magic: 6, Craft: 4, Vitae: 1. At the start of any Combat with the ghost god, if it is the first Combat the ghost god has been in this turn, increase the ghost god's Arms, Magic, and Vitae by an amount equal to the number of Spells you have divided by two (round up). If the ghost god receives a Wound due to Combat with you, roll a die. If the die roll is 1, 3, or 6, the ghost god does not receive the Wound. If the ghost god has fallen due to Combat with you, gain a sorcery staff, unless you have a sorcery staff. A sorcery staff is an Item and a weapon. If you have the sorcery staff at the start of a Melee Combat, increase your Arms by an amount equal to the number of Spells you have divided by two (round up) for that Melee Combat only.
3 = A voracious ghost that eats spells comes floating your way. Fight a Melee Combat with a greedy ghost. The greedy ghost's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 1. If you receive a Wound due to Combat with the greedy ghost, and you have 1 or more Spells, lose 1 Spell, then increase the greedy ghost's Arms and Vitae by 1. If the greedy ghost receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 6, the greedy ghost does not receive the Wound. If the greedy ghost has fallen due to Combat with you, gain a spelleater. A spelleater is an Ally. If you have the spelleater at the start of a Combat and you have 1 or more Spells, you may choose to lose the spelleater and lose 1 Spell. If so, roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 spelleater per monster per turn.
4 = The ghost of a magic merchant has some spell-sacrificing magic for sale or trade. Pay 1 Gold or 1 Spell to gain spellkill. Spellkill is a Spell. You may only use spellkill at the start of a Melee Combat if you have 1 or more Spells other than spellkill. When used, lose 1 Spell other than spellkill, then roll a die. Increase your Arms by an amount equal to the die roll. The increase lasts until the monster in that Melee Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 spellkill per monster per turn.
5 = A ghostly knight in ghastly armor appears before you. Fight a Melee Combat with a ghost knight. The ghost knight's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 1. If you receive a Wound due to Melee Combat with the ghost knight, and you have 1 or more Spells, roll a die. If the die roll is greater than your Vitae, lose 1 Spell. If the ghost knight receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the ghost knight does not receive the Wound.
6 = This tower is haunted by a large number of ghosts that came from the energy nexus beneath it. Fight a Melee Combat with a tower ghost. The tower ghost's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. If the tower ghost receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 6, the tower ghost does not receive the Wound. If the tower ghost has fallen due to Combat with you, roll a die. If the die roll is 1, pay 1 Spell or receive 1 Wound.
7 = The spectral energy of this tower sometimes saps spells from those who explore it. If you have 1 or more Spells, roll two dice. If the die roll is 2 or 12, lose 1 Spell.
8 = The energy nexus beneath this tower is a portal for ghosts from a spectral realm. Fight a Magical Combat with a nexus ghost. The nexus ghost's attributes are Arms: 4, Magic: 4, Craft: 2, Vitae: 1. If the nexus ghost receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 6, the nexus ghost does not receive the Wound. If the nexus ghost has fallen due to Combat with you, roll a die. If the die roll is 1, pay 1 Spell or receive 1 Wound.
9 = A ghastly mage in ghostly robes appears before you. Fight a Magical Combat with a ghost mage. The ghost mage's attributes are Arms: 5, Magic: 5, Craft: 3, Vitae: 1. If you receive a Wound due to Magical Combat with the ghost mage, and you have 1 or more Spells, roll a die. If the die roll is greater than your Vitae, lose 1 Spell. If the ghost mage receives a Wound due to Combat with you, roll two dice. If the die roll is 7 or more, the ghost mage does not receive the Wound.
10 = The ghost of a fallen adventurer offers you a spell-sacrificing incantation. Pay 1 Gold or 1 Spell to gain spellslay. Spellslay is a Spell. You may only use spellslay at the start of a Magical Combat if you have 1 or more Spells other than spellslay. When used, lose 1 Spell other than spellslay, then roll a die. Increase your Magic by an amount equal to the die roll. The increase lasts until the monster in that Magical Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 spellslay per monster per turn.
11 = A ghost covered in spectral grey fire comes hovering your way. Fight a Magical Combat with a grey ghost. The grey ghost's attributes are Arms: 5, Magic: 5, Craft: 2, Vitae: 1. If you receive a Wound due to Combat with the grey ghost, and you have 1 or more Spells, lose 1 Spell, then increase the grey ghost's Magic and Vitae by 1. If the grey ghost receives a Wound due to Combat with you, roll a die. If the die roll is 1 or 6, the grey ghost does not receive the Wound. If the grey ghost has fallen due to Combat with you, gain spellraze. Spellraze is a Spell. You may only use spellraze at the start of a Combat if you have 1 or more Spells other than spellraze. When used, lose 1 Spell other than spellraze, then roll a die. Increase your Arms and Magic by an amount equal to the die roll. The increase lasts until the monster in that Combat with you has fallen or if you choose to end Combat with the monster. You may not use more than 1 spellraze per monster per turn.
12 = At the top of this tower dwells the supernatural spectral king of all witches and ghosts. Fight a Magical Combat with a witch king. The witch king's attributes are Arms: 7, Magic: 7, Craft: 5, Vitae: 1. At the start of any Combat with the witch king, if it is the first Combat the witch king has been in this turn, increase the witch king's Vitae by an amount equal to the number of Spells you have. If the witch king receives a Wound due to Combat with you, roll a die. If the die roll is 1, 3, or 6, the witch king does not receive the Wound. If the witch king has fallen due to Combat with you, gain a sorcery wand, unless you have a sorcery wand. A sorcery wand is an Item and a weapon. If you have the sorcery wand at the start of a Magical Combat, increase your Magic by an amount equal to the number of Spells you have divided by two (round up) for that Magical Combat only.
After your ghost tower encounter ends, you must choose between staying at The Ghost Tower or going back to The Wizard Isle. If you choose to stay at The Ghost Tower, your turn ends and the next turn will begin at The Ghost Tower; Stay on this page if so. If you choose to go to The Wizard Isle, your turn ends and the next turn will begin on The Wizard Isle; Proceed to that page if so.
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